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, Rich Baker, and Peter 
  Adkison. 
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  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.wizards.com/rpga. 
  DUNGEONS & DRAGONS, D&D, D&D REWARDS, DUNGEON MASTER, EBERRON, ABERRATIONS, DEATHKNELL, WINTER 
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  Visit the DUNGEONS & DRAGONS CAMPAIGNS website at www.rpga.com
  For rules questions speciﬁ c to this document and DUNGEONS & DRAGONS CAMPAIGNS e-mail 
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  MARK OF HEROES
  THE GRAYWALL INCIDENT
  Contents
  Introduction  ................................................................................................................................................................... 2
  Background ..................................................................................................................................................................... 3
  Prologue: Secretly into the Savage City .................................................................................................................................... 3
  Part One: Turendurz Villa ................................................................................................................................................... 5
  Part Two: From the Streets to the Arena .................................................................................................................................12
  Part Three: The Secret Path ................................................................................................................................................19
  Conclusion .....................................................................................................................................................................22
  Adventure Questions .........................................................................................................................................................23
  Design: Tim Sech and Stephen Radney-MacFarland
     Development: Stephen Radney-MacFarland
  Illustrations:  Jacob Burgess
  Cartography: Rob Lazzaretti and Stephen Radney-MacFarland 
  Playtersters: The players at Winter Fantasy 2006
  Sources: Five Nations [Bill Slavicsek, David Noonan, Christopher Perkins], Magic of Eberron [Bruce R. Cordell, Stephen Schubert, Chris 
  Thomasson], Player’s Guide to Eberron [James Whyatt, Keith Baker, Juke Johnson, Stan!], Expanded Psionics Handbook [Bruce R. Cordell], 
  Complete Divine [David Noonan], Monster Manual III [Rich Burlew, Eric Cagle, Jesse Decker, Andrew J. Finch, Gwendolyn F.M. Kestrel, 
  Rich Redman, Matthew Sernett, Chris Thomasson, P. Nathan Toomey], EMH-2 Pirate’s Bounty and the Island of Fire [Greg Marks], EMH-5 
  Gambit at Dreadhold [David Christ]. 
  C A M P A I G N S
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  ASIA, PACIFIC, & LATIN AMERICA 
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  P.O. Box 707 
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  +322 467 3360
  
  2
  Introduction
  Incident at Graywall is optimized for 7th-level characters. This means 
  that it’s designed and balanced for a group of four to ﬁ ve 7th-level 
  characters (PCs). If your group deviates from this size and strength, 
  each encounter features a section titled “Scaling the Encounter” so 
  that you, the Dungeon Master (DM), can create a more enjoyable 
  and better balanced adventure. If there are only four of ﬁ ve PCs of 
  the same level in your group, it’s easy to use this section: just use 
  the level entry that corresponds with the PCs’ level (the optimized 
  entry is given in the main adventure text). For groups of mixed levels 
  and groups with six PCs, determine the average level of the PCs, 
  and increase that average by one for groups of six PCs. Treat that 
  level as the groups level. That said, as DM you have discretion when 
  it comes to ﬁ tting the challenges of the adventure to your group. If 
  your group ﬁ nds the challenges too easy or too difﬁ cult, feel free to 
  increase or decrease the level of challenge appropriately. The goal is 
  to challenge the PCs and entertain the players, not to overwhelm or 
  even underwhelm them. The most enjoyable D&D games are ones 
  where failure and character death are possible, but success and reward 
  are attainable through daring and smart play. 
   
  Incident at Graywall has been designed to be part of the RPGA 
  DUNGEON & DRAGONS CAMPAIGNS: MARK OF HEROES program. Like all 
  DUNGEONS & DRAGONS CAMPAIGNS adventures, it’s recommended that 
  PCs undertaking its challenges have at least one arcane spellcaster, 
  a divine spellcaster (preferably a cleric), a strong warrior, and a 
  rogue. Parties missing these valuable adventuring components may 
  ﬁ nd Incident very challenging, and the chances of character death 
  higher. Please warn the players of this before play starts. DUNGEONS 
  & DRAGONS CAMPAIGNS allow players to “take one for the team”; that 
  is to play a fastplay wizard, ﬁ ghter, rogue, or cleric in place of one of 
  their characters, and gain experience point for their character. If the 
  group lacks one of these vital four classes, suggest to your players to 
  take advantage of this option.
  RPGA-Sanctioned Play
  Most likely you ordered this adventure as part of an RPGA even from 
  the RPGA website, or as part of the DUNGEONS & DRAGONS CAMPAIGNS 
  retail program. To play Incident at Graywall as part of the MARK OF 
  HEROES campaign—a worldwide, ongoing D&D campaign set in 
  Eberron—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 
  few things. First, it allows the PCs participating in play to accumulate 
  experience points (XP) and gold pieces (gp) to advance their MARK OF 
  HEROES characters. Second, it allows the RPGA to track and record 
  what character did during the adventure, and future adventures a 
  written with what the majority of player did in mind—in this way 
  characters’ action shape the future of the campaign. Lastly, player and 
  DMs gain rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is 
  worth four (4) points. 
   
  This adventure retires from RPGA sanctioned play on June 6, 
  2006. 
   
  To learn more about the DUNGEONS & DRAGONS CAMPAIGNS: 
  MARK OF HEROES 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, Monster 
  Manual, and the Eberron Campaign Setting. It is also a good idea to have 
  a copy of the Expanded Psionics Handbook, as it is possible that some 
  character playing in this adventure will be kalashtar utilizing the 
  psionics rules. 
   
  Throughout this adventure, blocks of italicized text provide player 
  information for you to paraphrase or read aloud when appropriate. 
  Sidebars contain important information for you, including special 
  instruction on running or expanding 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 a section directly after each encounter in a section titled 
  “Combat Statistics” or can be found in the Monster Manual. 
   
  This adventure may use material from various other D&D 
  sourcebooks and other ofﬁ cial sources. While many times the 
  adventure text notes where this information came from, the 
  adventure is designed so that you don’t need to have those sources 
  during play. 
   
  Either attached to the adventure, you’ll ﬁ nd a special RPGA 
  Session Tracking Sheet tailored for this adventure. 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. 
  INTRODUCTION
  DUNGEONS & DRAGONS  MINIATURES
  To run this adventure it’s recommend you have the following 
  miniatures:
   
  From the HARBINGER™ set: 
   
  3 Hyena (67/80)
   
  From the DRAGONEYE™ set: 
   
  Ialdabode, Human Psion (19/60) to represent Asulmaz.
   
  10 Gargoyles (52/60)
   
  6 Harpies (53/60) to represent normal harpies and  
   
  Graywall savant harpies
   
  From the ABERRATIONS™ set: 
   
  3 Gnolls (51/60) to represent the Ghûl Gnoll Mercenaries  
   
  and normal gnolls
   
  From the DEATHKNELL™ set: 
   
  2 Skullcrusher Ogre (41/60) to represent the ogre guards.
   
  Spectre (42/60
   
  From the ANGELFIRE™ set: 
   
  2 Abyssal Skulkers (51/60) to represent runehounds
   
  Feral Minotaur (53/60) to represent Goliath.
   
  From the War Drums™ set:
   
  Goblin Blackblade (30/60) to represent Meztak Gemeye 
  
  Summary
  While on a short respite within Grea Tower, Matron Martra 
  contactsthe PCs. She tasks them with stealing into the monster 
  quarters of the Droaam city of Graywall, sneak into the villa of an 
  ogre mage merchant of things exotic and magical, and secure an 
  artifact—the Rod of Orbs—which she believes is connected with the 
  mysterious Sardonian puzzle orbs. 
   
  Unlike many adventures, Incident at Graywall starts in medias res—in the 
  middle of things. The trek to Graywall and even the inﬁ ltration of the 
  villa of the ogre mage Turnedurz is pretty much completed at the start 
  of play. The PCs begin outside the door of the chamber housing the 
  Rod of Eye. 
   
  Once they open the door, the PCs ﬁ nd they are not the only one 
  with designs on the rod. Asulmaz, the insane Inspired from EMH-
  5 Gambit at Dreadhold, has beaten the PCs to the villa and is standing 
  over Turendurz’s corpse. During the encounter, Asulmaz taunts the 
  PCs and uses the Rod of Orbs in attempt to retrieve any Sarlonian puzzle 
  orbs the PCs may have, while his Ghûl gnoll assassins leap forth from 
  the shadows, harrying the PCs. The rod secured, and orbs gathered, 
  Asulmaz teleports out of the trophy room, setting off the villa’s alarms.
   
  While the villa’s master’s dead, its defenses are still potent. The 
  PCs must race out of the villa using the knowledge gained during 
  their entrance by way of the Villa Map (Handout 1). 
   
  The alarm does more than alert the villa’s defenses. Turendurz 
  was an important citizen and his alarms alert Xor’chylic, the illithid 
  governor of Greywall. Once the PCs escape the villa, they must 
  dodge the mind ﬂ ayer’s minions through the streets Graywall’s 
  monster quarters.  
   
  Using his psionic stranglehold on the city, Xor’chyulic uses his 
  powers and minions to corral the PCs into a ﬁ ghting pit. There 
  they battle a minotaur gladiator as entertainment for the illithid 
  and his savage citizens. If the PCs defeat the minotaur, they may be 
  able to gain the help of a goblin pit master, Meztak Gemeye. For 
  a price the goblin is willing to show the PCs a secret way out of the 
  monster quarters, and even allow them to rest before proceeding. 
  Unfortunately the goblin has double-crossed the PCs, and alerted 
  Xor’chylic of their presence. The illithid orders Gemeye to lead the 
  PCs into a trap. 
   
  Within the twisted tunnels of Graywall’s undercity, the PCs run 
  across a strange, toothy chasm. Upon crossing the treacherous ﬁ ssure, 
  the PCs are set upon by Xor’chlyic’s elite harpy warriors.  
   
  If the PCs defeat the harpies, they can pass on into the Human 
  Quarter, and then out of the city. Their skill and daring has peaked 
  Xor’chylic’s interest. The old mind ﬂ ayer, persuaded by a dusk hag 
  in his employ, decides that keeping these particular Diggers alive may 
  further some further machinations…after all, anyone can hire the 
  Diggers’ Union. 
  Troubleshooting
  Check for Sarlonian Puzzle Orbs
  This adventure has consequences for those with the item, and those 
  who have failed 12 saving throws since they gained the item. Make sure 
  to ﬁ nd out which PCs at the table have these story objects and what its 
  current status is. 
  Know Your Psionics
  This is a rather psionics-heavy adventure, especially in the early 
  encounter with Asulmaz, who is a high-level psion. We recommend 
  you have a copy of the Expanded Psionics Handbook at the table when 
  running this adventure, and be knowleable of the Inspired powers 
  before running the session. 
  THE GRAYWALL INCIDENT
  3
   
  If you don’t have access to the Expanded Psionics Handbook, most of its 
  rules can be found in the psionics section of the Standard Reference 
  Document (SRD) of the Open Gaming License (OGL). You can ﬁ nd 
  that document online at the following URL: www.wizards.com/d20.
   
   
  Preserving the NPC…for Now
  It’s very important that Asulmaz both survives this adventure, and 
  takes the Rod of Orbs with him. And while he should be of signiﬁ cant 
  power to aid you in making sure this happens, smart or lucky players 
  may frustrate this end.  Make sure this happens even if you have to 
  bend the rules a bit. 
   
  The PCs will get opportunity to defeat the insane Inspired in later 
  adventures. 
  Raising the Dead 
  At this point the PCs may have gained enough renown, and hopefully 
  enough gold and experience, to come back from the dead. Like many 
  things that involve XP and gp cost, raise dead and other spells work 
  differently in DUNGEONS & DRAGONS CAMPAIGNS. If a PC dies, and his 
  or her companions are able to bring the body back to a temple with 
  clerics powerful enough to cast raise dead within 11 days after the time 
  of death, a character can be raised (assuming the soul is willing). 
  This incurs a 1,100-gp debt, which may be divided up between the 
  characters played during the session. This debt is forever subtracted 
  from the equipment value of the characters, and reported in the “GP 
  Debt” ﬁ eld of the Session Tracking sheet. Additionally, the character 
  that came back from the dead has its experience points reduced. The 
  amount of experience points reduced is dependent on the current 
  character level (see the table below) of the PC raised. Record the 
  proper amount on the “XP Drain” ﬁ eld of the Session Tracking sheet. 
  These two costs are the only costs for the raise dead (even for 1st-level 
  characters), and overrides the rules for the spell found in the Player’s 
  Handbook. 
   
  Please Note: When a character is brought back from the dead it is 
  not recorded as a character death (so don’t mark “Y” on the Session 
  Tracking). Just record the gold debt and experience drain. 
  Experience Point Drain for Raised Characters
   
  Character Level  
   
  XP Drain
   
  7th 
   
   
   
  3,500 XP
   
  8th 
   
   
   
  4,000 XP
   
  9th  
   
   
  4,500 XP
   
  10th  
   
   
  5,000 XP
  Prologue: Secretly into the 
  Savage City
  The adventure starts with the PCs’ westward travel to Graywall 
  complete. With the help of Slurge, the PCs’ Graywall contact, they’ve 
  inﬁ ltrated the monster quarters. The play starts the doorway of 
  Turendurz’s the trophy chamber on the upper story of his villa. 
  Silence. It’s enshrouded the entire mission since the House Deneith guards escorted you into 
  the Human Quarter of Graywall. 
   
  Now you’re deep within the forbidden monster quarter of the gateway city of Droaam, 
  standing inside the villa of a respected—and by all stories, cunning and vicious—ogre mage 
  arcane trader named Turendurz.  
   
  Matron Martra told you that securing the Rod of Orbs might be the greatest 
  challenge you’ve ever faced. Your contact in the human quarter, the hobgoblin Slurge, said 
  any pink skin or tin can of the Five Nations entering the monster quarters would need the 
  luck of Olladra, and the guile of the Traveler to succeed, and by the sneering look of distain 
  
  she gave you, you’re sure she didn’t think you had either. 
   
