TEXT: B
  etween Life and Death is an adventure intended to be
  used as an introduction to Monte Cook’s Arcana
  Unearthed. In it, you’ll find everything you need to get
  started, including characters. The adventure assumes that
  the DM has read Arcana Unearthed and is fairly familiar with
  the material. The players do not need to have read the book,
  but should be familiar with 3rd Edition rules (or 3.5).
  However, you can also use this as an adventure for players
  experienced with Arcana Unearthed. You’ll find it to be a fun
  scenario to insert into a campaign. DMs, note that it fits
  right into the Diamond Throne setting.
  Running this Adventure as an
  Arcana Unearthed Demo
  If you are running Between Life and Death for players who’ve
  never played Arcana Unearthed before, you will need to spend
  some time briefing them on the aspects of the game that will
  be entirely new to them. These include mentions of:
  •
  The new character races, even the ones not used as
  PCs (see Chapter Two of Arcana Unearthed)
  •
  The new character classes, sticking mainly to the
  ones used as PCs (see Chapter Three of Arcana
  Unearthed)
  You’ll also need to explain the largest divergence of the
  game: the new magic system (see Chapter Eight of Arcana
  Unearthed). This includes:
  •
  Preparing spells and spell slots
  •
  Heightened and diminished spells
  •
  Spell templates
  •
  Use of truenames
  Make use of the enclosed Arcana Unearthed Quick
  Reference Guide while explaining things. Feel free to make
  copies of that two-page “cheat sheet” for each player if you
  think that would be easier. Don’t feel the need to explain
  everything up front—you can explain the death’s door rules,
  for example, when they come up in the game.
  Each player can select a pregenerated character from those
  enclosed. Name, gender, and similar details have been left up
  to the players.
  DM’s Background
  A few hundred years ago, some giants who were tired of con-
  flict after the war with the dramojh built a strange castle
  using magic. These giants were all practiced mages and
  skilled artificers. This keep, known as Castle Mabb, gained a
  reputation quickly as a mysterious and sometimes frighten-
  ing place, where nothing was what it seemed and even the
  laws of science did not apply. Opinions such as these spread
  because the mages of Castle Mabb were master illusionists
  and had discovered many exotic illusions. They craved more
  substantial power, however.
  Laboring for years, the giants created two pillars. One
  channeled energy from the Green itself:the Pillar of Life.The
  other drew power directly from the Dark:the Pillar of Death.
  The close proximity of these two pillars created a terrible con-
  fluence of raw energy upon which the mages hoped to draw.
  The power proved too much for them.
  They say that power corrupts, and in the world of the
  Diamond Throne one need only look to the story of Castle
  Mabb to know that’s true. A few of the giants attempted to
  murder the rest and claim all of the magical power for them-
  selves. A terrible battle ensued, and in the end, all the inhab-
  itants of the castle were slain or magically imprisoned.
  When the Council of Magisters, an influential and power-
  ful group of mages, heard about what had happened, they
  created the Veil of Safety, a magical ward around the Pillars
  of Life and Death, so that no one could access them—the
  power was simply too great for mortals to bear. A magical
  code ensured the Veil’s continuance.
  Recently, however, a litorian greenbond named Ralas con-
  tacted the current leader of the Council of Magisters, a
  loresong faen named Faevor, with a request. Ralas owns the
  chalice of days, an artifact that is a large cup literally filled
  with the power of the Green. The chalice, however, is almost
  empty. Ralas needs the cup refilled, and the only place to do
  it that anyone knows about is the Pillar of Life in Castle
  Mabb. Faevor agreed and entrusted the magical code key to
  two quickling faen akashics, Vaena and Thoemon (pro-
  nounced VAY-na and THO-man). Each of them memorized
  half the code. Vaena and Thoemon then went to meet with
  Ralas and accompany him to Castle Mabb.
  But Ralas is too old and feeble to undertake the quest for
  himself, so he contacts friends he has made—the PCs. Their
  Between Life and Death
  By Monte Cook 
  An adventure for 5th-level characters using Monte Cook’s Arcana Unearthed:A Variant Player’s Handbook
  Demo Adventure 1
  
  mission is to escort the faen to the castle, protect them while
  they are inside, and see to their safe return. Ralas also gives
  them the Key to Castle Mabb, which Faevor had entrusted to
  him. This key not only opens the normal lock on the front
  door, but the door’s magical lock as well.
  The ability to access the Pillars of Life and Death is so
  powerful, however, that Faevor has taken some interesting
  precautions. He gives a scroll to Ralas, who in turn gives it to
  the magister PC. This scroll contains the spell modify
  memory. The PC is to cast the spell on one of the faen and
  erase the half of the code that he or she knows. Thus, the
  entire code will no longer exist anywhere except in the
  Council’s possession. Further, the code opens the Veil only
  temporarily. No matter what happens, after it is opened it
  closes again in 10 minutes.
  Optional Section if You Have Plenty of Time:
  Unfortunately, an organization as well-known as the
  Council of Magisters cannot take any significant action
  without someone noticing. The champion of death
  Havinar Balacos has learned that Faevor is sending people
  into Castle Mabb. He assumes the magister is interested in
  accessing the power inside, and decides that he wants that
  power for himself. Havinar convinces a number of chorrim
  (militaristic ogrelike creatures) to accompany some of his
  agents to arrive at the Castle first and set up an ambush. If
  you are playing this as a full-length adventure rather than
  a short demo, arrange for this ambush to occur as the PCs
  arrive at the castle, with two or three chorrim. The champi-
  on’s agents, Nlen and Varos the Stalwart, get involved later
  (again, only if you are running this as a full adventure).
  See the “Agents of Death” section, page 8, for their
  descriptions, stats, and mission..
  Vaena and Thoemon
  Smart groups will treat the two faen akashics as noncombat-
  ants. If one of these characters dies, the adventure’s over.
  Anyone can see that they have little training or experience
  even with the weapons they carry. Of the two, Vaena is
  friendly but a little overcautious. She has long dark hair and
  dark eyes. Thoeman is conceited and standoffish. He has
  sandy-colored hair that he keeps in a single braid and is a
  little shorter than Vaena.
  Vaena,female quickling faen aks2:CR 2; Small humanoid; HD
  2d6 (10 hp); Init +2 (+ 1 Dex, +1 quickling); Speed 20 feet;
  AC 14 (+1 size, +1 Dex, +2 leather jack); touch 12, flat-foot-
  ed 13; armor check penalty –1; BAB +1; Grapple –3; Single
  Atk +2 melee (1d6, 19–20/×2, short sword); Full Atk +
  melee (1d6, crit. 19–20/×2, short sword); Face/Reach 5
  feet × 5 feet/5 feet; SQ Low-light vision, run, skill memory
  (+2), perfect recall; Hero Points 0; SV Fort +0, Ref +1,
  Will +3; Str 10, Dex 13, Con 10, Int 15, Wis 11, Cha 13
  Languages: Common, Faen, Giant
  Skills and Feats: Hide +4, Move Silently +2
  Possessions: Short sword, leather jack, backpack, four day’s
  rations, two torches, 38 gp
  Thoemon,male quickling faen aks2:CR 2; Small humanoid;
  HD 2d6+2 (12 hp); Init +3 (+2 Dex, +1 quickling); Speed
  20 feet; AC 15 (+1 size, +2 Dex, +2 leather jack); touch 13,
  flat-footed 13; armor check penalty –1; BAB +1; Grapple –4;
  Single Atk +1 melee (1d4-1, 19–20/×2, dagger); Full Atk +1
  melee (1d4–1, crit. 19–20/×2, dagger); Face/Reach 5 feet ×
  5 feet/5 feet; SA ; SQ Low-light vision, run, skill memory
  (+2), perfect recall; Hero Points 0; SV Fort +1, Ref +2,
  Will +3; Str 9, Dex 14, Con 12, Int 14, Wis 10, Cha 11
  Languages: Common, Faen
  Skills and Feats: Hide +4, Move Silently +2
  Possessions: Dagger, leather jack, backpack, four day’s rations,
  six tindertwigs, 27 gp
  Players’ Background
  Feel free to read or paraphrase the following for the players:
  Most everyone knows that Castle Mabb,located on the
  northern end of the Floating Forest,is haunted.Smaller
  and lesser known than Ebonring Keep (another castle in
  the Floating Forest),it nonetheless commands the reputa-
  tion of once being a magical and interesting place—but
  one that is well sealed by magic and of little real interest
  today.
  However,you now find yourselves on the way to this
  strange place,and in strange company to boot.Vaena and
  Thoemon are two quickling faen akashics,each of whom
  bears half a magical code in their minds.This code will tem-
  porarily rend the Veil of Safety within Castle Mabb that pro-
  tects two magical pillars—one a pillar of life,the other of
  death.Once beyond the veil,they will perform a ceremony
  in front of the pillar of life that will recharge a potent artifact
  tied directly to the power of life,also known as the Green.
  You were given this quest by the aged litorian green-
  bond Ralas,the owner of the artifact,the chalice of days.
  He sought you out because he trusts and respects you,and
  bade you to protect Vaena and Thoemon as they make
  their way to and into Castle Mabb.He gave you a large
  golden key which should get you past the magical and
  physical locks barring your way and assured you that
  when you were finished,the Council of Magisters,a pow-
  erful and influential organization would give you each a
  potent magical item as a reward.
  Between Life and Death
  2
  
