TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
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  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster 
  Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United 
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  coincidental. © 2008 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR8-11 
   
   
   
   
   
   
   
   
  Restoration and Empire 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 1 
   
  by Creighton Broadhurst 
  HQ Reviewer: Chris Tulach 
  Playtesters: Bruce Paris, Antigone Paris, Dudley Powell, Sue Allen, Jireh Scheurwater, Robin Farnsworth, and Sam 
  Riley. 
   
  The forces of light have fallen and darkness seems poised to swallow the Bright Lands once again. Karistyne lies dead 
  and the Tower of Sleep has fallen; its lady driven mad and its protective wards sundered. Much that was won by the 
  heroic sacrifice of so many has been lost. A dark light grows in the northeast and rumors of terrible and unimaginably 
  powerful dweomers woken from the deranged dreams of He Who Must Not Awaken spew from the Bright Lands like s 
  poison to weaken the greatest warrior. The machinations of Rary are finally laid clear and at this final time the brave and 
  the true must step forth. A one-round Core adventure set in the Empire of the Bright Lands for characters level 9-15 
  (APLs 10-14). The concluding part of “Rise of the Ancients” and sequel to both “Blight on Bright Sands” and “Sins of 
  Ages Past.”  
   
  Resources for this adventure [and the authors of those works] include Complete Arcane [Richard Baker], Complete Warrior [Andy 
  Collins, David Noonan, Ed Stark], COR5-06 Blood on Bright Sands [Creighton Broadhurst], COR5-09 Gateway to Bright Sands  [Theron 
  Martin], COR5-11 Dark Deceit on Bright Sands  [Chris Chesher], COR5-17 Time’s Tide on Bright Sands [Bruce Paris and James Dempsey], 
  COR5-20 Phantoms on Bright Sands [Tom Kee], CORS5-02 Mines of the Eye [Creighton Broadhurst and Paul Looby], COR6-02 Rallying 
  Point for the Bright Sands [Chris Chesher and Greg Marks], COR6-09 Beneath the Bright Sands [Mike Hinds], COR6-13 Tears for Bright 
  Sands [Theron Martin], COR6-14 Cloud of Darkness [Creighton Broadhurst], COR6-16 Dominion of Bright Sands [Creighton Broadhurst 
  and Greg Marks], CORS6-02 Pits of Azak-Zil [Chris Chesher and Bruce Paris], COR8-05 Pyre of the Righteous [Theron Martin], COR8-09 
  Ruins of Slumber [Bruce Paris and James Dempsey], “Denizens of the Bright Desert” [Creighton Broadhurst], “Hardby, City of the 
  Scorned” in Dungeon Magazine 107 [Paul Looby], “Into the Bright Desert” in Dungeon Magazine 98 [Creighton Broadhurst], Manual of 
  the Planes [Jeff Grubb, Bruce R. Cordell, and David Noonan), Libris Mortis [Andy Collins and Bruce R. Cordell],  Sandstorm [Bruce R. 
  Cordell, Jennifer Clarke Wilkes, JD Wiker], Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. 
  Stephens and John Snead],  Savage Species [David Eckelberry, Rich Berman, Jennifer Clarke Wilkes], The Adventure Begins [Roger E. 
  Moore], WG4 Isle of the Ape [Gary Gygax], and WGR3 Rary the Traitor [Anthony Pryor].  
  598 CY 
  
  COR8-11 Restoration and Empire 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  This adventure’s challenges are proportionate to the 
  modified average character level of participating PCs. 
  Before play begins, calculate the Average Party Level 
  (APL) by following the process below:  
  1. 
  Determine the character level for each of the PCs. 
  Each PC may bring one animal, plus any creatures 
  gained from class abilities to help in combat. (PCs 
  can bring more creatures but they cannot help in 
  combat). If you deem that the animal bestows a 
  significant benefit in combat add the animal’s CR to 
  the level of the PC it is accompanying for 
  calculating APL. (Animals gained from class abilities 
  and one standard horse, warhorse, or riding dog for 
  a PC with Mounted Combat do not affect APL). 
  2. 
  Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 
  If there are six PCs, add one to that average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  Experience and Treasure: APL affects the amount 
  of experience and gold a PC can gain at the end of the 
  adventure. A player character more than three levels 
  higher than the APL at which the adventure is played 
  cannot participate. If a player character is more than two 
  levels away from the APL at which the adventure is 
  played, he suffers a 50% penalty to the amount of gold and 
  XP gained in the adventure. 
   
  Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  
  COR8-11 Restoration and Empire 
   
  Page 2 
  TIME UNITS AND UPKEEP 
  This is a standard two-round Core adventure, set in the 
  Empire of the Bright Lands. All characters pay 2 Time 
  Units per round except for characters with the Bright 
  Desert as their home region, who pay 1 TU per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly benefits) as detailed 
  in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ADVENTURE BACKGROUND 
  The Bright Lands have been a place of struggle, hardship 
  and death for centuries.  
   
  THE RISE AND FALL OF SULM 
  Two millennia ago, several Flan civilizations rose from 
  barbarism in the arid grasslands that once dominated the 
  region. The greatest of these nations was Sulm.  
   
  At first a force for good, the Sulmites delved into 
  ancient lore and declined as a people, embracing evil and 
  conquest. One by one, the other kingdoms fell before 
  Sulm’s might until her last rival, Itar, was defeated in a 
  cataclysmic battle. 
   
  In turn, Sulm fell; not by the force of an external 
  adversary but through the folly of its rulers. Sulm’s last 
  ruler, Shattados, called upon his dark gods to grant him a 
  gift to combat the rising tide of civil unrest sweeping his 
  conquered dominions. They granted him the scorpion 
  crown. 
   
  In a single day Sulmish culture was swept aside 
  when Shattados donned the Scorpion Crown, activating its 
  fell curse. As Sulm’s citizens were agonisingly 
  transformed into the manscorpions, dune stalkers, and (a 
  lucky few) into asheratis the very land began to sicken 
  and die.  
   
  Within a decade, the grasslands were dead; either 
  withered into nothingness by the unnatural heat that yet 
  plagues the region or scoured from the Oerth by violent 
  and prolonged storms sweeping in from the Gearnat. An 
  insidious, unstoppable tide of sand issuing, like a cancer, 
  from the cities and holy places of fallen Sulm finally 
  buried the few small pockets of surviving vegetation.  
   
  Thus, Sulm passed into history, languishing all but 
  forgotten until events in the City of Greyhawk catapulted 
  the Bright Desert into the minds of the great and the 
  good.  
   
  EMPIRE OF THE BRIGHT LANDS 
  Since the Greyhawk Wars, the Bright Lands have 
  languished in the grip of Rary the Traitor and his 
  infamous companion, Lord Robilar. Both gained almost 
  unrivaled infamy when Rary sought to sabotage the Day 
  of Great Signing by slaying the assembled ambassadors 
  gathered to sign the Pact of Greyhawk. The archmage 
  Tenser and Otiluke discovered their former friend’s 
  treachery and were slain. Simultaneously, Lord Robilar 
  struck at their towers, destroying their clones and looting 
  their treasures. However, the planned attack on the 
  signatories of the Pact of Greyhawk had failed. Realizing 
  this, the pair fled to the Bright Desert. 
   
  Over the next several years, Rary and Robilar 
  brought the majority of the Bright Desert under their 
  control. By 596 CY, only a few tribes of nomads and the 
  stubbornly independent desert centaurs still resist Rary’s 
  rule. 
   
  BLIGHT ON BRIGHT SANDS 
  Ultimately, in “Bright on Bright Sands,” Rary’s attempt to 
  gain the items he needed to destroy the Scorpion Crown 
  failed. Bands of meddling adventurers in the employ of 
  the paladin Karistyne, thwarted Rary’s attempts to 
  recover the items required to unmake the Scorpion Crown. 
  The rest of this article presents the outcome of several of 
  the adventures in the “Blight on Bright Sands” arc. In the 
  interests of brevity, minor campaign consequences are 
  not listed. 
   
  In COR5-11 Dark Deceit on Bright Sands the PCs 
  discovered an ancient prophecy inscribed upon a scroll 
  crafted from the skin of a gold dragon. The scroll seemed 
  to speak of a time when the Scorpion Crown would be 
  unmade 
   
  In COR5-17 Time’s Tide on Bright Sands adventurers, 
  using a portal located in the Tower of Sleep, traveled back 
  to the last days of wicked Sulm to recover the Last Flower 
  of Sulm. While there, they also rescued Ulma, a princess 
  of Sulm and the keeper of the Last Flower of Sulm. 
   
  Adventurers following clues found in CORS5-02 
  Mines of the Eye sought and found the forgotten road to 
  Azak-Zil (in COR5-20 Phantoms on Bright Sands). Shortly 
  afterwards (in CORS6-02 Pits of Azak-Zil) many bands of 
  adventurers, mercenaries and opportunists descended on 
  the pits to gain control of the thinaun hidden therein. 
  The undead lurking in the mines killed many of the brave 
  and foolish and while neither side prevailed, both gained 
  a portion of the precious metal.  
   
  During COR6-09 Beneath the Bright Sands adventurers 
  recovered a scimitar of evil aspect and great power – the 
  Bane of Itar – from the ruins of Sulm’s fallen capital, Utaa. 
  After retrieving the weapon, the PCs returned it to 
  Karistyne for safekeeping. 
   
  
  COR8-11 Restoration and Empire 
   
  Page 3 
   
  In COR6-13 Tears for Bright Sands adventurers 
  searched the sunken ruins of Sennarae, capital of Itar, 
  Sulm’s greatest enemy. There they uncovered the 
  powerful good-aligned warhammer Goggorddu. After 
  retrieving the weapon, the PCs returned it to Karistyne 
  for safekeeping. 
   
  These two great weapons were finally destroyed deep 
  below the festering ruins of Darkbridge Temple (COR6-16 
  Dominion over Bright Sands), denying Rary the ability to 
  complete his ritual of unmaking. After the two weapons 
  were destroyed, those loyal to Tenser returned to 
  civilization to celebrate their success believing the affair 
  over.  
   
  In the meantime, however, Rary has also been busy 
  with political machinations. In early 597 uncertainty 
  clouded the free city of Hardby’s true allegiance. While 
  allied with her far more prosperous neighbor since the 
  Greyhawk Wars the failing health of its Despotrix, Ilena 
  Norbelos, led some to believe that Hardby would soon 
  voluntarily enter the Empire of the Bright Sands. 
  Adventurers working for Karistyne forestalled such 
  events, however, when they provided a potion which 
  kept the ailing Despotrix alive long enough to participate 
  in a crucial vote. Days later she died, and was replaced by 
  Aleeta Norbelos a strong proponent of alliance with 
  Greyhawk. For now, Hardby stayed beyond Rary’s 
  influence.  
   
  As soon became evident, though, thwarting the 
  schemes of one of the Oerth’s most powerful wizards is 
  not without risk. The following year, Karistyne was 
  kidnapped and carried away to the near-mythical City of 
  Brass. While Rary’s involvement was never proved, many 
  observers are sure that he nefarious archmage was behind 
  the paladin’s disappearance. Her kidnapping, while 
  ultimately thwarted, was a reminder that while Rary had 
  been defeated, he had not been rendered powerless and 
  that he still ruled the Bright Empire with an iron fist.  
   
  RISE OF THE ANCIENTS 
  His failure in “Blight on Bright Sand” does not mean Rary 
  simply gave up. He has tried the subtle approach, trying 
  to win the hearts and minds of his opponents, but this 
  failed almost completely. Now, all restraint is gone. Rary 
  will crush anyone and anything in his path.  
   
  First, those that directed his recent defeat were 
  destroyed. While Tenser is too strong in his Fortress of 
  Unknown Depths, Karistyne and her loyal band were a 
  relatively easy. In COR8-05 Pyre of the Righteous, her castle 
  was destroyed and its garrison all but wiped out.  
   
  Rary then (in the events immediately preceding 
  COR8-09 Ruins of Slumber) turned his attention to the 
  Tower of Sleep. In an attack of near-peerless ferocity, 
  Rary struck the tower, sundering its wards and drove its 
  mistress mad. As the centuries old curse of the Scorpion 
  Crown quested for its final victim, Rary carried away 
  Ulma and the Last Flower of Sulm. 
   
  But the last part of his scheme remained 
  uncompleted. With the destruction of the two weapons – 
  the fell scimitar Bane of Itar and Goggorddu relic of Itar – 
  Rary needed a powerful, sentient weapon with a 
  connection to both Sulm and Itar. Buried deep in his 
  research notes, among the legends of the nomads, he 
  found another way.  
   
  Thirty-eight years ago after experiencing a terrible 
  vision, 36 powerful dervish priests of the Qolat 
  Sisterhood performed a powerful ritual to resurrect 
  Vathris, the fallen god of Itar, at the Plain of Spears site of 
  his death. Although successful, their liege returned in a 
  new, warped form. Where once he was a copper-skinned 
  muscular man he returned terribly wounded, a grisly 
  gash in his torso leaking black, poisonous bile. He now 
  manifests only once or twice a year appearing at the scene 
  of his death. For a week or so, he wanders the desert 
  slaying all monsters and servants of evil he comes across, 
  before collapsing and dying once more. Rary realized that 
  the weapon that slew him and which he now carries – a 
  wickedly barbed onyx longspear daubed in the blood of a 
  god – combined with Vathris’ mortal form – could hold 
  the key to the Scorpion Crown’s unmaking. The only 
  problem was that Vathris manifests only when certain 
  stars are in conjunction and that when he collapses, his 
  body and the spear dissolves into nothingness. Thus, Rary 
  has had to wait until now to capture Vathris. 
    
  DRAMATIS PERSONA 
  Several factions have a vest interest in Rary’s 
  machinations. This section provides a brief summary on 
  their goals and history. 
   
  TENSER 
  Tenser hates Rary – the latter was, of course, responsible 
  for his death (and the destruction of almost all his clones) 
  at the end of the Greyhawk Wars. Thus, Tenser refuses to 
  see any good in Rary’s actions, beliving that some dark, 
  malevolent purpose must be at the heart of his plans. 
  More details of Tenser and his beliefs appear in the 
  Intorduction. 
   
  RARY 
  Rary wants to unmake the Scorpion Crown and will stop at 
  nothing to achieve his goal. Stymied in the “Blight on 
  Bright Sands” he has finally decided to act personally 
  (and decisively) himself. At the heart of Rary’s actions is 
  the belief that the Scorpion Crown acts as keystone or 
  anchor linking Tharizdun to the Oerth. Unmaking the 
  Scorpion Crown is the only way to sunder this link.  
   
  Rary is not stupid – indeed far from it. He knows 
  that the crown is an artifact of Tharizdun and as such is 
  laden with his power. Any mere mortal, even one as 
  powerful and learned as himself, trying to gain control 
  over it would fail and be destroyed utterly (or worse). He 
  has absolutely no interest in the crown surviving to keep 
  Tharizdun linked to Oerth.  
   
  While it is true that the Scorpion Crown’s unmaking 
  will result in his empire revering from desert to arid 
  grasslands this is but a handy side effect of the ritual. 
  
  COR8-11 Restoration and Empire 
   
  Page 4 
   
  DARSSVOREL AND THE GURONN NUR 
  The great wyrm Darssvorel has been bound for many 
  centuries in a fragment of the Guronn Nur. Originally, a 
  child of Tiamt the deeper, far older evil of the stone has 
  slowly corrupted him into a pawn of Tharizdun. 
   
   COR6-14 Cloud of Darkness (the final part of “Sins of 
  Ages Past”) presents Darssvorel’s history in more depth. 
  In summary, however, Darssvorel was carried from the 
  fall of an elder civilization to the arid grasslands of Sulm 
  millennia ago. Used as the zenith stone for the great 
  ziggurat of Unaagh he slept for many centuries before the 
  curse of the Scorpion Crown awoke him. Used by the 
  greatest mystics and sorcerers of Sulm to escape the curse 
  through the creation of the fading land Vuthathrae he 
  was bound to the great necropolis until adventures freed 
  him two years ago.  
   
  Darssvorel was not alone, however. One of five 
  stones created by the sundering of the Guronn Nur for 
  the last decade or so, he has attempted to communicate 
  with his brethren. The Dreaming was the result.  
   
  At the end of COR6-14 Cloud of Darkness, Vuthathrae 
  was destroyed and the ancient Sulm still lurking there 
  destroyed. Now free, Darssvorel began to seek out his 
  brethren. However, events closer to hand distracted him 
  from this task. As a thing of Tharizdun he sensed the 
  proximity of the Scorpion Crown and quickly became 
  aware of Rary’s plan to destroy it. He acted quickly to 
  thwart the plan, but to date his schemes have failed. As 
  the adventure opens, he has dominated a hapless 
  adventurer commanding him to slip into Darkbridge 
  while battle raged outside. The rogue managed to 
  penetrate the temple, but fell to one of the lingering traps 
  set by the ancient Sulmites. Thus, literally within sight of 
  his goal, Darssvorel can go no  further. The arrival of the 
  PCs, however, gives him one more chance to affect 
  thwart Rary’s scheme. 
   
  The PCs encounter Darssvorel at some point in their 
  exploration of the chambers below Darkbridge. Refer to 
  encounter seven for more information.  
   
  ADVENTURE SUMMARY 
  In this adventure, the PCs cross the Bright Lands one 
  final time to either help or hinder Rary in his quest: the 
  unmaking of the Scorpion Crown. 
   
  The adventure begins with the PCs in the Fortress of 
  Unknown Depths meeting with Tenser. After agreeing to 
  aid Tenser in thwarting Rary the PCs travel to the Plain of 
  Spears where they fight terrible swordwraiths before 
  hearing the sounds of a titanic battle – Rary capturing 
  Vathris. 
   
  Moving quickly to the site of battle, they encounter 
  Jerianek Firaen a priest of Vathris and Ulgar a fallen 
  warrior of ancient Itar.  
   
  Ulgar witnessed Rary and Vathris’ battle and 
  describes it to the PCs as well as telling them where Rary 
  then went. 
   
   
   
  Jerianek can provide more information about the 
  locale, her diety, and current events, She can also provide 
  some healing and such like if required. She is very 
  worried about what Rary is doing to Vathris and lends the 
  PCs a carpet of flying (largest size) to reach Darkbridge 
  quickly. She then leaves to gather and consult with the 
  faithful. Once the PCs have spoken to Jerianek and Ulgar 
  they can proceed to Darkbridge Temple. 
   
  Reaching Darkbridge, they discover a pitched battle 
  being fought between Rary’s yugoloth mercenaries and 
  hordes of manscorpion trying to get into the temple. 
  Bypass the combat, the PCs gain access to the inner 
  temple and discover a trapdoor leading down to the lower 
  Greater Temple. 
   
  Once in the Greater Temple they finally meet the 
  Traitor himself and briefly speak with him before a horde 
  of manscorpions breaches the chamber. Most attack Rary, 
  but a few fight the PCs. After they have dispatched the 
  manscorpions, they PCs can continue to speak with Rary 
  and discover more of his true motivations. They can then 
  decide whether to disrupt the ritual or not (although 
  fighting him is almost suicidal). As the conversation 
  draws to a close, the final guardians of Darkbridge attack 
  in an attempt to wrest the crown from Rary. After they 
  have been defeated, the ritual takes place (or not, if the 
  PCs disrupt it). If they do disrupt the ritual, they had best 
  flee swiftly. If they do not flee, Rary rewards their 
  perspicacity. 
   
  PREPARATION FOR PLAY 
  This adventure, the final part of “Rise of the Ancients,” 
  represents Rary’s final attempt to destroy the Scorpion 
  Crown and to break the fell enchantment that has lain of 
  the land and the people of Sulm for fifteen centuries. As 
  such, the events herein are the culmination of not only 
  “Rise of the Ancients” but also “Blight on Bright Sands.” 
  They are also related to “Sins of Ages Past” as the matter at 
  hand deals with Tharizdun and Sulm’s ancient origins. 
  Thus, many favors from previous adventures come into 
  play. A summary of which favor is relevant to which 
  encounter appears below. Further details of how each 
  favors affect the course of this adventure appears in the 
  relevant encounter text. 
   
  Introduction: Honored Ally of Tenser (COR6-16 
  Dominion Over Bright Sands), Ally of Tenser (COR6-14 
  Cloud of Darkness). 
  7: Darssvorel: Beloved of Tiamat (COR6-14 Cloud of 
  Darkness), Enemy of Tiamat (COR6-14 Cloud of Darkness): 
   
  9: The Mage and the God: Honored Ally of Rary 
  (COR6-16 Dominion Over Bright Sands), Karistyne’s Ashes 
  (COR8-05 Pyre of the Righteous): 
   
   
  
  COR8-11 Restoration and Empire 
   
  Page 5 
  INTRODUCTION 
  The PCs have been summoned to the Fortress of 
  Unknown Depths by Tenser, renown wizard, one-time 
  member of the Circle of Eight and implacable foe of Rary. 
   
  When the players are ready, use the relevant 
  introductory texts below. If you have players belonging to 
  more than one faction, provide the introductory text 
  privately to each group. 
   
  SERVANTS OF LIGHT 
  Use this introductory text for those PCs in good standing 
  with Karistyne and Tenser. PCs in good standing with the 
  now-slain Karitysne are welcome at Tenser’s home. Read: 
   
  The Star Cross – a rare planetary conjunction – 
  burned brightly in the night sky when you received a 
  summons to attend the master of the Fortress of 
  Unknown Depths. A missive from Tenser the 
  Archmage is impossible to ignore and so several 
  days later you arrived at Magepoint, the village 
  servicing Tenser’s mighty keep.  
   
  Tenser’s message spoke of black deeds wrought 
  among the burning dunes of the Bright Desert and 
  of a terrible doom coming upon the Oerth.  
   
  Strange silvery golem-like creatures with eyes 
  that shine with a lambent blue radiance greeted you 
  at the fortress gates conveying you inside and 
  offering exotic refreshments. After you hunger and 
  thirst has been sated they same creatures lead you 
  into the very centre of castle. 
   
  Once the PCs are ready, proceed to Speaking with Tenser. 
   
  SERVANTS OF DARKNESS 
  Use this introductory text for those PCs in good standing 
  with Rary. Some of the PCs will likely have worked for 
  Rary in the past and thus, if Tenser knew their true 
  allegiance, would be unwelcome here (to say the least). 
  Unfortunately for Tenser, some of his missives were 
  delivered to the wrong people and so a few or Rary’s 
  followers have managed to slip into the fortress. Read: 
   
  The Star Cross – a rare planetary conjunction – 
  burned brightly in the night sky when you received a 
  summons to attend the master of the Fortress of 
  Unknown Depths. A missive from Tenser the 
  Archmage is impossible to ignore and so several 
  days later you arrived at Magepoint, the village 
  servicing Tenser’s mighty keep.  
   