  Strangely, so far the mission’s been trouble-free. You’ve gotten this far with eerie 
  ease. The path Slurge gave you was true, and you were able to avoid the harpy and 
  gargoyle patrols in the streets of the so-called monster quarters, and few guards stirred in 
  the Turendurz villa, and those that did were too distracted by games or grog to notice your 
  passage. And while you’ve notices some traps and alarms, you were able not to set off a 
  single one. Onata’s wife must indeed be smiling upon you tonight.
   
  Now all that’s left to do is foil the locks and wards on a single door, enter the ogre 
  mage’s trophy room, collect your prize…and of course escape; there’s always the escape. 
  At this point the PCs are in the hallway outside area 14 (Trophy 
  Room) and area 13 (Storage Chamber). 
   
  Starting in medias res likely prompts questions from the players. 
  Before the PCs decide to ﬁ ddle with the door, answer any of their 
  questions to best of their ability to ascertain the answers. Use the 
  following sections as guidelines. If you want, feel free to roleplay 
  sections as “ﬂ ashback” scenes. 
   
  Also give the players a copy of “Handout 1: Turendurz Villa”, 
  which gives them the information they’ve gathered about the villa up 
  to this point. 
  How did we get here?
  Some of the introduction text hints at the PCs’ path to this point. 
  They’ve been sent on this mission by Matron Martra to retrieve an 
  artifact related to the strange Sarlonian puzzle orbs (see sidebar), called 
  the Rod of Orbs. While the true purpose of the rod is as unknown as the 
  orbs’ purposes, but the Union desires to possess anything that will 
  that could answer their mystery. 
   
  According to Union sources in Graywall, the rod has been 
  in the possession of an ogre mage fence and smuggler named 
  Turendurz since the close of the Last War, but despite numerous 
  Union attempts, and the attempts by proxies covertly representing 
  the Union, the Droaam merchant has been unwilling to discuss or 
  part with the artifact. Martra suspect that either the ogre mage has 
  some hint of the rod’s true purpose, or the strange item psionically 
  compels Turendurz’s obstinance, at least in some minor way. 
  Because of this, the Union has decided to extract the artifact by 
  way subterfuge. The PCs are here to burgle the Rod of Orbs from 
  Turendurz. 
   
  The PCs hitched a ride from Breland to Graywall via a heavily-
  armed House Denieth caravan, traveling to Graywall to replenishing 
  house interests in the city. With Denieth’s help, the PCs masqueraded 
  as house mercenaries coming into the city, and then promptly 
  blended into the throngs of the city’s Human Quarter before 
  meeting with their ally, the hobgoblin sorceress, and Union agent 
  and journeyer, Slurge. 
   
  Though skeptical of the PCs’ chances, Slurge was able to secure 
  them a path into the monster quarters of the city. Aided with the 
  robes of the Blistered Ones—a diseased brotherhood of Mockery 
  monks with monasteries throughout Droaam—some useful magics, 
  and key intelligence, the PCs have secreted themselves through the 
  city and into the ogre mage’s villa successfully. Without Slurge, the 
  PCs would have never made it this far. 
  What’s Graywall like? 
  The gateway to Droaam, Graywall sits roughly on the border of that 
  land and Breland. The city was built using the strength of ogres and 
  the architectural skill of medusas, all under the direction of Xor’chlic 
  the illithid governor of the city. 
   
  It is a city of alien and disquieting—some would say deeply 
  disturbing—architecture, overrun by creatures that most of those who 
  hail from the Five Nations would call monsters. The eastern quarter 
  of the city houses humans and other members of the “civilized” 
  races. This Human Quarter is not only physically separated from the 
  rest of the city, Xor’chlic has granted House Tharashk the right to 
  administer justice within it. 
   
  The monster quarters are dangerous to outsiders, and feature 
  numerous ﬁ ghting pits that entertain the savage masses. Member of 
  the civilized races caught within the monster quarters, who aren’t 
  killed outright, end up ﬁ nding their death serving as entertainment 
  in the wildly popular blood sports. 
  What do we know about Turendurz?
  He’s a powerful citizen of Graywall who has close ties with the mind 
  ﬂ ayer governor, Xor’chlic. Fat, vain, and wealthy, a number of ogres 
  and orcs serve him. He’s depraved, ruthless, and wickedly cunning. 
  He prefers torture to negotiation, bloody murder over compromise, 
  and skullduggery instead of direct confrontation.  
  Are we supposed to kill Turendurz?
  No. Just steal the Rod of Orbs. Matron Martra knows the nature of this 
  mission may make some Diggers uncomfortable (see below), and 
  while the ogre mage is a monster (in more than one sense of the 
  word), speeding him to the Keeper’s clutches is beyond the mandate 
  of this mission. She also does not want to anger Xor’chlic. The mind 
  ﬂ ayer is a commanding creature with powerful sense of pride and 
  wrath. 
  4
  THE GRAYWALL INCIDENT
  Slurge
  
  5
  Sarlonian Puzzle Orb
  Sarlonian puzzle orbs are mysterious psionic and/or magic 
  items that started showing up early in the MARK OF HEROES 
  campaign. Some Diggers who have been tasked to hold 
  and guard these strange items for the Union have grown 
  somewhat fascinated (others would say obsessed) with them. 
  The orbs defy any meaningful evaluation and magical or 
  psionic divination.
   
  PCs with a Sarlonian puzzle orb must succeed a DC save at 
  the beginning of each adventure they play or be transﬁ xed 
  by the strange item throughout the adventure’s play. While 
  this usally has little to no game effect, those who fail this 
  save for this adventure suffer a -2 penalty to the Will save 
  when Asulmaz activates the Rod of Eyes (see Part One).
   
  Those PCs who have all the boxes checked on their 
  Sarlonian puzzle orb story object (signifying that they have 
  failed the saving throw 12 times since retrieving the orb) 
  throw their orb toward the Rod of Orbs when it is activated—
  they get no save. They are also treated as sickened for the 
  rest of the adventure, as withdraw from their orb cause 
  physical and psychological pain. A remove disease removes 
  this effect. 
  Why’s it been so easy? 
  Much of the ease has been due to the aid of Slurge and her associates. 
  While Graywall is a city of monsters, even Turendurz is too 
  monstrous for some of its citizens. They’ve had no problem aiding 
  outsiders if it embarrasses Turendurz.
   
  Disguises further aided the PCs. 
   
  Slurge has equipped the PCs with the heavy protective robes worn 
  by initiates of the Flayed Hand. Big and bulky, and made to protect 
  the open wounds of those monks who lack magics to protect their 
  newly ﬂ ailed skin from dirt and infection. So feared are the members 
  of the Flayed Hand that many citizens of Graywall will not risk 
  making eye contact with the monks. 
   
  For those PCs hesitant to wear the garments of a member of the 
  Dark Six, Slurge suggested that PC hide as a corpse of some spy or 
  interloper that his or her companions can take in tow, and even aids 
  in the disguise (Slurge’s Disguise is +16, with the aid of a disguise kit). 
  I’m a paladin, why am I acting like a burglar?
  There are, of course, many versions of this question. Some players 
  may question their PCs’ participation in such a seemingly nefarious 
  mission. It’s basically up to you to think fast and help them justify 
  their character’s involvement. Some ideas are: 
  Matron Martra has sent the PC to make sure less trustworthy 
  members of the group don’t compromise the mission by turning it 
  into a murder-and-loot exercise. 
  Turendurz is responsible for the murder or ruination of a member 
  of the PCs family or a close personal friend. The PCs may be 
  motivated by serving justice and could even get Matron Martra to 
  agree to sanction enacting of such “justice.”
  A faithful servant of a faith, organization, or other institution, 
  the PC has broken his or her word to Martra and told the other 
  organization about the Sarlonian puzzle orbs. That organization wants the 
  PC involved with any mission concerning the strange objects. 
  When the PCs are ready to proceed, go to “Part One: The 
  Turnendurz Villa”. 
  Part One: The Turendurz Villa
  During this section of the adventure, the PCs break into the Trophy 
  Room, ﬁ nd out an unexpected foe has beaten them to the prize, and 
  then must deal with the fallout of the encounter, which likely involves 
  a hasty escape from the villa. 
   
  Review the “Villa Locations” sidebar, as it contains overviews 
  of the villa’s defenses and its areas. Knowledge of such will be 
  important to run the encounter, and even more so if the PCs take 
  any unexpected actions.  
  Entering the Trophy Room (EL 7)
  Before the PCs can enter the trophy room, they must defeat its door. 
  Locked (good lock, DC 30) and trapped with a glyph of warding, the 
  magically reinforced strong wooden door (3-inch thick, lead lined, 
  and ethereal solid; harness 10; hp 40; Break DC 35) leading directly 
  to the trophy room is a formidable barrier. 
   
  Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell 
  effect (glyph of warding [blast], 16th-level cleric, 8d8 sonic, DC 14 
  Reﬂ ex save half damage); multiple targets (all targets within 5 ft.); 
  Search DC 28; Disable Device DC 28. The sound from the glyph also 
  brings the two elite ogre guards (see “Leaving the Villa”, below). They 
  arrive 10 rounds after the glyph blasts. 
   
  The door leading to the storage chamber (area 13) is also 
  locked (average lock, DC 25), and is identical in construction to 
  the trophy room door. A search of that door’s area (DC 15) may 
  ﬁ nd some strange symbols etched into the ﬂ oor stones. A successful 
  evaluation of the symbols (Spellcraft DC 20, or investigate DC 25) 
  identiﬁ es them as part of a ward keeping out (and in) incorporeal 
  undead. (Which are part of the healthy number of wards that trap the 
  spectre Turendurz uses as a guardian inside area 13, see that room’s 
  description.)
   
  Beyond the Door: The trophy room is a large asymmetric 
  chamber crammed with various items of sentimental value to the 
  ogre mage. Trophies from vanquished foes, strange alchemical and 
  magical trinkets, and rare artifacts from Xen’drik, Sarlona and 
  Argonnessen are displayed liberally around the chamber. 
   
  Knickknacks aside, the real meat of this encounter is in the 
  western area of the room, near the large window looking over the 
  slightly sloped roof over the landing platform. Once that area comes 
  into view, it takes no Spot check to see the large, limp, and lifeless 
  form of Turendurz draped over a large table, and the man standing 
  over him. 
  A beautiful man with a chiseled physique ﬂ oats in the air, mere inches above the ogre 
  mage’s body. His ornately decorated robes ﬂ ow about him, held aloft by a phantom wind, 
  observed only by sight. He clutches what can only be the Rod of Orbs in his right hand. 
  Have the PCs attempt a Spot check (DC 12 – automatic success for 
  kalashtar characters). Success recognizes the man as an Inspired, 
  a member of the beautiful and exotic ruling class of Riedra on the 
  Sarlonian continent. Those characters who have played EMH-5 Gambit 
  at Dreadhold, and who succeeded their check by 10 or more recognize 
  the Inspired as Asulmaz, the very prisoner that they were supposed to 
  escort back to Grea Tower during that ill-fated mission to Dreadhold 
  Prison. Failure of this check means that the PCs assume the man is a 
  kalashtar. 
   
  Asulmaz immediately recognizes the PCs as rivals, and taunts 
  them, conﬁ dent that he has the upper hand in this situation. 
  Furthermore, he recognizes those who attempted to secure his release 
  from Dreadhold Prison, as his allies have warned him that the PCs 
  and the Diggers’ Union may actively search for him. In this case he 
  THE GRAYWALL INCIDENT
  
  THE GRAYWALL INCIDENT
  
  7
   THE GRAYWALL INCIDENT
  starts his taunts with the following whether or not the PCs recognize 
  him: 
  “Oh, delightful. Delicious even. Are you looking for me, the rod, or both? You do know 
  you’ll get neither.” 
  During his taunts he chuckles in a melodically but maniacally, and 
  compulsively cracks all the knuckles in his left hand with a single, 
  strained grasping motion.  These are two of Asulmaz’s many nervous 
  habits. 
   
  If the PCs don’t recognize him or pretend not to recognize him, 
  he becomes even more agitated, screaming at them in a grating, high-
  pitched voice:
  “No wonder you failed to capture me. You are as stupid as you are ugly and insigniﬁ cant. 
  For I am Asulmaz, keeper of Sor-Quosyent, reaper of mages, scourge of Arcanix!”
  He then continues with the following: 
  Whatever you are here for, savor the bitter taste of failure, fools. You are nothing but 
  insects caught in the maelstrom of machinations beyond your ability to comprehend. 
  Alternatively, if the PCs have not played EMH-5 Gambit at Dreadhold, 
  Asulmaz starts his taunts with the above read-aloud text, peppering it 
  with insults as the encounter progresses.
   
  Don’t let the read-aloud text stop the PCs from acting. Asulmaz 
  can sprinkle his jeers among his combat actions. 
   
  Creatures:  As the keen senses of the PCs may ascertain early in 
  the encounter (use the initial Spot check against Hide), Asulmaz 
  is not alone in Turendurz’s treasure room. A trio of skilled and 
  dangerous Ghûl gnoll mercenaries aids the Inspired in his theft of 
  the Rod of Orbs. They lurk among the room’s shadows and behind 
  various treasures until the PCs attack. 
   
  Asulmaz: male Inspired psion 10 (nomad); hp 44; Combart 
  Statistics.
   
  Ghûl Gnoll Mercenaries (3): mix male and female gnoll scout 
  3; hp 32, 29, 29; Combat Statistics
  Tactics: The gnolls use their skirmish ability to best effect.  They’re 
  continuously tumbling into position and moving more than 10 feet 
  to give them their bonuses. They make sure to move into a ﬂ anking 
  position wherever possible.   
   