  He warns you,however,that there are forces that might be
  interested in stopping you or getting into the castle for their
  own nefarious purposes.You must be wary at every turn.
  Getting Started
  After allowing the players to become acquainted with their
  characters (if you are using the pregenerated characters),
  begin the adventure as the PCs arrive at Castle Mabb. If you
  are not using this adventure as a demo of Arcana Unearthed
  and have no time limit, you may wish to allow the PCs to
  start before their arrival there. They might encounter up to
  four chorrim working for Havinar Balacos (see “Agents of
  Death” section, page 8).
  The Floating Forest
  The Floating Forest is a strange place where the gigantic gas-
  sar trees grow. These mighty plants begin their gestation far
  beneath the surface, so that by the time they force their way
  up, they tear huge chunks of earth with them. Other trees
  and plants continue to grow on these displaced earth
  “islands” in the air, supported in the tangles of the gassar.
  This multileveled forest is vast and thick as well as unbeliev-
  ably tall. The ground level of the Floating Forest is pocked
  with lakes and waterways, filled from rainfall in places where
  the earth was torn away. Some islands are so big that rain-
  water pools fill in them as well, and occasionally they over-
  flow, creating small waterfalls from one island down to a
  lower one, or down to the ground. Trolls frequent this forest,
  often served by goblin slaves.
  Castle Mabb lies on the northern end of this forest,within
  sight of the Bitter Peaks to the west.It rests atop a low floating
  island about 300 feet long and half that distance across. The
  main castle is 80 feet above the level of the actual ground,but
  a tower rises from the ground and connects directly to the
  castle—in a way, it is an inverted tower, as it starts at the
  castle and goes down (see Castle Mabb side view, page 4).
  Castle Mabb
  Castle Mabb was never built. It was grown. The giant magis-
  ters used magical processes and ceremonies to grow the cas-
  tle from a stonelike substance that was at one time a living
  thing. The castle today looks like it is made out of resin, and
  shows no seams. The material is as hard as normal stone.
  The doors in Castle Mabb are all wood, but laced with
  crystal threads, a leftover of a far earlier age when the fabled
  crystal weavers spun crystal-like thread and added these
  threads to objects. The doors now are virtually immune to
  rot and decay and have a hardness of 15 and 45 hit points.
  The net result of these factors should help continually
  reinforce how strange and magical the castle is.
  Ceilings on the upper level are very high: 25 feet. Ceilings
  on the lower level are much lower: only 10 feet. The ceiling in
  the Veiled Hall is 18 feet high. The entire place is dark—the
  PCs need to provide their own light.
  In order to safely reach the Pillar of Life,they must locate
  and reach the Veiled Hall (Area 12),and recover the blue staff
  in the observation tower (Area 6).See the Castle Mabb map
  on the next page.
  1. Entry Tower
  The entrance to the castle is within a 100-foot tower which
  stands on the ground. The rest of the castle, 80 feet above
  the ground, is built upon one of the Floating Forest’s famous
  “floating islands” suspended in the embrace of a pair of
  mighty gassar trees.
  The door to the tower is wood laced with crystal, as
  described above.It is also magically locked with a greater sealed
  door spell.The door,however,bears a large keyhole (DC 30 to
  open).The PCs can open the door easily with the Key to Castle
  Mabb. While this door is locked, all outer walls and the outer
  doors of Castle Mabb have a +20 hardness bonus and it is
  impossible to teleport or scry inside the castle from the out-
  side.While the door is unlocked,this magical effect goes away.
  The hollow tower extends up the full 100 feet. On its
  western end, iron rungs form a ladder leading up to a foot-
  wide ledge and a door 12 feet from the ceiling. The door is
  identical to the entry door: locked, laced with crystal, and
  opened with the Key to Castle Mabb.
  The interior of the tower contains a powerful programmed
  illusion (which also contains a number of greater illusory
  creature spells). The tower appears to be filled with clear
  water which, in turn, is filled with dozens of tiny fish swim-
  ming about. However, the magic is imperfect, so the first per-
  son into the tower sees the empty shaft, filled with cobwebs
  and dust, suddenly flash with magical energy before the
  “water” and “fish” appear.
  Note that the castle builders did not mean for the illusion
  to fool or frighten, but to impress.
  2. Queen’s Hall (EL 6)
  This large chamber once served as a kind of court/grand
  hall. Currently, all the furnishings are gone. Once a powerful
  illusion worked in this room as well, but it no longer func-
  tions (a detect magic spell reveals a lingering aura of illusion
  here). Steep stairs to the lower, underground level lie imme-
  diately in front of the eastern door. In the floor, about 10 feet
  beyond the stairwell, a 10-foot-square section of floor
  appears to be made of glass rather than resinlike stone.
  The “Glass” Prison: Anyone who looks down through the
  glass sees a 10-foot-by-10-foot shaft descending about 15 feet.
  Demo Adventure 3
  