  Tenser’s message spoke of terrible deeds 
  wrought among the dunes of the Bright Desert and 
  of a terrible doom coming upon the Oerth. Strange 
  indeed, though, is the hand of Istus. For quite some 
  time now you have toiled at the behest of Tenser’s 
  greatest foe, Rary, working to enable him to unmake 
  the Scorpion Crown. Your inclusion in this group is 
  surely a mistake, but one that might well serve your 
  munificent master. 
   
  Strange silvery golem-like creatures with eyes 
  that shine with a lambent blue radiance greet you at 
  the fortress gates conveying you inside and offering 
  exotic refreshments. After you hunger and thirst has 
  been sated they same creatures lead you into the 
  very centre of castle. 
   
  Once the PCs are ready, proceed to Speaking with Tenser. 
   
  MERCENARIES 
  Use this introductory text for those PCs that have either 
  not played any of the previous “Blight on Bright Sands” or 
  “Rise of the Ancients” adventures or that have no real 
  opinion on which side should prevail in this conflict.  
  Read: 
   
  Tenser the Archmage is renown throughout the 
  Flanaess. Both a surpassing powerful wizard and a 
  force for good in the world a summons from him is 
  not lightly ignored. Thus you find yourself at the 
  Fortress of Unknown Depths close to Greyhawk 
  City.  
   
  Tenser’s message spoke of black deeds wrought 
  among the burning dunes of the Bright Desert and 
  of a terrible doom coming upon the Oerth. His need 
  is great and so he has called you to stand with his 
  servants against the coming darkness. 
   
  Once the PCs are ready, proceed to Speaking with Tenser. 
   
  DREAMERS 
  Some of the PCs may have been subject to the Dreaming 
  in an earlier core adventure. Such individuals experience 
  a dark dream the night before they reach the Fortress of 
  Unknown Depths. Read:  
   
  You lie naked, flat on your back on a cold, hard stone 
  floor.  Nearby, a bowl stands in front of a featureless 
  man-statue and in the bowl lies a black crown. Power 
  emanates from it in waves.  
   
  Figures clad in purple robes cluster around you 
  chanting. As the chanting increases in pitch and 
  tempo, you perceive a thin, almost imperceptible 
  strand of darkness curling up from the crown. The 
  strand pulses with power and slowly quests towards 
  you. As it caresses you, a chill enters you soul. Alien 
  thoughts of madness and destruction skitter across 
  the surface of your brain as they seek some way into 
  the world. Words unbidden spill from your lips, 
  “The link must not be broken. Accept my gift 
  Shattados and know that by donning it you will 
  dominion over all your peoples...” 
   
  As you finish speaking, the chanting stops. A 
  man grins cruelly as he steps forward and raises a 
  knife high in the air. It glimmers evilly in the dim 
  light before he stabs down at your chest. Abruptly 
  the dream fades and you awake.  
   
  Once the PCs are ready, proceed to Speaking with Tenser. 
  
  COR8-11 Restoration and Empire 
   
  Page 6 
   
   
  SPEAKING WITH TENSER 
  The PCs will likely have many questions for Tenser.  
   
  �Tenser: LG male human wizard 22 
   
  Some likely questions and their answers appear here. 
  Use this information to extrapolate the answers to any 
  other questions they ask. Keep in mind that Tenser wants 
  Rary stopped and therefore he does not intentionally 
  mislead or deceive the PCs. As the adventure opens, the 
  PCs are in Tenser’s throne room. Read: 
   
  You stand before a great throne of lapis lazuli itself 
  set in a massive chamber of blue stone. Upon the 
  throne sits a man fairly radiating power – Tenser the 
  archmage. His once dark hair, now flecked with  
  gray, frames dark-brown eyes and a prominent, 
  aquiline nose. He speaks: 
   
  “My friends, thank you for answering my call. 
  The Flanaess stands in great peril and I have selected 
  you to thwart the machinations of the perfidious 
  Rary who once again stirs from his desert lair.  
   
  In the past few months he has wrought terrible 
  acts. First the fair Karistyne – my loyal servant – has 
  been slain and her castle thrown down. Then, Rary 
  invaded the Tower of Sleep and kidnapped Ulma and 
  the Last Flower of Sulm. I fear that these acts are but 
  the first part of Rary’s scheme to unmake the 
  Scorpion Crown. Will you help me? Will you travel 
  to the accursed Plain of Spears? 
   
  Once the PCs answer in the affirmative, he continues 
  speaking. PCs refusing to help are unceremoniously 
  thrown out of the fortress. Such PC can rejoin his 
  companions once they leave. Use whatever mechanic is 
  necessary to allow the PC to do this. For example, if the 
  PCs teleport to the Plain of Spears and the thrown out PC 
  cannot replicate this feat have an agent of Rary dwelling 
  in Magepoint cast the spell for him.  
   
  Tenser has more information to impart. Provide the 
  following details as Tenser converses with the PCs.  
   
  Current Quest 
  Why must be travel to the Plain of Spears? I need you 
  to travel the Plain of Spears because I believe this is 
  where Rary will be next. He is collecting things that I 
  believe he will use to unmake the Scorpion Crown. Find 
  out what he is doing and, if possible, stop him (or at the 
  very least report back to me here). 
   
  How can we get to the Plain of Spears? If you lack 
  the means, and want me to, I can magically transport you 
  there. Otherwise, you must journey through the blazing 
  sands of the Bright Lands, which will take many days. 
   
  What reward do we get for stopping Rary? I do 
  not offer tawdry rewards of gold or shiny baubles. Evil 
  must be stopped and if you need such things you do not 
  believe in the righteousness of the cause. You will have 
  my thanks and the knowledge that you have stopped a 
  great evil being wrought. Surely, this is enough? 
   
  Why have you not resurrected Karistyne? She was 
  slain with a thinuan blade, which traps her soul within. 
  Without that blade, I am helpless. 
   
  The Scorpion Crown 
  To answer questions in this section it may be wise to refer 
  back to the “Blight on Bright Sands” section of the 
  Adventure Background. 
   
  Rary tried to unmake the Scorpion Crown? Two 
  years ago, Rary tried to gather the items needed to 
  unmake Scorpion Crown. Ultimately, he was unsuccessful. 
  I fear that he has now discovered another way to achieve 
  his goal and that his slaying of Karistyne and kidnap of 
  Ulma are but he first moves in his final scheme 
   
  Why is the Scorpion Crown so feared? My 
  research has revealed that the Scorpion Crown is a thing of 
  Tharizdun as perhaps you already know. The crown is 
  directly responsible for the destruction of ancient Sulm 
  and the creation of the Bight Desert. Rary must not gain 
  control over it. 
   
  Why does Rary seek to unmake the Scorpion 
  Crown? Who can know his true motivations? He would 
  have us believe that it is for the good of the folk dwelling 
  in the Bright Lands but I know in the very heart of my 
  being that this cannot be. Who among you does not know 
  of his treacherous ways? Who among you do not know 
  the story of the Day of Great Signing? 
   
  Isn’t unmaking the Scorpion Crown a good 
  thing? Perhaps it would be if one pure of heart were to 
  attempt it, but Rary is evil – evil to the core. Who is to say 
  that he will instead of unmaking it, bind it to his will? If 
  he were to gain complete control over the artifact, he 
  would be surpassingly powerful. I fear than that not even 
  Mordenkainen could defeat him in  battle. 
   
  But unmaking the Scorpion Crown would break 
  its curse? That is true, but that would leave Rary is a 
  vastly improved position. His “empire” would revert to 
  grasslands and his subjects would reap the benefits. Soon 
  his armies would emerge from the Abbor-Alz stronger 
  and better equipped. Who knows where they would 
  strike next! 
   
  Historical Questions 
  Why do you hate Rary so much? What happened on 
  the Day of Great Signing? At the end of the Greyhawk 
  Wars, representatives of all the nations of the Flanaess 
  gathered to sign a great peace treaty. As the final 
  preparations were being made, myself and Otiluke 
  checked the hall in which the ambassadors would gather 
  to ascertain its safety. We triggered traps left by Rary who 
  was still in the hall. He slew us and at the same time Lord 
  Robilar destroyed all of Otiluke’s clones and all but one of 
  mine. His duplicity revealed, he fled to the Bright Lands. 
  The rest you know.  
   
  PREVIOUS AR ITEMS 
  Some AR items from previous adventures affect play 
  here. Tenser knows that PCs with one or more of the 
  below favors are reliable and skill opponents of evil.  
  
  COR8-11 Restoration and Empire 
   
  Page 7 
   
  Honored Ally of Tenser (COR6-16 Dominion 
  Over Bright Sands): Tenser lends any PC with this AR 
  item an obsidian steed (DMG 257), which he expects back 
  at the end of the adventure. The obsidian steed is in all 
  regards as that listed in the DMG except that there is no 
  chance that the horse will deposit its rider in the lower 
  planes. 
   
  Ally of Tenser (COR6-14 Cloud of Darkness): 
  Tenser provides any character with this AR item with a 
  single spell of any 5th-level or lower wizard spell listed in 
  the PH not restricted by the LGCS. He does not expect 
  the scroll to be returned. 
   
  THE FORTRESS OF UNKNOWN DEPTHS 
  Use the information here to describe Tenser’s home. 
   
  The Fortress of Unknown Depths stands about 80-
  miles east of the Free City of Greyhawk amid the 
  turbulent dark blue waters of the Nyr Dyv. Long home to 
  Tenser the Archmage, it is a well-known, but seldom-
  visited place.  
   
  The fortress sits atop a low, black rock about half a 
  mile from shore. Its pale blue battlements are dwarfed by 
  the castle’s central donjon, which soars skyward and is 
  topped with a huge, many faceted dome that glitters 
  under Pelor’s radiance like some huge, immeasurably 
  valuable jewel. 
   
  Connected to shore by a long, steep-sided causeway 
  of black rock, the fortress stands in a relatively isolated 
  position, with the village of Magepoint being the only 
  nearby settlement of note. 
   
  Dangerous avian creatures as well as a mist dragon 
  and other things that dwell beneath the waters of the Nyr 
  Dyv guard the fortress against unwelcome visitors. 
  Several powerful affects also ward the fortress. Spells 
  such as teleport and the like do not function within the 
  immediate surroundings of the Fortress of Unknown 
  Depths. Instead, those travelling by such means are 
  shunted away from the castle. (This could be particularly 
  disastrous for an unprepared party appearing above the 
  Nyr Dyv.)  
   
  MAGEPOINT 
  If the PCs venture into Magepoint, use this text to 
  facilitate play. 
   
  This small, sleepy, idyllic village appears, at face 
  value, to be an archetypal farming and fishing 
  community. Well-tended fields and meadows surround 
  the village proper, while many fishing boats bob at 
  anchor along the village’s dock. A coastal pathway links 
  Magepoint with Elmshire in the west and Goldplain in 
  the Duchy of Urnst in the east. Another pathway – really 
  little more than an earthen track – links Magepoint with 
  Diamond Lake. 
   
  DEVELOPMENT 
  When the PCs are ready, proceed to Encounter One.  
  Troubleshooting: If some PCs with Rary favors 
  feels uncomfortable about helping Tenser, point out to 
  them that this is a perfect opportunity to spy on their 
  master’s nemesis (and to possibly stymie his meddling). 
   
  1: INTO THE BRIGHT 
  DM Map 1 shows the Bright Desert region.  
   
  Before the PCs can explore the Plain of Spears, they 
  must cross the burning sands of the Bright Desert. PCs of 
  10th-level and above likely possess many magical means 
  of easing this journey. If they have access to enough 
  magics such as endure elements quickly skip over this 
  encounter. While the journey takes several days (see 
  below) they reach the site without incident. If the PCs do 
  not have access to such resources refer to DM Aid 1: 
  Traveling in the Bright Desert. To reach the Plain of 
  Spears the PCs have two basic choices of route (detailed 
  below). 
   
  THROUGH HILL AND DESERT 
  Traveling on foot, the PCs leave the Fortress of Unknown 
  Depths and reach Hardby before traversing Hardby Pass. 
  They then must strike out eastwards through the desert 
  for around 300 miles before they reach the Plain of 
  Spears. This will takes weeks of travel because of the 
  circuitous route needed to avoid Bright Land garrisons 
  and so on. 
   
  TELEPORTING AND SUCH 
  PCs employing this option reach the environs Plain of 
  Spears instantaneously. Note, however, that the caster 
  must have a clear impression of the area. The most likely 
  way to gain this information is through various 
  divination spells as few individuals can claim to have 
  even visited the plains.  
  Tenser: If the PCs desire, Tenser uses his 
  considerable magical powers to transport them to the 
  edge of the Plain of Spears. 
   
   
  
  COR8-11 Restoration and Empire 
   
  Page 8 
  2: PLAIN OF SORROW 
  This encounter takes place in the Plain of Spears, site of 
  Sulm victory over her last rival, Itar.  
   
  This is a bleak, wretched place. Countless man-tall 
  shards of rock stand among the rubble and trash of 
  an ancient battle. Bleached bones, shards of weapons 
  and armor and heaps of rubble lie partially covered 
  by sand and grit. A hot, fell wind laden with menace 
  moans among the stones. 
   
  Although the PCs arrive around midday, they search 
  fruitlessly until dusk. Use the information presented 
  below to facilitate this. As dusk falls, some of the ancient 
  warriors haunting this place fall upon them.  
   
  APL 10 (EL 10) 
   
  �Swordwraiths (3): male human swordwraith 
  fighter 5; hp 43; Appendix 1. 
   
  APL 12 (EL 12) 
   
  �Swordwraiths (3): male human swordwraith 
  fighter 7; hp 56; Appendix 1. 
   
  APL 14 (EL 14) 
   
  �Swordwraiths (3): male human swordwraith 
  fighter 9; hp 69; Appendix 1. 
   
  Tactics: Before attacking, the swordwraiths surround the 
  PCs using the gathering gloom as concealment. They 
  howl out of the darkness, chopping and striking at the 
  nearest PC. They fight intelligently and are fearless.  
   
  Turning: The many stone pillars on the battlefield 
  may block the line of effect of a turning undead attempt. 
  If one or more of the swotrdwraiths are turned, they all 
  flee and return when able to attack as a group. 
   
  FEATURES OF THE PLAIN OF SPEARS 
  The Plain of Spears has the following features of note: 
   
  Desecrate: Because of the death and suffering 
  wrought upon the Plain of Spears, the entire area is under 
  a massive desecrate affect. All relevant modifiers 
  (including the profane penalty to turn attempts) are 
  included in the swordwraith’s stat blocks. The entire area 
  radiates faint evocation magic (DC 22 Spellcraft check in 
  conjunction with a detect magic identifies the affect.) 
   
  Dust Storms: The incessant winds that batter the 
  Plains of Spears create dust storms that blanket the area 
  for days at a time. This bestows a -2 penalty to ranged 
  attacks and Listen checks to all characters in the area.  
   
  Shallow Sand: Shallow sand, from which poke the 
  ruin of the battle fought long ago, covers the ground. It 
  costs two squares of movement to enter such a square and 
  the DC of Tumble checks in such areas increase by two. 
   
  Rock Pillars: The rock pillars clustering thickly 
  upon the battlefield are six-foot high. Anyone standing 
  atop one gains the benefit of higher ground. Characters 
  can scale the pillars with a DC 15 Climb check or vault 
  atop them with a DC 40 Jump check (because of the 
  numerous other pillars, characters cannot attempt this as 
  part of a running jump). 
   
  PLAIN OF SPEARS LORE 
  Characters with bardic knowledge or ranks in Knowledge 
  (local: core), Knowledge (religion) or Knowledge 
  (history) know certain facts about the Plain of Spears. 
  Natives of the Bright Lands know everything revealed by 
  a DC 15 check. Followers of Vathris know everything 
  revealed by a DC 20 check. When a character makes a 
  successful skill check, he remembers the following lore, 
  including the information gained from lower DCs 
  • 
  DC 20: Sulm crushed their last enemy, Itar, on the 
  Plain of Spears in a climatic battle. The demi-god 
  Vathris, who perished in the final confrontation, 
  stood with Itar’s army on that fateful day. Enchanted 
  war gear is still recovered from the plain by brave (or 
  stupid) adventurers. The nomads ignore this place, 
  believing it to be cursed. Swordwraiths and other 
  undead, remnants of those slain during the final 
  battle, haunt the Plain of Spears.   
  • 
  DC 25: A wickedly evil, barbed onyx spear slew 
  Vathris in the final battle. He is said to manifest 
  upon the plain once or twice a year. From thence, he 
  wanders the desert slaying any monsters or followers 
  of evil he encounters with that self same spear. 
   
  DEVELOPMENT 
  After the PCs destroy the swordwraiths have them make 
  a DC 0 Listen check. Success indicates that they hear the 
  sounds of a titanic battle erupt far off to the east. Read: 
   
  Suddenly, from the east, a massive explosion 
  shatters the desert air and flashes of scintillating 
  light illuminates the horizon as a sudden gust of 
  superheated wind washes over you. Over all rises a 
  pain-wracked, haunted scream suddenly cut short.  
   
  The PCs have just heard the battle sounds of Rary 
  subduing Vathris. The battle took place around five miles 
  away to the east near Keervan’s Hill.  When the PCs elect 
  to investigate, proceed to encounter three. They may use 
  magic to speed their investigations and this is fine (but 
  provides them with no special bonuses except that they 
  have more time to investigate before Jerianek arrives.)  
   
   
  
  COR8-11 Restoration and Empire 
   
  Page 9 
  3: SHARDS OF ITAR 
  This encounter takes place at the foot of Keervan’s Hill, 
  the only prominent landmark on the plain. PCs that have 
  played COR8-09 Ruins of Slumber may have previously 
  visited this locale; however, the area is much changed to 
  how they remember it. 
   
  At the base of the hill, the PCs discover the site of 
  Rary’s battle with Vathris and afterwards meet Jerianek 
  Firaen. Read: 
   
  Ahead out of the gloom of dusk, the flat plains rise 
  steeply forming a single hill that dominates the land 
  for miles around. Atop the hill the shattered shards 
  of some ancient fortress thrusts through the sands. 
   
  At the hill’s base, hidden deep in shadow, the 
  man-high shards of rock littering the battlefield are 
  scorched and melted as if some terrible fire has 
  burned here. On the flank of the hill, many have 
  been torn down or shattered.  
   
  Remember that the PCs heard the sounds of battle as 
  dusk was falling. Thus, it is probably almost dark by the 
  time the PCs arrive here.  
   
  Allow the PCs to explore the area for a few minutes, 
  using the notes below in Area Features before 
  introducing Jerianek Firaen. 
   
  AREA FEATURES 
  The general area in which Rary fought Vathris has several 
  features of difference to the rest of the Plain of Spears. 
  Through observations and skill checks the PCs can learn 
  more about the area: 
   
  Broken and Shattered Rocks: The man-high 
  stones so endemic to the battlefield have in this area been 
  burnt and melted by some incredible force. A DC 24 
  Spellcraft check in conjunction with detect magic reveals 
  the lingering presence of evocation and conjuration 
  magic. The aura covers much of the surrounding area and 
  many of the broken and damaged stones.  
   
  Black Ichor: A DC 30 Search check uncovers a small 
  small pool of thick, black ichor partially covered by wind-
  blown sand. The pool is still wet. If the PCs find the pool 
  of ichor award them a +2 circumstance bonus to any 
  subsequent tracking checks.  
   
  Vitrified Sand: The sand in the area of battle has 
  been vitrified by intense heat. The layer of vitrified sand 
  is about three feet deep.  
   
  Tracks: Although the near ceaseless wind has begun 
  to cover them, a PC making a DC 20 Survival check 
  uncovers a confused series of tracks in the area. It is 
  evident that one lightweight humanoid walked into the 
  area from the west. He confronted another heavier 
  humanoid in battle. The other humanoid moved around 
  the area more, but eventually fell a score of yards to the 
  east. This area is also the area containing the black ichor 
  detailed above.  
   
  The lighter set of tracks cross to the area where the 
  other individual fell and then both set of tracks disappear 
  abruptly. (The tracks show the course of the battle 
  between Rary and Vathris. Rary stayed still casting spells 
  from behind a variety of magical protections. Vathris 
  moved around the area before finally being felled by a 
  meteor swarm. Vathris was not dead, however, and Rary 
  briefly spoke to him before teleporting them  both away 
  to Darkbridge.)  
   
  Keervan’s Hill: A PC that succeeds on a DC 25 
  Knowledge (local: Core), Knowledge (geography) or 
  Knowledge (history) recognizes this area as Keervan’s 
  Hill a well-known feature of the Plain of Spears. PCs that 
  have visited this locale in COR8-09 Ruins of Slumber gain a 
  +4 circumstance bonus to any checks made to recognize 
  the landmark. If the PCs decide to climb the hill, proceed 
  to Keervan’s Hill, below. 
   
  JERIANEK FIRAEN 
  Once the PCs have explored the area, Jerianek Firaen 
  arrives, summoned by magical divinations and the sounds 
  of a titanic battle. She is not immediately hostile but is on 
  edge – she is well aware of the dangers of the area. 
   
  �Jerianek Firaen: LN female human (Flan) cleric 
  11 (Vathris)/fighter 3; hp 97. 
   
  Appearance: Short, well muscled and of obvious 
  Flan heritage, Jerianek radiates competence and 
  determination. 
   
  Personality: A fanatical follower of Vathris, Jerianek 
  venerates him in his new aspect as god of Anguish, Lost 
  Causes, and Revenge. 
   
  Goals and Knowledge: Jerianek’s immediate goal is 
  to ascertain exactly what has occurred. She knows that 
  Vathris manifests occasionally in the Plain of Spears and 
  that afterwards he goes on a killing spree. The sounds of 
  battle she recently heard are like nothing she has every 
  experienced before and she is concerned that something 
  terrible has befallen her lord. 
   
   
  Qolat Sisterhood Lore 
  Characters with ranks in Knowledge (religion) or 
  Knowledge (local: core) know certain facts about the 
  Qolat Sisterhood. Natives of the Bright Lands know 
  everything revealed by a DC 15 check. Followers of 
  Vathris know everything revealed by a DC 20 check. 
  When a character makes a successful skill check, he 
  remembers the following lore, including the information 
  gained from lower DCs 
  • 
  DC 15: The Qolat Sisterhood dwells in a hidden 
  temple somewhere in the eastern Abbor-Alz. 
  • 
  DC 20: Thirty-eight years ago after experiencing a 
  terrible vision, 36 powerful dervish priests of the 
  Qolat Sisterhood performed a powerful ritual to 
  resurrect Vathris, the fallen god of Itar, at the Plain 
  of Spears site of his death.  
   
