TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no 
  Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn 
  more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2006 Wizards of the Coast, Inc and the 
  adventure author or authors.   
  Visit the LIVING GREYHAWK website at www.rpga.com For questions specific to this document and your region,
  triad point of contact (POC) at poc@furyondy.com; for LIVING GREYHAWK campaign questions email rpgahq@wizards.com
   please e-mail your 
  . 
   
   
  FUR6-07 
   
   
   
   
   
  Conjuring Trouble 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1.0 
  by Andrew Nuxoll 
  edited by Michelle Sharp 
  Playtesters: Morgan Meachum (GM), Christopher Good, John DuBois, Robert Warehall, Nathan Sparks, Shelley Stephen. 
   
  For good or for ill, it seems you have gained the attention of the Furyondy Mage Council. They even trust you enough 
  to send you on an important errand...or perhaps it’s just that you’re expendable. An adventure for APLs 2-8 and part two 
  of the Eight of Wands arc. Recommended for arcane spellcasters, particularly members of the Furyondy Mage Council. 
  Members of the Twilight Hunters and church-related metaorganizations may also benefit from playing this scenario. 
  
  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 player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure.  
        2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by 
  virtue of a class 
  ability 
  (such 
  as 
  animal companions, 
  familiars 
  paladin’s 
  mounts) 
  or 
  the 
  warhorse 
  of 
  a 
  character with the 
  Mounted 
  Combat 
  feat, use the sidebar 
  chart to determine 
  the 
  number 
  of 
  levels you add to the 
  sum of step one. 
  Add each character’s 
  animals separately. 
  Animals with different CRs are determined separately 
  using the chart; then, take the highest CR animal (or 
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  Conjuring Trouble 
   
  Page 2 
  
  animals), and add 2 (drop fractions). This result is the 
  effective character level for a mixed-CR group of animals. 
  A single PC may only bring four or fewer animals of this 
  type.  
  1. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round to 
  the nearest whole number. If you are running a table of 
  six PCs, add one to that average. 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Furyondy.  Characters native to Furyondy pay one Time 
  Unit per round; all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  It’s no secret that King Belvor’s Chamber of Four is 
  currently a council of three. Karzalin, the fire 
  elementalist, has mysteriously disappeared from Chendl 
  and it appears he will not be returning.  
  Note:  While this scenario has a lot of encounters, 
  many of them may not occur depending upon where 
  the PCs explore and what decisions they make. They 
  also need not occur in order. If you are running this 
  scenario as part of a timed slot (i.e., at a convention or 
  game day) then guidelines have been provided in some 
  of the encounters to help you stay on schedule. In any 
  case, you are under no obligation to prod the players 
  into seeking out all the available encounters. 
   
   Recently, the Mage Council has begun looking for 
  someone. Overtly their looking for a replacement for 
  Karzalin:  a powerful wizard who can be trusted to give 
  wise advice to the king on matters arcane. Covertly, the 
  mage council is looking for those among their profession 
  who might be siding with Thrommel in what is shaping 
  up to be a serious bid for the throne. 
   
  Given the seriousness of the situation, King Belvor 
  has commanded that any candidate to replace Karzalen 
  be interviewed by three groups:  the council itself, a high-
  ranking representative of a lawful church and an 
  independent party of citizens, preferably of the 
  adventuring persuasion.  Belvor has indicated that he 
  intends to consider the opinions of all these 
  representatives before making his final decision. The 
  decision to include the opinions of adventurers has 
  earned Belvor a fair amount of grief from the council but 
  his long experience has taught him that those with the 
  Conjuring Trouble 
   
  Page 3 
  
  adventurous spirit are most likely to find trouble that 
  others might overlook. 
   