  A tall (giantish) woman pushes against the glass and
  mouths “help me.” She bangs on the glass, but the PCs can
  hear no sound.She mouths,“Let me out.” Those looking care-
  fully note that she is floating more than 6 feet above the floor.
  The woman is a ghost in the most basic sense of the word.
  Once one of the giantish mages of Castle Mabb,Oa-Javas was
  murdered by those who craved the power of the pillars.When
  her spirit returned to attempt to avenge her death,they
  trapped her ghost here in this magical prison.The glass is in
  fact a special eldritch wall that has 2,000 hit points and
  blocks incorporeality.The entire shaft is sealed in this way,so
  Oa-Javas cannot leave.If anyone goes down one level and
  opens the secret door in Area 9,beyond the fire trap,the seal
  is broken and she can get free.Should this happen,she
  thanks the PCs for freeing her,and relates a brief version of
  the history of the castle and what happened to her.She can
  explain that they need the blue staff to move safely into the
  Veiled Hall (although she does not use the words “veiled
  hall,” since in her day,there was no veil).She then disappears
  forever.(In a continuing campaign,award PCs experience
  points for overcoming an EL 5 encounter if they free her.)
  Undead Guardians: When anyone comes within 20 feet
  of the western end of the Queen’s Hall, the two doors open
  and from each comes a guardian: an undead spirit with a
  sword. These spirits—remnants of those who served the
  magisters corrupted by the lust for power here—appear to
  have both been human swordsmen. They attack relentlessly
  until destroyed. Although incorporeal, they can wield the
  very corporeal swords they bear. In fact, so tied are they to
  the swords that they reform in 24 hours wherever the swords
  lie. Only destroying the swords destroys these spirits forever.
  They do not have an energy drain attack (and so as incorpo-
  real undead only have a +2 bonus to CR rather than +3). For
  more about incorporeal undead, see Arcana Unearthed, page
  232. (Note to DMs: Do not forget their parry and Natural
  Swordsman bonuses to Armor Class).
  The sounds of battle also rouse the undead in Area 4 and
  get them ready for battle.
  Sword Spirits (2),undead human unf2:CR 4; Medium undead;
  HD 2d12 (16 hp); Init +9; Speed 30 feet; AC 17 (+5 Dex,
  +1 class, +1 deflection); touch 17, flat-footed 11); BAB +2;
  Grapple —; Single Atk +8 melee (1d8+3, 19–20/×2,
  +1 longsword); Full Atk +8 melee (1d8+3, 19–20/×2,
  +1 longsword); Face/Reach 5 feet × 5 feet/5 feet; SQ Dark-
  vision, incorporeal, parry (+1 AC), undead qualities, +1 AC
  4 Between Life and Death
  Castle
  Mabb
  Observation
  Tower
  “Glass Prison”
  Secret cache below surface
  Energy
  12
  9
  8
  10
  7
  1
  3
  3
  2
  4
  5
  6
  Platform
  10 feet
  Door
  Secret Door
  Crystal Tree
  Water
  Veiled Hall
  Entry Tower
  Observation Tower
  Eldritch wall
  covers stairs
  Hatch in ceiling
  100 feet up
  Entry Tower
  ABOVE GROUND
  BELOW GROUND
  SIDE VIEW
  (1 square = 30 feet)
  LOWER LEVEL
  Pillar of Life
  Pillar of Death
  Veil of Safety
  N
  
  against anyone using a sword; SV Fort +0, Ref +5, Will +2;
  Str – (originally 12), Dex 20, Con —, Int 11, Wis 14, Cha 13
  Skills and Feats: Sneak +10, Search +5, Spot +7, Tumble +10;
  Improved Initiative, Natural Swordsman, Weapon Finesse,
  Weapon Focus (longsword)
  Possessions:+1 Devanian longsword
  3. Bedchambers
  These rooms were once obviously the bedchambers of
  humanoids at least 9 feet in height. They contain little of
  interest or value. (The spirits that move out to attack intrud-
  ers in the Queen’s Hall wait here, but most likely not are not
  encountered here.)
  4. The Crystal Tree (EL 7)
  This room is dominated by a giant crystalline sculpture of a
  tree. The tree “grows” up from a platform 10 feet above the
  floor (the platform and its supports are made of the same
  resinlike material of the walls and floors). A free-standing
  staircase allows access up onto the platform. The 15-foot-tall
  tree is made so that one can climb it easily (like a ladder) up
  to a hatch in the ceiling directly above the tree. The hatch
  leads to area 6, the observation tower.
  Illusionary Spectre:This chamber contains a powerful
  illusion. When a living creature enters, a billowy-cloaked,
  featureless figure appears and points at the creature. The
  creature must make a Will saving throw (DC 15) or the spec-
  tral figure speaks aloud the creature’s truename. If the crea-
  ture does not have a truename, nothing happens. If more
  than one creature enters the room, the illusion picks one
  randomly, and then next round picks another. This figure is
  an illusion and cannot be successfully harmed, although it
  can be dispelled, as if created by a 12th-level caster. Once it
  has spoken all truenames, or creatures have made their sav-
  ing throws, it disappears.
  Undead:Two giantish skeletal warmain archers stand on
  either side of the tree,murdered in the struggle for power than
  occurred here and animated by the power once unleashed dur-
  ing that struggle. They attack all intruders. (Note to DMs: Do
  not forget their Natural Archer bonuses to Armor Class).
  Worse, however, an undead iron witch waits behind the
  stairs, under the platform. This witch was once in charge of
  security at Castle Mabb, and now intends on continuing
  those duties. She waits until the room’s illusion speaks a
  creature’s truename and then attempts to use the Power of
  the Name feat to force that creature to leave Castle Mabb
  and not return. After that, she attacks with her hail of metal
  witchery power. If she had time, upon hearing a battle in
  Area 2, she has already cast cloak of darkness, levitate, saving
  grace, and bash on herself (in that order).
  Archers (2),undead giant wrm1:CR 2;Medium undead;HD 1d12
  (12 hp);Init +1;Speed 30 feet;AC 20 (+1 Dex,+2 natural,
  +7 chain and plates);touch 11,flat-footed 19;armor check
  penalty –5);BAB +1;Grapple +4;Single Atk +4 ranged
  (1d8+3,20/x3,longbow) or +4 melee (2d6+3,19–20/×2
  greatsword);Full Atk +4 ranged (1d8+3,20/×3,longbow)
  or +4 melee (2d6+3,19–20/×2 greatsword);Face/Reach 5
  feet × 5 feet/5 feet;SQ Darkvision,undead qualities,+1 AC
  against anyone using a bow;SV Fort +2,Ref +1,Will +0;
  Str 16,Dex 12,Con —,Int 9,Wis 11,Cha 10
  Languages: Common, Giant
  Skills and Feats: Craft (bowyer) +1, Diplomacy +2, Sense
  Motive +2, Spot +4; Natural Archer, Sturdy, Weapon Focus
  (longbow)
  Possessions: Chain and plates armor, masterwork mighty com-
  posite longbow (+3), 24 arrows, greatsword
  Iron Witch,undead giant wtc5:CR 6;Medium undead;HD 5d12
  (35 hp);Init +2;Speed 30 feet;AC 19 (+2 Dex,+2 natural,+1
  ring,+4 armor song);touch 12,flat-footed 12);BAB +3;
  Grapple +3;Single Atk +4 melee (1d8,20/×3,heavy mace);
  Full Atk +4 melee (1d8,20/×3,heavy mace);Face/Reach 5
  feet × 5 feet/5 feet;SA Hail of metal;SQ Armor song,dark-
  vision,undead qualities,the Sight;SV Fort +2,Ref +6,
  Will +7;Str 11,Dex 14,Con —,Int 17,Wis 16,Cha 13
  Languages: Common, Giant
  Skills and Feats: Craft (blacksmithing) +9, Concentration +9,
  Diplomacy +2, Knowledge (Magic) +9, Search +11, Sense
  Motive +10, Spellcraft +9, Spot +7; Eldritch Training,
  Lightning Reflexes, Power of the Name
  Possessions: Cloak of resistance +1, ring of protection +1, scroll of
  muddy ground, masterwork mace
  Spells Readied (4/3/2; DC 14 + spell level): 0-level—bash, canny
  effort, detect magic, ghost sound, saving grace; 1st—animate
  weapon, compelling command, mind stab, veil of darkness;
  2nd—cloak of darkness, levitate
  5. Library
  This room is filled with books and scrolls on shelves, covered
  in dust. Some books are simply stacked on the floor. A table
  and five chairs round out the furnishings. The books cover
  many topics, but magic is by far the most common subject.
  Many of the books are so old that they fall apart if picked up.
  Anyone making a Research check (DC 15, see sidebar on
  page 85 of Arcana Unearthed), spending at least an hour here,
  finds a reference to the blue staff (found in the observation
  tower) that protects anyone from the power of the Pillars of
  Life and Death.
  In a continuing campaign, the DM should place other
  interesting secrets and bits of useful lore in this library.
  Demo Adventure 5
  