  Vathris Lore 
  Characters with ranks in Knowledge (religion) know 
  certain facts about Vathris. Natives of the Bright Lands 
  know everything revealed by a DC 15 check. Followers of 
  
  COR8-11 Restoration and Empire 
   
  Page 10 
  Vathris know everything revealed by a DC 20 check. 
  When a character makes a successful skill check, he 
  remembers the following lore, including the information 
  gained from lower DCs 
  • 
  DC 15: Vathris was once the Itarian god of progress 
  and Ingenuity before he was slain on the Plain of 
  Spears. 
  • 
  DC 20: Vathris recently reappeared in the Bright 
  Lands, but in a new, warped form. Where once he 
  was a copper-skinned muscular man he returned 
  terribly wounded, a grisly gash in his torso leaking 
  black, poisonous bile. He now manifests only once or 
  twice a year appearing at the scene of his death. For a 
  week or so, he wanders the desert slaying all 
  monsters and servants of evil he comes across, before 
  collapsing and dying once more. 
  • 
  DC 30: Vathris manifested only when certain stars 
  are in conjunction. When he collapses, his body and 
  the spear dissolve into nothingness. 
   
  KEERVAN’S HILL 
  Some of the PCs may climb Keervan’s Hill. If the PCs 
  spend any time observing the hill the shade of Ulgar 
  becomes aware of them and manifests. PCs that succeed 
  on a DC 15 Spot check become aware of a shadowy figure 
  standing among the ruins.  
   
  If the PCs approach him, he does not attack or 
  retreat; instead he calmly awaits them. If they speak with 
  him, proceed to Ulgar, below. If they do not speak to him 
  eventually he calls out to them in his mournful voice. 
   
  The Ruins: The ruins are the remains of an ancient 
  fortress that was already crumbling when Sulm finally 
  crushed Itar. Much of them are buried below the sands 
  and they contain nothing of interest. If the PCs wish to 
  poke about the ruins, they can uncover the remains of 
  walls, battlements, and so on.  
   
  Cliff: Several hundred yards to the west is a 200 ft. 
  cliff that drops down into the valley below. This area 
  (while unchanged over the millennia) contains nothing 
  of interest. 
   
  Ulgar’s Grave: Ulgar was killed during Itar’s final 
  defeat and was buried in secret atop the hill. If the PCs 
  have played COR8-09 Ruins of Slumber it is likely that they 
  were present when he was killed and were the ones that 
  buried him.  
   
  ULGAR 
  Ulgar is not hostile toward the PCs. Indeed, he may even 
  recognize some of them from COR8-09 Ruins of Slumber. If 
  he does so, he is incredibly confused – how can those 
  present have survived for so long? Although he does not 
  know the exact date, he does understand that hundreds of 
  years have passed since his death. 
   
  �Ulgar: male human (Flan) ghost fighter 4: hp 32; 
  Appendix 1. 
   
  Appearance: A translucent human of Flan descent 
  he is young – perhaps in his mid twenties. He wears 
  armor rent by several powerful blows. 
   
  History: Ulgar was a prince of Itar and was secretly 
  betrothed to Ulma of Sulm (Shattados’ daughter and the 
  bearer of the Last Flower of Sulm). The two were 
  desperately in love, but tragically never met. He fell in 
  battle on this hill moments before the god Vathris was 
  killed. He was buried here, but his soul has remained 
  restless.  
   
  What He knows: Ulgar witnessed Rary battling 
  Vathris. After a short fight, Rary finally bested, but did 
  not destroy Vathris. As the godling lay on the sands, 
  helpless, Rary spoke to him. While Ulgar did not hear the 
  entire conversation – he was afraid to approach too 
  closely – he did get a bit nearer by moving through the 
  sand. After a time, the two seemed to reach an agreement. 
  Rary helped Vathris to his feet and spoke of “getting to 
  the bridge of darkness as quickly as possible.” Afterwards, 
  he cast a spell and disappeared. (A DC 25 Knowledge 
  [arcane], Knowledge [religion], or bardic knowledge 
  check reveals this as a name of Darkbridge Temple).  
   
  What He Wants: Ulgar is desperate for news of 
  Ulma and wants nothing more than to gaze upon her 
  before going to his eternal rest. If the PCs reveal that she 
  yet lives and promise to bring her to Keeran’s Hill after 
  they have traveled to Darkbridge, Ulgar is overjoyed. In 
  return for their promise he provides them with a siple 
  amulet he was carrying at the time of his death. The 
  amulet is a single piece of beaten gold. On one side the 
  twin heraldic devices or Itar and Sulm are engraved while 
  the other has a simple representation of Ulma. Ulma 
  gifted the amulet to Ulgar long ago and instantly 
  recognizes it if the PCs reveal it. 
   
  DEVELOPMENT 
  Jerianek is predisposed to help the PCs. As well as 
  providing any healing that an 11th-level cleric can 
  provide from the PH (assuming that the PCs provide any 
  particularly expensive components).  
  When she realizes the gravity of the situation, she 
  also provides the PCs with a carpet of flying (largest size) so 
  that they can reach Darkbridge quickly. The carpet can 
  fly 12 miles per hour and it is 170 miles to Darkbridge. 
  Thus, unless the PCs have other means of transport, it 
  takes them roughly 14 hours to reach Darkbridge, but 
  they can rest while on the carpet. This means they 
  probably arrive around mid-morning. 
  PCs that have played COR6-16 Dominion Over 
  Bright Sands have already been to Darkbridge Temple, 
  which may allow the PCs to teleport there. While this 
  speeds up events somewhat, they must still likely rest and 
  recuperate before braving the terrors within the temple. 
  Once the PCs leave, Jerianek seeks out the other 
  members of the Sisterhood to spread the word and to take 
  council. 
   
   
   
   
  
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  4: BRIDGE OF DARKNESS 
  In this encounter, the PCs reach Darkbridge Temple. As 
  the PCs arrive at Darkbridge, a great battle rages about the 
  ruins. Within the temple’s precincts, a company of Rary’s 
  yugoloth mercenaries keeps a much larger horde of 
  manscorpions at bay, while the archmage carries out his 
  ritual in deep, secret caverns. When the PCs arrive, read: 
   
  The squat, festering ruins of ancient Darkbridge 
  stand mantled in deep shadow atop a high hill at the 
  sand-choked confluence of two ancient valleys. 
  Directly above the temple, a great lance of darkness 
  angles downward from the blue, cloudless sky. The 
  shaft climbs impossibly high into the desert sky, 
  seemingly without end. 
   
  The harsh clamor of battle echoes across the 
  valley. A horde of creatures seethes atop the hill, 
  trying to break through the second of three great 
  rings of black-stoned walls. A mass of other 
  creatures crowding the inner gateway repulses their 
  assault. From this distance, it is impossible to 
  identify who battles whom. 
   
  When the PCs get closer, read: 
   
  About the temple walls rages a horde of half-
  scorpion/half-man creatures. A mass of six-limbed 
  insectoid horrors fills each of the temple’s gateways. 
  Behind them stand a pair of slim, dark-skinned and 
  alien-looking creatures clutching wickedly curved 
  longswords that hurl blasts of magic down onto the 
  struggling scorpion creatures.  Above the battlefield 
  swoop several large, winged gargoyle-like creatures 
  with dog-shaped heads and four arms. 
   
  The dead and the dismembered - a literal harvest 
  of death - litter the battlefield. 
   
  None of the creatures involved in the battle are paying 
  the remotest notice of the surrounding hills. As long as 
  the PCs do nothing terminally stupid, they remain 
  unnoticed by both attackers and defenders. Even if they 
  are noticed, they are not attacked by either party as long 
  as they do not interfere in the battle.  The PCs can attempt 
  to identify the two groups of battling creatures.  
   
  Attackers: A DC 16 Knowledge (nature) check 
  identifies the attackers as manscorpions. Natives of the 
  Bright Lands automatically identify these creatures. 
   
  Defenders: A DC 20 Knowledge (the planes) check 
  identifies the bulk of the defenders as mezzoloth (Monster 
  Manual III 201), the most common foot soldiers in the 
  yugoloth armies.  
   
  A check result of DC 24 identifies the flying 
  creatures as nycaloths (Monster Manual III 203), elite 
  yugoloth cavalry.  
   
  Finally, a DC 28 identifies the slim, black-skinned 
  creatures as ultraloths (Monster Manual III 204). Yugoloth 
  are the officers in a yugoloth army and are powerful 
  wizards as well as being skilled warriors. 
   
   
  All APLs 
   
  �Mezzoloths (40): hp 95; Appendix 1. 
   
  �Nycaloths (4): hp 161 Appendix 1. 
   
  �Ultraloth (8): hp 171; Appendix 1. 
   
  �Manscorpions (300): hp 53; Appendix 1. 
   
  GETTING INTO DARKBRIDGE 
  To continue their quest, the PCs must break into 
  Darkbridge. However, it should be obvious, to even the 
  densest half-orc barbarian, that it is impossible to win 
  through by strength of arms. Luckily, at high APLs, the 
  PCs undoubtedly have spells, magic items, or abilities 
  that can either transport them into the temple 
  undetected or that can disguise or hide their presence. 
  Allow any reasonable plan to succeed. For example, the 
  PCs could use invisibility before flying over, or climbing, 
  the temple walls well away from the fighting. 
   
  Fighting Their Way In: If the PCs try to fight their 
  way into the temple, the manscorpions do not try to stop 
  them. Indeed, they actually part to let them through. The 
  yugoloths, however, actively resist their assault and 
  eventually drive off the PCs through weight of numbers.  
  The PCs are still able to try one of the methods below. 
   
  COR6-16 Dominion of Bright Sands: PCs that 
  have played COR6-16 Dominion of Bright Sands have 
  visited likely Darkbridge before. If the PCs have access to 
  spell such as teleport ,they can bypass the battle and move 
  straight to the inner temple. Assuming the PCs succeed, 
  proceed to encounter five.  
   
  Course of the Battle: If the PCs wait to see how the 
  battle turns out it rages for the next few hours as the dark 
  shaft slowly probes downwards to the temple. The 
  manscorpions are initially repulsed but regroup at the 
  base of the hill before charging again. This time they 
  force the yugoloth’s back to the second of Darkbridge’s 
  walls. Adlib the details of the battle as you deem fit. 
  However, at some point some of the manscorpions must 
  break through into the chambers below the temple (see 
  encounter eight for more details on how they try to stop 
  Rary’s ritual.) 
   
  Bright Blessing: If the PCs lack the ability to make 
  it into the temple unseen, a sudden sandstorm 
  fortuitously blows up from the west. The sandstorm 
  causes confusion and chaos as the combatants strive to 
  continue their bloody business. The sandstorm, however, 
  does provide the PCs with concealment, which allows 
  them to reach the temple wall without being spotted.  
   
    
  FEATURES OF DARKBRIDGE TEMPLE 
  Darkbridge Temple has the following features of note:  
   
  Black Walls: Strange mystic symbols cover the 
  outer walls of Darkbridge. A detect magic spell coupled 
  with a successful DC 25 Spellcraft check reveals that the 
  sigils radiate overwhelming abjuration magic. The walls 
  can be scaled with a successful DC 20 Climb check. 
   
  Lance of Darkness: Anyone watching the lance of 
  darkness hanging in the air above the temple for more 
  
  COR8-11 Restoration and Empire 
   
  Page 12 
  than a minute can see that it is very slowly lengthening as 
  it quests downwards. At its present rate of descent, it will 
  touch the temple roof in a little less than two hours time. 
   
  Sandstorm: The sandstorm is large and powerful. It 
  lasts for one hour, deposits six-foot of sand throughout 
  the area, and has the following effects: 
  • 
  Unprotected flames automatically smothered and 
  unattended equipment is blown away. 
  • 
  Protected flames have a 75% chance of being 
  smothered by the sand and a 75% chance of being 
  blown out by the wind. 
  • 
  Listen checks are at –8 penalty due to the wind’s 
  howl. 
  • 
  Dexterity-based skill check and any checks that rely 
  on vision (for example, Search and Spot checks) take 
  a -4 penalty. 
  • 
  Normal ranged missile attacks are impossible. 
  • 
  Small or smaller-sized creatures are blown away 
  unless they succeed on a DC 18 Fortitude save. PCs 
  who fail their save are blown 1d4 x10 feet away per 
  round and suffer 1d4 points of subdual damage per 
  10 feet. Medium creatures are knocked prone by the 
  force of the wind unless they succeed on a DC 18 
  Fortitude save. Large or Huge-sized creatures are 
  unable to move forward against the wind unless they 
  succeed on a DC 18 Fortitude save. 
  • 
  Flying creatures are treated as one size category 
  smaller and if blown back are blown 2d6 x 10 feet 
  and sustain a total of 2d6 points of subdual damage. 
  • 
  Creatures caught out in the open without substantial 
  cover suffer 1d3 points of subdual damage per round.  
  • 
  Characters caught in the open may choke if they do 
  not cover their noses and mouths. A sufficiently 
  large cloth expertly worn (DC 15 Survival check) or a 
  filter mask (Sandstorm) negates the effects of 
  suffocation from the sand. An inexpertly tied cloth 
  protects a character for 10 x creature’s Constitution 
  rounds. An unprotected character may suffocate 
  after a number of 
  rounds equal to double 
  his Constitution score 
  (DMG 304). 
   
  If 
  the 
  PCs 
  use 
  the 
  sandstorm as concealment 
  to get closer to the walls 
  this 
  is 
  automatically 
  successful, although you 
  can have them make a few 
  Fortitude saving throws 
  and 
  Hide 
  checks 
  to 
  heighten tension, if you 
  wish. 
   
  Lesser Shrines: The 
  inner walls protect many 
  lesser 
  shrines 
  arrayed 
  around the main edifice 
  and are studded with protective towers. 
   
  LORE 
  Characters with bardic knowledge or ranks in Knowledge 
  (local: core), Knowledge (arcana), Knowledge (religion) 
  or Knowledge (history) know certain facts about 
  Darkbridge Temple. Natives of the Bright Lands know 
  everything revealed by a DC 15 check. When a character 
  makes a successful skill check, he remembers the 
  following lore, including the information gained from 
  lower DCs 
  • 
  DC 15: Darkbridge is an evil place. No sane traveler 
  comes within sight of Darkbridge Temple for fear of 
  what lurks within. 
  • 
  DC 20: Darkbridge was one of ancient Sulm’s holiest 
  sites. Sulm’s elite gathered there to appease their 
  forbidden gods with unspeakable dark rituals and 
  mass sacrifice. Darkbridge is over 2,000 years old but 
  the black stone used in its construction is in 
  incredibly good condition. Mystic symbols in an 
  unknown language cover the outer walls and 
  columns of the inner temple. 
  • 
  DC 30: Mile-deep catacombs lurk beneath the 
  temple containing some of ancient Sulm’s darkest 
  secrets. The few adventurers who have visited the 
  site claim that they are as frigid as the desert is hot. 
  Strange, sounds emanate from the inner temple. 
  Ancient legends claim that the temple is a bridge to 
  an “unseen darkness beyond the light of reason”. 
   
  DEVELOPMENT 
  Once the PCs get inside the temple complex they should 
  make their way to the central building. While they can 
  explore the many lesser shrines, they will find little of 
  interest. While they carry out this search, the yugoloths 
  will not discover them: they have their hands full with 
  the attacking manscorpions. 
   
   
  
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  5: WITHIN ANCIENT DARK 
  In this encounter, the PCs enter the central temple of 
  Darkbridge and discover the catacombs below. Read: 
   
  This chamber is immense - easily 50 feet wide and 
  100 feet long. A forest of tall, slender pillars flanks a 
  central processional. Flames of obvious magical 
  origin leap from small iron balls suspended from 
  the ceiling on thin iron chains. 
   
  The debris and detritus of battle is strewn across 
  the floor. Smashed barrels, rotten bales and packets 
  of food, a shattered wagon, and the skeletons of 
  many animals and humans lie scattered about. Here 
  and there, discarded coins sparkle in the shadowy 
  light pervading the entire chamber. The huge 
  skeleton of a titanic dragon and dull bronze 
  shattered scales dominate the chamber. 
   
  Any character with the Chosen AR entry from COR5-17 
  Time’s Tide on Bright Sands feels distinctly ill at ease 
  entering this place. Echoes of ancient Sulm play at the 
  limit of their senses. Shadows seem to move and they 
  hear a faint doom-laden chanting. For the duration of the 
  first fight they have within Darkbridge treat them as 
  shaken (-2 penalty to attack rolls, saving throws, skill 
  checks, and ability checks). This is not a fear-effect but 
  rather a result of the distraction these visions cause. 
   
  In addition, to the remains of the dragons hoard, a 
  DC 10 Search check discovers a trapdoor beneath the 
  coins and rotten grain. This secret door leads done to 
  room 1 of the lower temple (encounter 7). 
   
  CHAMBER FEATURES 
  This chamber has the following features: 
   
  Othimvoar’s Bones: The skeleton of Othimvoar – 
  an old shadow dragon – dominates the chamber. The 
  dragon obviously died a violent death – the skull has 
  several holes in it. 
   
  Treasure: The remains of Othimvoar’s treasure lies 
  scatterered about the chamber. If the PCs spend an hour 
  here collecting coins and other valuable items they gain 
  the treasure listed in the Treasure Summary. 
   
  Trapdoor: An open trapdoor (DC 5 Search locates) 
  provides access to the lower temple. Any PC that has 
  played COR6-16 Dominion over Bright Sands automatically 
  knows of the trapdoor’s location. 
   
  Magical Flames: The magical flames are nothing 
  more than continual flames cast upon iron balls suspended 
  on thin metal chains. A DC 17 Spellcraft check in 
  conjunction with a detect magic reveals faint evocation and 
  a DC 22 Spellcraft check identifies the spell.  
   
  Battle Detritus: The remains of many battles fills 
  the chamber. Ad-lib as appropriate, but the PCs find 
  nothing of value. 
   
  Development: When the PCs move through the 
  trapdoor, proceed to encounter six. 
   
  
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  6: THE DEEPER DARK 
  Below the vast central chamber of Darkbridge Temple 
  lurks the greater temple. PCs that have played COR6-16 
  Dominion Over Bright Sands have walked these halls 
  before. Sketch a quick layout of the dungeons for such 
  characters.  
  Darssvorel: At some point while they explore these 
  catacombs, the PCs must discover Darssvorel and the 
  body of his last bearer. Refer to encounter seven for more 
  information and insert the encounter in any area you 
  deem suitable. 
   
  1: RECEIVING ROOM 
  The stairs open into a room untouched by the 
  ravages of the Bright. Chiseled of black stone with 
  swirling violet spirals, the room emanates with a 
  faint purple light that emerges from no obvious 
  source. A set of brass double doors lead to the south, 
  and a smaller single door leads east. Etched into the 
  brass double doors of the south is an angular 
  inverted two-step pyramid. Strange writing covers 
  the walls as well as decorative columns that flank 
  the larger door. 
   
  The receiving room was used by the ancient priests when 
  dealing with minions not worthy of entering the lower 
  halls. Despite the long period of disuse, the same magic as 
  above keeps the room clean and in good repair.  
   
  Those PCs who have played COR5-17 Time’s Tide on 
  Bright Sands recognize the style of this temple to being 
  similar to the religious iconography and overall 
  construction of the palace in Sulm. 
   
  Spirals and Symbols: A successful DC 20 
  Knowledge (religion) check reveals that the spirals and 
  the inverted step pyramid are symbols of the long 
  forgotten deity Tharizdun (NE intermediate god of 
  eternal darkness, decay, entropy, malign knowledge and 
  insanity).  
   
  Writings: The writing carved into the walls and 
  columns is the inane language of babbling that Tharizdun 
  speaks to his chosen of Darkbridge. It is unknown to any 
  living being from this plane. A DC 25 Decipher Script 
  suggests there is no recognizable linguistic pattern and 
  perhaps the writing is decorative. Any PC casting a 
  comprehend languages spell and attempting to understand 
  the writing must succeed in a DC 15 Will save or go 
  insane from the ramble thoughts of the dark god (effect 
  as per an insanity spell for one minute, though no magic is 
  involved). This is a mind-affecting effect. If successful, 
  the PC’s sanity overcomes the writings and the 
  comprehend languages ends. The PC cannot remember 
  what the writing says, but has an aversion to trying to 
  understand it again. 
   
  Detect Magic Results: protections on the walls 
  floor and ceiling (overwhelming abjuration); purple 
  ambient light (faint evocation). 
   
  2: MEDITATION CHAMBER 
  The walls of this small, quiet shrine are decorated 
  with murals of otherworldly horrors. Chief among 
  them, above the altar, is a large multifaceted crystal 
  of ebony. Impressions of many unblinking eyes and 
  writhing tentacles lurk just beneath the prison of 
  black stone. Careful inspection of the mural notes a 
  small crack near the bottom of the crystal. 
   
  This room is used for quiet contemplation on the 
  mysteries of the dark god. Due to the horrors that are 
  often imparted and the noise of the screams of terror that 
  follow, the meditation table is placed far from the rest of 
  the complex.  
   
  The temple itself is one of those few places where 
  Tharzidun still touches Oerth, and his influence is 
  particularly strong in this room. Anyone standing or 
  kneeling directly before the altar may feel the dark god 
  touch his mind. Those entering the room and standing 
  before the altar must make a DC 20 Will save. This is a 
  mind-affecting affect. Those who succeed feel as if 
  something brushed across their face; like having passed 
  through a spider’s web. Those that fail are driven to their 
  knees as He of the Eternal Darkness offers up his 
  revelation. Read: 
   
  You stand before a great altar, sweating from the 
  combination the heavy purple robe that you wear 
  and the many fires that are sporadically burning 
  throughout the room. A black statue of featureless 
  man sits before you, the height of several normal 
  men. Somehow you know this key and the gate. Your 
  master will return if only you can swing wide the 
  gate. It will take a great many sacrifices, but you see 
  them all, and you cannot help but cackle with glee 
  knowing that the dark entity has chosen you to aid 
  in his return.  
   
  After several minutes of kneeling and maniacal laughter, 
  the presence leaves the minds of those that fail their Will 
  save and they begin to feel themselves once again. 
  Though they are under no obligation to follow through 
  on aiding in the return of the foul being, when alone in 
  their thoughts, they never quite feel clean again. 
   
  3: SPAWN PIT 
  A great pool of darkness is centered in this high 
  ceilinged room, as if someone had reached into the 
  starless sky and plucked down the darkest night.  
   
  Manifestations of Tharizdun’s deific desires for oblivion, 
  the spawn of Tharizdun once swam in this pool of black 
  liquid but are now long destroyed.  
   
  4: HALL OF HISTORY 
  Murals, depicting a great war, cover the walls of this 
  great hall. In the heavens, creatures with angelic 
  wings and glowing light do battle alongside foul 
  
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  Page 15 
  demonic creatures with claws of bone. Together they 
  drive back a swirling darkness and force it into a 
  yawning pit where they seal it with a great metal 
  cover inlaid with complicated locks. At the far side, 
  the mural shows a slim tentacle of darkness 
  worming its way from under the locks and past the 
  unseeing gaze of angelic and infernal guardians to a 
  man who holds aloft a crown decorated with the 
  likeness of many scorpions. The darkness wraps 
  itself around the crown and then moves inside while 
  the man smiles with a wild, crazed look. 
   