  Asulmaz stays away from combat the best he can, preferring to 
  toy with his rivals. He supports the gnolls with psionic powers and 
  psi-like abilities, while keeping himself safe—behind a wall of ectoplasm 
  if need be—but makes his escape as soon as the gnolls (and thus his 
  entertainment) are defeated. 
   
  This isn’t the case if the PCs carry at least one Sarlonian puzzle orb. 
  Asulmaz can sense the presence of the orbs, thanks to the rod, and he 
  attempts to steal the orbs before he makes his escape. 
   
  On the ﬁ rst round he starts with the following taunt: 
  “You pathetic mortals, how could you possibly understand the Sarlonian puzzle orbs? 
  Your intellect is hardly capable of ﬁ guring out what was in your last meal much less solve 
  the puzzle orb”
  Asulmaz then activates a power of the rod. Activating the power 
  takes a standard action and provokes attacks of opportunity. Any PC 
  carrying a Sarlonian puzzle orb an orb must succeed at a DC 20 Will save 
  or retrieve an orb from wherever it is stowed and then throw it toward 
  Asulmaz. 
   
  The gnolls have been instructed not to take attacks of opportunity 
  against creatures reaching for orbs. 
   
  When a Sarlonian puzzle orb is thrown toward the Rod of Orbs, the 
  artifact catches the orb by some invisible telekinetic force, and orb 
  starts to orbit around the rod much like an ioun stone circles around its 
  wearer’s head. 
   
  A PC who succeeded its saving throw can’t be affected by this 
  particular power of the Rod of Orbs for another 24 hours. When 
  Azulmaz takes possession of a Sarlonaian puzzle orb, void a PCs’ 
  corresponding story object by writing void across the document. 
   
  Once the insane Inspired psion gathers as many Sarlonian puzzle 
  orbs as he can, he spends no more than two rounds aiding the Ghûl 
  gnolls’ assault with his psionic powers before manifesting a psionic 
  teleport, but not before taking one last opportunity to taunt the PCs. 
   “A pity that this will be the last time I set my eyes upon you all.  I hope you are practice 
  runners.”  Asulmaz pops out of existence and a blare of what can only be the villa’s alarms 
  scream into the Droaam night. 
  Development: If at any time Asulmaz drops to 15 or fewer hit points 
  his pre-manifested teleport trigger activates, whisking him away from 
  further danger.  Also if the gnolls have been defeated in less than 
  three rounds he will use his psionic teleport to get out of the villa. As 
  indicated in the troubleshooting section of the adventure, Asulmaz 
  must survive this adventure with the Rod of Orbs in tow. 
   
  Teleporting out triggers the villa’s main alarms, waking the sleeping 
  guards in the Guardhouse (area 1), and jarring the ogre mage’s elite 
  guards (the ogre ﬁ ghter / barbarians in area 4) into action. 
  Scaling the Encounter
   
  8th-Level Characters: Asulmaz is a psion 11 (hp 44; Combat 
  Statistics)
   
  9th-Level Characters: Asulmaz is a psion 12 (hp 48; Combat 
  Statistics). At this level, when the alarm sounds, teleportation magic 
  is suppressed by a powerful localized dimensional lock keyed to each of 
  the PCs. This makes teleportation impossible for 20 days. 
   
  10th-Level Characters: Asulmaz is a psion 12 (hp 48; Combat 
  Statistics); increase the number of gnoll mercenaries to six (hp 35, 
  32, 30 29, 29, 24; Combat Statistics). At this level, when the alarm 
  sounds, teleportation magic is suppressed by a powerful localized 
  dimensional lock keyed to each of the PCs. This makes teleportation 
  impossible for 20 days.
  
  8
  Combat Statistics
  Asulmaz 
   
   
  CR 11
  CE male tsucora spirit / Inspired psion (nomad) 10 vessel
  Medium humanoid (human, psionic)
  Init +5; Senses Listen +5, Spot +21
  Languages Common, Quori, Draconic, Elven, Riedran
  AC 20, touch 18, ﬂ at-footed 20; inertial armor
  hp 42 (10 HD)
  Immune magic missiles (brooch of shielding – 20 pts)
  Fort +4, Ref +5, Will +12
  Speed 30 ft. (6 squares)
  Melee mwk crysteel dagger +6 (1d4/19-20) 
  Base Atk +5; Grp +4
  Special Actions Psi-like, abilities, psionic powers
  Power Points/Day: 118 pp (current 108); nnnnn nnnnn 
  ooooo ooooo ooooo ooooo ooooo 
  ooooo ooooo ooooo ooooo ooooo 
  ooooo ooooo ooooo ooooo ooooo 
  ooooo ooooo ooooo ooooo ooooo 
  ooooo ooo (ML 10th):
   
  5th—baleful teleport (DC 19), psionic teleport, psychic   
   
   
  crush (DC 19), teleport trigger† 
   
  4th—correspond, energy adaptation, psionic ﬂ y, wall of   
   
   
  ectoplasm 
   
  3rd—energy burst (DC 17), energy retort (DC 17), forced  
   
   
  share pain (DC 17), psionic blast (DC 17)
   
  2nd—biofeedback, energy stun, sustenance, thought  
   
   
   
  shield
   
  1st —conceal thoughts†, defensive precognition, force  
   
   
   
  screen, mindthrust (DC 15), vigor 
   
  †Psionic power premanifested and in effect during  
   
   
  encounter. 
  Psi-Like Abilities (ML 6th):
   
  1/day—body adjustment, id insinuation 
   
   
  (DC 17), mindlink, psionic charm (DC 15), 
   
   
  recall agony (DC 17) 
   
  3/day—body equilibrium, far hand, inertial armor, psionic  
   
   
  scent.
  Abilities Str 8, Dex 12, Con 10, Int 19, Wis 18, Cha 17
  SQ Dual spirit, naturally psionic
  Feats Psionic Body, Psionic Endowment, Extend Power, 
  Improved Initiative, Combat Empower Power, Overchannel, 
  Talented.
  Skills Autohypnosis +24, Bluff +15, Concentration +26, 
  Diplomacy +20, Intimidate +18, Knowledge (psionics) +28, 
  Knowledge (planes) +28, Listen +5, Move Silently +13, Ride 
  +5, Psicraft +27, Sense Motive +17, Spot +21. 
  Possessions amulet of natural armor +2, masterwork 
  Riedran crysteel dagger, brooch of shielding (20 points), 
  cloak of resistance +1, headband of intellect +2
   
  Duel Spirit (Ex): Among a host of other beneﬁ ts, an 
  Inspired gains the following beneﬁ ts from its duel spirit.
   
  Duel Mind: An Inspired may reroll any failed save against 
  a mind-affecting spell or ability. If the rerolled save also fails, 
  the Inspired suffers the effects normally. 
   
  Resist Exorcism: The quori spirit inhabiting an inspired 
  is subject to a dismissal spell, exotericism, or a similar effect. 
  Use the total of the human vessel’s character level and the 
  quori’s hit dice for the purpose of determining whether the 
  spirit resists dismissal or exorcism. If the effect is successful, 
  the quori spirit is temporarily driven back to Dal Quor. The 
  effect lasts for 10 minutes per caster level of the character 
  who cast the spell or performed the exorcism after which point 
  the quori spirit can return and posses the human vessel again. 
   
  If a quori spirit returns to Dal Quor for any reason, its 
  human vessel loses the beneﬁ ts of the dual spirit until the 
  quori spirit returns. 
   
  Naturally Psionic (Ex): An Inspired gains 1 extra power 
  point per character level, regardless of whether she chooses 
  a psionic class.  
  Hook Asulmaz believes he is all knowing and boasts about 
  that every chance he gets.
  Asulmaz 
   
   
  CR 12
  CE male tsucora spirit / Inspired psion (nomad) 11 vessel
  Medium humanoid (human, psionic)
  Init +5; Senses Listen +5, Spot +22
  Languages Common, Quori, Draconic, Elven, Riedran
  AC 20, touch 18, ﬂ at-footed 20; inertial armor
  hp 44 (11 HD) 
  Resist magic missile (brooch of shielding – 40 pt.)
  Fort +5, Ref +6, Will +13
  Speed 30 ft. (6 squares)
  Melee mwk crysteel dagger +6 (1d4/19-20) 
  Base Atk +5; Grp +4
  Special Actions Psi-like, abilities, psionic powers
  Power Points/Day: 139 pp (currently 129); nnnnn 
  nnnnn ooooo ooooo ooooo ooooo 
  ooooo ooooo ooooo ooooo ooooo 
  ooooo ooooo ooooo ooooo ooooo 
  ooooo ooooo ooooo ooooo ooooo 
  ooooo ooooo ooooo ooooo oooo 
  (ML 11th): 
   
  6th—mass cloud mind (DC 20)
   
  5th—baleful teleport (DC 19), psionic teleport, psychic 
   
   
  crush (DC 19), teleport trigger† 
   
  4th—correspond, energy adaptation, psionic ﬂ y, wall of   
   
   
  ectoplasm 
   
  3rd—energy burst (DC 17), energy retort (DC 17), forced  
   
   
  shared pain (DC 17), psionic blast (DC 17) 
   
  2nd—biofeedback, energy stun, sustenance, thought  
   
   
   
  shield
   
  1st—conceal thoughts†, defensive precognition, force  
   
   
   
  screen, mindthrust (DC 15), vigor 
   
  †Psionic power premanifested and in effect during  
   
   
   
  encounter. 
  Psi-Like Abilities (ML 6th):
   
  1/day—body adjustment, id insinuation (DC 17), mindlink,  
   
   
  psionic charm (DC 15), recall agony (DC 17); 
   
  3/day—body equilibrium, far hand, inertial armor, psionic  
   
   
  scent.
  Abilities Str 8, Dex 12, Con 10, Int 19, Wis 18, Cha 17
  SQ Dual Spirit, Naturally Psionic
  Feats Psionic Body, Psionic Endowment, Extend Power, 
  Improved Initiative, Combat Empower Power, Overchannel, 
  Talented.
  Skills Autohypnosis +25, Bluff +15, Concentration +27, 
  Diplomacy +21, Intimidate +18, Knowledge (psionics) +28, 
  Knowledge (planes) +28, Listen +5, Move Silently +13, Ride 
  +5, Psicraft +28, Sense Motive +17, Spot +22.
  Possessions amulet of natural armor +2, masterwork 
  Riedran crysteel dagger, brooch of shielding (40 points) cloak 
  of resistance +2, headband of intellect +2  
  Asulmaz 
   
   
  CR 13
  CE male tsucora spirit / Inspired psion (nomad) 12 vessel
  Medium humanoid (human, psionic)
  Init +5; Senses Listen +5, Spot +23
  Languages Common, Quori, Draconic, Elven, Riedran
  AC 20, touch 18, ﬂ at-footed 20; inertial armor
  hp 48 (12 HD) 
  Fort +4, Ref +5, Will +12
  Speed 30 ft. (6 squares)
  Melee mwk crysteel dagger +7/+2 (1d4/19-20) 
  Base Atk +6; Grp +5
  Special Actions Psi-like, abilities, psionic powers
  Power Points/Day: 174 pp (currently 164 pts.); nnnnn 
  nnnnn ooooo ooooo ooooo ooooo 
  ooooo ooooo ooooo ooooo ooooo 
  ooooo ooooo ooooo ooooo ooooo 
  ooooo ooooo ooooo ooooo ooooo 
  ooooo ooooo ooooo ooooo ooooo 
  ooooo ooooo ooooo ooooo ooooo 
  THE GRAYWALL INCIDENT
  
  9
  THE GRAYWALL INCIDENT
  ooooo ooooo ooooo oooo; (ML 12th):
   
  6th—cloud mind, mass (DC 22), psionic disintegrate (DC 22)
   
  5th—baleful teleport (DC 21), psionic teleport, psychic crush 
  (DC 21), teleport trigger† 
   
  4th—correspond, energy adaptation, psionic ﬂ y, psionic   
   
   
  freedom of movement, wall of ectoplasm 
   
  3rd—energy burst (DC 19), energy retort (DC 19), forced  
   
   
  share pain (DC 19) psionic blast (DC 19).    
   
  2nd—biofeedback, energy stun, sustenance, thought shield
   
  1st—conceal thoughts†, defensive precognition, force  
   
   
   
  screen, mind thrust (DC 17), vigor
   
  †Psionic power premanifested and in effect during encounter. 
  Psi-Like Abilities (ML 6th):
   
  1/day—body adjustment, id insinuation (DC 17), mindlink,  
   
   
  psionic charm (DC 15), recall agony (DC 17)
   
  3/day—body equilibrium, far hand, inertial armor, psionic  
   
   
  scent.
  Abilities Str 8, Dex 12, Con 10, Int 22, Wis 18, Cha 17
  SQ Dual Spirit, Naturally Psionic
  Feats Psionic Body, Psionic Endowment, Extend Power, 
  Improved Initiative, Empower Power, Overchannel, Talented, 
  Greater Psionic Endowment
  Skills Autohypnosis +26, Bluff +15, Concentration +28, 
  Diplomacy +22, Intimidate +18, Knowledge (psionics) +29, 
  Knowledge (planes) +29, Listen +5, Move Silently +13, Ride +5, 
  Psicraft +30, Sense Motive +17, Spot +23. 
  Possessions amulet of natural armor +2, masterwork Riedran 
  crysteel dagger, brooch of shielding (40 points) cloak of 
  resistance +2, headband of intellect +2
   Ghûl Gnoll Mercenaries         CR 4
  CE mix male and female gnoll scout 3
  Medium humanoid (gnoll) 
  Init +4; Senses darkvision 60 ft.; Listen +5, Spot +5
  Languages Gnoll, Common
  AC 19, touch 13, ﬂ at-footed 19; Dodge, Mobility, skirmish, 
  uncanny dodge
  hp variable, see encounter text (5 HD)
  Fort +7, Ref +6, Will +2
  Speed 40 ft. (8 squares)
  Melee +1 short sword +8 (1d6+4/19-20) or 
  Ranged mwk shortbow +6 (1d6/x3) 
  Base Atk +3; Grp +7
  Attack Options skirmish +2d6  
  Abilities Str 18, Dex 16, Con 15, Int 8, Wis 12, Cha 6
  SQ battle fortitude +1, trackless step, darkvision 60 ft., fast 
  movement, uncanny dodge
  Feats Dodge, Mobility
  Skills Spot +5, Listen +5, Tumble +10, Hide +7, Move 
  Silently +7
  Possessions +1 short sword, +1 chain shirt, mwk short 
  bow, 20 arrows. 
   