  Between Life and Death
  6
  Back Door: A small, nondescript door here is visible
  from the inside but concealed (Search, DC 18) on the out-
  side. It is locked just like the entry door in Area 1. It leads
  out into an overgrown garden on the “floating island” that
  the castle is built upon. There is nothing of interest back
  here, but if the PCs have the ability to get down (such as
  with a safe fall spell), this could provide a quick back exit
  should they need it.
  6. Observation Tower
  This round tower room, accessible via a hatch in the ceiling
  of Area 4, has narrow (4-inch) windows overlooking the
  forest all around. These windows are opaque from the out-
  side. The roof of the chamber is criss-crossed with a lattice-
  work of crystal threads, like a huge spiderweb. Threaded in
  this “web” is a blue crystal staff, about 5 feet long and very
  thin. This is a magic object known simply as  the blue staff.
  It creates a shield to protect anyone within 15 feet of it
  from the dangers of the Veiled Hall. It has no other
  functions.
  In the room, on the floor, explorers see a large, round,
  blue rug, covered in dust but woven in a beautiful abstract
  pattern with silver threads. On the rug, a table, three
  chairs, and a small wooden cupboard sit, also covered in
  dust. On the table is a brass orrery, not unlike the one on
  the cover of Arcana Unearthed, except without the images of
  people in the spheres. The orrery is worth 275 gp. In the
  cabinet, the PCs can find two very old jugs of vinegary
  wine and three silver flasks (each worth 50 gp). One of the
  flasks holds a dollop of liquid that is actually a potion of
  lesser beastskin (adds a +2 natural armor bonus to Armor
  Class for an hour).
  7. The Subterranean Garden
  This room, located one level down from the previously
  described areas, is home to another illusion. It appears to
  be a beautiful rose garden filled with flowering plants and
  gentle rays of sunlight coming through crystalline sky-
  lights in the ceiling. Insects buzz about from flower to
  flower, and the chamber is filled with the fragrance of
  roses. As in the entry tower, this is all for show and has no
  real game effect.
  In the middle of the garden stand two statues, each 8 feet
  tall, of one man and one woman wearing robes and bearing
  staves. The statues are painted, the staves meant to appear to
  be blue crystal.
  8. Crystal Grotto
  Each of the three semicircular alcoves in the south wall con-
  tains a crystal tree sculpture. These resemble the tree in Area
  4, but smaller. They have no special powers. However, the
  PCs can break off a total of 80 gp worth of crystalline
  branches from each tree if they so desire and are willing to
  work at it for about 15 minutes.
  9. Fire Trap (EL 3)
  The door to this room is locked (DC 18 to open), and can’t
  simply be opened with the Key to Castle Mabb. Since none
  of the pregenerated characters included with this adventure
  has the Open Lock skill, they may have to break down this
  door, unless the magister can succeed with an open lock spell.
  The room appears empty. Anyone who enters it activates
  another illusion, making it appear that the room fills with
  flames. It’s as though the group is standing within Hell
  itself. The flames reach up 4 feet (the ceiling is about 10 feet
  high). While the flames are illusions, the floor really does
  become magically hot, dealing 2d6 points of fire damage per
  round to all within 4 feet of the floor. (This is a perfect
  opportunity for a spryte’s flying to come in handy.) The
  secret door leads to the “glass” prison described in Area 2. A
  Search check (DC 20) is required to find it. It swings open
  like a normal door when found.
  10. The Hidden Crypt
  The secret door (DC 20 to find) leading into this area from
  the east end of the Crystal Grotto pivots in the center. It is
  8 feet square. Beyond this door lies an old crypt, filled with
  the dead of the castle’s long-ago residents. (Most of those
  interred here are actually students, servants, and guards. The
  true masters of the castle were destroyed in the terrible bat-
  tle that occurred here over the pillars.) Nine corpses are
  interred here in alcoves in the walls, six with old bits of
  chain and plate armor and masterwork swords, and three
  with old magister’s staves. Each is also buried with 100 gp
  worth of jewelry or other valuable grave goods.
  When the Veil comes down, the influence of the Pillar of
  Death grows strong enough to animate the dead here. The
  new undead shamble their way down toward the pillar,
  destroying anything in their way. (See Area 12.)
  11. Guardian of the Pool (EL 7)
  Most of this room is filled with a murky, stagnant pool. The
  water level is about 6 inches below the floor, and the pool is
  about 14 feet deep. In the middle of the pool is a square plat-
  form “island”—the top of a solid column that extends down to
  the bottom of the pool.Within the pool is a black pudding that
  attacks anyone who comes to the water’s edge (so PCs who hug
  the walls are safe). The black pudding attempts to grapple
  and pull foes into the water and then attack them there.
  Stairway Down: A stairway heads down and out of this
  chamber to the east.However,a permanent,heightened greater
  eldritch wall with 2,000 hp blocks anyone from reaching the
  stairs. The wall inflicts 2d6 points of electrical damage upon
  anyone that touches it. This ward was not placed here by the
  Council of Magisters.Instead,it is the creation of the original
  mages who dwelled in Castle Mabb to protect the pillars below.
  Thus,there is a hidden key nearby to negate the wall’s power.
  The key to negating the wall is a magical ruby hidden in a
  small cache in the column within the pool. The cache is on
  the north side, about 5 feet below the water’s surface. Anyone
  