  One or more of the PCs have garnered the attention 
  of the Furyondy Mage Council and as a result, they’ve 
  been selected to be this third interviewing party for the 
  first candidate. In this adventure, the PCs are hired to 
  interview the court wizard at Littleberg: an elderly 
  gnome named Afronidious the Daft. Afronidious is one 
  of the most powerful wizards in the kingdom but he's 
  been overlooked for the council in the past because he 
  has a reputation for getting into trouble. Nonetheless, 
  he’s an obvious candidate and, as such, he has been 
  selected for this first round of interviews. 
   
  Afronidious’ specialty is extra-planar travel. In 
  particular, he is interested in discovering and exploring 
  unknown planes and demi-planes. He has long espoused 
  the theory of alternate material planes but, thus far, has 
  been unable to reach them.   
   
  While the PCs are in route to Littleberg, Afronidious 
  makes 
  a 
  major 
  breakthrough 
  in 
  his 
  research. 
  Unfortunately, in his exploration of what he believes is 
  an alternate material plane, Afronidious is captured by 
  the natives. The gate used to get him there is slowly 
  collapsing and his apprentices are getting frantic and 
  desperately fatigued.  Enter our heroes… 
  Adventure Summary 
  Encounters that should be abbreviated in a four-hour 
  time slot have a recommended time listed in square 
  brackets after the description. 
  Introduction: The PCs receive a summons from 
  someone on the Mage Council (or indirectly via their 
  metaorganization). [15 minutes] 
  Encounter One: The PCs meet with Telmus, a 
  representative of the Mage Council. He gives them two 
  missions: an overt mission to interview a wizard named 
  Afronidious and a covert mission to watch for signs that 
  Afronidious might be in league with Prince Thrommel. 
  [15 minutes] 
  Encounter Two: The PCs reach the small tower home 
  of Afronidious but no one seems to be there. If they let 
  themselves in, they have an opportunity to search the 
  tower unimpeded.  Taking advantage of this opportunity 
  might lead them to find something interesting. [25 
  minutes] 
  Encounter Three:  At the top floor of the tower the 
  party finds two apprentices who explain the situation. 
  PCs discover they must go through the untrustworthy 
  looking planar gate if they wish to find Afronidious. The 
  apprentices provide some hints about what to expect on 
  the other side. [10 minutes] 
  Encounter Four: The PCs enter the portal and find 
  themselves on a Plane of Mirrors in a room filled with 
  several human NPCs watching a scrying device. One of 
  them, a man named Thape, offers to help the PCs find 
  Afronidious in exchange for a certain piece of equipment. 
  Encounter Five: If the PCs draw too much attention to 
  themselves, they encounter a pair of hostile nerras who 
  aggressively attempt to detain them. The PCs must use 
  diplomacy, subterfuge or force to escape. 
  Encounter Six: The PCs enter dormitory rooms that 
  are currently unoccupied and explore. [20 minutes for 
  the first room, 5 for additional rooms.] 
  Encounter Seven: The PCs enter a dormitory room 
  occupied by a large human who lies crying in a bed.  He 
  has been tied down and is unable to move but makes 
  pleading gestures and sounds to the PCs.  If he is freed he 
  engages them (willing or not) in a good natured wrestling 
  match. 
  Encounter Eight: The PCs enter a room that resembles 
  a small temple filled with several mirrors that are, in fact, 
  portals to other planes.  [10 minutes] 
  Encounter Nine: The PCs enter a room that appears to 
  be a workshop of some sort.  Exploration and search 
  reveal several bizarre materials and items stored there. 
  One occupant of the workshop might give the PCs a gift. 
  Encounter Ten: The PCs reach a room that is protected 
  by a guard. If they catch his attention, he releases some 
  large critters to attack the PCs and then escapes. If they 
  thwart this guard or defeat his spiders they find the room 
  beyond occupied by a helpless (drugged) Afronidious. 
  Encounter Eleven: Depending upon their actions, 
  they may be attacked by Thape as they make their way 
  back to the portal.  
  Encounter Twelve:  Some parties may wish to rescue 
  the nerras prisoners. This encounter described how that 
  can be adjudicated. 
  Encounter Thirteen:  The party finally gets a chance 
  to interview Afronidious the Daft.  
  Conclusion: The PCs report the results of their 
  adventure to the Furyondy Mage Council.   
  Preparation for Play 
  The bulk of this scenario is an open ended dungeon 
  crawl. The encounters listed are not likely to occur in 
  Conjuring Trouble 
   