  The walls of this room depict the great war of the gods 
  during which Tharizdun was imprisoned. A DC 15 
  
  COR8-11 Restoration and Empire 
   
  Page 16 
  Knowledge (religion) check confirms the meanings of 
  this portion of the mural. 
   
  The paintings go on to show the creation of the 
  Scorpion Crown with the aid of the king of Sulm. (A DC 15 
  Knowledge (history) or bardic knowledge check 
  confirms this). Those PCs that have played COR5-17 
  Time’s Tide on Bright Sands receive a +4 circumstance 
  bonus to this check due to their first-hand knowledge of 
  the subject. 
   
  5: HALL OF STATUARY  
  Six stone statues, three to each side, flank this 
  narrow hall. Each depicts a humanoid in heavy robes 
  and holds their arms aloft as praising some deity. 
  Full spiked helms cover their faces, making it 
  impossible to identify the individuals who they 
  represent, though each has minor differences, such 
  as a dagger at the hip, or a jeweled amulet hanging 
  from the neck. 
   
  The statues represent the six Doomdreamers, high priests 
  of Tharizdun, which came together to create Darkbridge 
  temple with the goal of bringing forth their god from his 
  confinement. Their names are lost to time, but these 
  statues remain. 
   
  AREA 6: OUTER FANE 
  The door opens onto a small room with vaulted 
  ceilings. Two flickering torches shed an unnatural 
  purple light upon the walls. In the center of the 
  room is a complex statue of spiraling tentacles, all 
  painted black. The statue takes up the majority of 
  the room, leaving only just enough space to walk 
  around it. 
   
  Most supplicants pass through the outer fane in order to 
  gain access to the temple.  
   
  The Dreaming 
  PCs that have at least one level of sorcerer and that have 
  played a previous adventure in the “Sins of Ages Past” or 
  “Blight on Bright Sands” may have the Dreaming AR 
  item. Take such PCs aside a read: 
   
  You speed through darkness. Ahead you can sense a 
  similar power to your own. While your brethren 
  have long been incarcerated this new power seems 
  younger and rawer, but at the same time 
  unknowably ancient.  
   
  Ahead a chamber rapidly comes into focus – 
  within a cruel-faced man holds a black crown above 
  his head. As you watch, he lowers it onto his head 
  and somewhere deep down in the fabric of your 
  being dark laughter echoes. 
   
  7: BARRACKS 
  Bunk beds and a large hearth mark this room as a 
  barracks of some kind. Now empty, there seems 
  little here of interest to your quest. 
   
  There is sleeping space for ten guards honored enough to 
  watch over the lower halls. Now, there is no one left to 
  offer a watchful eye. The beds are kept clean by the magic 
  of the temple, but the mattresses crumble at the slightest 
  touch. 
   
  8: GUARD POST 
  The door to this room is especially reinforced. 
  Inside, a table with four chairs stands in the center 
  of the room. Weapon racks and a small hearth with a 
  small hanging cauldron decorate the walls.  
   
  The fortified room was a guard post for those guards on 
  watch protecting both the temple, and any prisoners 
  normally kept to the south. Nothing of interest remains. 
   
  AREA 9: HOLDING CELL 
  A slot with a sliding cover is affixed to the door to 
  this room at eye level. Inside, a dozen sets of rusted 
  manacles are mounted to the walls. Scattered bones 
  lie beneath several of the manacles and dark stains 
  litter the floor. 
   
  Sacrifices were a constant need when Darkbridge was an 
  active temple. Slaves used for sacrifices were kept in this 
  holding cell until such time as they could be used. Now it 
  is empty but for a few discarded bones. 
   
  10: PRIESTS’ CHAMBER 
  The walls of this room are a dizzying array of purple 
  swirled with black. Three large beds stand on 
  luxurious rugs, and mahogany wardrobes. A large 
  mirror in a gilded frame hangs upon the south wall. 
   
   
  Highly favored priests of the dark one lived in this 
  opulent chamber. There is nothing of value how here. 
   
   
  11: HIGH PRIEST’S CHAMBER 
  Even more elegant than the previous chamber, this 
  bedroom seems devoted to a single bed. The 
  nauseating swirls of the previous room continue 
  here, in force, evoking a sickening feeling. 
   
  The high priest’s room is decorating with dizzying swirls. 
  Anyone entering this room must succeed in a DC 8 Will 
  save or be dazzled (-1 on attack rolls, Search checks and 
  Spot checks) while in this room and for one minute 
  afterwards.  
   
  DEVELOPMENT 
  This encounter describes areas 1-11 on the map overleaf. 
  When the PCs reach area 12, proceed to encounter eight. 
  
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  Page 17 
  7: DARSSVOREL 
  PCs that have played COR6-14 Cloud of Darkness will have 
  already met and interacted with Darssvorel. Darssvorel 
  was once a blue dragon but was trapped long ago in this 
  form. For more information on Darssvorel, his history 
  and goals, refer to Shard of the Guronn Nur below. Add 
  the description below to the description of the area in 
  which you place Darssvorel. Read: 
   
  The body of a desiccated human male clad in leather 
  armor lies in the floor. One outstretched arm 
  clutches a jaded black shard of rock almost a foot 
  long and shot through with blue flecks. 
   
  Any PC who has played COR6-14 Cloud of Darkness 
  recognizes the rock shard as Darssvorel. Once he 
  becomes aware of the PCs he contacts them 
  telepathically. Use the information below to roleplay 
  Darssvorel’s conversation with the PCs. 
   
  SHARD OF THE GURONN NUR 
  Appearance: A jagged black shard of rock shot through 
  with blue flecks almost a foot long. It is slightly warm to 
  the touch. 
   
  Personality: Darssvorel is vain, cunning, and 
  territorial. As a blue dragon, he had a highly developed 
  sense of the natural order of things and is used to being 
  the most important being in any given locality. He is thus 
  incredibly arrogant, although he does his best to hide 
  this. He is unfailingly loyal to Tiamat, and will do 
  anything in this power to reawaken the other shards. His 
  long-term goal is to reunite the Pentarch of Tiamat and to 
  re-make the Guronn Nur itself. 
   
  History: Refer to Darssvorel and the Guronn Nur on 
  page five for more information on Darssvorel’s 
  background. 
   
  Goals: Darssvorel does not want Rary to succeed in 
  unmaking the Scorpion Crown and will do anything to 
  stop this happening. His first goal is to reach the Greater 
  Temple. To this end he asks the PCs to carry him there. If 
  he is given a choice, he prefers to be carried by a fighter-
  type – so that he might better affect them with his spells. 
  (This could alert PCs to his duplicity – why would he 
  contact sorcerers but desire to be carried by a fighter?) 
  While he is carried with the party, he constantly talks 
  about the Scorpion Crown and how destroying it will 
  unleash an even more terrible curse upon the land. A PC 
  can make a Sense Motive check against Darssvorel, but 
  the shard gains a +5 circumstance bonus due to its lack of 
  discernable  body language. 
   
  Combat Tactics: It is likely that at some point the 
  PCs come into conflict with him. In battle, he seeks to 
  coerce, dominate, or charm a party member into carrying 
  him to the Greater Temple; he does not want to fight his 
  tools and only does so as a last resort. Darssvorel 
  deliberately targets opponents he believes have low Will 
  saves and telepathically orders them to carry out his will.  
   
  He is not interested in killing or wounding the PCs. 
  To him they are insignificant tools, only barely worthy to 
  assist him in his task of protecting the Scorpion Crown 
  from destruction. The DM should determine the best way 
  for Darssvorel to do this without forcing any dominated 
  PCs into suicidal situations. 
   
  Note: Darssvorel’s is essentially unbreakable. If he is 
  reduced to 0 hp he is not destroyed, rather he is subdued 
  for 1d10 days (in the same manner as a lich being 
  destroyed but its phylactery surviving). When he is 
  reduced to 0 hit points the shard briefly pulses with a 
  black light. 
   
  Detect Evil Results: At all APLs, Darssvorel radiates 
  strong evil, unless he is able to cast spells to mask his 
  aura. See his prepared power-up suite for more details. 
   
  Detect Magic Results: At all APLs, Darssvorel 
  radiates overwhelming magic of an indeterminable type 
  (DC 24 Spellcraft check reveals in conjunction with detect 
  magic). 
   
  DREAMING 
  If any PC in the group has the Dreaming AR item from 
  an adventure in the “Sins of Ages Past” or “Blight on 
  Bright Sands” Darssvorel is immediately aware of this 
  fact. He contacts such PCs separately. Read: 
   
  You are of me. You are my brethren. We must stand 
  together. You must stop him. He is mad. To unmake 
  the Scorpion Crown is an act of hubris unrivalled. 
  He seeks the defeat of a god!  
   
  PCs may assume that Darssvorel means that Rary seeks to 
  destroy or defeat Vathris, but he does not. Instead, he is 
  terrified that Tharizdun’s tenuous grip upon the Oerth 
  would be greatly weakened by the Scorpion Crown’s 
  destruction. 
   
  PREVIOUS AR ITEMS 
  Some AR items from previous adventures can affect play 
  here: 
   
  Beloved of Tiamat (COR6-14 Cloud of Darkness): 
  Darssvorel recognizes any PC with this AR item and plays 
  upon their shared heritage – even revealing details of 
  how he became trapped in the Guronn Nur fragment. In 
  conversation with Darssvorel, the PC gains all the 
  bonuses and penalties listed in the item description. 
   
  Enemy of Tiamat (COR6-14 Cloud of Darkness): 
  unless he has no choice, he shuns PCs with this AR item. 
  In conversation with Darssvorel, the PC gains all the 
  bonuses and penalties listed in the item description. 
   
  AREA FEATURES 
  As well as the features of the area in which Darssvorel is 
  found add use the following features to facilitate play: 
   
  Dead Adventurer: The adventurer coerced by 
  Darssvorel to carry him here is dead. The PCs can loot his 
  body. Refer to the Treasure Summary to determine what 
  they find. 
  
  COR8-11 Restoration and Empire 
   
  Page 18 
  8: GREATER TEMPLE 
  The Greater Temple was the centre of worship of the 
  Slumbering One in Darkbridge. It has not been used for 
  centuries.  
   
  A pair of great doors bars entrance to this room. 
  Embossed upon the black metal is a great spiral, 
  with no beginning or end, causing you to feel dizzy, 
  as if you are being draw inside its tendrils. 
   
  When the PCs approach within fifteen feet of the greater 
  temple, the magic of the doors begins to play upon them.  
   
  Magic of the Doors: All who can see the doors must 
  succeed on a DC 13 Will save. Those that succeed feel a 
  wooziness but are unharmed. Failure indicates the target 
  stumbles to its knees helpless with overwhelming 
  vertigo. The feeling passes after two rounds. This is a 
  mind-affecting effect and those with the Madness 
  domain are immune.  
   
  BREACHING THE DOORS 
  Once the PCs proceed through the doors, read: 
   
  The room beyond the imposing metal doors is vast, 
  with the ceiling of black stone more than forty feet 
  above you. The floor glows sickly purple. 
   
  Past the strange, glowing floor sits an immense 
  statue of a seated, cross-legged, and featureless man, 
  his head barely below the ceiling. A great basin of 
  purple flame flickers in his lap, within which you 
  catch a glimpse of a black crown. Lying in front of 
  the statue is a man with a terrible stomach wound 
  surrounded by a pool of black ichor. He clutches a 
  black spear. Nearby, a cage composed of glowing bars 
  of pure force holds a huge manscorpion. 
   
  A man wearing a simple robe of Ketite cut and 
  holding an ornately carved staff intones the last 
  words of a spell from a scroll. Instantly, a wall of 
  scintillating colors blocks the chamber obscuring 
  the statue and man. 
   
   
  Once he has finished his spell, Rary holds his hands up in 
  a gesture of peace – he would much rather negotiate with 
  the intruders than waste strength destroying them. 
  Unfortunately, moments later a horde of manscorpions 
  breaks into the chamber intent on stopping Rary. 
   
   
  MANSCORPION HORDE 
  Crazed by battle and maddened by the proximity of 
  Shattados and the Scorpion Crown they blindly attack. A 
  PC making DC 0 Listen check has two rounds warning of 
  their approach. While a veritable horde of manscorpions 
  bursts into the chamber, most charge Rary. Only the 
  creatures listed below fight the PCs. 
   
  APL 10 (EL 12) 
   
  �Manscorpion Warrior (5): male manscorpion 
  barbarian 3/scout 1; hp 90; Appendix 1. 
   
  APL 12 (EL 14) 
   
  �Manscorpion Warrior (5): male manscorpion 
  barbarian 5/scout 1; hp 111; Appendix 1. 
   
  APL 14 (EL 16) 
   
  �Manscorpion Warrior (5): male manscorpion 
  barbarian 7/scout 1; hp 145; Appendix 1. 
   
  Tactics: The manscorpions are in a berserk rage and do 
  not use sophisticated battle-tactics. They simply charge 
  intent on destroying anyone standing against them. They 
  have already drunk any relevant potions or applied any 
  oils listed in their stat blocks and fight until killed. 
   
  RARY’S AID 
  Rary is not going to let this attack ruin his plans. He uses 
  his staff of the magi to deal with this threat (saving his 
  personal spells for a greater threat - the PCs may also be 
  here to stop him).  
   
  Init: +5; Staff of the Magi: Each power consumes 1 
  charge (keep track of charges expended); lightning bolt, 
  fireball, ice storm, wall of fire and web. Do not work out the 
  game effects of these powers; simply describe the 
  manscorpions being burnt, crushed, electrocuted and so 
  on. Rary destroys the last manscorpion attacking him 
  seconds after the PCs slay their last opponent.  
   
  CHAMBER’S FEATURES 
  The chamber has the following features of note: 
   
  Glowing Floor: The area of the floor marked upon 
  the map emits light (CL 20).  
   
  Prismatic Wall: Rary has cast a prismatic wall (PH 
  264; DC 28 Spellcraft check identifies) across the 
  chamber in front of the altar. 
   
   Glowing Cage: This is a forcecage (PH 233; DC 27 
  Spellcraft check identifies).  The manscorpion within is 
  Shattados himself. (PC that have played COR2-08 Echo 
  recognizes him.) Within the cage, he is essentially 
  helpless and is easily slain. 
   
  Statue and Basin: The basin at the feet of the statue 
  is where the Scorpion Crown was forged, and it is only here 
  where the ritual to unmake it can be successful. The 
  flames radiate a deep chill and become soul chillingly 
  painful up close. Anyone placing their hand within 
  suffers 3d6 points of cold damage per round (no save) as 
  they are painfully erased from existence. 
   
  Symbol of Stunning: Rary has inscribed a symbol of 
  stunning upon the front of the man-statue. This activates if 
  the prismatic wall is dispelled or if any of the normal 
  triggers for a symbol (PH 290) occur. 
   
  DEVELOPMENT 
  After the battle, the PCs have the option of talking to 
  Rary or attacking him. Proceed to encounter nine. 
  
  COR8-11 Restoration and Empire 
   
  Page 19 
  9: THE MAGE AND THE GOD 
  In this encounter, the PCs finally meet Rary, Emperor of 
  the Bright Lands and one-time member of the Circle of 
  Eight. They have a chance to talk with him and to find 
  out his true motivations for destroying the Scorpion 
  Crown.  
   
  If the PCs talk to Rary, proceed to Talking with the 
  Perfidious One, below.  
   
  When or if the PCs speak with Vathris proceed to 
  the Fallen God. 
   
  Of course, many PCs may just attack him blindly. If 
  they opt to do so, proceed to Fighting the Perfidious One 
  below, but make it clear to them before combat starts that 
  this is an untiered encounter. 
   
  The man before you wears a simple tan robe and has 
  the dark good looks of a Bakluni. Somewhere in his 
  mid-fifties, he exudes quiet dignity and reflection. 
  He sparkling deep green eyes betray nothing of his 
  feelings toward you. 
   
  All APLs (EL 24) 
   
  �Rary the Traitor: male human wizard 24; hp 169; 
  Appendix 1.  
   
  TALKING WITH THE PERFIDIOUS ONE 
  Rary is happy to speak with the PCs as long as doing so 
  does not endanger the ritual. The PCs likely have many 
  questions. Some likely questions (and their answers) 
  appear below. Use this information as a guide, ad-libbing 
  where necessary. If time is short, or your players do not 
  want to roleplay this exchange, simply ask what questions 
  they put to Rary and paraphrase the answers.  
   
  Why do you really want to unmake the Scorpion 
  Crown? The Scorpion Crown is one of the most powerful 
  and dangerous artifacts extant in the Flanaess today. It 
  provides a tenuous link to He Who Slumbers and as such 
  is a danger to every living thing upon the Oerth. Its 
  power must be broken. Doing so will sever the Sleeping 
  One’s link to the Flanaess and sunder the curse’s hold 
  over these lands and their people. The people of Sulm 
  will be returned to their own forms, free of the curse 
  keeping them locked in the shapes of manscorpions. 
  Similarly, the asherati will revert to their normal forms. Is 
  this not a good thing? 
   
  Why should you benefit from unmaking the 
  Scorpion Crown? Why should I not? Unmaking the 
  crown is a dangerous and difficult ritual. Few alive today 
  could even attempt it. Fewer still would be successful. I 
  act to break its curse. Should I not be rewarded for that? 
   
  What have you done with Vathris? Nothing. 
  Vathris is a willing participant in what must be. If you do 
  not believe me, ask him yourself. (When the PCs speak to 
  Vathris refer to the Fallen God section, but the PCs may 
  struggle to break through the prismatic wall.) 
   
  Why did you betray the Circle of Eight on the 
  Day of Great Signing? The weak fools sought peace 
  when war was the only way to defeat Iuz permanently. 
  While they temporarily ended the pain and suffering of 
  the civilized nations the final confrontation was but 
  postponed. Mordenkainen is a fool – obsessed with his 
  precious balance. Only through decisive action can peace 
  be achieved. 
   
  Why did you kill Karistyne? She opposed me for 
  too long. I acted for the greater good on the Flanaess. Her 
  life – her sacrifice – is nothing compared to those that I 
  have saved. 
   
  What has become of Ulma? She is here. She is safe.  
   
  What will you do once the Scorpion Crown is 
  unmade? I shall rule my empire. There will be much to 
  do. As the sands recede and the cursed return to their 
  original forms I will re-forge Sulm in my own image. 
   
  I do not see Robilar here. What has become of 
  him? “Robilar” is walking his own path, now. He was 
  useful for a while, but now I do not need him. 
   
  FALLEN GOD 
  At some point in this encounter, or perhaps during 
  encounter ten when the ancient dead of Sulm attack, the 
  PCs may speak with Vathris.  
   
  Vathris lies near death behind the prismatic wall. He 
  has sustained wounds that would kill any mortal but still 
  clings to life. He is still able to talk and surprisingly 
  enough is actually a willing participant in Rary’s scheme. 
  The PCs will almost certainly have questions. Those 
  questions and their answers appear below. 
   
  Do you really agree with what Rary is doing? Yes 
  (grudgingly). While I have no love for Rary what he is 
  doing must be done. 
   
  Why is unmaking the Scorpion Crown so 
  important? Because of what it is. The crown is not just 
  an artifact it is of the Lord of All Evil himself. It is a 
  physical link between himself and Oerth. As long as it – 
  and its ilk – exists, Oerth is in danger. 
   
  Do you worry that the ritual will give Rary more 
  power? Yes. For a mortal, he is very powerful. The Bright 
  Desert will slowly revert to arid grasslands and those 
  twisted into the form of manscorpions and asheratis will 
  return to their normal forms. All this plays to him. In one 
  strike, he gains a fertile base for his empire and a whole 
  legion of new followers. Both grow his temporal power 
  and increase his threat to the surrounding kingdoms. 
   
  How will Rary complete the ritual? He will take 
  this spear (he gestures to the black spear nearby) and stab 
  me through the heart. He will then take the spear 
  dripping with my blood and strike the Scorpion Crown 
  with it. My blood infused with the evil of the spear will 
  sunder the crown destroying the Sleeper’s link to it. As 
  the crown is broken the green man – a spirit of nature – 
  trapped for so long will use the last flower of Sulm as an 
  anchor with which it can escape the crown’s destruction.  
   
  Development: After a short conversation, Vathris 
  succumbs to his wounds and falls unconscious. Such is 
  the extent of his wounds that mortal magic has no effect 
  on him. He does not regain consciousness.  
   
  
  COR8-11 Restoration and Empire 
   
  Page 20 
  ULMA 
  Initially Ulma is out of sight, huddled behind the 
  forcecage containing her father, Shattados. While she is 
  under no magical compulsions – Rary does not need 
  them to keep her here – she is almost catatonic with fear. 
  Her mind does not register exactly what is going on. 
  Since Rary captured her she has seen him wrought 
  unimaginably powerful magics and defeat a god! 
   
  Appearance: A young Flan woman, her porcelain 
  skin stained with dirt and tears huddles on the floor. Her 
  black hair tousled partially obscures a colorful tattoo 
  decorating the right side of her face. A deep red thornless 
  rose held by an ornate pin pierces the tumbled mass of 
  her hair. 
   
  Personality: Normally quite plucky, her recent 
  experiences have rocked her understanding of the world 
  to the core. PCs must make a DC 30 Diplomacy check to 
  coax her from her fear. Alterantively, a calm emotions or 
  similar spell suffices. Rary has told her he plans to 
  unmake the Scorpion Crown but she dares not believe him. 
   
  Goals: Ulma does not want Rary to unmake the 
  Scorpion Crown. She tries to get the PCs to stop him. 
   
  PREVIOUS AR ITEMS 
  Some AR items from previous adventures affect play 
  here: 
   
  Honored Ally of Rary (COR6-16 Dominion Over 
  Bright Sands): Rary has had dealings with such PCs 
  before and trusts them to a certain degree, although he is 
  still wary of their presence. Such PCs can pass through 
  the prismatic wall without harmful effect and are immune 
  to the symbol of stunning. He allows such PCs to speak 
  with Vathris (see the Fallen God section). 
   
  Karistyne’s 
  Ashes 
  (COR8-05 
  Pyre 
  of 
  the 
  Righteous): If Rary realizes that any of the PCs carry 
  Karistyne’s ashes he offers them a deal. If they do not 
  hinder the ritual, he will give them the thinuan blade 
  containing the paladin’s soul, which will allow them to 
  return Karistyne to life.   
   
  FIGHTING THE PERFIDIOUS ONE 
  If the PCs decide to attack Rary, make it clear to them 
  that they face an archmage of almost unparallel might 
  upon the face of the Oerth. Fighting Rary is an act of 
  sheer foolishness, destined to end in the death of many of 
  the PCs. This is an untiered encounter.  
   