  in the water can make a Search check on the column (DC
  20) to find the cache and the gem. The gem’s touch safely
  suppresses the eldritch wall for one hour. The ruby has no
  other powers and loses all magical ability if taken from
  Castle Mabb for more than a day. The ruby itself is worth
  2,000 gp.
  Bottom of the Pool: Anyone who searches at the bottom
  of the pool (DC 20) can find a masterwork short sword in a
  jeweled scabbard. The scabbard is worthless due to water
  (and pudding) damage, but there are 500 gp worth of jewels
  still set into it that can be removed and sold.
  Black Pudding:CR 7;Huge ooze;HD 10d10+60 (115 hp);Init –5;
  Speed 20 feet, climb 20 feet; AC 3 (–2 size, –5 Dex); touch
  3, flat-footed 3); BAB +7; Grapple +18; Single Atk +8 melee
  (2d6+4+2d6 acid, 20/×2, slam); Full Atk +8 melee
  (2d6+4+2d6 acid, 20/×2, slam); Face/Reach 15 feet × 15
  feet/10 feet; SA Acid, constrict 2d6+4 plus 2d6 acid,
  improved grab; SQ Blindsight 60 feet, split, ooze traits;
  SV Fort +9, Ref -2, Will –2; Str 17, Dex 1, Con 22, Int —,
  Wis 1, Cha 1
  Skills and Feats: Climb +11
  Acid (Ex): The creature secretes a digestive acid that dissolves
  organic material and metal quickly, but does not affect
  stone. Any melee hit or constrict attack deals acid damage,
  and the opponent’s armor and clothing dissolve and
  become useless immediately unless they succeed at Reflex
  saves (DC 21). A metal or wooden weapon that strikes a
  black pudding also dissolves immediately unless it suc-
  ceeds at a Reflex save (DC 21). The save Difficulty Classes
  are Constitution based. The pudding’s acidic touch deals
  21 points of damage per round to wooden or metal objects,
  but the ooze must remain in contact with the object for 1
  full round to deal this damage.
  Constrict (Ex): A black pudding deals automatic slam and acid
  damage with a successful grapple check. The opponent’s
  clothing and armor take a –4 penalty on Reflex saves
  against the acid.
  Improved Grab (Ex): To use this ability, a black pudding must
  hit with its slam attack. It can then attempt to start a
  grapple as a free action without provoking an attack of
  opportunity. If it wins the grapple check, it establishes a
  hold and can constrict.
  Split (Ex): Slashing and piercing weapons deal no damage to a
  black pudding. Instead the creature splits into two identi-
  cal puddings, each with half of the original’s current hit
  points (round down). A pudding with 10 hit points or less
  cannot be further split and dies if reduced to 0 hit points.
  12. The Veiled Hall (EL 5)
  Down the stairs from Area 11 lies the fabled Veiled Hall, pro-
  tected these many years from intrusion because of the power
  it contains. A semicircular veil of opaque energy (the Veil of
  Safety) prohibits any entrance into the chamber, magical or
  otherwise.
  Rending the Veil: It takes Vaena and Thoemon, working
  together (each reciting half of the long verbal code) one
  minute to open the Veil. It disappears completely when they
  are finished and remains gone for 10 minutes.
  The Conflagration of Energy:Blasts of green and white
  energy come through the archway to the west (from the
  Pillar of Life) while bolts of black and gray energy come from
  the east (the Pillar of Death). Where the bolts meet—this
  chamber—there is a discharge of incredible energy. Anyone
  anywhere within the chamber—creatures and objects—
  suffer 3d6 points of damage per round (a Reflex saving
  throw reduces this by half).
  In the hallway to the west, and in the chamber with the
  Pillar of Life, there is no black and gray energy. It is all the
  healing energy of the Green. This is beneficial, at first.
  Characters in the hall or in the round chamber enjoy the
  healing of 2d6 points of damage each round (no save).
  Once a character reaches full hit points, however, all excess
  hit points “healed” are accrued as subdual damage.
  Characters whose subdual damage gained in this way
  equals their hit points fatally burst from having too much
  life energy.
  In the hallway to the east, and in the chamber holding the
  Pillar of Death, there is no green and white energy. It is all
  the deadly energy of the Dark. Characters suffer 2d6 points
  of damage per round (no save). Those slain by this damage
  immediately become undead as described by the animate the
  dead spell in Arcana Unearthed, pages 185 to 186.
  Using the Blue Staff: The blue staff (found in Area 6)
  creates a 15-foot-radius safe zone within the Veiled Hall.
  Anyone within that area suffers no ill effects from any of the
  loosed energies here or even near the pillars.
  The Ceremony: Vaena and Thoemon can perform the cer-
  emony to refill the artifact in one minute, if they are within 5
  feet of the Pillar of Life and have the chalice of days. If inter-
  rupted, they must begin again.
  Animating the Dead: With the Veil gone, the power of
  the Pillar of Death calls out to the dead creatures that once
  tried to harness its power—the corpses in Area 10, the
  Hidden Crypt. Unless the PCs have found the crypt and
  burned the bodies (or taken similar actions), all the figures
  animate and attack anyone in their way as they attempt to
  get at the Pillar of Death. The PCs likely will be in their
  way. The undead arrive in two waves—one (with four
  warriors and one mage) 3 rounds after the Veil goes down,
  and the other (with two warriors and two mages) 3 rounds
  after that.
  Undead Warriors (6 total),undead giant War1:CR 1; Medium
  undead; HD 1d12 (7 hp); Init +1; Speed 30 feet; AC 20 (+1
  Dex,+2 natural, +7 chain and plates); touch 11, flat-footed
  19; armor check penalty -5); BAB +1; Grapple +4; Single
  Atk +6 melee (1d8+3, 19–20/×2, longsword); Full Atk +6
  melee (1d8+3, 19–20/×2, longsword); Face/Reach 5 feet ×
  5 feet/5 feet; SQ Darkvision, undead qualities, +1 AC
  Demo Adventure 7
  
  against anyone using a bow; SV Fort +2, Ref +1, Will +0;
  Str 16, Dex 12, Con —, Int 9, Wis 11, Cha 10
  Languages: Common, Giant
  Skills and Feats: Craft (weaponsmith) +1, Diplomacy +2, Sense
  Motive +2,Spot +4;Power Attack,Weapon Focus (longsword)
  Possessions: Chain and plates armor, masterwork longsword
  Undead Mages (3 total),undead giant mag1:CR 2; Medium
  undead; HD 1d12 (7 hp); Init +1; Speed 30 feet; AC 13 (+1
  Dex,+2 natural); touch 11, flat-footed 12); BAB +0; Grapple
  +1; Single Atk +2 melee (1d6+1, crit. 20/×2, staff); Full Atk
  +2 melee (1d6+1, crit. 20/×2, staff); Face/Reach 5 feet × 5
  feet/5 feet; SQ Darkvision, undead qualities; SV Fort +0,
  Ref +1,Will +3;Str 12,Dex 13,Con —,Int 15,Wis 12,Cha 11
  Languages: Common, Giant
  Skills and Feats: Craft (woodcrafting) +2, Concentration +4,
  Diplomacy +2, Sense Motive +2, Search +6, Spellcraft +6,
  Spot +5; Resistance to Magic, Sense the Unseen
  Spells Readied (4/1, DC 12 + spell level): 0-level—-bash, disorient,
  ghost sound, telekinesis, touch of nausea; 1st—compelling com-
  mand, cold blast, touch of disruption 
  Possessions: Staff
  Optional: Agents of Death 
  Havinar Balacos,a powerful champion of death,has assigned
  some of his well-paid agents to get into Castle Mabb.
  The Chorrim 
  The chorrim wait outside Castle Mabb.As mentioned earlier,
  they might attempt to ambush the player characters as they
  enter.Whether or not they do this,the chorrim will be wait-
  ing for them when the PCs come out.They hide in the under-
  growth and wait to strike,although they are not adept hiders.
  If hard-pressed,they retreat.
  Chorrim (4):CR 3;Large giant;HD 4d8+8 (26 hp);Init +0;Speed
  30 feet;AC 18 (-1 size +4 natural,+5 breastplate);touch 9,flat-
  footed 18;armor check penalty –4);BAB +2;Grapple +11;
  Single Atk +9 melee (2d6+12,19–20/×2,huge masterwork
  dire greatsword) or +3 ranged (1d8+5,20/×3,huge master-
  work mighty longbow);Full Atk +9 melee (2d6+12,19-20/×2,
  huge masterwork dire greatsword) or +3 ranged (1d8+5,
  20/×3,huge masterwork mighty longbow);Face/Reach 5 feet
  × 5 feet/10 feet;SQ Darkvision 60 feet,+1 AC vs.foes with
  swords,natural tactician,well-trained;SV Fort +6,Ref +0,
  Will +1; Str 20, Dex 10, Con 15, Int 11, Wis 10, Cha 9.
  Languages: Common
  Skills and Feats: Climb +6, Ride +8, Spot +5; Exotic Weapon
  Proficiency (Heavy), Fleet of Foot, Natural Swordsman,
  Weapon Focus (greatsword), Weapon Specialization
  (greatsword)
  Natural Tactician (Ex): Chorrim gain a +1 circumstance bonus
  to all attack rolls for an entire encounter against any foes
  that were surprised at the beginning of the encounter due
  to their ability to use their own advantages and their foes’
  disadvantages to maximum effect.
  Well-Trained (Ex): When attempting to intimidate a chorrim,
  the check DC has a +6 circumstance modifier.
  Possessions: Huge masterwork dire greatsword, huge master-
  work mighty longbow (+5), 24 arrows, breastplate 18 gp
  Nlen and Varos the Stalwart
  Two of the death champion’s other agents hope to follow the
  PCs into the castle, either if they do not lock the door
  behind them, or invisibly. They might wait to enter till the
  PCs have left the castle to rest, assuming the group plans on
  going back in. These agents are a conniving, arrogant male
  verrik mage blade named Nlen and a quiet but deadly female
  sibeccai oathsworn named Varos the Stalwart. These two are
  after information—they don’t want to confront the PCs
  unless they are cornered. Each has a potion of invisibility,
  which they use to follow the PCs around if they get inside.
  They want to know what the player characters are up to, and
  how they can ensure that their master can enter Castle Mabb
  later if he so wishes. This may mean attempting to steal the
  key, trick the PCs in some fashion, or destroying the lock.
  The DM should feel free to introduce these two at any
  logical point in the adventure—perhaps at the very worst
  time (such as while the PCs deal with the black pudding in
  Area 11) or perhaps when they think that they are safe and
  alone, such as during a rest. If detected or confronted, Nlen
  and Varos likely will flee, although Nlen might be arrogant
  enough to stay if not badly outnumbered.
  Nlen gives orders to Varos.Varos obeys them as long as they
  make sense (when he tells her to do something that she was
  going to do anyway), and ignores them the rest  of the time.
  Nlen,male verrik Mbl4:CR 4; Medium humanoid; HD 4d8+4
  (28 hp); Init +0; Speed 30 feet; AC 16 (+5 armor, +1 natu-
  ral); touch 10, flat-footed 16; armor check penalty 0);
  BAB +3; Grapple +6; Single Atk +9 melee (2d6+7,
  19–20/×2, longsword); Full Atk +9 melee (2d6+7,
  19–20/×2, greatsword); Face/Reach 5 feet × 5 feet/5 feet;
  SA Innate magical abilities; SQ Sensory control, shimmer-
  ing shield (+2 deflection bonus to AC for 4 rounds);
  SV Fort +3, Ref +4, Will +2; Str 17, Dex 11, Con 12, Int 10,
  Wis 11, Cha 14
  Languages: Common
  Skills and Feats: Climb +6, Concentration +5, Intimidate +9;
  Iron Flesh, Lightning Reflexes, Weapon focus (greatsword) 
  Innate Magical Abilities: 1/day—contact, sense thoughts, telekine-
  sis (minor) (all as caster level 4th), DC 10 + spell level
  Possessions: Dire greatsword (athame—acts as +2 in his
  hands), +1 Devanian chain shirt, potion of invisibility, scroll of
  lesser battle healing and protective charm, 214 gp
  Spells Readied (4/3/1; DC 12 + spell level):  0-level—bash, lesser
  glowglobe, read magic, scent bane; 1st—charm, detect secret
  doors, lesser transfer wounds, resistance; 2nd—subtle steps
  Between Life and Death
  8
  