  Skirmish (Ex): These scouts deal and extra 2d6 point 
  of damage on all attacks they make during any round in 
  which they move at least 10 feet. The extra damage applies 
  only to attack taken during the scout’s turn.
   
  The extra damage only applies against living creatures 
  that have a discernible anatomy. Undead, constructs, oozes, 
  plants, incorporeal creatures, and creatures immune to extra 
  damage from critical hits are not vulnerable to this additional 
  damage. Scouts can apply this extra damage to ranged 
  attacks made while skirmishing, but only if the target is 
  within 30 ft. 
   
  The scout also gains a +1 competence bonus to AC 
  during a round in which it moves at least 10 feet. 
  The Turendurz Villa Features
  The Prologue and Part One of this adventure take place in the villa. 
  The PCs have some fairly detailed knowledge about much of the 
  villa (Handout 1), but the following is your overview of the various 
  locations within. 
   
  The villa stands 25 feet off the ground, held aloft by numerous 
  iron beams. There’s a single walkway that leads from the guardhouse 
  (area 1, which doesn’t appear on your map) up to the villa’s front 
  door (area 2). The ogre mage’s servants, guards, and land-bound 
  visitors use this walkway, but Turendurz prefers entering from one of 
  the two aerial landings (areas 6).
   
  Walls: The walls of this place are ethereal solid, lead-lined, 
  magically treated reinforced masonry. The thinner walls are 1-foot 
  thick (hardness 16; hp 180 per 5-foot section; Break DC 65), while 
  the thicker walls are 3 feet thick (hardness 16; hp 540 per 5-foot 
  section; Break DC 105). 
   
  Doors: The doors of this place are ethereal solid, lead-lined, 
  magically reinforced, ironbound doors (3-inch thick; harness 10; 
  hp 40; Break DC 35). Most are locked with average locks (DC 25), 
  but the Trophy Room (area 14), Turendurz’s Bedchamber (area 8) 
  and the front door (area 2) are guarded with good locks (DC 30). 
  Turendurz and his ogre guards each carry skeleton keys of all the 
  locks (including the windows) within the villa. 
   
  Windows: The windows of this place are adorned with leaded 
  glass (1/8 inch tick, hardness 1, hp 1), and sometimes shuttered (1-
  1/2 inch tick, harness 5, 15 hp), each is locked (good lock DC 30) 
  and breaking or unsuccessfully tampering with the windows sounds 
  the general alarm (see below). 
   
  Chimneys: The two chimneys of the villa (access through areas 
  5, 10, and 12) are only narrow enough for Tiny or smaller creatures. 
  Even then, the elemental ﬁ res of both are always lit, and any creature 
  traveling down the ﬂ ue, must travel some 30 feet before reaching the 
  second story, and 60 feet before reaching the ﬁ rst story. Due to the 
  smoke and ﬂ ames, such travel is difﬁ cult terrain for ﬂ ying creatures, 
  requires a DC 25 Climb check for those using that method of travel, 
  and fraught with smoke inhalation dangers (see Dungeon Master’s Guide 
  304). Choking and coughing creatures fall, taking falling damage 
  and 5d6 ﬁ re for each ﬁ re pit the creature hits. 
   
  Alarms: Breaking any window, or the front door, or teleporting 
  (including using other teleportation spells, powers, or spell- or 
  psi-like abilities, including dimensional leap and dimension door) into, out 
  of, or within the villa rises a loud gong alarm that alerts the guards 
  to intruders’ presence. It also drops a number of iron portcullises 
  at locations marked on your map and barring all the windows (see 
  “Leaving the Villa”, below).
   
  The alarms not only alert the guards within the villa, they also 
  alert Xor’chlyic’s and his Tentacles (see Part Two). Among his 
  servants, Graywall’s governor has recently acquired the services of a 
  mysterious dusk hag void disciple named Beltrudelgald Twiceborn. 
  He immediately has her reach out with her sense void ability to ﬁ nd 
  out what is amiss within Turendurz’s villa. From there on, he has 
  Beltrudelgald follow the PCs with her mind, which allows him to 
  track and harry their escape (and at higher levels help in positioning 
  Xor’chlyic’s powerful dimensional locks) in Parts Two and Three. 
   
  Wards: The lead-lined walls and doors, and even the special 
  leaded glass of Turendurz’s villa, blocks divination into the place, 
  and even divining from one room to another within the place. The 
  entire place is ethereally solid, blocking progress via that transitory 
  
  10
  plane. Lastly, if a creature other than Turenedurz uses a 
  teleportation spell, power, or effect within the villa, the alarm 
  is raised, and the half-ogre is mentally warned of the ﬁ nal 
  destination of such magic (with 85% accuracy) though such 
  passage is not usually blocked (see “Scaling the Encounter”). 
   
  Locations
   
  1. Guardhouse: This 40-foot by 60-foot guardhouse stands 
  adjacent to the walkway leading to the villa’s front door. It’s just 
  large enough to be a little too comfortable for its guards, a pair 
  of ogres armed with masterwork greatswords (Ogres [2]: hp 25, 
  25; Melee Large masterwork greatswords +8 [3d6+7/19-20]; 
  Monster Manual 199). Drugged with a minor sleeping agent slipped 
  to them by Asulmaz’s Ghûl gnoll mercenaries, they snore away 
  the night, but awaken if touched or they hear the sounds of 
  combat near their post or along the walkway (they suffer a -
  20 to listen checks due to the poison). They are automatically 
  awakened when the villa’s alarm sounds. 
   
  2. Front Door: The large and ornate double doors are 
  locked with a good lock (DC 30). Fumbling with the lock, or 
  breaking down the door sets off the alarm. The door is carved 
  with a stylized rendering of Turendurz, depicting him as much 
  more grand and muscular than the ogre mage’s actual bearing 
  and frame. 
   
  3. Foyer: Beyond the front doors is this large chamber that 
  stretches up to the villa’s vaulted roof, which features a continual 
  ﬂ ame chandelier. The walls of the chamber are cluttered with 
  paintings depicting Droaam’s rulers, Turendurz’s ancestors, 
  and scenes from the various blood sports the ogre mage enjoys.   
   
  The doors leading to the servant’s quarters (areas 4) are not 
  locked, but the door leading to the kitchen (area 5) is (average 
  lock; DC 25). 
   
  4. Servant’s Quarters (Dinning Rooms): More of a hovel 
  of mats in the villa’s two dining rooms than actual quarters, 
  the various orcs servants sleep here under the watchful (but not 
  always awake) eyes of an elite ogre guard (see “Leaving the Villa” 
  below). There are 8 orcs sleeping in each room, they are armed 
  only with makeshift weapons (Orcs [16]: hp 5 each; Melee club 
  +4 [1d6+3]; Monster Manual 203). Unless attacked, the orcs stay out 
  of any combat. 
   
  The doors to the aerial landings (areas 6) and the kitchen 
  (area 5) are locked; good locks (DC 30) in the former cases, and 
  average locks (DC 25) in the latter.
   
  5. Kitchen: Turendurz has a healthy appetite, and his 
  kitchen is stocked and well appointed. PCs may be disgusted by 
  his idea of cuisine, though, as he has a fondness for gnome, elf, 
  and kalashtar. 
   
  6. Aerial Landings: Some 25 feet above the ground, these 
  landing are ideal landing spots for the landing of ﬂ yers. The 
  walls have hitching points for the occasional wyvern or griffon.  
  The doors leading to the dinning rooms (areas 4) and the 
  kitchen (area 5) are barred with good locks (DC 30). 
   
  7. Balcony: This balcony oversees the walkway and the 
  guardhouse (area 1). It is barred with a good lock (DC 30), that 
  when opened sounds the alarm. 
   
  8. Turendurz’s Bedroom: This is a modest but rather large 
  room is adorned with an oversized bed with ﬁ ne satin sheets. A 
  few desks and cabinets are against the wall. Paintings old giant 
  legendary leaders hang on each wall. This room is guarded with 
  good locks (DC 30)
   
  9. Privy: The doors to this chamber are unlocked for easy 
  access by the villa’s patriarch. 
   
  10. Sitting Room: A comfortable spot with a large 
  cushioned chair and a table for Turendurz to study magic and 
  read up on the current magic item market. A stack of copies of 
  all the current chronicles from across Khorvaire lie in a stack 
  next to the chair. 
   
  New Alchemical Items
  Acidic ﬁ re from the Eberron Campaign Setting (page 120) is 
  probably familiar to most MARK OF HEROES players and 
  DMs, but it’s reprinted here for easy reference. The 
  bloodspikes are from Magic of Eberron (pages 139 to 140)
   
  Acidic Fire: this alchemical concoction 
  combines alchemist’s ﬁ re with a strong acid. A direct 
  hit with acidic ﬁ re deals 1d4 points of acid damage 
  and 1d4 points of ﬁ re damage. Every creature within 
  5 feet of the point where the acidic ﬁ re hits takes 1 
  point of acid damage and 1 point of ﬁ re damage form 
  the splash. On a round following a direct hit, the 
  target takes an additional 1d4 points of ﬁ re damage; 
  this damage can be avoided in the same way as for 
  alchemist’s ﬁ re (see page 128 of the Player’s Handbook). 
   
  Bloodspike: A bloodspike somewhat resembles a 
  thin potion vial, narrowing to a needlelike point at one 
  end. The interior of the slender tube is ﬁ lled with one 
  of sever varieties of alchemical substances (see below). 
  To use a bloodspike, a user jabs it directly into her 
  ﬂ esh (the ﬂ eshy part of her arm is an ideal location). 
  Doing this deals 1 point of piercing damage (damage 
  reduction does not apply when using a bloodspike) 
  and causes the ﬂ uid in the narrow vial to be absorbed 
  directly into the user’s body. 
   
  Alternatively, a bloodspike can be thrown as a 
  range weapon with a rage increment of 5 feet. The 
  bloodspike deals 1 point of piercing damage if it used 
  in this way, with the target subject to the effects of 
  bloodspike’s contents on a successful hit. (Since most 
  bloodspikes provide a beneﬁ cial effect, and adventurer 
  will typically throw a bloodspike at an ally to grant him 
  its beneﬁ ts in a combat situation.) No proﬁ ciency is 
  required to use a blood spike this way. 
   
  Regardless of the method of delivery, using a 
  bloodspike is a standard action that provokes attacks of 
  opportunity. The effects of the bloodspike’s alchemical 
  contents do not stack. Constructs, elementals, oozes, 
  plants, and undead are unaffected by bloodspikes. 
   
  Glowbug: A glowbug bloodspike interlaces your 
  blood with an alchemical substance that reacts by 
  emitting a luminous radiance. For 1 hour after a 
  bloodspike is used, this radiance leaks from every 
  inch of your skin. So long as some art of your body is 
  exposed (hand, arms, head, and so on), the effects of 
  the bloodspike provide bright light to a radius of 10 
  feet and shadowy illumination out to 20 feet. 
   
  Tempo: The tempo bloodspike interlaces your 
  blood with an alchemical substance that grants you a 
  secret reservoir of energy. At any time in the hour after 
  the bloodspike is used, you can draw upon this energy 
  to take one additional move action on your turn 
  (either before or after your other actions). If not used 
  within 1 hour, the alchemical substance fades from 
  your blood and is lost. 
  THE GRAYWALL INCIDENT
  
  11
  THE GRAYWALL INCIDENT
   
  11. Lab: This room is full of tomes, history books, and vials of 
  unlabeled alchemical substances. There is little of value in this room, but 
  a detect magic identiﬁ es 3 potions as such (two are inﬂ ict moderate wounds 
  potions [CL 3] and one is a protection from good potion [CL 1]). There are also 
  ﬁ ve vials of acidic ﬁ re, and a tempo and glowbug blood spike (see new 
  alchemical items sidebar). 
   
  12. Guest Room: This is a simply appointed bedroom. The door has 
  an average lock (DC 25). 
   
  13. Supply Room: Turendurz keep various odds and ends in this 
  cluttered and warded rooms. The room is warded at each door and each 
  window to keep in and out incorporeal undead. This is partially due to 
  the fact that the ogre mage has trapped a spectre (hp 45; Monster Manual 
  232) in this room. All that remains of an elf thief who tried to plunder 
  Turendurz’s trophy room last winter, the wards that keep him in this 
  chamber also prevent him from creating spawn. 
   
  14. Trophy Room: This room is detailed in the beginning of Part 
  One. 
   
  Villa Map
  
  12
  THE GRAYWALL INCIDENT
  Leaving the Villa (EL 9+)
  Once Asulmaz escapes with the Rod of Eyes, the PCs immediate concern 
  becomes escaping the villa. Handout 1 outlines their path into the 
  villa, and will aid them in their escape. 
   
  The electriﬁ ed portcullises slamming down in strategic parts 
  of the villa further limit their escape route. The statistics for these 
  barriers are as follows: 
   
  Iron Electriﬁ ed Portcullises: 2 inches thick; hardness 10, hp 60; 
  Lift DC 35 (25 if electricity is disrupted). Contact with a portcullis 
  cause 3d6 points of electricity to course through the PC each round 
  (a DC 13 Reﬂ ex save is allowed for half damage if the portcullis is 
  only momentarily or accidentally touched).
   