  Page 4 
  
  order and some of them may not occur at all. You should 
  be thoroughly familiar with DM’s Aid #2: Nerrexis, A 
  Plane of Mirrors before running this adventure. 
  • 
  Determine which PCs have played FUR6-06 
  Invocation and Intrigue (the preceding adventure in 
  this story arc) as this plays a role in the Introduction. 
  In particular, determine which PCs had Lielenna’s 
  Foretelling and drew the Void or Fool cards. 
  • 
  Determine which metaorganizations the PCs are 
  members of as this may impact how the PCs are 
  drawn into this scenario. 
  • 
  Determine if any PCs have played FUR5-4 A Mine. 
  A Plan.  A Canard. Pandemonium!  These PCs 
  recognize the apprentice wizard Preak Osshius who 
  appears in Encounters Two and Three. 
  • 
  For Encounter Four, select a PC who is opening 
  carrying a dagger (preferably of masterwork quality 
  or better) to trade with Thape. If none of the PCs is 
  carrying a dagger select another weapon that’s 
  similar if possible (kama, shortsword, etc). The type 
  of weapon is more important than its quality (i.e., a 
  normal dagger is better than a masterwork kama). 
  • 
  For the wrestling match in Encounter Seven, you 
  should very comfortable with the rules for grappling 
  in the PHB as well as the clarifications in the D&D 
  FAQ. At APL 8, you should understand all three uses 
  of the Elusive Target feat. 
  Introduction 
  This adventure begins when the PCs receive a summons 
  from Furyondy’s Mage Council. The circumstances that 
  lead to this invitation vary depending upon who the PCs 
  are and, in particular, what metaorganizations they 
  belong to. There are no in-game mechanical benefits for 
  one invitation or the other. This is purely a role-playing 
  benefit. Expound upon it as much as befits the players.   
   
  Use one of the following “hooks” to get the PCs 
  involved. These hooks are listed in order of preference, so 
  if a PC is eligible for multiple of these hooks, select only 
  the first one from the list that they qualify for.  At least 
  one PC at the table should receive a hook, but no PC 
  should receive more than one. It is possible but not 
  necessary for every PC at the table to receive the hook.  
  • 
  PCs who have successfully completed FUR6-06 
  Invocation and Intrigue receive an invitation 
  directly from Telmus. Give these PCs Player’s 
  Handout #1. 
  • 
  PCs who are members of the Furyondy Mage 
  Council metaorganization receive a summons from 
  the council.  The council deems them an excellent 
  candidate due to their talents and ostensible loyalty 
  to the council. Give these PCs Player’s Handout #2. 
  • 
  Members of a lawfully-aligned church meta-
  organization (FAST-C, Heironeous, St. Cuthbert, 
  Rao, Mayaheine) receive a letter from their 
  organization notifying them that they have been 
  selected by their church to participate in the 
  assignment. The letter hints that they should keep 
  an eye out for info that might be useful to the 
  church. Give these PCs Player’s Handout #3. 
  • 
  Members of the Twilight Hunters receive notice 
  that an agent within the Mage Council has secured 
  him/her a position on the adventuring company. A 
  warning is given to watch for suspicious behavior. 
  Give these PCs Player’s Handout #4. 
  PCs who are eligible for none of the above hooks are 
  presumed to be invited by one of the other PCs at the 
  table who is eligible for a hook. Have the players 
  determine at this point who was invited by whom.  
  If no PCs at the table are eligible for any of the above 
  hooks then select one PC (preferably wizard or warmage) 
  and give him/her Player’s Handout #5. All the other PCs 
  are presumed to be invited by this PC. 
  Encounter One: A Dual Mission 
   
  Note:  If you are running this scenario in a four-hour 
  time slot, this encounter should not require more than 
  15 minutes of real time. If necessary, immediately 
  roleplay the answers to questions the PCs might ask 
  Telmus rather than waiting for the questions to be 
  asked.
  Though most of you are here for different reasons, all 
  of you have ended up being selected by Telmus, a 
  high ranking scribe in Furyondy’s Mage Council, for 
  a mission that you are finally going to be briefed on 
  this morning. 
   