  Demo Adventure 9
  Varos the Stalwart,female sibeccai osn4:CR 4; Medium
  humanoid; HD 4d10+12 (40 hp); Init +2; Speed 50 feet;
  AC 15 (+2 Dex, +2 class, +1 ring); touch 14, flat-footed 10);
  BAB +3; Grapple +4; Single Atk +4 melee (1d8+1, 20/×2,
  unarmed strike); Full Atk +4 melee (1d8+1, 20/×2,
  unarmed strike); Face/Reach 5 feet × 5 feet/5 feet;
  SA Flurry of blows; SQ Evasion, low-light vision, eschew
  food; SV Fort +7, Ref +6, Will +6; Str 13, Dex 15, Con 16,
  Int 9, Wis 14, Cha 11
  Oath: To learn the secrets of Castle Mabb and master the
  place and all within it
  Languages: Common, Giant
  Skills and Feats: Escape Artist +7,Listen +4,Sneak +9,Tumble +9;
  Defensive Stance, Fleet of Foot, Speed Burst
  Possessions: Ring of protection +1, potions of lesser battle healing,
  invisibility, and subtle steps, 178 gp
  Concluding the Adventure
  If the faen manage to complete the ceremony, the chalice of
  days once again fills with the Green. A greenbond can use
  this artifact to heal a character to full hit points, cure any
  disease or malady, or even instantly restore a character to
  life. It can be used only once per week. Impress upon the
  players, if they choose to use it, that its power is limited and
  it is clearly difficult to recharge. It is also not actually theirs
  to use or abuse.
  At some point, the spellcaster in the group with the modi-
  fy memory scroll will need to decide whether to use it on one
  of the faen as instructed. On one hand, the faen are not
  going to submit willingly to this, but on the other hand, it
  may be for the best in the larger scheme of things.
  Leaving Castle Mabb shouldn’t be too much of a prob-
  lem. However, if this is a continuing adventure, or at least
  an adventure without worry of time limits, the forces of
  Havinar Balacos (see page 8) wait for them outside the
  castle, unable to get in without a key. They attack as soon
  as possible, hoping to get the key, steal any treasure the
  PCs might have recovered from the castle, and learn what
  they were doing inside.
  Once they return the chalice to Ralas, the litorians wel-
  come them with a feast and a ceremony of victory in their
  honor. As promised, each player character is rewarded
  with an appropriate magical item (worth no more than
  2,000 gp).
  Further Adventures
  If this quest was part of an ongoing campaign, the PCs have
  now crossed paths with one of the Diamond Throne set-
  ting’s most notorious villains, Havinar Balacos. Havinar is
  19th level, so it may be some time before they can confront
  him directly. But it’s almost a given that they will encounter
  his agents again—and now he knows a bit more about them
  and can anticipate their moves better.
  The group may even need to return to Castle Mabb at
  some point in the campaign—perhaps someone has
  somehow managed to get access to the Veiled Hall, or
  maybe they need a bit of important lore from the library.
  Perhaps there’s even more to the castle behind further
  secret doors.
  Credits and Legal
  Design and Map by Monte Cook
  Illustrations by Sam Wood and David Hendee
  Editing and Production by Sue Weinlein Cook
  Graphic Design by Peter Whitley
  Playtesters: Michele Carter, Sue Cook, Bruce Cordell,
  Jesse Decker, and Chris Perkins
  For more free game material, check out “The Stuff” at Monte Cook’s
  Website: <www.montecook.com>
  ©2003 Monte J. Cook. All rights reserved. “Between Life and Death,”
  an adventure for Monte Cook’s Arcana Unearthed, is produced under
  version 1.0a, 3.0, and draft versions of the Open Game License and the
  System Reference Document by permission of Wizards of the Coast.
  Subsequent versions will incorporate final versions of the license,
  guide, and document.
  Malhavoc is a registered trademark owned by Monte J. Cook.
  Unearthed Arcana is a trademark of Wizards of the Coast, Inc., a sub-
  sidiary of Hasbro, Inc. Arcana Unearthed is used with permission and
  all rights are reserved. The Sword & Sorcery logo is a trademark of
  White Wolf Publishing.
  The following items are hereby designated as Product Identity in
  accordance with Section 1(e) of the Open Game License, version 1.0a:
  Any and all Malhavoc Press logos and identifying marks and trade
  dress, such as all Malhavoc Press product and product line names
  including but not limited to The Book of Eldritch Might, The Diamond
  Throne, and Monte Cook’s Arcana Unearthed; organizations; names of
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  Identity is not Open Game Content.
  Subject to the Product Identity designation above, the following
  portions of “Between Life and Death” are designated as Open Game
  Content: the NPC stat blocks and statistics for the pregenerated player
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  Some portions of this article which are Open Game Content originate
  from the System Reference Document and are ©1999, 2000, and 2001
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  portions of this book are hereby added to Open Game Content 
  and if so used, should bear the COPYRIGHT NOTICE
  “Between Life and Death ©2003 Monte J. Cook.” 
  This material is protected under the copyright laws of the United
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  This material is protected under the copyright laws of the United
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  ®
  
  Between Life and Death
  10
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  d20 System Reference Document Copyright 2000-
  2003,Wizards of the Coast,Inc.;authors Jonathan
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  Andy Collins,David Noonan,Rich Redman,and
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  Between Life and Death Copyright 2003
  Monte J.Cook.All rights reserved.
  