  If any PC is unfortunate enough to be standing under a 
  portcullis’s space when it falls, it acts like a trap with the following 
  statistics: Atk +10 melee (3d6). 
   
  Small creatures can squeeze through the gaps in the portcullis 
  with a DC 15 escape artist check. Such an attempt cause the creature 
  to take the electricity damage (no save) if the portcullis is still 
  charged. Tiny or smaller creatures can pass though the gaps of a 
  portcullis, but will likely take electricity damage when they pass 
  through (allow a saving throw). 
   
  PCs can attempt to disrupt the ﬂ ow of electricity in individual 
  portcullis (Disable Device DC 20; take 2d4 rounds). 
   
  Creatures: Unless the PCs can foil portcullises, the only clear 
  path is outside the front door, and between the trophy room and that 
  point, are the villa’s guards: the elite guards from the dinning rooms 
  and the normal guards from the guardhouse.
   
  Only the elite guards leave their post to search out the PCs, 
  probably confronting the PCs in the foyer (area 3), but they search 
  them out if the PCs pursue other ways out of the villa. 
   
  Elite Ogre Guards (2): ogre ﬁ ghter 2 / barbarian 2; hp 72, 67; 
  Combat Statistics. 
   
  Tactics: Angered that their pampered life has been disrupted, and 
  scared that failing their master may mean returning to the Graywall 
  ﬁ ghting pits, the ogre guards punish the PCs with ﬁ erce, raging 
  blows. Steeled by blood sport training this pair works well in concert, 
  taking ruthless advantages of PC mistakes whenever possible, while 
  cruelly mocking them for tactical mistakes, both real and perceived. 
   
  Development: There are many ways the PCs can escape. Different 
  groups of PCs will ﬁ nd different solutions to the dilemma. Don’t 
  dissuade them—the escape should be difﬁ cult, fun, and features a real 
  chance for failure. 
   
  If the PCs are beaten, those who survive are captured. Basically 
  the adventure is over. Each PC gets the “Captured!” digital story 
  object. Proceed to the conclusion.
   
  Once the PCs leave the villa, they may have to deal with the ogre 
  guards outside, but those two are just as likely to ﬂ ee if they think the 
  PCs beat the two tougher ogres inside the villa. From there, the PCs 
  must ﬁ nd a way to escape the monster quarters and eventually leave 
  Graywall. Go to Part Two. 
  Scaling the Encounter
   
  8th-Level Characters: No change.
   
  9th-Level Characters: There are three elite ogre guards (hp 72, 
  67, 66; Combat Statistics). 
   
  10th-Level Characters: There are four elite ogre guards (hp 72, 
  70, 67, 66; Combat Statistics).
  Part Two: From the Streets to 
  the Arena
  After leaving the villa, the PCs next task is escaping the monster 
  quarters of Graywall. At this point, give the PCs “Handout 2: Route 
  to the Villa.” This gives the PCs their basic route to Turendurz’s villa, 
  along with a scattering of information about the surrounding areas. 
  The handout is not really there to help the PCs, but to give them a 
  focus for their planned escape, and an idea of how hard the going is 
  going to be. 
   
  Still, use it to add some life to the city, and even as a guide to 
  the physical make up of areas in the city. Also use the sidebar “20 
  Graywall Random Encounters” to breath some life in the city.
   
  Getting out of the city is a tricky task. The alarms of the villa have 
  also warned the ogre mage’s friend and ally, Xor’chlyic, of the PCs 
  
  13
  THE GRAYWALL INCIDENT
  presence. A powerful psion (15th-level telepath equivalent), the mind 
  ﬂ ayer’s grip on the city is great, and he served by a group of powerful 
  clerics, wizards, and psions called Xor’chlyic’s Tentacles, and due 
  to a powerful dusk hag void disciple’s recent addition to that group, 
  the crafty illithid is able to stay one step ahead of the PCs. He uses 
  his formidable resources to attempt to thwart the PCs’ egress from 
  Graywall. 
   
  Xor’chlyic’s main goal is to funnel the PCs to the Skullcrusher 
  Fighting Pits, and due to his powerful resources, it’s a goal that he’ll 
  ultimately succeed at. The actual location of the ﬁ ghting pits has not 
  been noted on Handout 2. This gives you ﬂ exibility on where to place 
  it as the PCs proceed out of the monster quarters. 
   
  The ﬁ rst three of the following four encounters are encounters 
  you can run along the PCs path to the pits. 
   
  The ﬁ rst encounter, “Strange Fruit”, give the PCs an idea of the 
  power and reach of their illithid pursuer, along with a moderately 
  challenging combat encounter. 
   
  “Hyena’s Den” is more of a random encounter with a powerful 
  gnoll street gang who challenge those who enter their territory, and 
  like less the idea of “pink skins” roaming the monster quarter.  
   
  The third encounter, “Sky Full of Danger”, describes what 
  happens if Xor’chlyic’s band of aerial soldiers catches up with the 
  PCs, in the mind ﬂ ayer’s push to move the interlopers to their blood 
  sport debut. 
   
  The ﬁ nal encounter is the PCs show down with ﬁ ghting pit 
  sweetheart, the powerful minotaur barbarian goliath. 
  Combat Statistics
  Ogre Guards (Raging) CR7
  CE ogre ﬁ ghter 2 / barbarian 2
  Large giant
  Init +0; Senses darkvison 60 ft.; low-light vision, Listen 
  +4, Spot +4
  Languages Giant, Common; illiterate
  AC 20, touch 8, ﬂ at-footed 20
  hp variable, see encounter text (8 HD)
  Fort +16, Ref +1, Will +3
  Speed 30 ft. (6 squares; base 50 ft.)
  Melee +1 Large greatsword +15/+10 (3d6+22/19-20)
  Base Atk +7; Grp +21
  Attack Options Cleave, Power Attack* (+3 Power Attack 
  already calculated in stat block) rage 1/day (9 rounds 
  then fatigued; already calculated in stat block)
  Abilities Str 30, Dex 11, Con 22, Int 10, Wis 10, Cha 4
  SQ fast movement, illiteracy, trap sense +1, uncanny 
  dodge 
  Feats Cleave, Power Attack, Power Critical*, Toughness, 
  Weapon Focus (greatsword)
  Skills Climb +6, Hide -4, Listen +4, Spot +4, Swim -2
  Possessions +1 Large greatsword, masterwork Large 
  half-plate armor, ring of protection +1
  *From Complete Warrior (page 103), grants a +4 bonus 
  to conﬁ rm critical hits. 
  Hook “None leave alive!”
  When not raging, the ogre guards have the following 
  changed statistics:
  AC 22, touch 11, ﬂ at-footed 22
  hp -16 hit points from the variable in adventure text (8 
  HD)
  Fort +14, Will +1
  Melee +1 Large greatsword +13/+8 (3d6+17/19-20)
  Grp +19
  Attack Options Cleave, Power Attack* (+3 Power Attack 
  already calculated in stat block) rage 1/day (9 rounds 
  than fatigued—can’t run or charge, -2 to Str and Dex)
  Abilities Str 26, Con 18
   
  Typical convention play allows two to three of these encounters to 
  play out. The best option is run “Strange Fruit”, and either “Hyena’s 
  Den” or “Sky Full of Danger” before having the PCs stumble into the 
  “Skullcrusher Fighting Pit”.  
  Twenty Graywall Encounters 
  Graywall is a city unlike most others, and the following are bits of 
  random ﬂ avor to help liven up your descriptions of the city, and give 
  the PCs the idea of the danger they are in. 
   
  If there is a scene here that tickles your fancy as a potential 
  combat encounter, feel free to swap out either “Hyena Den” or “Sky 
  Full of Danger” for an encounter of a similar CR based on it. This 
  works like a mini DM’s Mark within this adventure. 
  D20 
  Encounter
  1   
  A gaggle of kobolds ﬂ ee from an angry displacer beast. The  
   
   
  lead kobold cackles in glee, pleased with the treasure in his  
   
   
  hand—a fancy spiked collar.  
  2 
   
  A group of ogres play some sort of game with a ball that  
   
   
  looks like it was made with the corpse of a gauth. 
  3   
  A pair of skullcrusher ogres (Monster Manual III 116) uses a  
   
   
  live goblin as an unfortunate wishbone in some form of sad  
   
   
  back-alley divination. 
  4 
   
  A goblin dressed as King Boranel ir’Wynarn of Breland  
   
   
  plays jester to a group of gnolls, ogres, and minotaurs. He  
   
   
  is actually very funny, but crass and bawdy. 
  5   
  A group of gnolls drags a gagged, but angry, destrachan up  
   
   
  the street. Throng of Graywall citizens makes a path for the  
   
   
  dangerous progression 
  6 
   
  A mongrelfolk rides atop a saddled otyugh. The pair serves  
   
   
  as trash collectors, as the otyugh eats the foul ﬁ lth and dung  
   
   
  dumped on the streets by city inhabitants. 
  7 
   
  Ogre servants carry a platform holding aloft a ﬁ re giant of  
   
   
  some importance. 
  8 
   
  A loud commotion issues forth from a structure. Moments  
   
   
  later a scared ogre mage stumbles out, and looking back  
   
   
  toward the door is turned to stone. Seconds later a trio of  
   
   
  medusa exit the building to inspect their handiwork. 
   
   
  The medusas wear the insignia of Xor’chlyic, and are  
   
   
  obviously members of his elite forces. 
  9   
  What appears to be a pile of trash, starts to move down the  
   
   
  street.
  10   
  A medusa shops at a slave pit for just the right gnome to  
   
   
  petrify and then display in her front yard. 
  11   
  A group of changelings perform a savage “morality” play  
   
   
  involving the folly of Brelish soldiers who think they can  
   
   
  outﬁ ght and outthink Droaam gnolls. 
  12   
  A bestial voice recites mystic syllables from a courtyard  
   
   
  barely visible from the street. A gnoll spellcaster is   
   
   
  animating dead in an old graveyard.   
  13   
  A group of gnolls watches a pair of hyena ﬁ ght, different  
   
   
  group wager on the combat’s outcome. 
  14   
  On a stage a group of clerics of Fury anoint a war troll 
   
   
  with blood-soaked large whip-like brushes. A banner  
   
   
  over the ceremony declares “Korg-Ort the blessed ravager  
   
   
  of Znir, and blessed of Fury.” A throng of creatures  
   
   
  surrounds the macabre ceremony, its frenzied member  
   
   
  hoping to be splashed with the anointing ﬂ uid. 
  15  
  A ﬁ gure mounted atop a wyvern circles overhead. 
  16   
  In an open-air market, a ﬁ ght breaks out between gnoll  
   
   
  toughs and a band of hobgoblin mercenaries. It ends 
   
   
  as quickly as it began when a trio of harpies land in the  
   
   
  market.  
  17   
  A carriage passes on the street. Six skeletal horses pull it,  
   
   
  but has no driver. A strange, eerie moaning can be heard  
   
   
  coming from within.  
  
  14
  18  
  A parade of gladiators marches past on their way to the  
   
   
  blood sport. The parade attracts the attention of nearby 
   
   
  citizens who call out to favorite ﬁ ghters, and throw scraps 
   
   
  of raw meat to them, which if caught, are quickly gobbled 
   
   
  up—no matter the gladiator’s race. 
  19   
  A small band of nervous looking orcs wander up the  
   
   
  streets, obviously amazed and alarmed about what they see. 
  20   
  A large elephant creature barrels up the street, forcefully  
   
   
  pushing through the savage throngs. The creature is a  
   
   
  Thaskor (Miniatures Handbook page 70)
  Strange Fruit (EL 5)
  Not long after the PCs leave the villa, and move toward out of the 
  city, the PCs come across one of the strange treelike structures that 
  dot the city of Graywall. These greater eyes of Xor’chlyic are devices that 
  allow the mind ﬂ ayer to see the various parts of his city, and even 
  move minions by teleportation magic to do his bidding. When the 
  PCs approach, the mind ﬂ ayer recognizes them as the intruders into 
  Turendurz’s villa, and sends to creatures to deal with the threat.  
  As you turn the corner you see a somewhat familiar sight—one of the strange twisted 
  treelike growths ending in an orb of glowing mist. Slurge called them the governor’s eyes 
  and said that Xor’chlyic uses them to control the city, but never explained how.
   
  Activity around this one gives hints to just how the mind ﬂ ayer uses these strange 
  objects, as a strange houndlike creature covered with strange rune tattoos leaps from the 
  glowing mist of the governor’s eye. A second one’s mawed head juts out of the mist, also 
  ready to leap out. Though these creatures seem to have no eyes, they seem eerily aware of 
  your presence. 
   
  Any disguise the PCs might be wearing does not fool the 
  runehounds. Their psionic impression of the PCs came straight from 
  Xor’chlyic. 
   
  PCs who played EMH-6 Blind Man’s Hunt recognize these creatures 
  as runehounds, the very same kind of Khyber-spawned creature that 
  haunted Stern Keep in the Harrowcrowns. 
   
  Creatures: These particular runehounds are Xor’chlyic’s thralls, 
  and are tasked with killing or capturing the pesky PCs. 
   
  Runehounds (2): hp 40, 33; Combat Statistics.
   
  Tactics: While Xor’chlyic would rather the PCs be captured, 
  runehounds are not gentle hunters. While they do use their spittle to 
  web PCs ﬁ rst, they take no guff and have no problem ripping pesky 
  PCs’ guts out.  
   
  Development: If the hounds are able to trap the creatures for 
  over a minute, they’ve stalled the PCs long enough for the gargoyles 
  and harpies to swoop down and capture the PCs (see “Sky Full of 
  Danger” below). The PCs are then captured and gain the “Captured!” 
  story object. Proceed to the conclusion. 
   