  So it is that you find yourself sitting around a 
  stone table in a musty conference room deep in the 
  basement of the Mage Council offices. Telmus’ office 
  was much too small to accommodate all of you. 
  Telmus himself sits at the head of the table. He is the 
  only one who appears to be alert at this pre-dawn 
  hour. He’s a plain-faced man with short black hair 
  and a keen eye. He seems to have a firm command of 
  his duties for the council.  As you wait for the 
  Conjuring Trouble 
   
  Page 5 
  
  remaining members of your party to stumble in, he 
  sits calmly and studies his notes. 
  Use this opportunity to have the PCs introduce each 
  other before proceeding. 
  Telmus clears his throat.  “Since we’re all finally 
  here,“ he says, “we should start. As you know, the 
  Chamber of Four is missing a member. We’d rather 
  that weren’t public knowledge but, alas, it is. I must 
  ask you to keep the remaining content of this 
  meeting confidential. I won’t ask for an oath but I 
  will say that discretion will serve you as well as it will 
  serve us.” 
   
  “The king has determined to find a replacement 
  for Karzalin as soon as possible.  He has chosen to 
  honor the Furyondy Mage Council by hearing our 
  opinion on the decision. However, he’s also indicated 
  he will base his decision on the opinions of a 
  committee of ‘professionals,’ which we’ve been 
  allowed to select. We’ve selected you.” Telmus pauses 
  again as if he can’t believe this statement. 
   
  “I feel obligated to inform you that that this 
  directive has met with widespread disapproval from 
  Mage Council members.  The nobility, the churches 
  and even many members of the Mage Council are 
  insulted that your opinion is being given the same 
  weight as their own. At the very least, I expect you to 
  act at your utmost courtesy towards Mage Council 
  members while you perform this mission.  Ideally you 
  would exhibit as much discretion as you possibly can. 
  Are there any questions before I proceed?” 
  PCs may have several questions indeed.  Possible 
  questions and their answers are below.  In addition, a 
  complete outline of the selection process, as Telmus 
  understands it, is in DM’s Aid #3 for questions not 
  covered here. 
  • 
  Whom are we interviewing? 
  If the PCs ask this question, skip to the next read-aloud 
  text below and return to these questions afterwards. 
  • 
  Why are Mage Council wizards upset about 
  adventurers interviewing candidates? 
  “Ah. Well forgive me for being blunt but most 
  adventurers know little the arcane arts and much less 
  about the affairs of the state. Most members believe 
  you are ill qualified for this task and certainly far less 
  qualified than they are.” 
  • 
  Why were we selected? 
  “There were different factors involved for each of you. 
  I would prefer not to elucidate the council’s motives. 
  I assure you that you are all quite…qualified for the 
  job.” Telmus looks meaningfully at PCs who are here 
  because of their metaorganization membership. 
  • 
  Why is discretion important? 
  “I will address that at the end of this meeting.” 
  • 
  Who are the other candidates? or How many 
  candidates are there? 
  “I’m not at liberty to give you that information. I can 
  tell you that there are more than two and less than 
  twenty.” 
  • 
  Are you a candidate? 
  Telmus laughs if asked this.  “No I’m certain that I’m 
  not.” 
  • 
  Can I apply for the position? 
  “Of course not.” Telmus fails to suppress a smile. 
  • 
  What’s the pay? 
  “Your pay is commensurate with the service you 
  render and that has yet to be determined.  I assure 
  you that the Mage Council amply rewards those who 
  perform at the council’s expectations.” 
  • 
  I must negotiate our payment in advance. 
  “If you require a firm figure then perhaps I should 
  find a more suitable candidate for this committee?” 
  [This is not an idle threat.  The scenario is over for PCs 
  who persist along this line.] 
  When the players are ready to continue, read the 
  following: 
  “The first candidate you have been assigned to 
  interview is the gnome Afronidious, court wizard for 
  Countess Rhavelle of the Gold County. I can tell you 
  that he is quite elderly and, like all the candidates, 
  quite 
  accomplished 
  at 
  the 
  arcane 
  craft. 
  His 
  knowledge of the outer planes is among the best on 
  Oerth. I may tell you little else.” 
   