  Tactics: Rary does not want to fight the PCs, but if 
  forced to do so acts to neutralize or kill them as quickly 
  and efficiently as possible; he is too close to his final goal 
  now to risk defeat. Remember when running Rary that 
  he is an incredibly powerful and intelligent spellcaster. 
  Suggested tactics (and their effects) appear below in 
  bullet form, but if the situation warrants it, improvise. In 
  general he prefers to rely on his own spells instead of his 
  magic items as his spells are far harder to resist. If the PCs 
  surrender or call for a parley, Rary immediately honors 
  their request, but is alert for treachery. 
   
  Normal Protective Suite: Rary cast extended mind 
  blank on himself yesterday. He also cast peripety 
  (Appendix 2) before travelling to Darkbridge and 
  extended stoneskin before starting the ritual. These effects 
  are included in his stat block. Effects of the spells listed 
  below are not. 
  • 
  Round 1: Cast time stop (PH 294) and use the 
  subsequent  1d4+1 rounds to cast the following 
  spells: Round 1: quickened greater heroism (+4 morale 
  bonus on attack rolls, saves and skill checks, 
  immunity to fear, 20 temporary hp), quickened bear’s 
  endurance (+2 to Fort saves, gains 28 hp) and greater 
  invisibility; Round 2: quickened displacement and 
  protection from spells (+8 bonus on saves against spells 
  or spell-like abilities); Round 3: project image (off to 
  one side away from the altar; all spell effects emanate 
  from the image) Round 4: uses a scroll to summon 
  an elder earth elemental (MM 97) with summon 
  monster XI; Round 5: summon monster VIII (vrock; 
  MM 48). The effects of these spells are not included 
  in Rary’s stat block. 
  • 
  Round 2: Cast power word kill (PH 263; no save, 
  subject dies if it has less than 100 hp) on a wizard-
  type opponent and then quickened mass suggestion 
  (Will DC 29). 
  • 
  Round 3: Cast repulsion (Will DC 29) and use a 
  quickened wall of force to divide the party followed up 
  with a quickened charm person (DC 24) on a character 
  with a low Will save. 
  • 
  Round 4: Cast power word stun (PH 264, no save). 
  • 
  Round 5: Cast power word blind (PH 263, no save). 
  • 
  Round 6: Cast mass suggestion (Will DC 29) if more 
  than one PC is still active. 
  • 
  Variable Round: When his summoned allies are 
  defeated he moves closer to part of the party (to 
  within 30 ft. if possible but away from summoned 
  creatures) and cast mass charm monster (PH 209; 28 
  HD; Will DC 31 negates). 
  • 
  General Tactic: Target an arcane spellcaster with 
  feeblemind (DC 28 resists [additional -4 penalty for 
  arcane spellcaster])  
  • 
  General Tactic: Use 2 charges from his staff of the 
  magi to cast summon monster IX (elder air elemental) 
  • 
  Grapple Tactic: Cast let go of me (Fort DC 33 halves) 
  Appendix 2; free action) and quickened dimension 
  door (or just quickened dimension door if badly 
  injured). 
  • 
  Escape Tactic: Use greater teleport to flee if in 
  exceptional peril. Alternatively, he steps through the 
  prismatic wall to rest and recover. If he manages this 
  (and no one follows) he starts the ritual anyway… 
  • 
  Last Resort: As a last resort, he breaks his staff of the 
  magi causing a retributive strike. At the start of the 
  adventure, the staff was fully charged. 
   
  CHAMBER FEATURES 
  See  encounter eight for details of the chamber’s features. 
  
  COR8-11 Restoration and Empire 
   
  Page 21 
   
  DEVELOPMENT 
  Once the conversation begins to wind down, the final 
  guardians of Sulm burst into the chamber in an attempt 
  to stop Rary. 
   
  10: THE ANCIENT DEAD  
  As conversation between the PCs and Rary is winding 
  down either the PCs agree with Rary that the Scorpion 
  Crown must be destroyed or they are planning a (possibly 
  suicidal) attack upon the archmage.  
   
  However, at this juncture fate takes a turn. Ancient 
  guardians of Sulm’s holy places alerted by the sounds of 
  battle and the nearness of the crown burst into the 
  chamber.  
   
  A horrific nest of withered, desiccated tentacles 
  bursts out of the floor. Behind the tentacles is a 
  barrel-like body wrapped in centuries-old funeral 
  dressings. 
  Two 
  staring 
  orbs 
  surmount 
  the 
  gargantuan form. Beyond the creature stands a 
  desiccated human clad in wisps of burial shrouds. 
   
  During the chaos of the resulting battle, Rary’s attention 
  is distracted. At this point, the PCs could do several 
  things: 
  • 
  They could attack or defend Rary. 
  • 
  They could behind the prismatic wall to either talk to 
  Vathris if they have not done so already or disrupt 
  the ritual in some way. 
   
  APL 10 (EL 14) 
   
  �Anastarum: Large manscorpion lich sorcerer 11; 
  hp 116; Appendix 1. 
   
  �Crawling Apocalypse (1): hp 230; Appendix 1. 
   
  �Mummy Warriors (20): hp 55; MM 190. 
   
  APL 12 (EL 16) 
   
  �Anastarum: Large manscorpion lich sorcerer 13; 
  hp 131; Appendix 1. 
   
  �Advanced 24 HD Crawling Apocalypse (1): hp 
  276; Appendix 1. 
   
  �Mummy Warriors (20): hp 55; MM 190. 
   
  APL 14 (EL 18) 
   
  �Anastarum: Large manscorpion lich sorcerer 15; 
  hp 145; Appendix 1. 
   
  �Advanced 28 HD Crawling Apocalypse (1): hp 
  322; Appendix 1. 
   
  �Mummy Warriors (20): hp 55; MM 190. 
   
  Tactics: The guardians’ actions in this encounter break 
  down into two basic sets: the mummys attack Rary while 
  the other combatants concentrate on eliminating the PCs 
  before turning their attention to Rary. 
   
  Mummy Tactics: The mummys shuffle toward 
  Rary, trying to rend him to pieces. Intent on their prey, 
  they ignore everyone else unless another opponent 
  attacks them. 
   
  Crawling Apocalypse Tactics: The crawling 
  apocalypse tries to stay between the PCs and Anastarum. 
  If it get a chance, it tries to push opponents into the 
  prismatic wall. 
   
  Anastarum’s Tactics: Anastarum stays behind the 
  crawling apocalypse and any other servitor creatures he 
  brings to battle. He uses his various attack spells to kill or 
  hinder opponent spellcasters.   
   
  Rary’s Tactics: He uses his staff of the magi to deal 
  with this threat (saving his personal spells for a greater 
  threat - the PCs may also be here to stop him). If the PCs 
  side with him and they are in trouble, Rary aids them 
  directly using his staff or other magic items. 
   
  Init: +5; Staff of the Magi: Each power consumes 1 
  charge (keep track of expended charges); lightning bolt, 
  fireball, ice storm, wall of fire and web. Do not bother 
  working out the game effects of these powers – such 
  slows down game play; simply describe the mummys 
  being burnt, crushed, electrocuted and so on. Rary 
  destroys the last mummy seconds before the PCs slay 
  their last opponent. 
   
  INTERRUPTING THE RITUAL 
  If the PCs decide to disrupt the ritual in some way, listen 
  to their scheme and adjudicate the results as necessary. 
  However, reward clever play. There are many ways 
  inventive PCs could disrupt the ritual. Examples of this 
  appear below. First they must get behind the prismatic 
  wall. Many methods can achieve this include dimension 
  door, stone shape and so on; again reward creative play. 
   
  Kill Vathris: If the PCs kill Vathris with a weapon 
  other than his spear his life energy is expended before it 
  can be used in the ritual.  
   
  Steal the spear or the Last Flower of Sulm: If the 
  PCs steal these items they had better flee quickly before 
  Rary discovers the theft. If the give the items to Tenser 
  this effectively puts them out of Rary’s reach. If they hide 
  them elsewhere Rary eventually finds them and complete 
  the ritual. 
   
  Destroying the spear or the Last Flower of Sulm: 
  Destroying the Last Flower of Sulm is simple (it is no 
  more hardy than an ordinary flower), but this has the side 
  effect of exposing Ulma to the full effects of the Scorpion 
  Crown’s curse. The spear, however, is tougher to destroy 
  (hardness 26, hp 110). 
   
   
  DEVELOPMENT 
  At the end of this encounter, Rary is either dead, the PCs 
  have stymied his scheme, or he is preparing to complete 
  the unmaking ritual. 
   
  Rary Dead: If the PCs kill or drive off Rary, they 
  have completed a feat almost unrivaled in the annals of 
  the Flanaess. Proceed to Conclusion B. 
   
  Rary Alive: If Rary is still alive and the PCs have not 
  disrupted his plans he now completes his final 
  preparations for the unmaking ritual. Proceed to 
  Encounter Eleven. 
  
  COR8-11 Restoration and Empire 
   
  Page 22 
   
  Ritual Interrupted: If the PCs disrupt the ritual so 
  that Rary cannot complete the unmaking he is 
  surpassingly angry. It would be in their interests to flee 
  swiftly. He does not pursue in the immediate short-term 
  he is too busy salvaging what he can from his defeat. 
  Proceed to Conclusion B. 
  11: THE RITUAL 
  Run this encounter, if Rary begins the ritual to unmake 
  the Scorpion Crown. At this point, while he is no less 
  vulnerable to physical damage, he is distracted and the 
  PCs could act quickly to stall this final ceremony. This is 
  the PCs’ final chance to stop Rary.  
   
  THE RITUAL 
  The ritual comprises the following stages. Do not read all 
  this out verbatim, instead paraphrase or elaborate as the 
  players’ moods direct.  If the PCs have indicated that they 
  want him to complete the ritual, Rary drops the prismatic 
  wall so that they can witness his crowning achievement. 
   
  The Last Flower 
  When Rary begins the ritual, read the following adjusting 
  it to take into account any PCs’ interruptions: 
   
  Rary stoops before Ulma and gently teases the deep 
  red rose from her tousled hair. As he does, she 
  moans in terror and reaches for him. He deftly steps 
  back and murmurs, “Be still my child; do not resist 
  the change.” 
   
  Darkness seems to gather about the princess. 
  Ulma begins to jerk wildly, arching her back until 
  only her head and feet touch the floor. She screams 
  in agony as he skin stretches and cracks. Blood 
  splatters the surrounding floor as from her very 
  bones the segmented form of a scorpion seems to 
  grow. She writhes as the process continues, her arms 
  and legs elongate as and from her back a wicked tail 
  capped with a stinger dripping black venom 
   
  “Subdue her!” shouts Rary as he turns back to 
  the statue. 
   
  Use the stats for a normal manscorpion presented in 
  Appendix 1, but she has no equipment. Rary does not 
  want Ulma dead – she is after all a royal princess of Sulm. 
  If none of the PCs are allied to Rary or refuse to help, he 
  uses his powerful magics to subdue her. After thus 
  commanding the PCs, Rary places the rose in a small 
  silver tripod and prepares for the next part of the ritual 
   
  All APLs 
   
  �Ulma: female manscorpion barbarian 1/scout 1; 
  hp 53; Appendix 1. 
   
  The Death of Vathris  
  When Rary begins the next phase of the ritual, read the 
  following adjusting it to take into account any PCs’ 
  interruptions: 
   
  With sure steps (and now chanting under his breath 
  words of immeasurable power), Rary moves to 
  Vathris’ prostrate form. From the godling’s, limp 
  fingers he teases the long, barded black onyx spear. 
  Standing astride Vathris he raises the spear high in 
  the air and, as his chanting reaches its climax, drives 
  the spear deep into his chest. Vathris convulses, 
  grasps the spear’s haft reflexively. His eyes flutter 
  open and he manages a weak smile. “It is done,” he 
  whispers as his life’s blood gushes from his body. 
   
  With Vathris dead, Rary proceeds to the ritual’s 
  conclusion. 
   
  Striking the Crown 
  Read the following adjusting it to take into account any 
  PCs’ interruptions: 
   
  Rary moves in front of the statue and raises the 
  spear high. Vathris’ blood drips into the purple 
  flames, immediately dousing them. With a shout of 
  triumph, Rary stabs down into the bowl, striking the 
  Scorpion Crown.  
   
  For an instant, nothing happens. Then a deep 
  bellow of pain fills the chamber, throwing everyone 
  to the floor. As you watch, a nimbus of light begins 
  to glow from the bowl. Lightning crackles about the 
  crown and along the spear swiftly consuming both. 
  As you watch, the nimbus of light quickly dims 
  becoming an orb of deepest ebon. From within, an 
  inhuman scream blasts into the chamber striking 
  the crown, shards of which are hurled across the 
  room.  
   
  Then, all is silence. Slowly, small motes of green 
  light rise from the crown’s shards. As they gather, 
  they glow brighter and begin to move together, 
  coalescing into a roughly man-shaped glowing 
  figure around the Last Flower of Sulm. The flower 
  begins to shrivel and die as the glow given off from 
  the figure grows, blinding you with its intensity 
  before abruptly disappearing. 
   
  “It is done,” wheezes Rary as he slumps down, 
  exhausted. 
   
  Rary has succeeded. He has unmade the Scorpion Crown 
  and successfully brought the region’s green man back to 
  Oerth. 
   
  DEVELOPMENT 
  If Rary successfully completes the ritual, proceed to 
  Conclusion A.  
   
  If the PCs reconsider and attack Rary use the 
  statistics and tactics presented in encounter nine. If they 
  successful disrupt proceedings or kill him, proceed to 
  Conclusion B. 
   
   
  
  COR8-11 Restoration and Empire 
   
  Page 23 
  CONCLUSION 
  Proceed to the relevant Conclusion. 
   
  A: THE SCORPION CROWN UNMADE 
  Use this conclusion, if Rary unmakes the Scorpion Crown. 
  The land does not immediately return to its natural state 
  (that of arid grasslands) and those trapped in asheratis or 
  manscorpion form do not immediately revert to their 
  normal forms. It takes many months even for the process 
  to begin such is the depth and efficacy of the Scorpion 
  Crown’s curse. 
   
   
  Deafening silence fills the chamber. Then, suddenly 
  the purple light radiating from the floor dims and 
  them winks out. Similarly, the strange cold-flames 
  filling the great basin in front of the statue suddenly 
  die down and extinguish as if smothered. You sense 
  the passing of something as the very air within the 
  temple lightens.  
   
  Above, reaching the light of day, little has 
  changed. The desert sands still cloy at the walls of 
  Darkbridge but the wind that caresses your face 
  seems lighter and cooler than any that has blown 
  here for many centuries. While the curse’s hold is 
  now broken, it will take many years for the green 
  man to repair the damage wrought by Tharizdun’s 
  fatal gift. 
   
  Read the following only to PCs with Dreaming AR item:  
   
  You sleep and in that sleep you dream for the last 
  time. You are flying high above the land, so high that 
  you can see that the Oerth is a great sphere hanging 
  in inky darkness. As you watch, a deeper cloud of 
  darkness moves away from Oerth. You strongly 
  sense the great evil within that cloud and its desire 
  to stay, but some other force pulls it away at 
  terrifying speed. As you watch, it disappears into the 
  darkness leaving behind naught but a scream of 
  pure anger and rage that reverberates through your 
  soul. For the first time in many long years you sleep 
  peacefully. 
   
  B: THE SCORPION CROWN WHOLE 
  Use this conclusion, if the PCs did not allow Rary to 
  unmake the Scorpion Crown. 
   
  The ritual disrupted, the Bright Desert remains 
  unchanged, a wasteland of sand and infernal heat. 
  The curse of the Scorpion Crown yet hovers over the 
  region like a malign entity, trapping the unfortunate 
  progeny of Sulm in the forms of manscorpions and 
  asheratis. 
   
  If Rary remains alive, read the following: 
   
  You have incurred the wrath of one of the most 
  powerful wizards of the Flanaess and no doubt he 
  will seek you out at some time in the future. For 
  now, however, he has little regard for you, crouched 
  as he is in the wreckage of his perfidious plans. 
  Again, you have stymied his plans, but this time you 
  sense that he cannot try again. The Flanaess is safe! 
   
  If Rary is slain during the course of this adventure, read: 
   
  You have managed a feat almost unmatched in 
  recent history – the death of one of the most 
  powerful wizards in the Flanaess. Your danger is not 
  yet over, however. Rary had many powerful allies 
  who may now seek your defeat and no doubt, he has 
  more than one clone in readiness for such a 
  situation.  
   
  Still, you gained everlasting fame as his slayer 
  and 
  now 
  many 
  who 
  discounted 
  you 
  as 
  inconsequential will tremble in fear of your wrath. 
   
  Read the following only to PCs with Dreaming AR item:  
   
  You sleep and in that sleep you fly high above the 
  land, so high that you can see that the Oerth is a 
  great sphere hanging in inky darkness. As your eyes 
  adjust to the darkness you make out a deeper cloud 
  of darkness hanging over the Oerth. As you watch, 
  you realize that some force seems to be pulling it 
  downwards almost imperceptibly towards the sunlit 
  lands of the Flanaess. Something is terribly wrong. 
  Soon the black cloud will reach the Oerth and when 
  that happens, you sense that terrible things will 
  happen. You wake with a start, covered in seat and 
  trembling violently. What have you done? 
   
  CAMPAIGN CONSEQUENCES 
  This is the concluding part of “Rise of the Ancients.” As 
  such, the outcome of this adventure has major 
  consequences for the Bright Lands and surrounding 
  areas.  
   
  If you play this adventure before 31 December 2008, 
  please report the answers to the below questions to 
  creighton@greyworks.co.uk; the fate of the Flanaess lies 
  with you! 
  1. 
  Was Rary slain? 
  2. 
  Did he unmake the Scorpion Crown? 
   
   
   
  
  COR8-11 Restoration and Empire 
   
  Page 24 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  2: Plain of Spears 
  Destroy the swordwraiths 
  APL 10  
  300 XP 
  APL 12 
  360 XP 
  APL 14 
  420 XP 
   
  8: Greater Temple 
  Slay the manscorpions 
  APL 10  
  360 XP 
  APL 12 
  420 XP 
  APL 14 
  480 XP 
   
  10: The Ancient Dead 
  Defeat the ancient dead of Sulm 
  APL 10  
  420 XP 
  APL 12 
  460 XP 
  APL 14 
  540 XP 
   
  Discretionary Roleplaying Award 
  APL 10  
  270 XP 
  APL 12 
  315 XP 
  APL 14 
  360 XP 
   
  Total Possible Experience 
  APL 10  
  1,350 XP 
  APL 12 
  1,575 XP 
  APL 14 
  1,800 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  2: Plain of Spears 
  APL 10: Loot 41 gp; Magic 931 gp; +1 breastplate (3) (337 
  gp [112 gp each]), +1 falchion (3) (594 gp [198 gp each]); 
  Total 972 gp. 
   
  APL 12: Loot 41 gp; Magic 1,680 gp; +2 breastplate (3) 
  (1,086 gp [362 gp each]), +1 falchion (3) (594 gp [198 gp 
  each]); Total 1,721 gp. 
   
  APL 14: Loot 41 gp; Magic 3,180 gp; +2 breastplate (3) 
  (1,086 gp [362 gp each]), +1 human bane falchion (3) (2,094 
  gp [698 gp each]); Total 3,221 gp. 
   
  8: Greater Temple 
  APL 10: Loot 105 gp; Magic 1,460 gp gp; devastation 
  gauntlet (3) (835 gp [167 gp each], anklet of translocation (3) 
  (585 gp [117 gp each], potion of magic fang (10) (40 gp [4 gp 
  each]); Total 1,565 gp.  
   
  APL 12: Loot 105 gp; Magic 2,295 gp gp; devastation 
  gauntlet (3) (835 gp [167 gp each], anklet of translocation (3) 
  (585 gp [117 gp each], torc of displacement (5) (835 gp [167 
  gp each]), potion of magic fang (10) (40 gp [4 gp each]), 
  Total 2,400 gp.  
   
  APL 12: Loot 105 gp; Magic 3,545 gp; devastation 
  gauntlet (3) (835 gp [167 gp each], anklet of translocation (3) 
  (585 gp [117 gp each], torc of displacement (5) (835 gp [167 
  gp each]), potion of magic fang (10) (40 gp [4 gp each]), ring 
  of protection +1 (5) (835 gp [167 gp each]), cloak of 
  resistance +1 (5) (415 gp [83 gp each]); Total 3,650 gp.  
   
  10: The Ancient Dead 
  APL 10: Magic: ring of counterspells (333 gp), gloves of arrow 
  snaring (333 gp), ring of protection +2 (666 gp), cloak of 
  resistance +2 (333 gp); Total 1,665 gp. 
   
  APL 12: Magic: ring of counterspells (333 gp), gloves of 
  arrow snaring (333 gp), ring of protection +2 (666 gp), cloak of 
  resistance +2 (333 gp), lesser metamgic rod of maximize (1,167 
  gp); Total 2,832 gp. 
  
  COR8-11 Restoration and Empire 
   
  Page 25 
   
  APL 14: Magic: ring of counterspells (333 gp), gloves of 
  arrow snaring (333 gp), ring of protection +2 (666 gp), cloak of 
  resistance +2 (333 gp), lesser metamgic rod of maximize (1,167 
  gp), beholder crown (1,666 gp); Total 4,498 gp. 
   
  Treasure Cap 
  APL 10: 2,300 gp; APL 12: 3,300 gp; APL 14: 6,600 gp 
   
   
  Total Possible Treasure 
  APL 10: 4,202 gp; APL 12: 6,953 gp; APL 14: 11,369 gp 
   
  ADVENTURE RECORD ITEMS 
  The PCs can gain the following AR items in this 
  adventure: 
   
  Slayer of the Traitor: Any PC that helps to kill Rary 
  gets this AR item. 
   
  Honored of the Empire: Any PC that does actively 
  stymie the unmaking ritual receives this AR item. 
   
  Boon Companion of Tenser: Any PC that helps to 
  prevent Rary unmaking the Scorpion Crown receives this 
  AR item. 
   
  �Slayer of the Traitor: You have killed one of the most 
  powerful wizards to have walked the Flanaess since the 
  fall of the Suel Imperium. Such personages do not usually 
  permanently die at the first attempt and no doubt he has 
  marked you for revenge.  
   
  �Honored of the Empire: Rary acknowledges your 
  wisdom and perspicacity for aiding him in unmaking the 
  Scorpion Crown. He names you “Honored of the Empire” 
  and provides you with a sumptuous dwelling close to his 
  tower. He pronounces you his great friends and may ask 
  you in the future to undertake tasks he can only trust to 
  those beyond suspicion and reproach. Finally, this AR 
  item may unlock you a final AR. 
   