  If the PCs defeated these creatures, Xor’chlyic reaches out 
  telepathically to taunt them. 
  All of a sudden a voice echoes in your head. The alien voice echoes uncomfortably in your 
  thoughts. “Nowhere to run, nowhere to hide murderers.  It is futile to ﬂ ee. I will hunt you 
  down. This is my city and it lives and breathes to my rhythm.” 
  At that point the PCs spot the large murder of harpies and gargoyles 
  in the distance (see “Sky Full of Danger”, below). The group harries 
  them until PCs enter the Skullcrusher Fighting Pit, but allow the PCs 
  to use whatever skills at their disposal to attempt to ﬂ ee from the PCs. 
  Scaling the Encounter
   
  8th-Level Characters: There are three runehounds (hp 40, 35, 
  33; Combat Statistics).
  THE GRAYWALL INCIDENT
  
  15
  THE GRAYWALL INCIDENT
   
  9th-Level Characters: There are four runehounds (hp 40, 40, 
  35, 33; Combat Statistics). 
   
  10th-Level Characters: There are ﬁ ve runehounds (hp 40, 40, 
  37, 37, 33; Combat Statistics). 
  Combat Statistics
  The following statistics take into account the Monster Manual III 
  errata for the runehound. 
  Runehound  
   
  CR 3
  NE Medium aberration 
  Init +4; Senses psychic scent, uncanny blindsight; Listen +5, 
  Spot +5
  AC 18, touch 12, ﬂ at-footed 14
  hp 37 (5 HD); DR 5/silver; fast healing 3
  Immune gaze attacks
  Fort +5, Ref +5, Will +5
  Spd 50 ft. (10 squares) 
  Melee bite +8 melee (2d6+7), or vile spew +5 ranged touch 
  (5d6 acid damage; DC 15 Reﬂ ex for half damage)
  Space/Reach 5 ft. /10 ft. 
  Base Atk +3, Grp +8
  Atk Option extended reach (10 ft. reach, can attack 
  adjacent creatures), Combat Reﬂ exes (may make attacks 
  of opportunity while ﬂ at-footed and up to 5 attacks of 
  opportunity a round)
  Special Atk vile spew (attack for damage [see above] or 
  spit a single-target web spell [DC 15 negates the effect] 
  both have ranges of 100 ft. and can be used once every 1d4 
  rounds). 
  Abilities Str 20, Dex 18, Con 19, Int 5, Wis 12, Cha 8
  Feats Combat Reﬂ exes, Lightning Reﬂ exes, Track 
  Skills Hide +5, Move Silently +3, Spot +5
   
  Psychic Scent (Su): A runehound tracks by following 
  psychic trails and aura traces. It gains a +20 bonus on all 
  Survival checks made to track. It does not receive this bonus 
  against mindless creatures or creatures shielded against 
  mental effects.
   
  Uncanny Blindsight (Su): runehounds are blind but 
  perceive their surrounds with their psychic senses. This 
  ability provides a runehound with blindsight out to 500 feet. 
  In addition, a runehound cannot be ﬂ anked.
   Hyena Den (EL 7)
  More so than the other two encounters, this one is of a more random 
  nature, but involves a typical group of Graywall citizens, rather than 
  the minions of the mind ﬂ ayer ruler.
   
  This encounter also takes advantage of the fact that the PCs have 
  to reapply their disguise without the help of Slurge and her disguise 
  kit after their assault on the villa.  
  Behind a shady and rank stall, a group of gnolls and hyenas emerge. The lead, and 
  armored female seems to be the leader. She looks out on the streets and snarls. 
  This smelly stall is the favorite haunt of a domineering gnoll cleric 
  and her brood. Nicknamed the Hyena Den by the local denizens, the 
  cleric, Gezlul, calls it simply her territory, and has marked it at such.  
   
  A natural busybody, Gezlul questions and harasses interesting 
  passerbys. If the PCs are skulking around in their Flayed Hand 
  disguise, this is enough to peak the gnoll’s interest. 
  Monk, come here and show my men the glorious wounds of the Mockery.
  Gezlul wants to amaze her brood with the fresh wounds of Flayed 
  Hand initiate, and pushes to get the PCs to drop their heavy robes. 
  As she approaches, give the gnoll a chance to penetrate the disguise 
  (Player’s Handbook 72). 
   
  Even if the fearless gnoll does not penetrate the disguise, she 
  pushes the matter, much to the horror of her brood. Here actions 
  should eventually reveal the PCs fraud. 
   
  Creatures: Once Gezlul discovers the PCs are no monks of the 
  Mockery, she and her cronies attack. 
   
  Gnolls (3): hp 12, 11, 11; Monster Manual 130.
   
  Hyenas (3): hp 19, 16, 12; Monster Manual 174.
   
  Gezlul: female gnoll cleric 5; hp 45; Combat Statistics.
   
  Tactics: A paranoid creature (or maybe just one used to the 
  ways of Graywall), Gezlul’s ﬁ rst action is to cast invisibility purge to suss 
  out any hidden adversaries. Gezlul follows up by supporting her 
  brood members with spells, only entering melee when her fodder is 
  depleted. 
   
  Development: The ﬁ ght creates such a commotion it may the 
  harpy and gargoyle servants of Xor’chlyic (see “Sky Full of Danger”, 
  below) or a press of the Graywall mob, both of which could press the 
  PCs toward the entrance of the Skullcrusher Fighting Pits. 
  Scaling the Encounter
   
  8th-Level Characters: increase the number of gnolls and hyenas to ﬁ ve 
  (Gnolls (5): hp 12, 11, 11, 10, 9 and Hyenas (5): 19, 16, 15, 13, 12)
   
  9th-Level and 10th-level Characters: increase the number of gnolls and 
  hyenas to ﬁ ve (Gnolls (5): hp 12, 11, 11, 10, 9 and Hyenas (5): 19, 16, 15, 13, 
  12) and Gezlul is a 6th-level cleric (hp 51).  
  Combat Statistics
  Gezlul 
    
   
  CR 6
  CE female gnoll cleric (Mockery) 5
  Medium humanoid (gnoll)
  Init +0; Senses darkvision 60 ft.; Listen +2, Spot +3
  AC 21, touch 10, ﬂ at-footed 21
  hp 45 (7 HD)
  Fort +8, Ref +1, Will +7
  Spd 20 ft. (4 squares) 
  Melee +1 ﬂ ail +10 (1d8+5). 
  Base Atk +4, Grp +8
  Atk Options spontaneously cast inﬂ ict spells
  Special Atk rebuke undead, smite 1/day (+4 to hit, +5 
  damage)
  Cleric Spells Prepared (CL 5th; touch +8)
   
  3rd— magic vestment*, invisibility purge
   
  2nd—aid, calm emotions (DC 15), death knell (DC 15),  
   
   
  spiritual weapon*
   
  1st—bless, command (DC 14), entropic shield, inﬂ ict  
   
   
  light wounds* (DC 14), remove fear
   
  0—cure minor wounds, detect magic, detect poison,  
   
   
  purify food and drink, resistance. 
   
  *Domain spell: Domains Destruction (smite) and War. 
  Abilities Str 18, Dex 10 Con 15, Int 10, Wis 16, Cha 6
  Feats Combat Casting, Profane Boost, Weapon Focus (ﬂ ail), 
  Weapon Focus (kama), Exotic Weapon Proﬁ cency (kama). 
  Skills Concentration +7 (+11 cast def.), Knowledge (religion) 
  +5, Listen +2, Spot +3
  Possessions full plate, +1 heavy steel shield, +1 ﬂ ail, silver 
  holy symbol of Mockery
  Hook “You dare make a mockery of the Mockery?!”
  Cont. page 16
  
  16
  THE GRAYWALL INCIDENT
  Combat Statistics Cont. 
  Gezlul 
    
   
  CR 7
  CE female gnoll cleric (Mockery) 6
  Medium humanoid (gnoll)
  Init +0; Senses darkvision 60 ft.; Listen +2, Spot +3
  AC 21, touch 10, ﬂ at-footed 21; Dodge
  hp 51 (9 HD)
  Fort +9, Ref +1, Will +8
  Spd 20 ft. (4 squares) 
  Melee +1 ﬂ ail +11 (1d8+5). 
  Base Atk +5, Grp +9
  Atk Options spontaneously cast inﬂ ict spells
  Special Atk rebuke undead, smite 1/day (+4 to hit, +6 
  damage)
  Cleric Spells Prepared (CL 5th; touch +8)
   
  3rd—blindness/deafness (DC 16), magic vestment*,  
   
   
   
  invisibility purge
   
  2nd—aid, calm emotions (DC 15), death knell (DC 15),   
   
   
  hold person (DC 15), spiritual weapon*
   
  1st—bless, command, entropic shield, inﬂ ict light  
   
   
   
  wounds* (DC 15), remove fear
   
  0—cure minor wounds, detect magic, detect poison,  
   
   
   
  purify food and drink, resistance. 
   
  *Domain spell: Domains Destruction (smite) and War. 
  Abilities Str 18, Dex 10 Con 15, Int 10, Wis 16, Cha 6
  Feats Combat Casting, Dodge, Profane Boost, Weapon 
  Focus (ﬂ ail), Weapon Focus (kama), Exotic Weapon 
  Proﬁ cency (kama). 
  Skills Concentration +9 (+13 cast def.), Knowledge (religion) 
  +5, Listen +2, Spot +3
  Possessions full plate, +1 heavy steel shield, +1 ﬂ ail, silver 
  holy symbol of Mockery
  Profane Boost [Divine]
  Complete Divine 84
  You can channel negative energy to increase the power of 
  inﬂ ict wounds spells cast near you. 
   
  Prerequisite: Ability to rebuke undead.
   
  Beneﬁ t: You can spend a rebuke attempt as a standard 
  action to plan an aura of negative energy upon each 
  creature with a 60-foot burst. Any inflict spell cast on one 
  of these creatures before the end of your next turn is 
  automatically maximized, with no adjustment to the spell’s 
  level or casting time. 
  Sky Full of Danger (EL 12)
  In this encounter, a power ﬂ ight of the governor’s aerial troops 
  attempts to corner the PCs. But while these harpies and gargoyles 
  have the higher ground, and the advantage of the mind ﬂ ayer’s 
  intelligence, let the PCs spot their foes ﬁ rst.
  For a moment a ﬂ ock of winged beasts block the full winter moon out. Their silhouettes 
  betray the group as a mix of gargoyles and harpies. The master of Graywall uses both as 
  shock troops and city guards. 
  Creatures: This large ﬂ ight of sixteen creatures harries the PCs for 
  as long as they run. If the PCs wish to stand and ﬁ ght, the creatures 
  oblige to their desire.  
   
  Gargoyles (10): hp 37 each; Monster Manual 113. 
   
  Harpies (6): hp 31 each; Ranged masterwork short bows +10/+6 
  (1d6/x3); Monster Manual 150.
   
  Tactics: The harpies stay within range of the PCs, using they 
  captivating song to sow confusion among their ranks, and then 
  peppering those not captivated with arrows. They try to lure 
  captivated creatures away from the rest of the group, and then after 
  the PC is isolated, they tear the poor PC apart with gleeful rage.  
   
  The gargoyles attack PCs resist to the captivating song by way of 
  special breeding, and run interference for the harpy’s tactics. 
   
  Development: The smartest thing for the PCs to do is ﬂ ee, and 
  if they ﬂ ee they eventually ﬁ nd themselves cornered in a blind alley, 
  with only a corridor reaching into the dark underground as egress. 
  This is the entrance into the Skullcrusher ﬁ ghting pits.
  Scaling the Encounter
   
  8th-Level Characters: increase the number of harpies to eight, 
  and the group is supported by ﬁ ve gnolls (hp 11 each; Monster Manual 
  130) on the ground. 
   
  9th-Level and 10th-level Characters: the harpies are led by a 
  Graywall savant harpy (hp 48; see page x) and the group is supported 
  by ﬁ ve gnolls (hp 11 each; Monster Manual 130) and two ogres (hp 29 
  each; Monster Manual 189) on the ground.
  Skullcrusher Fighting Pit (EL 9)
  The large passage slopes farther and farther down into darkness. 
  As they progress down the corridor, large pair of double doors 
  swings open at its far end, and lights and sound ﬂ ood into the 
  subterranean hallway.
  The shifting colors of dramatic magical illumination dance down the corridor from the 
  large chamber above, and a crowd beyond the doorways shouts one word over and over 
  again: “Goliath! Goliath! Goliath!”
  The PCs may have second thoughts about pursing this path, but 
  turning around forces them to confront the massive force on the 
  other end of the double doors on the opposite side of the passage to 
  the Skullcrusher Fighting Pit. Their best chance for survival is facing 
  Goliath in the pits. 
  Entering the brightly lit chamber elicits a great roar of excitement from the crowd.  All 
  around you are hundreds of citizens of Graywall cheering at your entrance. This is an 
  underground ﬁ ghting pit, one of scores that pock the city. 
  More worrisome is the creature already ﬁ ghting in the pit.
  In the center of the blood-soaked pit stands a menacing creature. An impossibly large 
  minotaur moves with savage grace as it swings it greataxe at its current foe. With one 
  strike, the creature is cleaved in twain, its gore spraying disgustingly from the blow. 
   
  This titan among minotaurs must be Goliath. 
  As the unfortunate victim’s remains fall with a sickening thud onto 
  the crimson sands of the pit’s ﬂ oor. Goliath cleans his blade with 
  his large blackened tongue, a magically enhanced voice calls out in 
  echoing Goblin:  
  “The fun is not yet over! More foes have stumbled in to face Goliath. Will they live?”
   
  “NO!!!” the crowd shouts.  
   
  ”The place your bets now,” the magically enhanced voice responds. 
   
  Goliath takes that as his cue to move forward. 
  Creature: Goliath beings his attack with a devastating raging charge 
  aimed at the largest and toughest looking PC. 
  
  1
  THE GRAYWALL INCIDENT
   
  Goliath: male minotaur barbarian 5; hp 114; Combat Statistics.
   