  Telmus pushes a sealed letter and sheet of 
  parchment toward you. “This is a letter of 
  introduction. Afronidious has been informed of your 
  coming but the letter is still an essential formality. 
  This other parchment is a map showing the location 
  of his home, which lies along the Libernen-Littleberg 
  highway. 
   
  “I expect you to leave as soon as possible. Given 
  your profession, I see no reason you can not be on the 
  road when the sun rises.” 
  Conjuring Trouble 
   
  Page 6 
  
  PCs with Knowledge (local-Iuz) or Bardic Knowledge 
  may have some information about Afronidious. PCs who 
  spend some time talking with others in town may also 
  learn the information noted below with a successful 
  Gather Information check. Remember that DC 10 
  Knowledge checks can be made untrained. 
  DC 10 
  Afronidious 
  is 
  commonly 
  known 
  as 
  “Afronidious the Daft” 
  DC 16 
  Afronidious is known to have arcane 
  accidents from time to time. Most common 
  folk try to avoid the area around his home. 
  DC 19 
  Afronidious is an exceptionally powerful 
  wizard, perhaps as powerful as Karzalin. 
  Tenser himself is rumored to have visited 
  Afronidious on at least one occasion. 
  Afronidious was once a member of the Mage 
  Council 
  but 
  was 
  ejected 
  from 
  the 
  organization. 
  DC 26 
  Afronidious 
  was 
  ejected 
  because 
  he 
  accidentally sent two noblemen to the plane 
  of Carceri while demonstrating one of his 
  many dangerous experiments. He currently 
  has two apprentices who must be very brave 
  or rather foolish. (PCs who achieve this DC 
  and have played FUR5-04 A Mine.  A Plan.  
  A Canard. Pandemonium! know that one of 
  the apprentices is none other than Preak 
  Oshious, 
  the 
  apprentice 
  wizard 
  that 
  designed The Canard.) 
  DC 29 
  Afronidious 
  has 
  recently 
  been 
  experimenting with gates to planes beyond 
  even the Outer Planes. Most wizards don’t 
  even believe that these planes exist. 
  The PCs may want to ask more questions at this point 
  (refer to the list above). Telmus provides no more 
  information about Afronidious claiming that he doesn’t 
  want to bias their opinion. Once the PCs have indicated 
  that they are ready to go, read the following: 
  As you prepare to leave, Telmus clears his throat 
  again. “There is one other delicate issue I’ve been 
  asked to bring up with you. It may surprise you to 
  learn that there is a small but powerful faction acting 
  in Furyondy. I’m not at liberty to tell you more except 
  that the leader of this faction is someone well known 
  and that there is evidence…” Telmus pauses here to 
  look you in the eye. “There is strong evidence that he 
  may be trying to try to usurp the throne. 
   
  “Obviously, 
  such 
  an 
  individual 
  is 
  quite 
  dangerous. The Mage Council has reason to believe 
  that one or more of its own members might be in 
  league with this enemy of the state. By entering the 
  homes of these high ranking wizards, you have a 
  priceless opportunity to investigate certain things 
  that otherwise would be impossible for us to see.  The 
  Mage Council would be grateful if you would keep 
  your eyes open for such opportunities. 
   