  Character Information
  Character Level:5
  Race: Giant
  Class:Champion (of Life) 2/Giant3
  Speed: 20 
  Initiative: 0
  Size: Large (10-foot reach)
  Ability Scores
  Ability
  Score
  Modifier
  Strength
  20
  +5
  Dexterity
  11
  0
  Constitution
  18
  +4
  Intelligence
  10
  0
  Wisdom
  12
  +1
  Charisma
  8
  –1
  Hit Points and Armor Class
  Hit Points 52
  AC 18 (19 vs swords) (21 with shield)
  Flat-Footed AC 18 (21 with shield)
  Touch AC 9
  Saving Throws
  Save
  Modifier
  Reflex
  +2
  Fortitude +10
  Will
  +5
  Weapons and Damage
  Weapons (+8 melee,+3 range)
  +1 Greatsword
  +9 attack
  2d6+9 damage (2d6+7 in one hand)
  Giant’s mighty bow (+5) +3 attack
  2d6+5 damage
  Skills 
  Skill
  Modifier
  Diplomacy
  +8
  Heal
  +6
  Sense Motive
  +8
  Spot
  +2
  Gear
  +1 greatsword
  Giant’s mighty bow (20 arrows)
  Masterwork dragonscale armor with armor spikes
  (–5 armor check)
  Lesser ability boost potion (+2 Constitution)
  Lesser ability boost potion (+2 Strength)
  Lesser battle healing  potion
  Fire protection potion
  100 feet of rope and iron spikes (5)
  Hooded lantern
  Hammer
  Backpack
  Feats and Talents
  Born Hero
  Natural Swordsman 
  Sturdy (+4 bonus hp)
  Special Abilities
  Life’s healing: heal 8 hp per day with touch
  Call shield: +1 giant’s shield (+4 AC) 1/day
  Unbound (no truename)
  Roleplaying Notes
  You are the stalwart defender of life that the others have
  come to rely on. Your prowess in battle is tempered by your
  gentle demeanor when not in combat. You look on the
  undead as an abomination.
  Betwen Life and Death: Giant Champion
  Giant Champion of Life
  
  Character Information
  Character Level: 5
  Race: Litorian
  Class:Greenbond5
  Speed:30
  Initiative:+0
  Size:Medium
  Ability Scores
  Ability
  Score
  Modifier
  Strength
  12
  +1
  Dexterity
  11
  0
  Constitution
  14
  +2
  Intelligence
  10
  0
  Wisdom
  18
  +4
  Charisma
  12
  +1
  Hit Points and Armor Class
  Hit Points 33
  AC 16
  Flat-Footed AC 16
  Touch AC 11
  Saving Throws
  Save
  Modifier
  Reflex
  +1
  Fortitude +4
  Will
  +8
  Weapons and Damage
  Weapons (+3 melee,+2 range)
  Masterwork longspear
  +4 attack
  1d8+1 damage
  Skills 
  Skill
  Modifier
  Concentration
  +6
  Heal
  +7
  Knowledge (Nature)
  +4
  Listen
  +7
  Spot
  +7
  Wilderness Survival
  +10
  Gear
  Masterwork longspear
  Masterwork long shield
  +1 ring of protection
  Masterwork studded leather armor
  Wand of lesser battle healing (12 charges)
  Levitate potion
  Neutralize poison potion
  Periapt of wisdom +2
  Feats and Talents
  Track 
  Tattooed Spell (darkvision) 
  Affinity with Skill (+4 to Wilderness Survival)
  Special Abilities
  Infuse with life (heal 3d8+7 hp) 4x/day
  Nature sense
  Trackless step
  Bond with the Green
  Spell Slots Per Day
  Level
  Slots
  0
  5
  1
  4
  2
  3
  3
  2
  Spells Readied
  0-Level: bash, detect magic, detect poison, ghost sound, hygiene,
  minor illusion, saving grace, seeker
  1st-Level: acrobatics, lesser transfer wounds,  precise vision, 
  predict weather, tears of pain, touch of fear
  2nd-Level: blinding light, gusting wind, icebolt, lesser ability boost
  3rd-Level: carnivorous plant defense, lesser creation, lesser sum-
  mon minor elemental
  Roleplaying Notes
  You are the heart and soul of
  the group. You watch over and
  protect the others, knowing
  that as you do, you help the
  land as a whole. You are quiet
  and capable, never brash. You
  look on the undead as an
  abomination.
  Betwen Life and Death: Litorian Greenbond
  Litorian Greenbond
  
  Character Information
  Character Level:5
  Race:Human
  Class: Mage Blade5
  Speed: 30
  Initiative:+1
  Size:Medium
  Ability Scores
  Ability
  Score
  Modifier
  Strength
  16
  +3
  Dexterity
  13
  +1
  Constitution
  12
  +1
  Intelligence
  10
  +1
  Wisdom
  8
  –1
  Charisma
  14
  +2
  Hit Points and Armor Class
  Hit Points 33
  AC 19
  (20 in melee, 21 vs. swords)
  Flat-Footed AC 17
  Touch AC 11
  Saving Throws
  Save
  Modifier
  Reflex
  +5
  Fortitude +5
  Will
  +3
  Weapons and Damage
  Weapons (+6 melee,+4 range)
  Dire masterwork swordaxe +9 attack
  1d8+8 damage
  Javelin
  +4 attack
  1d6+3 damage
  Skills 
  Skill
  Modifier
  Concentration
  +9
  Intimidate
  +10
  Spellcraft
  +4
  Spot
  +6
  Gear
  Dire masterwork swordaxe 
  Javelin (6)
  Chain shirt (–3 armor check)
  Articulated long shield +1
  Eyes of the eagle
  Cloak of resistance +2
  Silent sheath  potion
  Darkvision potion
  Invisibility potion
  50 feet of rope
  Torches (9)
  Backpack
  Feats and Talents
  Defensive Stance (+1 dodge bonus in melee)
  Natural Swordsman 
  Bonded Item (swordaxe)
  Exotic Weapon Proficiency (heavy)
  Exotic Armor Proficiency
  Special Abilities
  Athame key weapon
  (functions as +2 weapon for mage blade only)
  Shimmering shield 1/day
  (+2 deflection bonus to AC for 5 rounds) 
  Spell Slots Per Day
  Level
  Slots
  0
  4
  1
  3
  2
  2
  Spells Readied
  0-Level: bash, canny effort, detect magic, ghost sound, hygiene
  1st-Level: mind stab, precise vision, safe fall, lesser transfer
  wounds
  2nd-Level: lesser beastskin, see invisibility
  Roleplaying Notes
  You are prepared for any situation. You
  can cast spells, although you don't
  fully understand everything there is
  to know about magic. You can be a
  bit brash at times, but you always
  feel up to any challenge.
  Betwen Life and Death: Human Mage Blade
  Human Mage Blade
  