  Tactics: Goliath is the reigning champion the Skullcrusher 
  Fighting Pit. A ruthless and frequent killer, Goliath ﬁ ghts to the death 
  to keep his standing in the pits. While not smart, his natural cunning 
  grants him enough sense to adjust his power attack when needed. 
   
  Development: If the PCs don’t defeat Goliath, they are dead. 
  The prime cuts of their remains are fed to Goliath, while the scraps 
  are thrown to goblinoid and gnoll street urchins. If they defeat 
  minotaur champion, the reaction is just as dramatic. 
  The crowd goes silent as they stare in shock at Goliath’s fallen form. Seconds past like 
  hours as hundreds of fanged and monstrous gaze sternly from the seats. The tension is 
  palpable. Then, a well-dressed hobgoblin stands and begins to clap in a steady rhythm. 
  Following the hobgoblin’s lead, the entire arena erupts with raucous cheering. They chant: 
  “Pink skins! Pink skins! Pink skins!”
   
  After a few moments, the gate on the other end of the arena opens, as if beckoning 
  you to enter. 
  When the PCs enter the gate, proceed to Part Three: The Secret 
  Path. If they take any other path out of the pit, they’ll have to face 
  Xor’chylic’s horde of harpies and gargoyles (see “Sky Full of Danger”, 
  above).
  Scaling the Encounter
   
  8th-Level Characters: Goliath is a barbarian 6 (hp 148; Combat 
  Statistics).
   
  9th and 10th-Level Characters: Goliath is a barbarian 7 (hp 
  162; Combat Statistics). 
  Combat Statistics
  Goliath (Raging)  
  CR 9
  LE minotaur 5th-level barbarian
  Large monstrous humanoid
  Init +2; Senses darkvison 60 ft., scent; Listen +11, Spot +12
  Languages Giant (illiterate)
  AC 20, touch 9, ﬂ at-footed 20; improved uncanny dodge, 
  uncanny dodge
  hp 136 (11 HD) 
  Immune maze
  Fort +14, Ref +8, Will +8
  Speed 30 ft. (6 squares)
  Melee +1 Large greataxe +16/+11/+6 (3d6+24) and gore +15 
  (3d6+24)
  Space/Reach 10 ft./10 ft.
  Base Atk +11; Grp +24
  Attack Options Power Attack (+5 power attack already 
  calculated in statistic block), rage 2/day, powerful charge 
  4d6+6
  Abilities Str 28, Dex 14, Con 22, Int 8, Wis 10, Cha 6
  SQ darkvision 60 ft., fast movement, illiteracy, improved 
  uncanny dodge, natural cunning, scent, uncanny dodge
  Feats Great Fortitude, Improved Natural Attack (gore), 
  Improved Natural Attack (gore) Power Attack, Track. 
  Skills Intimidate +13, Listen +11, Search +4, Spot +12
  Possessions mwk Large breastplate, +1 Large greataxe
   
  Powerful Charge (Ex): A minotaur typically beings 
  battle by charging at an opponent. When charging it gets an 
  additional gore attack that does 4d6 damage.
   
  Natural Cunning (Ex): Although minotaurs are not 
  especially intelligent, they possess innate cunning and logical 
  ability. This gives them immunity to maze spells, prevents 
  them from ever becoming lost, and enables them to track 
  enemies. Further they are never caught ﬂ at-footed. 
  Cont. page 18
  
  18
  THE GRAYWALL INCIDENT
  When not raging, Goliath has the following changed 
  statistics:
  AC 22, touch 11, ﬂ at-footed 22
  hp 114 (11 HD)
  Fort +12, Will +6
  Melee +1 Large greataxe +19/+14/+9 (3d6+11) and gore +18 
  (3d6+11)
  Grp +22
  Abilities Str 24, Con 18
  Goliath (Raging)  
  CR 10
  LE minotaur 6th-level barbarian
  Large monstrous humanoid
  Init +2; Senses darkvision 60 ft., scent; Listen +12, Spot +13
  Languages Giant (illiterate)
  AC 20, touch 9, ﬂ at-footed 20; improved uncanny dodge, 
  uncanny dodge
  hp 149 (12 HD) 
  Immune maze
  Fort +15, Ref +9, Will +9
  Speed 30 ft. (6 squares)
  Melee +1 Large greataxe +17/+12/+7 (3d6+26) and gore +17 
  (3d6+26)
  Space/Reach 10 ft./10 ft.
  Base Atk +12; Grp +25
  Attack Options Power Attack (+6 power attack already 
  calculated in statistic block), rage 2/day, powerful charge 
  4d6+12
  Abilities Str 29, Dex 14, Con 22, Int 8, Wis 10, Cha 6
  SQ darkvision 60 ft., fast movement, illiteracy, improved 
  uncanny dodge, natural cunning, scent, uncanny dodge
  Feats Great Fortitude, Improved Natural Attack (gore), 
  Improved Natural Attack (gore), Power Attack, Track, 
  Weapon Focus (greataxe)
  Skills, Intimidate +14, Listen +12, Search +4, Spot +13 
  Possessions mwk Large breastplate, +1 Large greataxe
   
  Powerful Charge (Ex): A minotaur typically beings 
  battle by charging at an opponent. When charging it gets an 
  additional gore attack that does 4d6 damage.
   
  Natural Cunning (Ex): Although minotaurs are not 
  especially intelligent, they possess innate cunning and logical 
  ability. This gives them immunity to maze spells, prevents 
  them from ever becoming lost, and enables them to track 
  enemies. Further they are never caught ﬂ at-footed. 
  When not raging, Goliath has the following changed 
  statistics:
  AC 22, touch 11, ﬂ at-footed 12
  hp 125 (12 HD)
  Fort +13, Will +7
  Melee +1 Large greataxe +21/+16/+11 (3d6+11) and gore 
  +20 (3d6+11)
  Grp +23
  Abilities Str 24, Con 18
  Goliath (Raging)  
  CR 11
  LE minotaur 7th-level barbarian
  Large monstrous humanoid
  Init +2; Senses darkvision 60 ft., scent; Listen +13, Spot +14
  Languages Giant (illiterate)
  AC 20, touch 9, ﬂ at-footed 20; improved uncanny dodge, 
  uncanny dodge
  hp 162 (13 HD); DR 1/-
  Immune maze
  Fort +15, Ref +9, Will +9
  Speed 30 ft. (6 squares)
  Melee +18/+12/+7 +1 Large greataxe (3d6+28) and gore +18 
  (3d6+28)
  Space/Reach 10 ft./10 ft.
  Base Atk +13; Grp +26
  Attack Options Power Attack (+7 power attack already 
  calculated in statistic block), rage 2/day, powerful charge 
  4d6+6
  Abilities Str 29, Dex 14, Con 22, Int 8, Wis 10, Cha 6
  SQ darkvision 60 ft., fast movement, illiteracy, improved 
  uncanny dodge, natural cunning, scent, uncanny dodge
  Feats Great Fortitude, Improved Natural Attack (gore), 
  Improved Natural Attack (gore), Power Attack, Track, 
  Weapon Focus (greataxe)
  Skills Intimidate +15, Listen +13, Search +4, Spot +14 
  Possessions Large mwk breastplate, +1 Large greataxe
   
  Powerful Charge (Ex): A minotaur typically beings 
  battle by charging at an opponent. When charging it gets an 
  additional gore attack that does 4d6+6 damage.
   
  Natural Cunning (Ex): Although minotaurs are not 
  especially intelligent, they possess innate cunning and logical 
  ability. This gives them immunity to maze spells, prevents 
  them from ever becoming lost, and enables them to track 
  enemies. Further they are never caught ﬂ at-footed. 
  When not raging, Goliath has the following changed 
  statistics:
  AC 21, touch 11, ﬂ at-footed 19
  hp 136 (13 HD); DR 1/-
  Fort +13, Will +7
  Melee +1 Large greataxe +22/+17/+12 (3d6+11) and gore 
  +21 (3d6+11)
  Grp +24
  Abilities Str 24, Con 18
  Cont. from 17
  
  Part Three: The Secret Path
  Beyond the arena’s far gate is a sister hallway to the one the PCs 
  entered the Skullcrusher Fighting Pits from. Just as wide, this 
  corridor slopes downward toward a large and dark open chamber 
  some 50 feet beyond. 
    
  Unlike the ﬁ rst passage, many smaller hallways intersect this one, 
  and from them gladiators of many races, some not even humanoid, 
  gawk at the PCs in amazement as they proceed down the hallway. None 
  of those monstrous ﬁ ghters speak with the PCs or make any threatening 
  gestures. They all just want to see the group that defeated Goliath. 
   
  Not everyone in the warrens keeps their distance from the PCs. 
  The gladiator master Meztak Gemeye—a scarred and mangled goblin, 
  with a gemstone shoved in the socket of one missing eye—steps out 
  from one particularly dark corridor and beckons the PCs to follow. 
  You’ve really put my head in the vise. Goliath was one of my biggest draws, and replacing 
  him won’t be easy. Thing is, I imagine your in an even worse way. Pink skins in this section 
  of the city don’t live long. Then you are a skilled bunch. 
   
  I can help you. I know a way to get to the Human Quarter, but it’s going to cost you. 
   
  Creature: Meztak is a cunning shyster, who has relied on his 
  wits and guile, along with the magic of his eye of seeing, to survive the 
  gladiator culture of Graywall. Meztak is always working an angle, 
  though it might be hard for the PCs to discover (Bluff +13)
   
  Meztak wants at least 2,000 gp worth of treasure from each PC 
  for the path out of the monster quarters of the city. He prefers ﬂ ying 
  magic. If asked why, he responds “ﬂ ying gladiators bring in more 
  crowds than walking ones do. And everyone likes to watch a fall.” 
  While there is some truth in that, he has ulterior motives. When the 
  PCs leave, he is going to sell intelligence of their path to Xor’chylic’s 
  minions, and he knows that denying them of ﬂ ying magic limits their 
  ability to proceed. 
   
  If the PCs want a place to rest before proceeding, Meztak can 
  provide a safe place, but it costs them extra—1,000 gp extra per PC. 
   
  Killing or getting information from Meztak doesn’t stop the 
  following assault, but the PCs may be able to gain intelligence of it. If 
  the goblin is unable to rat out the PCs one of his minions does. 
  Meztak Gemeye  
  CR 4
  NE goblin rogue 4
  Small humanoid (goblinoid)
  Init +4; Senses darkvison 60 ft.; Listen -1, Spot +9
  Languages Common, Goblin, Undercommon
  AC 20, touch 15, ﬂ at-footed 16
  hp 21 (4 HD)
  Fort +2, Ref +4, Will +0; evasion
  Speed 30 ft. (6 squares)
  Melee mwk Small morningstar +3 (1d6-1)
  Ranged Small lt crossbow +7 (1d6/19-20)
  Base Atk +3; Grp -2
  Attack Options sneak attack +2d6
  Abilities Str 8, Dex 18, Con 12, Int 13, Wis 8, Cha 12
  SQ trap sense +1, uncanny dodge 
  Feats Persuasive, Skill Focus (Bluff)
  Skills Bluff +13, Appraise +8, Diplomacy +8, Hide +14, 
  Intimidate +10, Move Silently +14, Ride +8, Sense Motive +6, 
  Slight of Hand +11, Tumble +10.
  Possessions +1 Small chain shirt, mwk Small morningstar, 
  Small lt crossbow, 20 bolts, eye of seeing, potion of ﬂ y (CL 
  5th).
  Hook “I like you. For a small price, I can lead you where you 
  need to go.”
  THE GRAYWALL INCIDENT
  
  The Maw Gap (EL 9)
  Descending deeper into the warrens below the Skullcrusher 
  Fighting Pit, the PCs ﬁ nally reach their destination—the Maw Gap. 
  Some 80 feet below Graywall’s street level, this place offers a path—
  albeit a treacherous one—across the Tooth Pit that separates the 
  monster quarters of the city with the House Tharashk controlled 
  Human Quarter. The PCs have to negotiate over the 60-foot deep 
  treacherous river chasm by navigating the toothy, razor-sharp 
  spikes jutting out from each wall, and at times they may have to 
  jump from one spike to the other. 
   
  Navigating the Maw: PCs without the beneﬁ t of ﬂ y or similar 
  magics have to navigate the spikes on foot. On the map there are 
  three levels of spikes. The level 1 spikes (those marked with a “1” 
  in the middle of their difﬁ cult terrain triangle) are level with the 
  cave ﬂ oors on either side. The level 2 spikes (those marked with 
  the “2”) are 10 feet below the level 1 spikes, and 50 feet above the 
  rushing water below. Finally the level 3 spikes are 10 feet below the 
  level 2 spikes, and 40 feet above the water. 
   
  When on the spikes PCs can walk upon a spike squares that 
  feature a difﬁ cult terrain triangle with a number on it, but they 
  can only walk into squares featuring the same number as the 
  square they are leaving.  Moving into a square in the chasm with a 
  higher number or without a number involves a fall. Moving into 
  a square with a lower number requires a way to ascend onto it. In 
  cases where you can’t see whether a square has a 2 or 3 because it is 
  obscured by a lower number square, just use your best judgment 
  and be consistent. 
   
  If the PCs fall and there is a higher number squared below 
  them, just assume they land safely on that square (after taking the 
  appropriate falling damage). If there is no spike square under 
  them, but there is at least one adjacent to that square anywhere on 
  the falling path, allows one DC 20 Reﬂ ex save per vertical level with 
  an adjacent spike. Success allows the PC to grab onto the spike. A 
  move action pulls the PCs up onto the spike. Until then he or she 
  is considered climbing (no Dexterity bonus). 
   