  “BUT I must temper that by reminding you that 
  the most important directive is the one I gave you 
  earlier. 
  Show 
  courtesy 
  and 
  discretion 
  toward 
  members of the council. That directive is the priority 
  in this situation.  When there is a conflict between 
  these two, please use your best judgment.   
   
  “May I answer any further questions before you 
  leave?” Telmus seems anxious for you to be on your 
  way. 
  The PCs may certainly have even more questions now.  
  Here are a few of the ones they might ask: 
  • 
  Who is this enemy of the state? 
  “I’m not at liberty to say.” 
  • 
  Are you talking about Prince Thrommel? 
  Telmus pauses for a moment before responding, “I’m 
  afraid I can’t say more about it but I remind you that 
  discretion is key to your success in this mission.” A 
  DC 11 Sense Motive check makes it clear that the PCs 
  have guessed correctly. 
  • 
  You are asking us to spy on our countrymen? 
  “’Spy’ is a strong word. If you see a thief cut a purse it 
  is not spying to report it, no? You just happen to be in 
  a position where you are more likely to see something 
  that others wish to keep hidden.” 
  • 
  Do you think Afronidious is a traitor? 
  “It would be a sad day if we found out that that were 
  so.” 
  Most other questions are met with an expressionless face 
  and the response: “I’m not at liberty say.” Use your best 
  judgement of how to answer. 
  Here are some things that Telmus knows but does not 
  share with the PCs (short of a successful Intimidate 
  check): 
  • 
  Anything known with a DC 26 Knowledge (local-
  Iuz) check (see above). 
  • 
  Afronidious is largely disdained by council members 
  and unlikely to be selected for the post. The PCs are 
  being sent to him first as a kind of “test” to see if they 
  can reach a similar conclusion. Failure to do so 
  Conjuring Trouble 
   
  Page 7 
  
  impugns the results of future interviews in the eyes 
  of the council. 
  • 
  Prince Thrommel is indeed the traitor that the Mage 
  Council is worried about. They have no proof but 
  many believe that Karzalin may be working for 
  Thrommel. If they’re right then it’s likely that 
  Karzalin left a contact in the council. This is pure 
  speculation, however. 
  • 
  Telmus does not know who the other candidates are 
  but he is fairly certain that his own master, Thimme 
  DeLevine, is on the short list. Thimme played a 
  peripheral role in FUR6-06 Invocation and Intrigue. 
   
  Treasure: The PCs are paid after they have 
  completed the mission regardless of their success. 
  Success, as measured by their evaluation of Afronidious, 
  also grants them the Trust of the Mage Council on the 
  adventure record (see the Conclusion for details). 
  APL 2: Loot – 0 gp, Coin – 8 gp, Magic – 0gp. 
  APL 4: Loot – 0 gp, Coin – 17 gp, Magic – 0gp. 
  APL 6: Loot – 0 gp, Coin – 25 gp, Magic – 0gp. 
  APL 8: Loot – 0 gp, Coin – 33 gp, Magic – 0gp. 
  Encounter Two: On the Doorstep 
   