  �Boon Companion of Tenser: Tenser’s joy at your 
  deeds knows no bounds. In recognition of your 
  incredible feat, he opens the Fortress of Unknown 
  Depths and the village of Magepoint to you. He assigns 
  you quarters within the castle and provides you access to 
  his considerable resources. Additionally, he invites you to 
  join his fledgling organisation – the Citadel of Light –, 
  which is dedicated to fighting evil throughout the 
  Flanaess. Entry to this august body is by invitation only 
  and is truly a great honor. Finally, this AR item may 
  unlock you a final AR. 
   
  �Blood of Vathris:  You were present when the god 
  Vathris died. Such an act on his part is an example of self-
  sacrifice and nobility seldom seen in the Flanaess. 
  Consequently, you may once, as an immediate action, cast 
  shield other (CL 20) on a companion within range. 
  Additionally, as a special condition of using this favour 
  when you cast the spell, you can choose to take 50%, 75%, 
  or 100% of such damage. Once you have made this choice, 
  you cannot change the amount of damage you accept. 
   
  ITEM ACCESS 
  Note: The PCs only gain access to the items at APL 6 if 
  they slay Rary. 
   
  APL 6: 
  Staff of the magi (Adventure; DMG) 
  Gem of seeing (Core; DMG) 
  Pale green ioun stone (Core; DMG) 
  Ring of mind shielding stone destrier (Core; DMG) 
  Heward’s handy haversack (Core; DMG) 
  Ring of wizardry IV (Core; DMG) 
  +1 dagger of spell storing (Core; DMG) 
   
  APL 10: 
  Anklet of translocation (Core; MIC) 
  Devastation gauntlets (Adventure; MIC) 
  Ring of counterspells (Any; DMG) 
   
  APL 12 (all of APL 10 plus the following): 
  Torc of displacement (Core; MIC) 
  Lesser metamgic rod of maximize (Core; DMG) 
   
  APL 14 (all of APLs 10-12 plus the following): 
  +1 human bane falchion (Core; DMG) 
  Beholder crown (Adventure; MIC) 
  
  COR8-11 Restoration and Empire 
   
  Page 26 
  APPENDIX 1: ALL APLS 
  3:SHARDS OF ITAR 
  ULGAR  
  CR 6 
  Male human ghost fighter 4  
  NG Medium undead (incorporeal) 
  Init +6; Senses darkvision 60 ft.; Listen +9, Spot +9 
  Languages Common  
  AC 21, touch 11, flat-footed 20 (ethereal); Combat 
  Expertise 
   (+1 Dex, +8 armor, +2 shield) 
  AC 12, touch 12, flat-footed 11 (manifested); Combat 
  Expertise 
   
  (+1 Dex, +1 deflection) 
  hp 32 (4 HD) 
  Miss Chance 50% incorporeal 
  Resist turn resistance +4 
  Immunities ability damage to Str, Dex, Con, ability 
  drain, critical hits, death effects, death from massive 
  damage, disease, energy drain, exhaustion, fatigue, 
  mind-affecting spells and abilities (charms, 
  compulsions, phantasms, patterns and morale 
  effects), necromancy effects, nonlethal damage, 
  paralysis, poison, sleep, stunning, and any effect that 
  requires a Fortitude save (unless it also affects 
  objects or is harmless) 
  Fort +5, Ref +4, Will +2  
  Speed fly 30 ft. (perfect) 
  Melee mwk longsword +9 (1d8+5/19-20) or  
  Ranged composite longbow +6 (1d8+3/x3) 
  Base Atk +4; Grp +7 
  Atk Options Mounted Combat, Quick Draw 
  Special Actions corrupting gaze, frightful moan, 
  telekinesis 
  Abilities Str 16, Dex 14, Con –, Int 13, Wis 10, Cha 12  
  SQ incorporeal traits, manifestation, rejuvenation 
  Feats Combat Expertise, Improved Initiative, Mounted 
  Combat, Quick Draw, Weapon Focus (longsword), 
  Weapon Specialization (longsword) 
  Skills  Appraise +2, Climb -3, Handle Animal +5, Hide 
  +4, Intimidate +5, Jump -8, Listen +9, Move Silently -
  4, Ride +9, Search +9, Spot +9, Swim -9 
  Possessions cloak of resistance +1, composite 
  longbow (+3 Strength bonus) with 50 arrows, 
  masterwork full plate, masterwork longsword, heavy 
  steel shield 
  Corrupting Gaze (Su) Ulgar can blast living targets with 
  his glance up to a range of 30 feet. Creatures must 
  succeed on a DC 13 Fortitude save or take 2d10 
  points of damage and 1d4 poitns of Charisma 
  damage. 
  Frightful Moan (Su) Ulgar can emit a frightful moan as 
  a standard action. All living creatures within a 30-foot 
  spread must succeed on a DC 13 Will save or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature 
  that successfully saves against the moan cannot be 
  affected by the same ghost’s moan for 24 hours. 
  Telekinesis (Su) Ulgar can use telekinesis as a 
  standard action (CL 12th). When he uses this power 
  he must wait 1d4 rounds before using it again. 
   
  4: BRIDGE OF DARKNESS 
  MEZZOLOTH* 
  CR 6 
  *MM III 200 
  NE Medium outsider (evil, extraplanar, Yugoloth) 
  Init +5; Senses Listen +13, Spot +13  
  Languages Abyssal, Draconic, Infernal; telepathy 100 
  ft. 
  AC 21, touch 11, flat-footed 20 
   
  (+1 Dex, +8 natural, +2 shield) 
  hp 95 (10 HD); DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 22 
  Fort +12, Ref +8, Will +7 
  Speed 40 ft. (8 squares) 
  Melee +1 trident +15/+10(1d8+4/19-20) or  
  2 claws +13 each (1d4+3) 
  Ranged +1 trident +13 (1d8+4/19-20) 
  Base Atk +10; Grp +13 
  Atk Options Power Attack 
  Special Actions summon yugoloth 
  Spell-Like Abilities (CL 10th): 
  At will—cause fear (DC 13), darkness, desecrate, 
  produce flame, see invisibility;  
  2/day—cloudkill (DC 17), dispel magic, greater teleport 
  (self plus 50 lb or objects; CL 14th) 
  Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14  
  Feats Improved Critical (trident), Improved Initiative, 
  Power Attack, Weapon Focus (trident)  
  Skills Hide +12, Intimidate +15, Knowledge (the planes) 
  +11, Listen +13, Move Silently +12, Spot +13 
  Possessions heavy steel shield 
  Summon Yugoloth (Ex) Once per day, a mezzoloth 
  can attempt to summon another mezzoloth with a 
  40% chance of success. 
   
  NYCALOTH* 
  CR10 
  *MM III 203 
  NE Large outsider (evil, extraplanar, Yugoloth) 
  Init +2; Senses Listen +19, Spot +19 
  Languages Abyssal, Draconic, Infernal; telepathy 100 
  ft.  
  AC 33, touch 10, flat-footed 31; Mobility 
   (-2 size, +2 Dex, +7 armor, +16 natural) 
  hp 161 (14 HD); DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 24 
  Fort +16, Ref +11, Will +11 
  Speed 30 ft. in +2 breastplate (6 squares), fly 60 ft. 
  (good); base speed 40 ft., base fly 90 ft.; Flyby Attack 
  Melee +2 greataxe +30/+25/+20/+15 (4d6+18/x3) and  
  2 claws +22 each (1d8+6 plus bleeding wounds) or  
  4 claws +22 each (1d8+6 plus bleeding wounds) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +14; Grp +23 
  
  COR8-11 Restoration and Empire 
   
  Page 27 
  Atk Options Power Attack, bleeding wounds, rake +15 
  (1d6+5), improved grab, liftoff  
  Special Actions summon yugoloth 
  Spell-Like Abilities (CL 14th): 
   At will—deeper darkness, desecrate, fear (DC 17), 
  invisibility, mirror image, see invisibility, greater 
  teleport (self plus 50 pounds of objects only) 
  Abilities Str 20, Dex 14, Con 25, Int 13, Wis 10, Cha 16  
  Feats Alertness, Flyby Attack, Iron Will, MobilityB, 
  Power Attack, Weapon Focus (greataxe) 
  Skills Bluff +13, Concentration +17, Diplomacy +13, 
  Hide +8, Intimidate +24, Jump +19, Knowledge 
  (arcana) +11, Knowledge (the planes) +11, Listen 
  +19, Move Silently +12, Search +11, Sense Motive 
  +10, Spellcraft +11, Spot +19 
  Possessions +2 greataxe, +2 breastplate 
  Bleeding Wounds (Ex) A wound from a nycaloth’s claw 
  attack continues to bleed after the injury was inflicted. 
  Each wound bleeds for 1 point of damage per round 
  thereafter. Multiple claw wounds result in cumulative 
  bleeding loss (two wounds deal 2 points of damage 
  per round, and so on). The bleeding can be stopped 
  only by a successful DC 15 Heal check or the 
  application or any cure spell or other healing spell 
  (heal, mass heal, and so on). 
  Improved Grab (Ex) To use this ability, a nycaloth must 
  hit with two claw attacks. It can then attempt to start a 
  grapple as a free action without provoking attacks of 
  opportunity. If it wins the grapple check, it establishes 
  a hold and can attempt to either deal damage with its 
  claws, rake the grappled target (see below), or use its 
  liftoff ability (see below). 
  Liftoff (Ex) A nycaloth can only use this ability when 
  airborne. A nycaloth that gets a hold on a non-flying 
  opponent of Medium or smaller size can ascend with 
  the grappled creature. When carrying a medium load 
  (a creature weighing between 267 and 532 pounds), 
  the nycaloth’s fly speed drops to 60 feet and it takes 
  a -3 penalty on Hide and Move Silently checks; these 
  penalties worsen to -6 with a heavy load (a creature 
  weighing between 533 and 800 pounds). A nycaloth 
  can’t carry a load of more than 800 pounds. 
  Rake (Ex) Attack bonus +18, damage 1d6+2. A 
  nycaloth that gets a hold can make two rake attacks 
  with its hind legs.  
  Summon Yugoloth (Ex) Once per day, a nycaloth can 
  attempt to summon another nycaloth or 1d3 
  mezzoloth with a 30% chance of success.  
   
  ULTRALOTH* 
  CR 13 
  *MM III 204 
  NE Medium outsider (evil, extraplanar, Yugoloth) 
  Init +3; Senses Listen +20, Spot +22 
  Languages Abyssal, Draconic, Infernal; telepathy 100 
  ft.  
  AC 21, touch 13, flat-footed 18 
   (+3 Dex, +8 natural) 
  hp 171 (18 HD); DR 15/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 25 
  Fort +16, Ref +14, Will +15 
  Speed 30 ft. (6 squares) 
  Melee +3 longsword +22/+17/+12/+7 (18+4/19-20) 
  Ranged Touch ray +22 (spell) 
  Base Atk +18; Grp +19 
  Atk Options Point Blank Shot, Precise Shot 
  Special Actions hypnotic gaze, summon yugoloth 
  Spell-Like Abilities (CL 18th): 
   At will—deeper darkness, desecrate, disguise self, 
  fear (DC 18), gaseous form, invisibility, prying eyes, 
  ray of exhaustion, greater teleport (self plus 50 
  pounds of objects only), quickened scorching ray, 
  scrying, see invisibility, suggestion (DC 18), wall of 
  fire 
  3/day—binding (DC 23), enervation, geas/quest (DC 
  21), mass suggestion (DC 21) 
  1/day—symbol of death (DC 22) 
  Abilities Str 13, Dex 16, Con 21, Int 16, Wis 15, Cha 19  
  Feats Combat Casting, Iron Will, Point Blank Shot, 
  Precise Shot, Quicken Spell-Like Ability (scorching 
  ray), Spell Focus (enchantment), Weapon Focus 
  (ray) 
  Skills Bluff +22, Concentration +26 (+30 casting 
  defensively), Diplomacy +23, Intimidate +27, 
  Knowledge (arcana) +24, Knowledge (the planes) 
  +24, Listen +20, Move Silently +21, Search +21, 
  Sense Motive +21, Spellcraft +26, Spot +22 
  Possessions +3 longsword 
  Hypnotic Gaze (Su) Hypnotic pattern (CL 18th) with no 
  HD limit; 30 ft. range; Will 23 negates. 
  Summon Yugoloth (Ex) Once per day, an ultraloth can 
  attempt to summon 1d4 nycaloths, 1d6 mezzoloth, or 
  another ultraloth with a 35% chance of success. 
   
  MANSCORPION WARRIOR 
  CR 6 
  Manscorpion barbarian 1/scout 1 
  NE Large monstrous humanoid 
  Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Listen +7, Spot +1 
  Languages Flan  
  AC 20, touch 9, flat-footed 20 
   (-1 size, +4 armor, +7 natural) 
  hp 53 (7 HD) 
  Fort +8, Ref +3, Will +2 
  Speed 60 ft. (12 squares) 
  Melee 2 claw each +8 (1d8+5) and 
   
  +6 stinger (1d6+2 plus poison) 
  Ranged javelin +3 (1d8+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +13 
  Atk Options constrict 1d8+5, improved grab, poison, 
  rage, skirmish +1d6 
  Combat Gear potions of magic fang (2) 
  Abilities Str 20, Dex 10, Con 14, Int 10, Wis 12, Cha 8  
  Feats Improved Initiative, Improved Natural Attack 
  (claw), Multiattack 
  Skills Climb +9, Hide +2, Jump +21, Listen +7, Search 
  +3, Tumble +6  
  Possessions combat gear plus masterwork chain shirt, 
  3 javelins 
  Constrict (Ex) A manscorpion deals automatic claw 
  damage on a successful grapple check. 
  
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  Improved Grab (Ex) To use this ability the manscorpion 
  must hit with a claw attack. 
  Poison (Ex) DC 14 Fortitude save; 1d4 Con/1d4 Con. 
  Rage (Ex) The manscorpion has already used its rage 
  ability today. 
   
  9: THE MAGE AND THE GOD 
  RARY THE TRAITOR 
  CR 24 
  Male human (Bakluni) wizard 24 
  NE Medium humanoid (human) 
  Init +5; Senses permanent darkvision, detect magic, 
  see invisibility; Listen +3, Spot +3 
  Languages Abyssal, Ancient Baklunish, Ancient Suel, 
  Common, Draconic, Infernal, permanent comprehend 
  languages, tongues 
  AC 40, touch 20, flat-footed 35 
   (+5 Dex, +20 armor [epic mage armor], +5 deflection) 
  hp 149 (169 with false life) (24 HD); DR 10/adamantine 
  (150 points, extended stoneskin) 
  Immune all mind-affecting and divination effects and 
  spells (extended mind blank) 
  Resist contingency, 5 ranged attacks (chosen by Rary, 
  reflected back on attacker [peripety]; SR 23 
  Fort +16, Ref +18, Will +24 
  Speed 30 ft. (6 squares), fly 40 ft. (overland flight) 
  Melee +5 spell storing dagger +15/+10+5 (1d4+4/19-20)  
  Ranged Touch ray +17 (as spell) 
  Base Atk +12; Grp +11 
  Special Actions Multispell 
  Combat Gear staff of the magi (34 charges), gem of 
  seeing, pale green ioun stone, ring of mind shielding 
  (does not use ring slot), stone destrier, wand of hold 
  monster (19 charges), potion of cure serious wounds 
  (5), scroll of contingency, scroll of greater dispel 
  magic (2), scroll of greater teleport, scroll of limited 
  wish (2), scroll of Mordenkainen’s disjunction, scroll 
  of prismatic sphere and prismatic wall, scroll of 
  summon monster IX, scroll of time stop and gate 
  Wizard Spells Prepared (CL 24th): 
  Epic (2/day)—eclipse, epic mage armor, let go of me, 
  peripety, Rary’s meritorious animation, Rary’s 
  superlative draconic animator, spell worm 
  10th—quickened greater heroism, quickened mass 
  suggestion (DC 29) 
   9th—dominate monster (DC 32), power word kill, 
  time stop, quickened wall of force, wish 
   8th—protection from spells, quickened dimension 
  door, mass charm monster (DC 31), power word 
  stun, summon monster VIII 
   7th—quickened displacement, greater teleport, 
  limited wish, power word blind, project image, 
  symbol of stunning (DC 30) 
   6th—quickened bear’s endurance, geas/quest (DC 
  29), greater dispel magic, mass suggestion (DC 
  29), repulsion (DC 29), extended wall of force  
   5th—quickened charm person (DC 24), dominate 
  person (DC 28), feeblemind (DC 28), overland 
  flight�, Rary’s telepathic bond, extended stoneskin� 
   4th—charm monster (DC 27), confusion (DC 27), 
  crushing despair (DC 27), dimension door, 
  dimensional anchor, greater invisibility, illusionary 
  wall (DC 25), phantasmal killer (DC 25), Rary’s 
  menemonic enhancer, stoneskin 
   3rd—greater magic weapon�, hold person (DC 26), 
  major image, slow, suggestion (DC 26), vampiric 
  touch, extended web (DC 24) 
   2nd—extended charm person, command undead, 
  detect thoughts, false life�, levitate, Tasha’s 
  hideous laughter (DC 25), touch of idiocy (DC 25)  
   1st—charm person (DC 24) (2), disguise self, endure 
  elements�, feather fall, shield, unseen servant 
   0—daze (DC 23), mending, message, prestidigitation 
  �Already cast 
  Abilities Str 7, Dex 20, Con 16, Int 32, Wis 20, Cha 16  
  SQ inherent bonuses 
  Feats AlertnessB, Craft Magic Arms and Armor, Craft 
  Construct, Craft Wondrous Item, Epic Spellcasting, 
  Extend Spell, Forge Ring, Greater Spell Focus 
  (enchantment), Improved Familiar, Improved Spell 
  Capacity, Improved Spell Penetration, Multispell, 
  Quicken Spell, Scribe ScrollB, Skill Focus (Spellcraft), 
  Spell Focus (enchantment). 
  Skills  Appraise +12 (+14 with sculptures), 
  Concentration +31, Craft (sculpting) +21, Decipher 
  Script +21, Diplomacy +11, Knowledge (arcana) +39, 
  Knowledge (architecture & engineering) +17, 
  Knowledge (geography) +17, Knowledge (history) 
  +17, Knowledge (religion) +17, Knowledge (the 
  planes) +17, Ride +15, Search +17 (+19 with secret 
  doors and compartments), Spellcraft +44, Survival 
  +11 (+13 following tracks when underground or on 
  other planes, and when avoiding hazards or getting 
  lost) 
  Possessions combat gear plus +1 dagger (+5 with 
  greater magic weapon) spell storing (greater dispel 
  magic), dagger, cloak of resistance +4, gloves of 
  dexterity +6, headband of intellect +6, Heward’s 
  handy haversack, ring of protection +5, ring of 
  wizardry IV  
  Spellbook not carried 
  Contingency If Rary is ever affected by a hostile 
  enchantment, alteration, curse, or petrifaction effect, 
  a break enchantment spell activates against the 
  effects. 
  Inherent Bonuses Rary has raised his stats with 
  multiple wish spells. +3 Dexterity, +3 Constitution, +4 
  Intelligence, +4 Wisdom 
  
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  APL 10
  2: PLAIN OF SORROW 
   
   
   
  SWORDWRAITH 
  CR 7 
  Male human swordwraith* fighter 5 
  *Fiend Folio 174 
  LE Medium undead 
  Init +2; Senses Listen +2, Spot +2 
  Languages Flan, Infernal 
  AC 19, touch 12, flat-footed 17; Dodge 
   (+2 Dex, +6 armor, +1 shield) 
  hp 43 (5 HD); DR 10/magic and slashing 
  Immune ability damage to Str, Dex, Con, ability drain, 
  critical hits, death effects, death from massive 
  damage, disease, energy drain, exhaustion, fatigue, 
  mind-affecting spells and abilities (charms, 
  compulsions, phantasms, patterns and morale 
  effects), necromancy effects, nonlethal damage, 
  paralysis, poison, sleep, stunning, and any effect that 
  requires a Fortitude save (unless it also affects 
  objects or is harmless) 
  Resist positive energy effects 10, turn resistance +9 
  Fort +5, Ref +4, Will +2 
  Speed 20 ft. in +1 breastplate (4 squares), base speed 
  30 ft. 
  Melee +1 falchion +10 (2d4+8/18-20 plus Strength 
  damage)  
  Ranged javelin +8 (1d6+4) 
  Base Atk +5; Grp +8 
  Atk Options Power Attack, Strength damage 
  Abilities Str 16, Dex 14, Con –, Int 12, Wis 10, Cha 8 
  SQ undead traits 
  Feats Dodge, Improved Turn Resistance, Positive 
  Energy Resistance, Power Attack, Weapon 
  Specialization, Weapon Focus (falchion)  
  Skills Climb +5, Hide +3, Jump -1, Listen +2, Move 
  Silently +3, Ride +7, Spot +2 
  Possessions combat gear plus +1 breastplate, 
  masterwork buckler, +1 falchion, javelin  
  Strength Damage (Su) Characters struck by a 
  swordswaith’s melee weapon take 1 point of Strength 
  damage. 
   
  8: GREATER TEMPLE 
  MANSCORPION (RAGING) 
  CR 6 
  Manscorpion barbarian 3/scout 1 
  NE Large monstrous humanoid 
  Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Listen +9, Spot +9 
  Languages Flan  
  AC 18, touch 7, flat-footed 18; uncanny dodge 
   (-1 size, -2 class, +4 armor, +7 natural) 
  hp 90 (9 HD) 
  Fort +11, Ref +4, Will +5 
  Speed 60 ft. (12 squares) 
  Melee 2 claw each +13 (1d8+7) and 
   
  +10 stinger (1d6+3 plus poison) 
  Ranged javelin +5 (1d8+7) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +17 
  Atk Options constrict 1d8+7, improved grab, poison, 
  rage 1/day (7 rounds), skirmish +1d6 
  Combat Gear potions of magic fang (2), devastation 
  gauntlet, anklet of translocation 
  Abilities Str 24, Dex 10, Con 19, Int 10, Wis 12, Cha 8  
  SQ trap sense +1 
  Feats Improved Initiative, Improved Natural Attack 
  (claw), Multiattack, Weapon Focus (claw) 
  Skills Climb +10, Hide -4, Jump +25, Listen +10, Spot 
  +9, Tumble +7 
  Possessions combat gear plus masterwork chain shirt, 
  3 javelins 
  Constrict (Ex) A manscorpion deals automatic claw 
  damage on a successful grapple check. 
  Improved Grab (Ex) To use this ability the manscorpion 
  must hit with a claw attack. 
  Poison (Ex) DC 16 Fortitude save; 1d4 Con/1d4 Con. 
   
  When not raging, a manscorpion has the following 
  changed statistics: 
  AC 20, touch 9, flat-footed 20 
  hp 72  
  Fort +9, Will +3 
  Melee 2 claw each +11 (1d8+5) and 
   
  +8 stinger (1d6+2 plus poison) 
  Ranged javelin +5 (1d8+5) 
  Atk Options constrict 1d8+5 
  Grp +15 
  Abilities Str 20, Con 15 
  Skills Climb +8, Jump +23 
  Poison (Ex) DC 14 Fortitude save; 1d4 Con/1d4 Con. 
   