  Character Information
  Character Level: 5
  Race:Spryte
  Class: Magister3/Spryte2
  Speed: 10 (fly 30)
  Initiative: +4
  Size:Tiny
  Ability Scores
  Ability
  Score
  Modifier
  Strength
  8
  –1
  Dexterity
  18
  +4
  Constitution
  10
  0
  Intelligence
  17
  +3
  Wisdom
  8
  –1
  Charisma
  14
  +2
  Hit Points and Armor Class
  Hit Points 20
  AC 17
  Flat-Footed AC 13
  Touch AC 17
  Saving Throws
  Save
  Modifier
  Reflex
  +7
  Fortitude +3
  Will
  +3
  Weapons and Damage
  Weapons (+2 melee,+7 range)
  Small staff
  +2 attack 1d4–1 damage
  Skills 
  Skill
  Modifier
  Alchemy
  +7
  Concentration
  +8
  Escape Artist
  +8
  Intimidate
  +7
  Knowledge (Magic)
  +12
  Search
  +8
  Sneak
  +16
  Spellcraft
  +10
  Gear
  Magister’s staff
  Tindertwigs (4)
  Flash powder (1)
  Paper, ink and pen
  +1 ring of protection
  Wand of energy bolt (electricity) (10 charges—5th level)
  See invisibility potion
  Four gems for energy template spells
  Feats and Talents
  Great Fortitude
  Eldritch Training 
  (+1 to DC of all spells, +2 if two spell slots are used)
  Energy Mage (Electricity)
  (adds +1d6 to any damage inflicting spell)
  (adds +1 round of stun if already an electricity spell)
  Special Abilities
  Charm (heightened), ghost sound, lesser glowglobe, invisibility
  (self only) each 1/day
  Detect magic at will:
  Levels stack for caster level (caster level 5th)
  Fly at speed 30 (average maneuverability)
  Spell Slots Per Day
  Level
  Slots
  0
  5
  1
  3
  2
  2
  Spells Readied
  0-Level: appropriate size, detect creature, disorient, door warning,
  lesser repair, lesser telekinesis, touch of nausea
  1st-Level: fireburst, obscuring mist, lesser compelling question,
  open lock, shock
  2nd-Level: bypass ward, energy blade, lesser battle healing
  Roleplaying Notes
  You never let your size be seen as a liability, even though
  everyone around you is so much larger. You revel in
  magical energy—specifically electricity—and in lore. If
  it's magical, it's interesting (if it's not magical, then it's
  not interesting).
  Between Life and Death: Spryte Magister
  Spryte Magister
  
  Character Information
  Character Level: 5
  Race:Verrik
  Class: Mind Witch5
  Speed: 30
  Initiative:+2
  Size:Medium
  Ability Scores
  Ability
  Score
  Modifier
  Strength
  8
  –1
  Dexterity
  14
  +2
  Constitution
  13
  +1
  Intelligence
  12
  +1
  Wisdom
  18
  +4
  Charisma
  8
  –1
  Hit Points and Armor Class
  Hit Points 25
  AC 12 (14 with shield)
  Flat-Footed AC 10 (12 with shield)
  Touch AC 12
  Saving Throws
  Save
  Modifier
  Reflex
  +4
  Fortitude +3 (+7 poison)
  Will
  +9
  Weapons and Damage
  Weapons (+2 melee,+5 range)
  Light crossbow
  +5 attack
  1d8 damage
  Mindblade longsword
  +2 touch attack
  1d6+5 damage 
  (subdual)
  Skills 
  Skill
  Modifier
  Alchemy
  +9
  Concentration
  +8
  Heal
  +10
  Innuendo
  +9
  Knowledge (Magic)
  +9
  Spellcraft
  +7
  Gear
  Witchbag
  Light crossbow (20 bolts)
  +1 round shield
  Acid flasks (2)
  Cloak of resistance +1
  Lesser battle healing potion (2)
  Lesser beastskin potion
  Backpack and 50 feet of rope
  Hooded lantern
  Feats and Talents
  Fire Resistance (5)
  Resistance to Poison (+4) 
  Exotic Spell (eldritch armor)
  Special Abilities
  Mindfire 4/day, 50-foot range
  (4d6 damage [half subdual], DC 17, Will save neg)
  Contact, sense thoughts, telekinesis (lesser) each 1/day
  Mindblade (standard action to create, subdual damage only)
  Mind-affecting spells and effects last only half as long as 
  normal
  The Sight: Can identify class and level of creature studied
  for 1 minute
  Spell Slots Per Day
  Level
  Slots
  0
  4
  1
  3
  2
  2
  Spells Readied
  0-Level: contact, detect magic, lesser telekinesis,
  minor illusion, sense thoughts
  1st-Level: eldritch armor, compelling
  command, mind stab, resistance
  2nd-Level: levitate, read mind
  Roleplaying Notes
  You see the big picture more clearly than
  your friends. You're usually thinking two
  steps ahead of everyone else and always
  concerned about the implications of your
  actions.This makes you cautious but,once
  you've made up your mind,very determined.
  Betwen Life and Death: Verrik Mind Witch
  Verrik Mind Witch
  
  Character Information
  Character Level: 5
  Race:Quickling Faen
  Class:Unfettered2/Hawk Totem Warrior3
  Speed:20 (run ×5)
  Initiative:+6
  Size:Small
  Ability Scores
  Ability
  Score
  Modifier
  Strength
  10
  0
  Dexterity
  20
  +5
  Constitution
  13
  +1
  Intelligence
  14
  +2
  Wisdom
  8
  –1
  Charisma
  10
  0
  Hit Points and Armor Class
  Hit Points 32
  AC 21 (22 in melee vs. one foe, 22 vs. bow)
  Flat-Footed AC 21
  Touch AC 18
  Saving Throws
  Save
  Modifier
  Reflex
  +9
  Fortitude +4
  Will
  +0
  Weapons and Damage
  Weapons (+6 melee,+11 range)
  +1 shortbow
  +13 attack (+14 within 30 feet)
  1d6+2 damage (1d6+3 within 30 feet)
  With Rapid Reload +13/+10
  attack (+14/+11 within 30 feet)
  1d6+2 damage (1d6+3 within 30 feet)
  Longsword
  +6 attack
  1d8 damage
  Skills 
  Skill
  Modifier
  Balance
  +11
  Bluff
  +7
  Escape Artist
  +9
  Handle Animal
  +8
  Search
  +10
  Sneak
  +15
  Spot
  +7
  Tumble
  +11
  Gear
  +1 shortbow
  Arrows (20)
  Longsword
  Masterwork studded leather (–1 armor check)
  Gloves of dexterity +2
  Silent sheath  potion
  Darkvision potion
  Sunrod (1)
  Tindertwigs (3)
  Belt pouch
  Feats and Talents
  Rapid Reload (extra shot five times per day with bow)
  Natural Archer 
  Point Blank Shot
  Intuitive Sense 
  (do not lose Dexterity bonus when flat footed)
  Weapon Focus (shortbow)
  Special Abilities
  Low-light vision
  +4 Sneak, +1 initiative (already figured in)
  +1 Dodge bonus from unfettered  (already figured in)
  +1 Dodge bonus from hawk totem  (already figured in)
  Hawk companion
  Hawk Companion:HD 2d8 (8 hp); AC 17; Speed 10, fly 60;
  Atk: +6 melee (claws 1d4–1 damage); SV Fort +3, Ref +6,
  Will +2; Str 8 Dex 17, Con 10, Int 2, Wis 14, Cha 6
  Skills: Listen +6, Spot +6
  Roleplaying Notes
  You're friendly and usually talk very quickly—you've always
  got something to say, but you're wise enough to know that
  there are times when silence is golden. Your
  hawk companion is very important to you.
  Between Life and Death: Quickling Unfettered/Hawk Totem Warrior
  Quickling Unfettered/Hawk Totem Warrior
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Dungeons and dragons mega book pack/Sword and Sorcery series/Arcana Unearthed/Between Life And Death.pdf