  Falling into the water can be deadly. The water moves so fast, 
  and the rapids are so rough, that falling into it does not break the 
  fall at all. Worse still, any PC who falls into it and cannot ﬁ nd a 
  means to get out must succeed swim checks every round (DC 15) 
  to navigate its course. If the PCs are able to succeed three Swim 
  checks in a row they are able to ﬁ nd some rocks to hold on to and 
  remain safe until captured (give them the digital story object of the 
  same name). 
   
  Creatures: More than falling dangers await the PCs at the 
  Maw Gap. As the PCs may have found from intimidating Meztak, 
  Xor’chylic’s elite forces have anticipated the PC’s arrival, thanks to 
  good old-fashion goblin treachery. The pair of harpy savants waits 
  hidden (Hide DC 16; can only be spotted by characters with low-
  light, darkvision or if the area is properly illuminated) some 40 
  feet up and amid the upper chasm teeth. 
  20
  THE GRAYWALL INCIDENT
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  21
  DESOLATE ENDEVOUR
   
  Graywall Savant Harpies: female harpy artiﬁ cer 2 / ﬁ ghter 1: hp 
  56, 42; Combat Statistics. 
   
  Tactics: The harpies begin their assault by spending a standard 
  action to belt out their captivating song (Will DC 16).  If there are 
  ﬂ ying PCs, the harpies deal with them ﬁ rst. They then ﬂ y down to 
  maneuver those captivated toward the edges of spikes (which allows 
  the victim another saving throw), while engaging those not affected 
  in melee. These trained killers prefer Flyby Attack to standing toe-
  to-toe with well-armed and armored adventures, but are not afraid 
  to use their Hover feat to deliver a salvo of devastating attacks against 
  almost-vanquished foes. 
   
  Development: If the PCs defeat the harpies, there is little to 
  nothing stopping them from traversing the chasm and ﬁ nding their 
  escape via the caverns on the other side. While thanks to the lesser eyes 
  of Xor’chylic the harpies wore, the mind ﬂ ayer has gathered enough 
  information to renew the chase; he decides to let the PCs go. They’ve 
  impressed the governor of Graywall, and impressive adventurers left 
  alive may be able to serve him later.
  Scaling the Encounter
   
  8th-Level Characters: There are three savant harpies (hp 56, 
  50, 42; Combat Statistics). This increase the number of lesser eyes of 
  Xor’chylic the PCs can recover to three.
   
  9th-Level Characters: There are three savant harpies (hp 56, 
  50, 42; Combat Statistics) and two regular harpies (hp 40, 32; Monster 
  Manual 150). This increase the number of lesser eyes of Xor’chylic the 
  PCs can recover to three.
   
  10th-Level Characters: There are three savant harpies (hp 56, 
  50, 42; Combat Statistics) and two regular harpies (hp 40, 32; Monster 
  Manual 150). This increase the number of lesser eyes of Xor’chylic the PCs 
  can recover to four.
  Combat Statistics
  Graywall Savant Harpies          CR 6
  CE harpy artiﬁ cer 2/ ﬁ ghter 1
  Medium monstrous humanoid
  Init +6; Senses darkvison 60 ft.; Listen +9, Spot +4
  Languages Common, Giant, Undercommon
  AC 20, touch 13, ﬂ at-footed 18; Dodge
  hp variable, see encounter text (10 HD); light fortiﬁ cation
  Fort +5, Ref +8, Will +10
  Speed 20 ft. (4 squares), ﬂ y 80 ft. (average)
  Melee +1 battleaxe* +10/+5 (1d8+1/x3) and two claws +5 
  (1d3)
  Base Atk +9; Grp +9
  Attack Options captivating song, *before the battle the 
  harpies make their battleaxes bane weapons with the 
  personal weapon augmentation infusion, picking the most 
  dominate racial type among the PCs. For those targets use 
  the following: +1 bane battleaxe +12/+7 (1d8+3/x3 +2d6 
  bane). 
  Artiﬁ cer Infusions (CL 2nd)
   
  1st nnn—energy alteration, enhancement 
  alteration†, identify, inﬂ ict light damage, light, lesser armor 
  enhancement†, magic stone, magic vestment, magic 
  weapon, personal weapon augmentation, repair light 
  damage, resistance item†, shield of faith, skill enhancement, 
  spell storing item.
   
  † Infusions already imbued, reﬂ ect in stat block. 
  Abilities Str 10, Dex 15, Con 10, Int 15, Wis 10, Cha 16
  SQ Artiﬁ cer knowledge (+4), artisan bonus, disable trap, item 
  creation
  Feats Brew Potion, Dodge, Flyby Attack, Hover, Improved 
  Initiative, Persuasive, Scribe Scroll
  Skills Bluff +11, Intimidate +8, Listen +9, Perform (sing) +5, 
  Spot +4, Search +7, Use Magic Device +7
  Possessions +1 battleaxe, +1 light wooden shield, ring 
  of protection +1, potion of barkskin (CL 5; already drank, 
  reﬂ ected in statistic block), minor eye of Xor’chylic
  Cont. page 22
  
  THE GRAYWALL INCIDENT
   
   
  Captivating Song (Su): When a harpy sings, all 
  creatures (other than harpies) within a 300-foot spread must 
  succeed on a DC 16 Will save or become captivated. This 
  is a sonic mind-affecting charm effect, and a creature that 
  successfully saves cannot be affected by the same harpy’s 
  song for another 24 hours. 
   
  A captivated victim walks toward the harpy, taking the 
  most direct route available. If the path leads into a dangerous 
  area (through ﬂ ame, off a cliff, or the like), the creature gets 
  a second saving throw. Captivated creatures can take no 
  other action except defend themselves. (Thus, a ﬁ ghter 
  cannot run away or attack, but takes no other defensive 
  penalties.) A victim within 5 feet of the harpy stands in place 
  and offers no resistance to the monster’s attacks (effectively 
  the target is considered stunned to the harpy’s attacks). 
  The effect continues for as long as the harpy sings and for 
  1 round thereafter. A bard’s countersong ability allows the 
  captivated creature to attempt a new Will save. Starting a 
  captivating song is a standard action. While a harpy sings, 
  she cannot imbue infusions, activate magic items by spell 
  completion (such as scrolls), or activate magic items by 
  magic words (such as a wand), but singing a captivating song 
  does not require concentration, and the harpy can perform 
  other actions (like moving and attacking) while singing her 
  captivating song. 
  Hook These harpies captivating song gloriﬁ es the monstrous 
  revolution of the Daughters of Sora Kell that separated 
  Droaam from Breland.
   
  Conclusion: Escape or Capture
  This adventure concludes either when the PCs are captured, or when 
  they escape into the Human Quarter of Graywall. 
  Captured! 
  The PCs were captured in their race to leave the monster quarters of 
  this city. The PCs spend time surviving the ﬁ ghting pits of Graywall 
  before the Digger’s Union secure their release from Xor’chlyic. Each 
  PC gets the “Captured!” digital story object.  
  Escape
  If the PCs are able to defeat the savant harpies and make their way 
  into the Human Quarter, their escape from Graywall is secured. 
   
  Matron Martra is distressed at the news of the PCs not retrieving 
  the Rod of Orbs (and to any lost orbs that the PCs may have ‘thrown’ to 
  Asulmaz) but promises that research into the items and Asulmaz is 
  not over. 
   
  She thanks the PCs for their help in this matter, granting these 
  PCs who are not Journeyers that honor. All of the PCs who escaped 
  get the “Escaped Graywall” story object. 
  Digital Story Objects
  Story objects are now digital. You’ll notice on both your 
  Session Tracking Sheet, and in the online reporting on 
  the RPGA database, there’s a section titled certiﬁ cation or 
  cert. These sections allow you to enter up to two groups of 
  ﬁ ve alphanumeric characters. At the end of each adventure, 
  usually in a sidebar of in the Conclusion section, there 
  is a list of story objects unique to the adventure. This 
  list also features a description of the object, and the ﬁ ve 
  alphanumeric character code you place on the Session 
  Tracking Sheet and the online reporting to grant a character 
  a particular story object. The story object then is reported 
  with the adventure questions, and appears on the character’s 
  online character record after the session is reported.
   
  Here are the story objects for this adventure: 
   
   
  Object ID: MH1005
  Object Name: Journeyer of the Union
  Object Description: For outstanding service to the Diggers’ 
  Union, you have been made a journeyer. As a journeyer you 
  have the right to a free bunk at any Diggers’ Union chapter 
  house, you can gain raise dead and resurrection for half the 
  gold piece cost (though you are still drained the appropriate 
  amount of XP), and requisition equipment worth no more 
  than 200 gp prior to any mission you take on for the union, 
  for the purpose of completing that mission. Your new rank 
  is proven by display of the union’s coat of arms, in the form 
  of a non-magical patch that you can sew on almost any article 
  of clothing. Warforged are given the option having the device 
  engraved on their bodies, though some ‘forged ﬁ nd this 
  practice insulting.
  Special Note: If any PC on the table has the Journeyer of the 
  Union paper story object, give them this one. This story 
  object overrides that one. 
  Object ID: MH1006
  Object Name: Escaped Graywall
  Object Description: Matron Martra warned you that the 
  mission to Graywall might be the most difﬁ cult you’ve ever 
  attempted, and she was right. While you did not succeed in 
  securing the Rod of Orbs, you escaped the city with your 
  life, liberty, and the Union has a better understanding of 
  what they are up against. As a thank you and to aid in your 
  future endeavors, the Union has granted you access to its 
  alchemical stores. This unlocks the following rules items (all 
  ME): alchemy blade (155 gp), deﬁ ling bloodspike (375 gp), 
  glowbug bloodspike (125 gp), spatter bloodspike (125 gp), 
  tempo bloodspike (375 gp), and thickener bloodspike (250 
  gp). Furthermore, it allows you to purchase these items of 
  a special cost of half their campaign cost (the price listed in 
  parentheses after each item). 
  Object ID: MH1007
  Object Name: Captured!
  Object Description: You were captured by Xor’chylic’s 
  forces and were held in Graywall’s ﬁ ghting pits for a time. 
  The Diggers’ Union eventually brokered a deal for your 
  release but it has cost you dearly, as the Union was not able 
  to secure all of your possessions (1,000 gp has been deducted 
  from your EV). 
  22
  Cont. from 21
  
  Adventure Questions 
  DUNGEONS & DRAGONS CAMPAIGNS (of which MARK OF HEROES is part of) 
  tracks character progress digitally. At the adventure’s end, you report 
  what the characters did, by answering a number of questions. The 
  answers to those questions are tallied, and determine not only what 
  happens in the campaign, but also the experience points (XP) and gold 
  piece (gp) value increase each character gains.
  At the end of this adventure, you’ll ﬁ nd the RPGA Session Tracking 
  form, tailored for this adventure. On the section titled “Adventure 
  Questions” ﬁ ll in the bubble that corresponds to the best answer for the 
  questions below.
   
  Many times the questions ask whether or not the PCs defeated an 
  encounter. Defeating doesn’t necessarily mean killing all enemies, but 
  many times such an event sufﬁ ces as defeating an encounter. Sometimes 
  PCs merely bypass an encounter. Through luck or circumstance a group 
  of PCs can avoid encounters unscathed. Does bypassing an encounter 
  earn the XP that defeating it would? No. The reward for getting past an 
  encounter without actually interacting with it is having extra resources to 
  bear in the next encounter. Where is the line? You are going to have to 
  make that decision, because you are the DM.
   
  For traps, PCs get experience points just for encountering them, 
  whether or not they have been disabled.
   
  Sometimes the PCs’ actions don’t really ﬁ t the actions of a particular 
  adventure question perfectly. This especially happens when you play the 
  adventure using the “Scaling the Encounter” options. In these cases ﬁ nd 
  the answer that best ﬁ ts the spirit of their results. 
  1. Were the PCs able to defeat the Ghûl gnoll mercenaries?
   
  a. No. They were defeated by the gnolls.
   
  b. Yes they defeated the gnolls.
  2. Did Asulmaz retrieve any orbs from the PCs when he used the Rod 
  of Orbs?
   
  a. Yes. One.
   
  b. Yes. More than one.
   
  b. No
  3. Did the PCs defeat the elite ogre guards in the villa?
   
  a. No. The ogre guards pummeled the PCs or they didn’t make it 
  this far.
   
  b. Yes. The PCs snuck around and used other means to escape the 
  ogres.
   
  c. Yes. The PCs killed them.
  4. Did the PCs defeat the runehounds?
   
  a. Yes.
   
  b. No.
  5. Did the PCs defeat Goliath the minotaur?
   
  a. No.  
   
  b. Yes. 
  6. How did the PCs deal with Meztek Gemeye?
   
  a. The bargained for the directions only. 
   
  b. They bargained for the directions and time to rest.
   
  c. They killed that goblin liar after the coward spilled the directions  
   
  to the PCs.
   
  d. They left the wretch alive after wringing the direction out of the   
   
  city out of him. 
  7. Did the PCs defeat the harpy savants?
   
  a. Yes.
   
  b. No. 
  8. Rate the group’s roleplaying.
   
  a. Fantastic. Everyone had interesting and engaging characters that   
   
  interacted with the adventure in very fun ways.
   
  b. Good.  Most everyone had interesting and engaging characters   
   
  that interacted with the adventure in very fun ways.
   
  c. Okay. There was some roleplaying.
   
  d. None.  They treated the adventure only as a set of objectives.   
   
   
  There was no roleplaying. 
  ADVENTURE QUESTIONS
  23
  
  HANDOUT
  24
  Deep 
  snoring 
  beyond
  More
  snoring 
  Aerial 
  Landing
  Aerial 
  Landing
  Kitchen
  Foyer
  Easy lock
  No lock
  Lokced
  No Sound
  Tro phy 
  Room
  Handout 1
  
  Handout 2: Route to the Villa 
  Human Quarter
  Th e Maw
  Rift 
  Monster Quarters
  Ogre Mage’s Villa
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 3rd Edition/RPGA/Eberron - Mark of Heroes/EMH-11 The Graywall Incident.pdf