   
   
  
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  10: THE ANCIENT DEAD 
  ANASTARUM 
  CR 14 
  Male manscorpion lich sorcerer 11 
  LE Large undead 
  Init +6; Senses darkvison 60 ft.; Listen +11, Spot +22 
  Aura fear (DC 22, 60 ft.) 
  Languages Abyssal, Common, Flan, Infernal 
  AC 29, touch 11, flat-footed 29 
   (-1 size, +4 armor (mage armor), +4 shield (shield), +2 
  deflection, +8 natural) 
  hp 100 (116 with false life) (16 HD); DR 15/bludgeoning 
  and magic 
  Immune cold, electricity, polymorph, mind-affecting 
  effects, poison, sleep, paralysis, stunning, disease, 
  death effects, critical hits, nonlethal damage, ability 
  drain, energy drain, damage to physical ability 
  scores, any effect that requires a Fortitude save 
  (unless the effect is harmless or affects objects), 
  death from massive damage 
  Resist turn resistance +4, fire (108 points; protection 
  from energy) 
  Fort +9, Ref +6, Will +12; +2 against sleep, paralysis, 
  and acid 
  Speed 50 ft. (10 squares) 
  Melee touch +11(1d8+5 negative energy plus paralyzing 
  touch) or  
  Melee 2 claws +11 each (1d6+4) and 
   
  sting + 6 (1d6+2 plus poison) 
  Ranged touch +7 (as spell) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8; Grp +16 
  Atk Options constrict, improved grab, paralyzing touch 
  (DC 22) poison (DC 14 Fort, 1d4 Con/1d4 Con) 
  Combat Gear ring of counterspells (dispel magic), 
  gloves of arrow snaring 
  Sorcerer Spells Known (CL 15th):  
   5th (4/day)—flaywind burst (DC 21) cloudkill (DC 19) 
   4th (7/day)—blast of sand (DC 19), dimension door, 
  phantasmal killer (DC 19) 
   3rd (7/day)—dispel magic, haste, lightning bolt (DC 
  19), protection from energy�� 
   2nd (7/day)—eagle’s splendor, false life�, invisibility, 
  mirror image, scorching ray  
   1st (7/day)—expeditious retreat, mage armor�, magic 
  missile, ray of enfeeblement, shield� 
   0 (6/day)—acid splash, dancing lights, daze (DC 14), 
  detect magic, flare (DC 16), mage hand, message, 
  prestidigitation, read magic  
  �Already cast 
  Abilities Str 19, Dex 10, Con --, Int 15, Wis 16, Cha 19 
  Feats Draconic Heritage (green), Draconic Skin Greater 
  Spell Focus (evocation), Improved Initiative, 
  Improved Toughness, Practiced Spellcaster, Spell 
  Focus (evocation),  
  Skills Bluff +7, Climb +16, Concentration +18, Hide 
  +16, knowledge (arcana) +16, Listen +11, Move 
  Silently+22, Search +10, Sense Motive +11, 
  Spellcraft +18, Spot +22 
  Possessions combat gear plus ring of protection +2, 
  cloak of resistance +2  
  Fear (Su) Creatures of less than 5 HD must succeed on 
  a Will save or be affected as if by a fear spell (CL 
  11th). A creature that successfully saves against this 
  affect cannot be affected by Anastarum’s aura for 24-
  hours. 
  Paralyzing Touch (Su) Creatures that fail a DC 22 Fort 
  save when hit with Anastarum’s touch attack are 
  permanently paralyzed.  
  Constrict (Ex) Anastarum deals automatic claw 
  damage on a successful grapple attack 
  Improved Grab (Ex) To use this ability, Anastarum 
  must hit with a claw attack.  
    
  CRAWLING APOCALYPSE* CR 11 
  *Sandstorm 143 
  LE Gargantuan undead 
  Init +4; Senses darkvision 60 ft.; Listen +18, Spot +19 
  Aura despair 
  Languages Flan  
  AC 30, touch 6, flat-footed 30 
   (-4 size, +24 natural) 
  hp 230 (20 HD); fast healing 10; DR  5/- 
  Resist fire (108 points; protection from energy) 
  Immune mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, 
  damage to physical ability scores, any effect that 
  requires a Fortitude save (unless the effect is 
  harmless or affects objects), death from massive 
  damage 
  Fort +6, Ref +6, Will +17 
  Weakness vulnerability to fire 
  Speed 20 ft. (4 squares), burrow 20 ft. 
  Melee 2 tentacles each +18 (1d8+12/19-20 plus 
  mummy rot) and 
   
  6 arms each +13 (1d6+6) 
  Space 20 ft.; Reach 15 ft. (25 ft. with tentacles) 
  Base Atk +10; Grp +34 
  Atk Options Blind-Fight, Combat Expertise, Improved 
  Trip, mummy rot 
  Abilities Str 34, Dex 10, Con –, Int 6, Wis 20, Cha 20  
  SQ undead traits, unholy toughness 
  Feats Alertness, Blind-Fight, Combat Expertise, 
  Improved Critical (tentacle), Improved Initiative, 
  Improved Trip, Iron Will 
  Skills Listen +18, Spot +19 
  Despair (Su) At the mere sight of a crawling 
  apocalypse, a creature must succeed on a DC 25 
  Will save or be paralyzed with feat for 1d4 rounds. 
  Subsequently, the creature cannot be affected by the 
  same crawling apocalypse’s despair ability for 24-
  hours. 
  Mummy Rot (Su) Supernatural disease—tentacles, 
  Fortitude DC 25, incubation period 1 minute, damage 
  1d6 Con and 1d6 Cha.  
  Unholy Toughness (Ex) A crawling apocalypse gains 
  bonus hit points equal to is Charisma bonus 
  multiplied by its Hit Dice. 
   
   
  
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  APL 12 
  2: PLAIN OF SORROW 
   
   
   
  SWORDWRAITH 
  CR 9 
  Male human swordwraith* fighter 7 
  *Fiend Folio 174 
  LE Medium undead 
  Init +6; Senses Listen +2, Spot +3 
  Languages Flan, Infernal 
  AC 20, touch 12, flat-footed 18; Dodge 
   (+2 Dex, +7 armor, +1 shield) 
  hp 56 (7 HD); DR 10/magic and slashing 
  Immune ability damage to Str, Dex, Con, ability drain, 
  critical hits, death effects, death from massive 
  damage, disease, energy drain, exhaustion, fatigue, 
  mind-affecting spells and abilities (charms, 
  compulsions, phantasms, patterns and morale 
  effects), necromancy effects, nonlethal damage, 
  paralysis, poison, sleep, stunning, and any effect that 
  requires a Fortitude save (unless it also affects 
  objects or is harmless) 
  Resist positive energy effects 10, turn resistance +9 
  Fort +6, Ref +5, Will +3 
  Speed 20 ft. in +2 breastplate (4 squares), base speed 
  30 ft. 
  Melee +1 falchion +12/+7 (2d4+8/18-20 plus Strength 
  damage)  
  Ranged javelin +10 (1d6+4) 
  Base Atk +7; Grp +10 
  Atk Options Blind-Fight, Power Attack, Strength 
  damage 
  Abilities Str 16, Dex 14, Con –, Int 12, Wis 10, Cha 8 
  SQ undead traits 
  Feats Blind-Fight, Dodge, Improved Initiative, Improved 
  Turn Resistance, Positive Energy Resistance, Power 
  Attack, Weapon Specialization, Weapon Focus 
  (falchion)  
  Skills Climb +7, Hide +3, Jump +1, Listen +2, Move 
  Silently +3, Ride +7, Spot +3 
  Possessions combat gear plus +2 breastplate, 
  masterwork buckler, +1 falchion, javelin 
  Strength Damage (Su) Characters struck by a 
  swordswaith’s melee weapon take 1 point of Strength 
  damage. 
   
  8: GREATER TEMPLE 
  MANSCORPION (RAGING) 
  CR 8 
  Manscorpion barbarian 5/scout 1 
  NE Large monstrous humanoid 
  Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Listen +12, Spot +9 
  Languages Flan  
  AC 18, touch 7, flat-footed 18; improved uncanny dodge 
   (-1 size, -2 class, +4 armor, +7 natural) 
  hp 111 (11 HD) 
  Fort +12, Ref +4, Will +5 
  Speed 60 ft. (12 squares) 
  Melee 2 claw each +15 (1d8+7) and 
   
  +12 stinger (1d6+3 plus poison) 
  Ranged javelin +7 (1d8+7) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +19 
  Atk Options constrict 1d8+7, improved grab, poison, 
  rage 2/day (7 rounds), skirmish +1d6 
  Combat Gear potions of magic fang (2), devastation 
  gauntlet, anklet of translocation, torc of displacement 
  Abilities Str 24, Dex 10, Con 19, Int 10, Wis 12, Cha 8  
  SQ trap sense +1 
  Feats Improved Initiative, Improved Natural Attack 
  (claw), Multiattack, Weapon Focus (claw) 
  Skills Climb +12, Hide -4, Jump +27, Listen +12, Spot 
  +9, Tumble +8 
  Possessions combat gear plus masterwork chain shirt, 
  3 javelins 
  Constrict (Ex) A manscorpion deals automatic claw 
  damage on a successful grapple check. 
  Improved Grab (Ex) To use this ability the manscorpion 
  must hit with a claw attack. 
  Poison (Ex) DC 16 Fortitude save; 1d4 Con/1d4 Con. 
   
  When not raging, a manscorpion has the following 
  changed statistics: 
  AC 20, touch 9, flat-footed 20 
  hp 99  
  Fort +10, Will +3 
  Melee 2 claw each +13 (1d8+5) and 
   
  +10 stinger (1d6+2 plus poison) 
  Ranged javelin +7 (1d8+5) 
  Atk Options constrict 1d8+5 
  Grp +17 
  Abilities Str 20, Con 15 
  Skills Climb +10, Jump +25 
  Poison (Ex) DC 14 Fortitude save; 1d4 Con/1d4 Con. 
   
   
   
  
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  10: THE ANCIENT DEAD 
  ANASTARUM 
  CR 14 
  Male manscorpion lich sorcerer 13 
  LE Large undead 
  Init +6; Senses darkvison 60 ft.; Listen +11, Spot +22 
  Aura fear (DC 23, 60 ft.) 
  Languages Abyssal, Common, Flan, Infernal 
  AC 29, touch 11, flat-footed 29 
   (-1 size, +4 armor (mage armor), +4 shield (shield), +2 
  deflection, +8 natural) 
  hp 115 (131 with false life) (18 HD); DR 15/bludgeoning 
  and magic 
  Immune cold, electricity, polymorph, mind-affecting 
  effects, poison, sleep, paralysis, stunning, disease, 
  death effects, critical hits, nonlethal damage, ability 
  drain, energy drain, damage to physical ability 
  scores, any effect that requires a Fortitude save 
  (unless the effect is harmless or affects objects), 
  death from massive damage 
  Resist turn resistance +4, fire (120 points; protection 
  from energy) 
  Fort +10, Ref +7, Will +13; +3 against sleep, paralysis, 
  and acid 
  Speed 50 ft. (10 squares) 
  Melee touch +12(1d8+5 negative energy plus paralyzing 
  touch) or  
  Melee 2 claws +12 each (1d6+4) and 
   
  sting +7 (1d6+2 plus poison) 
  Ranged touch +8 (as spell) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +17 
  Atk Options constrict, improved grab, paralyzing touch 
  (DC 23) poison (DC 14 Fort, 1d4 Con/1d4 Con) 
  Special Actions Draconic Presence 
  Combat Gear lesser metamagic rod of maximise, ring 
  of counterspells (dispel magic), gloves of arrow 
  snaring 
  Sorcerer Spells Known (CL 17th):  
  6th (4/day)—ashen union (DC 20), chain lightning (DC 
  22) 
  5th (6/day)—cone of cold (DC 21), flaywind burst (DC 
  21) cloudkill (DC 19) 
   4th (7/day)—blast of sand (DC 19), dimension door, 
  displacement, phantasmal killer (DC 19) 
   3rd (7/day)—dispel magic, haste, lightning bolt (DC 
  19), protection from energy�� 
   2nd (7/day)—eagle’s splendor, false life�, invisibility, 
  mirror image, scorching ray  
   1st (7/day)—expeditious retreat, mage armor�, magic 
  missile, ray of enfeeblement, shield� 
   0 (6/day)—acid splash, dancing lights, daze (DC 14), 
  detect magic, flare (DC 16), mage hand, message, 
  prestidigitation, read magic  
  �Already cast 
  Abilities Str 19, Dex 10, Con --, Int 15, Wis 16, Cha 19 
  Feats Draconic Heritage (green), Draconic Presence, 
  Draconic Skin , Greater Spell Focus (evocation), 
  Improved Initiative, Improved Toughness, Practiced 
  Spellcaster, Spell Focus (evocation),  
  Skills Bluff +7, Climb +16, Concentration +20, Hide 
  +16, knowledge (arcana) +18, Listen +11, Move 
  Silently+24, Search +10, Sense Motive +11, 
  Spellcraft +20, Spot +22 
  Possessions combat gear plus ring of protection +2, 
  cloak of resistance +2  
  Fear (Su) Creatures of less than 5 HD must succeed on 
  a Will save or be affected as if by a fear spell (CL 
  13th). A creature that successfully saves against this 
  affect cannot be affected by Anastarum’s aura for 24-
  hours. 
  Paralyzing Touch (Su) Creatures that fail a DC 23 Fort 
  save when hit with Anastarum’s touch attack are 
  permanently paralyzed.  
  Constrict (Ex) Anastarum deals automatic claw 
  damage on a successful grapple attack 
  Improved Grab (Ex) To use this ability, Anastarum 
  must hit with a claw attack.  
    
  CRAWLING APOCALYPSE* CR 12 
  *Sandstorm 143 
  LE Gargantuan undead 
  Init +4; Senses darkvision 60 ft.; Listen +20, Spot +21 
  Aura despair 
  Languages Flan  
  AC 30, touch 6, flat-footed 30 
   (-4 size, +24 natural) 
  hp 276 (24 HD); fast healing 10; DR  5/- 
  Resist fire (120 points; protection from energy), +4 turn 
  undead  
  Immune mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, 
  damage to physical ability scores, any effect that 
  requires a Fortitude save (unless the effect is 
  harmless or affects objects), death from massive 
  damage 
  Fort +8, Ref +8, Will +19 
  Weakness vulnerability to fire 
  Speed 20 ft. (4 squares), burrow 20 ft. 
  Melee 2 tentacles each +21 (1d8+12/19-20 plus 
  mummy rot) and 
   
  6 arms each +15 (1d6+6) 
  Space 20 ft.; Reach 15 ft. (25 ft. with tentacles) 
  Base Atk +12; Grp +36 
  Atk Options Blind-Fight, Combat Expertise, Improved 
  Trip, mummy rot 
  Abilities Str 35, Dex 10, Con –, Int 6, Wis 20, Cha 20  
  SQ undead traits, unholy toughness 
  Feats Alertness, Blind-Fight, Combat Expertise, 
  Improved Critical (tentacle), Improved Initiative, 
  Improved Trip, Improved Turn Resistance, Iron Will, 
  Weapon Focus (tentacles) 
  Skills Listen +20, Spot +21 
  Despair (Su) At the mere sight of a crawling 
  apocalypse, a creature must succeed on a DC 27 
  Will save or be paralyzed with feat for 1d4 rounds. 
  Subsequently, the creature cannot be affected by the 
  same crawling apocalypse’s despair ability for 24-
  hours. 
  Mummy Rot (Su) Supernatural disease—tentacles, 
  Fortitude DC 27, incubation period 1 minute, damage 
  1d6 Con and 1d6 Cha.  
  
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  APL 14 
  2: PLAIN OF SORROW 
   
   
   
  SWORDWRAITH 
  CR 11 
  Male human swordwraith* fighter 9 
  *Fiend Folio 174 
  LE Medium undead 
  Init +6; Senses Listen +2, Spot +4 
  Languages Flan, Infernal 
  AC 20, touch 12, flat-footed 18; Dodge 
   (+2 Dex, +7 armor, +1 shield) 
  hp 69 (9 HD); DR 10/magic and slashing 
  Immune ability damage to Str, Dex, Con, ability drain, 
  critical hits, death effects, death from massive 
  damage, disease, energy drain, exhaustion, fatigue, 
  mind-affecting spells and abilities (charms, 
  compulsions, phantasms, patterns and morale 
  effects), necromancy effects, nonlethal damage, 
  paralysis, poison, sleep, stunning, and any effect that 
  requires a Fortitude save (unless it also affects 
  objects or is harmless) 
  Resist positive energy effects 10, turn resistance +9 
  Fort +7, Ref +6, Will +4 
  Speed 20 ft. in +2 breastplate (4 squares), base speed 
  30 ft. 
  Melee +1 human bane falchion +15/+10 (2d4+8/15-20 
  plus Strength damage)  
  Ranged javelin +12 (1d6+4) 
  Base Atk +9; Grp +12 
  Atk Options Blind-Fight, Power Attack, Strength 
  damage 
  Abilities Str 17, Dex 14, Con –, Int 12, Wis 10, Cha 8 
  SQ undead traits 
  Feats Blind-Fight, Dodge, Greater Weapon Focus 
  (falchion), Improved Critical, Improved Initiative, 
  Improved Turn Resistance, Positive Energy 
  Resistance, Power Attack, Weapon Specialization, 
  Weapon Focus (falchion)  
  Skills Climb +9, Hide +3, Jump +3, Listen +2, Move 
  Silently +3, Ride +7, Spot +4 
  Possessions combat gear plus +2 breastplate, 
  masterwork buckler, +1 human bane falchion, javelin 
  Strength Damage (Su) Characters struck by a 
  swordswaith’s melee weapon take 1 point of Strength 
  damage. 
   
  8: GREATER TEMPLE 
  MANSCORPION (RAGING) 
  CR 10 
  Manscorpion barbarian 7/scout 1 
  NE Large monstrous humanoid 
  Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Listen +14, Spot +9 
  Languages Flan  
  AC 19, touch 8, flat-footed 19; improved uncanny dodge 
   (-1 size, -2 class, +4 armor, +1 deflection, +7 natural) 
  hp 145 (13 HD); DR 1/- 
  Fort +15, Ref +6, Will +7 
  Speed 60 ft. (12 squares) 
  Melee 2 claw each +17 (1d8+7/19-20) and 
   
  +14 stinger (1d6+3 plus poison) 
  Ranged javelin +9 (1d8+7) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +21 
  Atk Options constrict 1d8+7, improved grab, poison, 
  rage 2/day (7 rounds), skirmish +1d6 
  Combat Gear potions of magic fang (2), devastation 
  gauntlet, anklet of translocation, torc of displacement 
  Abilities Str 24, Dex 10, Con 20, Int 10, Wis 12, Cha 8  
  SQ trap sense +2 
  Feats Improved Critical (claw), Improved Initiative, 
  Improved Natural Attack (claw), Multiattack, Weapon 
  Focus (claw) 
  Skills Climb +14, Hide -4, Jump +29, Listen +14, Spot 
  +9, Tumble +9 
  Possessions combat gear plus masterwork chain shirt, 
  3 javelins, ring of protection +1, cloak of resistance 
  +1 
  Constrict (Ex) A manscorpion deals automatic claw 
  damage on a successful grapple check. 
  Improved Grab (Ex) To use this ability the manscorpion 
  must hit with a claw attack. 
  Poison (Ex) DC 17 Fortitude save; 1d4 Con/1d4 Con. 
   
  When not raging, a manscorpion has the following 
  changed statistics: 
  AC 21, touch 10, flat-footed 21 
  hp 129  
  Fort +13, Will +5 
  Melee 2 claw each +15 (1d8+5) and 
   
  +12 stinger (1d6+2 plus poison) 
  Ranged javelin +9 (1d8+5) 
  Atk Options constrict 1d8+5 
  Grp +19 
  Abilities Str 20, Con 16 
  Skills Climb +12, Jump +27 
  Poison (Ex) DC 15 Fortitude save; 1d4 Con/1d4 Con. 
   
   
   
  
  COR8-11 Restoration and Empire 
   
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  10: THE ANCIENT DEAD 
  ANASTARUM 
  CR 16 
  Male manscorpion lich sorcerer 15 
  LE Large undead 
  Init +6; Senses darkvison 60 ft.; Listen +11, Spot +22 
  Aura fear (DC 25, 60 ft.) 
  Languages Abyssal, Common, Flan, Infernal 
  AC 29, touch 11, flat-footed 29 
   (-1 size, +4 armor (mage armor), +4 shield (shield), +2 
  deflection, +8 natural) 
  hp 128 (145 with false life) (20 HD); DR 15/bludgeoning 
  and magic 
  Immune cold, electricity, polymorph, undead immunities 
  Resist turn resistance +4, fire (120 points; protection 
  from energy) 
  Fort +11, Ref +8, Will +14; +3 against sleep, paralysis, 
  and acid 
  Speed 50 ft. (10 squares) 
  Melee touch +13(1d8+5 negative energy plus paralyzing 
  touch) or  
  Melee 2 claws +13 each (1d6+4) and 
   
  sting +8 (1d6+2 plus poison) 
  Ranged touch +9 (as spell) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +10; Grp +18 
  Atk Options constrict, improved grab, paralyzing touch 
  (DC 25) poison (DC 14 Fort, 1d4 Con/1d4 Con) 
  Special Actions Draconic Presence 
  Combat Gear lesser metamagic rod of maximize, ring 
  of counterspells (dispel magic), gloves of arrow 
  snaring, beholder crown 
  Sorcerer Spells Known (CL 19th):  
  7th (4/day)—prismatic spray (DC 24), spell turning 
  6th (5/day)—ashen union (DC 21), chain lightning (DC 
  23), true seeing 
  5th (7/day)—cone of cold (DC 22), flaywind burst (DC 
  22) cloudkill (DC 20), wall of force 
   4th (7/day)—blast of sand (DC 20), dimension door, 
  displacement, phantasmal killer (DC 20) 
   3rd (7/day)—dispel magic, haste, lightning bolt (DC 
  20), protection from energy�� 
   2nd (7/day)—eagle’s splendor, false life�, invisibility, 
  mirror image, scorching ray  
   1st (7/day)—expeditious retreat, mage armor�, magic 
  missile, ray of enfeeblement, shield� 
   0 (6/day)—acid splash, dancing lights, daze (DC 15), 
  detect magic, flare (DC 17), mage hand, message, 
  prestidigitation, read magic  
  �Already cast 
  Abilities Str 19, Dex 10, Con --, Int 15, Wis 16, Cha 20 
  Feats Draconic Heritage (green), Draconic Presence, 
  Draconic Skin Greater Spell Focus (evocation), 
  Improved Initiative, Improved Toughness, Practiced 
  Spellcaster, Spell Focus (evocation) 
  Skills Bluff +7, Climb +16, Concentration +22, Hide 
  +16, knowledge (arcana) +20, Listen +11, Move 
  Silently+26, Search +10, Sense Motive +11, 
  Spellcraft +22, Spot +22 
  Possessions combat gear plus ring of protection +2, 
  cloak of resistance +2  
  Fear (Su) Creatures of less than 5 HD must succeed on 
  a Will save or be affected as if by a fear spell (CL 
  15th). A creature that successfully saves against this 
  affect cannot be affected by Anastarum’s aura for 24-
  hours. 
  Paralyzing Touch (Su) Creatures that fail a DC 25 Fort 
  save when hit with Anastarum’s touch attack are 
  permanently paralyzed.  
  Constrict (Ex) Anastarum deals automatic claw 
  damage on a successful grapple attack 
  Improved Grab (Ex) To use this ability, Anastarum 
  must hit with a claw attack.  
    
  CRAWLING APOCALYPSE* CR 13 
  *Sandstorm 143 
  LE Gargantuan undead 
  Init +4; Senses darkvision 60 ft.; Listen +22, Spot +23 
  Aura despair 
  Languages Flan  
  AC 30, touch 6, flat-footed 30 
   (-4 size, +24 natural) 
  hp 322 (28 HD); fast healing 10; DR  5/- 
  Resist fire (120 hp; protection from energy), +4 turn 
  undead  
  Immune mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, 
  damage to physical ability scores, any effect that 
  requires a Fortitude save (unless the effect is 
  harmless or affects objects), death from massive 
  damage 
  Fort +10, Ref +10, Will +21 
  Weakness vulnerability to fire 
  Speed 20 ft. (4 squares), burrow 20 ft. 
  Melee 2 tentacles each +24 (1d8+13/19-20 plus 
  mummy rot) and 
   
  6 arms each +18 (1d6+6) 
  Space 20 ft.; Reach 15 ft. (25 ft. with tentacles) 
  Base Atk +14; Grp +38 
  Atk Options Blind-Fight, Combat Expertise, Improved 
  Trip, mummy rot 
  Abilities Str 36, Dex 10, Con –, Int 6, Wis 20, Cha 20  
  SQ undead traits, unholy toughness 
  Feats Ability Focus (despair), Alertness, Blind-Fight, 
  Combat Expertise, Improved Critical (tentacle), 
  Improved Initiative, Improved Trip, Improved Turn 
  Resistance, Iron Will, Weapon Focus (tentacles) 
  Skills Listen +22, Spot +23 
  Despair (Su) At the mere sight of a crawling 
  apocalypse, a creature must succeed on a DC 31 
  Will save or be paralyzed with feat for 1d4 rounds. 
  Subsequently, the creature cannot be affected by the 
  same despair ability for 24-hours. 
  Mummy Rot (Su) Supernatural disease—tentacles, 
  Fortitude DC 29, incubation period 1 minute, damage 
  1d6 Con and 1d6 Cha.  
   
  
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Draconic Heritage [Draconic] 
  You have greater connection with your distant draconic 
  bloodline. 
   
  Prerequisites: Sorcerer 1st. 
   
  Benefits: Choose one dragon from the Draconic 
  Heritage list below and gain the indicated skill as a class 
  skill. This is your draconic heritage, which cannot be 
  changed once the feat has been taken. Half-dragons must 
  choose the same dragon kind as their dragon parent. 
   
  In addition, you gain a bonus on saving throws 
  against sleep and paralysis, as well as spells and abilities 
  with the energy type of your Draconic Heritage. This 
  bonus is equal to the number of draconic feats you have. 
  Dragon 
  Kind 
  Energy Type 
  Skill 
  Black 
  Acid 
  Hide 
  Blue 
  Electricity 
  Listen 
  Green 
  Acid 
  Move Silently 
  Red 
  Fire 
  Intimidate 
  White 
  Cold 
  Balance 
  Brass 
  Fire 
  Gather Information
  Bronze 
  Electricity 
  Survival 
  Copper 
  Acid 
  Hide 
  Gold 
  Fire 
  Heal 
  Silver 
  Cold 
  Disguise 
   
   
  Source: Complete Arcane 77. 
   
  Draconic Presence [Draconic] 
  When you use your magic, your mere presence can 
  terrify those around you. 
   
  Prerequisite: Draconic Heritage. 
   
  Benefit: Whenever you cast an arcane spell, all 
  opponents within 10 feet of you who have fewer Hit Dice 
  than you become shaken for a number of rounds equal to 
  the level of the spell you cast. The effect is negated by a 
  Will save (DC 10 + level of the spell cast + your Cha 
  modifier). 
   
  A successful save indicates that the opponent is 
  immune to your draconic presence for 24 hours. This 
  ability does not affect creatures with an Intelligence of 3 
  or lower or creatures that are already shaken, nor does it 
  have any effect on dragons. 
   
  Source: Complete Arcane 78 
   
  Draconic Skin 
  Your skin takes on the sheen, luster, and hardness of your 
  draconic parentage.  
   
  Prerequisites: Draconic Heritage. 
   
  Benefit: Your natural armor increases by 1. 
  Source: Complete Arcane 78. 
   
  Epic Spellcasting [Epic] 
  You can create and cast spells that transcend the most 
  powerful existing spells. 
   
  Prerequisites: Spellcraft 24 ranks, Knowledge 
  (arcana) 24 ranks, ability to cast 9th-level arcane spells. 
   
  OR 
   
  Spellcraft 24 ranks, Knowledge (religion) 24 ranks, 
  ability to cast 9th-level divine spells. 
   
  OR 
   
  Spellcraft 24 ranks, Knowledge (nature) 24 ranks, 
  ability to cast 9th-level divine spells. 
   
  Benefit: You may develop and cast epic spells. If you 
  are an arcane spellcaster, you may cast a number of epic 
  spells per day equal to your ranks in Knowledge (arcana) 
  divided by 10. If you are an arcane spellcaster, you may 
  cast a number of epic spells per day equal to your ranks in 
  Knowledge (religion) divided by 10.  
   
  Special: If you meet more than one set of 
  prerequisites, the limit on the number of spells you may 
  cast per day is cumulative. 
   
  Improved Toughness 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefits: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such as 
  by gaining a level) you gain 1 additional hit point. If you 
  lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats.  
   
  Source: Complete Warrior 101. 
   
  Improved Turn Resistance [Monstrous] 
  You have a better than normal chance to resist turning. 
   
  Prerequisite: Undead type. 
   
  Benefits: You are less easily affected by clerics or 
  paladins than you normally would be (PH 159). When 
  resolving a turn, rebuke, command, or bolster attempt, 
  add +4 to your character level (monster HD plus class 
  levels) to determine your Hit Dice for turn, rebuke, 
  command, and bolster attempts. 
   
  Source: Libris Mortis 27. 
   
  Multispell [Epic] 
  You can cast an additional quickened spell in a round. 
   
  Prerequisites: Quicken Spell, ability to cast 9th-
  level arcane or divine spells. 
   
  Benefits: You may cast one additional quickened 
  spell in a round. 
   
  Special: You can gain this feat multiple times. Its 
  effects tack. 
   
  Positive Energy Resistance [Monstrous] 
  You are resistant to the damage dealt by positive energy 
  effects. 
   
  Prerequisite: undead type. 
  
  COR8-11 Restoration and Empire 
   
  Page 36 
   
  Benefit: You gain resistance 10 against positive 
  energy effects, such as cure spells. 
   
  Source: Libris Mortis 29. 
   
  Practiced Spellcaster 
  Choose a spellcasting class that you possess. Your spells 
  cast from that class are more powerful.  
   
  Prerequisite: Spellcraft 4 ranks.  
   
  Benefit: Your caster level for the chosen spellcasting 
  class increases by 4. This benefit can’t increase your caster 
  level to higher than your Hit Dice. However, even if you 
  can’t benefit from the full bonus immediately, if you later 
  gain Hit Dice in levels of nonspellcasting classes, you 
  might be able to apply the rest of the bonus. For example, 
  a human 5th-level sorcerer/3rd-level fighter who selects 
  this feat would increase his sorcerer caster level from 5th 
  to 8th (since he has 8 Hit Dice). If he later gained a 
  fighter level, he would gain the remainder of the bonus 
  and his sorcerer caster level would become 9th (since he 
  now has 9 Hit Dice). A character with two or more 
  spellcasting classes (such as a bard/sorcerer or a 
  ranger/druid) must choose which class gains the feat’s 
  effect. This feat does not affect your spells per day or 
  spells known. It increases your caster level only, which 
  would help you penetrate spell resistance and increase 
  the duration and other effects of your spells.  
   
  Special: You may select this feat multiple times. 
  Each time you choose it, you must apply it to a different 
  spellcasting class. For instance, a 4th-level cleric/5th-level 
  wizard who had selected this feat twice would cast cleric 
  spells as an 8th-level caster and wizard spells as a 9th-level 
  caster. 
   
  Source: Complete Arcane 82. 
   
  MAGIC ITEMS 
  Anklet ofTranslocation 
  Price (Item Level): 1,400 gp (5th) 
  Body Slot: Feet 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) conjuration 
  Activation: Swift (command) 
  Weight: — 
  A pewter chime hangs from this simple leather ankle-band. 
   
  An anklet of translocation allows you to make short 
  dimensional hops. When it is activated, you can instantly 
  teleport (with no chance of error) up to 10 feet. The new 
  space must be within line of sight and line of effect.  
   
  You can’t use the anklet to move into a space 
  occupied by another creature, nor can you teleport into a 
  solid object; if you attempt to do so, the anklet’s activation 
  is wasted. You can bring along objects weighing up to 
  your maximum load, but you can’t bring another creature 
  with you.  
   
  An anklet of translocation functions two times per day.  
   
  Prerequisites: Craft Wondrous Item, dimension door.  
   
  Cost to Create: 700 gp, 56 XP, 2 days. 
   
  Beholder Crown  
  Price (Item Level): 20,000 gp (15th)  
  Body Slot: Head  
  Caster Level: 13th  
  Aura: Strong; (DC 21) necromancy  
  Activation: Swift (mental)  
  Weight: 1 lb.  
   
  Ten metal stalks sprout from this grotesquely formed bronze 
  crown. At the tip of each stalk, a different gem gazes like a 
  glistening eye.  
   
  These strange crowns can shoot rays from eyelike gems, 
  much like the attacks of their namesake. Each gem can 
  fire a different ray a single time at a target (doing this 
  burns out the gem). Each ray extends up to 30 feet and 
  requires a ranged touch attack to successfully strike a 
  target. Each ray functions as a particular spell (though the 
  ray only affects a single target):  
  • 
  charm monster (Will DC 17 negates)  
  • 
  charm person (Will DC 17 negates)  
  • 
  deep slumber (Will DC 17 negates)  
  • 
  disintegrate (Fort DC 17 partial)  
  • 
  fear (Will DC 17 partial)  
  • 
  finger of death (Fort DC 17 partial)  
  • 
  flesh to stone (Fort DC 17 negates)  
  • 
  inflict moderate wounds (Will DC 17 half)  
  • 
  slow (Will DC 17 negates)  
  • 
  telekinesis (violent thrust against a target of up to 325 
  pounds; Will DC 17 negates)  
   
  Prerequisites: Craft Wondrous Item, charm monster, 
  charm person, deep slumber, disintegrate, fear, finger of 
  death, flesh to stone, inflict moderate wounds, slow, 
  telekinesis.  
   
  Cost to Create: 10,000 gp, 800 XP, 20 days.  
   
  Source: Magic Item Compendium 73. 
   
  Devastation Gauntlets  
  Price (Item Level): 2,000 gp (6th)  
  Body Slot: Hands  
  Caster Level: 5th  
  Aura: Faint; (DC 17) transmutation  
  Activation: Swift (command)  
  Weight: —  
  Stylized flames rendered in scarlet enamel encircle these steel 
  gauntlets.  
   
  Devastation gauntlets are prized by anyone who earns gold 
  by fighting in melee, from raging barbarians to wily 
  swashbucklers. These gauntlets have 3 charges, which are 
  renewed each day at dawn. Spending 1 or more charges 
  grants you a bonus to the damage dealt by a critical hit 
  you make in melee. You activate the gauntlets after you 
  have confirmed a critical hit, but before damage is rolled.  
   
  1 charge: +2d6 points of damage.  
   
  2 charges: +3d6 points of damage.  
   
  3 charges: +4d6 points of damage.  
  
  COR8-11 Restoration and Empire 
   
  Page 37 
   
  Prerequisites: Craft Wondrous Item, keen edge.  
   
  Cost to Create: 1,000 gp, 80 XP, 2 days. 
   
  SPELLS 
  Ashen Union 
  Necromancy 
  Level: Sorcerer/wizard 6 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude half and Fortitude partial; see 
  text 
  Spell Resistance: Yes 
   
  You drain all the moisture from the body of a living 
  creature, dealing it 1d6 points of dehydration damage per 
  two caster levels (maximum 10d6). A creature that makes 
  a successful Fortitude save takes half damage. If the 
  subject takes damage from the spell (whether its first save 
  was successful or not) equal to more than half of its 
  current hit points, it must make another Fortitude saving 
  throw or die as its body expels all remaining fluid, leaving 
  behind only a fragile husk that powders to ash at the least 
  touch. A victim’s equipment is unaffected. A creature that 
  is affected but not slain by the spell is dehydrated (as the 
  condition—see page xx). 
   
  Material Component: A piece of dried fruit and a pinch 
  of dust. 
   
  Source: Sandstorm 110. 
   
  Blast of Sand 
  Conjuration (Creation) [Earth] 
  Level: Druid 4, Sand 4, sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
   
  Sand sprays from your outstretched palm with enough 
  force to strip flesh from bone and scour surfaces. The 
  spell deals 1d6 points of damage per caster level 
  (maximum 10d6). Do not divide damage from sand scour 
  by four when applying it to objects. 
   
  Material Component: A pinch of sand. 
   
  Source: Sandstorm 112. 
   
  Epic Mage Armor 
  Conjuration (Creation) [Force] 
  Spellcraft DC: 46 
  Components: V, S 
  Casting Time: 1 minute 
  Range: Touch 
  Target: Creature touched 
  Duration: 24 hours (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  An invisible but tangible field of force surrounds the 
  subject of epic mage armor, providing a +20 armor bonus to 
  Armor Class. Unlike mundane armor, epic mage armor, 
  entails no armor check penalty, arcane spell failure 
  chance, or speed reduction. Because epic mage armor is 
  made of force, incorporeal creatures can’t bypass it the 
  way they do normal armor. 
   
  Flaywind 
  Evocation [Air, Earth] 
  Level: Cleric 5, druid 5, Sand 5, sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 60 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: No 
   
  This spell produces a brief windstorm (approximately 70 
  mph), filled with scouring, supernatural grit that literally 
  strips flesh. In addition to the possible effects of the wind, 
  creatures within the area of flaywind take 1d6 points of 
  damage per caster level (maximum 10d6) from the 
  scouring sands. A successful Reflex save halves this 
  damage. 
   
  A creature within the area of flaywind must make a 
  Fortitude save or experience the effects of the wind’s 
  force. A Small or smaller creature is knocked down and 
  rolled 1d4 x 10 feet, taking 1d4 points of nonlethal 
  damage per 10 feet. If flying, a Small or smaller creature is 
  blown back 2d6 x 10 feet and takes 2d6 points of 
  nonlethal damage. Medium creatures are knocked prone, 
  or if flying are blown back 1d6 x 10 feet. Large or Huge 
  creatures are unable to move forward against the force of 
  the blast, or if flying are blown back 1d6 x 5 feet. 
  Gargantuan or larger creatures can move normally within 
  a flaywind. Flaywind can’t move a creature beyond its 
  range. 
   
  In addition to the effects noted, flaywind can do 
  anything else that a windstorm-force sandstorm would be 
  expected to do, such as briefly obscure vision, heel over a 
  boat, or blow gases and vapors to the limit of its area. 
   
  Material Component: A pinch of sand and the wing 
  feather of a vulture. 
   
  Source: Sandstorm 115. 
   
  Let Go Of Me 
  Transmutation 
  Spellcraft DC: 43 
  Components: None 
  Casting Time: 1 free action 
  Range: Touch 
  Target: One creature or force grappling you 
  Duration: Instantaneous 
  
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  Page 38 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
   
  You radiate destruction, dealing 20d6 points of damage to 
  any creature grappling you. The damage dealt is of no 
  particular energy type—it is purely destructive impulse. 
  If grappled by a magical force, such as Bigby’s grasping 
  hand or Bigby’s crushing hand, the force is automatically 
  destroyed. Being grappled is dangerous for most 
  spellcasters, so few mind taking 10d6 points of backlash 
  damage. 
   
  Peripety 
  Abjuration 
  Spellcraft DC: 27 
  Components: V, S 
  Casting Time: 1 minute 
  Range: Personal 
  Target: You 
  Duration: 12 hours 
   
  Ranged attacks targeted against you rebound on the 
  original attacker. Any time during the duration, five 
  attacks are automatically reflected back on the original 
  attacker; you decide which attacks before damage is 
  rolled. The reflected attack rebounds on the attacker 
  using the same attack roll. Once five attacks are reflected, 
  the spell ends 
  .
   
   
   
   
   
  
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  DM MAP 1: THE BIGHT LANDS 
   
   
   
  
  COR8-11 Restoration and Empire 
   
  Page 40 
  DM AID 1: TRAVELING IN THE BRIGHT DESERT
  Travelers in the Bright Lands face many perils. Chief 
  amongst these are the harsh landscape and unforgiving 
  climate. Full rules for travel in the Bright Desert are 
  included in the Sandstorm accessory. However, to 
  facilitate play the basics of these rules are presented here. 
   
  During a typical day the desert goes through a radical 
  series of temperature changes. During daylight hours the 
  temperature in the desert is generally in the hot 
  temperature band. Around midday however, and for two 
  hours afterwards, the temperatures climbs into the severe 
  heat temperature band. At night, the temperatures swiftly 
  plunge into the cold temperature band. Thus, travelers 
  must be ready to combat a number of temperature-
  challenges. 
   
  Most intelligent beings avoid traveling around 
  midday and the two hours directly afterwards, breaking 
  their journey to get into some shade.  
   
  DISTANCES AND TRAVEL TIMES 
  Travel through the sandy wastes of the Bright Desert is 
  slow; the PC’s speed being cut by half. Even when the 
  PCs leave the Bright Desert and enter the Abbor-Alz they 
  will be unable to travel any faster. This means that the 
  PCs will inevitably spend several days traveling through 
  the region. 
   
  The following tables list the modified movement 
  rates of individuals and their mounts moving through the 
  Bright Desert and the Abbor-Alz. 
   
  PC and NPC Movement Rates 
   
  Speed 
   
  20 ft. 
  30 ft. 
  40 ft.
  One Round 
   
   
  Walk 
  10 ft. 
  15 ft. 
  20 ft.
  Hustle 
  20 ft. 
  30 ft. 
  40 ft.
  Run (x3) 
  30 ft. 
  45 ft. 
  60 ft.
  Run (x4) 
  40 ft. 
  60 ft. 
  80 ft.
   
   
   
  One Minute 
   
   
  Walk 
  100 ft. 
  150 ft. 
  200 ft.
  Hustle 
  200 ft. 
  300 ft. 
  400 ft.
  Run (x3) 
  300 ft. 
  450 ft. 
  600 ft.
  Run (x4) 
  400 ft. 
  600 ft. 
  800 ft.
   
   
   
  One Hour 
   
   
  Walk 
  1 miles 
  1 ½ miles 
  2 miles
  Hustle 
  2 miles 
  3 miles 
  4 miles
   
   
   
  One Day 
   
   
  Walk 
  8 miles 
  12 miles 
  16 miles
   
  Mount Movement Rates 
   
  Speed 
   
  30 ft.1 
  40 ft.2 
  50 ft.3 
  60 ft.4
  One Round 
   
   
   
  Walk 
  15 ft. 
  20 ft. 
  25 ft. 
  30 ft.
  Hustle 
  30 ft. 
  40 ft. 
  50 ft. 
  60 ft.
  Run (x3) 
  45 ft. 
  60 ft. 
  75 ft. 
  90 ft.
  Run (x4) 
  60 ft. 
  80 ft. 
  100 ft. 
  120 ft.
   
   
   
   
  One Minute 
   
   
   
  Walk 
  150 ft. 
  200 ft. 
  250 ft. 
  300 ft.
  Hustle 
  300 ft. 
  400 ft. 
  500 ft. 
  600 ft.
  Run (x3)
  450 ft.
  600 ft. 
  750 ft. 
  900 ft.
  Run (x4)
  600 ft.
  800 ft. 
  1,000 ft. 
  1,200 ft.
   
  One Hour 
   
  Walk
  1 ½ miles
  2 miles 
  2 ½mile 
  3 miles
  Hustle
  3miles
  4 miles 
  5 miles 
  6 miles
   
  One Day 
   
  Walk
  12 miles
  16 miles 
  20 miles 
  24miles
   
  1: Donkey, mule; 2: Riding dog, pony, war pony; 3: Heavy 
  horse, heavy warhorse; 4: Light Horse, light warhorse 
   
  Getting Lost 
  Traveling through the trackless wastes of the desert is a 
  challenging proposition. Not only do the PCs have to 
  contend with the severe temperatures but they must also 
  guard against getting lost. The chances of PCs getting lost 
  is covered in detail in chapter 3 in the Dungeon Master’s 
  Guide. However, in brief: 
   
  Poor Visibility: If the PCs can see less than 60 ft. 
  due to poor visibility (such as darkness, a sandstorm etc.) 
  then they must make a successful DC 14 Survival check 
  to avoid getting lost. A character with at least 5 ranks in 
  Knowledge (geography) or Knowledge (local – Core) 
  gains a +2 bonus to this check. 
   
  Check Frequency: Make a check every hour or 
  portion thereof. 
   
  Effect of Being Lost: Characters lost move in a 
  randomly determined direction. Check for the direction 
  they move every hour. This continues until the PCs 
  either realize they are lost or blunder into an 
  unmistakable landmark. 
   
  Recognizing Being Lost: Once per hour of travel 
  each character may make a DC 20 Survival check to 
  realize they are lost. The DC of this check increases by 1 
  for every hour of random travel. Obviously, some 
  circumstance may obviate this check, such as seeing a 
  prominent landmark. 
   
  Setting A New Course: Each character may make a 
  DC 15 +2 per hour of random travel, Survival check to 
  determine the correct direction. Of course, characters 
  several characters could disagree on the right direction 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/598/COR8-11 Restoration and Empire (APL 10-14)/COR8-11 Restoration and Empire.pdf