  Once the PCs are ready to travel, reaching the home of 
  Afronidious the Daft is uneventful and relatively easy. 
  Feel free to invent a grand tale about the journey if you 
  wish. Once the PCs arrive, read the following: 
  Even from a distance you were able to make out the 
  sturdy looking stout three story stone tower with a 
  dome on the roof.  Clearly this is the home of a 
  wizard.  The windows are small but the one on the top 
  floor clearly bears some frightening looking scorch 
  marks as if there was a large explosion inside 
  sometime in the distant past. 
  Once the PCs approach the tower, keep reading. 
  As you approach the tower a small cart being pulled 
  by a large mastiff approaches from the opposite 
  direction. The cart appears to be empty except for an 
  elderly gnome farmer sleeping in the driver’s seat but 
  it’s no cause for alarm; the dog clearly knows the way 
  home. 
  If the PCs wake the driver of the cart, skip the text below. 
  The old gnome is pleasant and talkative. His name is 
  Ziffranalbop (“call me ‘Zif’”) and he’s been farming 
  dresadoes in these parts for “nigh on two centuries.” He’s 
  currently headed for home (a half hour’s ride away) after 
  a long day in the fields. As soon as the PCs admit they are 
  going to visit Afronidious, Zif becomes visibly alarmed. 
  He makes an improbable excuse and hurries away. If the 
  PCs press him hard, Zif tells a story about the havoc 
  Afronidious has caused (pick one): 
  • 
  The time his crops were ruined by a herd of “angry 
  giants made o’ nuthin’ but the air we breathe I tell 
  you!”   
  • 
  The young gnomeling who ventured too close to the 
  tower and came back 50 years older and “mad as a 
  wood elf.”   
  • 
  His son-in-law took a job putting a new roof on the 
  tower after the old one “was blowed off.”  “I dunno 
  what happened, and Ninearlyploobuttum doesn’t 
  like to talk about it. But I do know that it took that 
  pot-bellied fool more than a year to find his way 
  from Zeif.” 
  Further questioning can yield more stories but eventually 
  Zif becomes so agitated with fright he becomes 
  uncommunicative. 
   
  If the PCs do nothing in particular about the gnome 
  in the cart, Zif makes a quick exit.  
  Note:  If you are running this scenario in a four-hour 
  time slot, the process of approaching the tower and/or 
  speaking with the old gnome are not necessary to the 
  plot and should take less than five minutes of real 
  time. 
  You turn off the road just before the cart reaches you 
  and find yourself before a stout wooden door about 
  six feet tall with a smaller gnome-sized door built cut 
  into it. As you contemplate this door, the wizened 
  farmer in the cart jerks awake and he regards you 
  with a wide-eyed and open-mouthed stare.  “Giddyap!” 
  He cries in a hoarse whisper and the mastiff begins to 
  trot a bit faster up the road and away from you. 
  If the PCs chase after him he eventually calms down and 
  explains the danger of disturbing Afronidious (see 
  above). 
   
  Once PCs have arrived, there are several actions 
  available to them: 
  • 
  Knock at the Door: This is the most likely action. 
  Unfortunately, no one answers the door regardless 
  of how hard they knock. The lab on the top floor has 
  been reinforced and magically warded. This keeps 
  most accidents in but also keeps sound out. Preak 
  and Drenna can not hear the knocking. 
  • 
  Wait: Given Telmus’s orders to be courteous, they 
  may opt not to enter the house. If they wait in a 
  Conjuring Trouble 
   
  Page 8 
  
  clearly visible location then there is a cumulative 
  20% chance per hour that Drenna or Preak glimpses 
  them out the window.  When this happens, Preak 
  comes and fetches them up to the lab. 
  • 
  Scout the Tower: 
  All the windows are closed 
  but neither locked nor shuttered so it’s easy for the 
  PCs to peer inside any of the rooms (see DM’s Aid #1 
  Map of Afrodinious Tower). Climbing in a window 
  is impossible for medium-sized PCs but can be 
  accomplished by a small-sized PC with a DC 20 
  Escape Artist check. If a PC peers inside a top floor 
  window then give Preak and Drenna a Spot check 
  (+0 modifier) opposed by the peeper’s Hide check. If 
  they see the PC then they frantically wave him/her 
  inside. Proceed to Encounter 2a below. 
  • 
  Break the Door Down: The door is not locked but 
  the PCs don’t know that unless they check. As a 
  result, they may try to break the door down. Doing 
  so means that they’ve insulted Afronidious. If the 
  PCs commit two or more insults, they negate his 
  favor on the adventure record. 
   
  Wooden Door: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18. 
  • 
  Open the Door:  They can just open the door. (If the 
  PCs attempt to pick the lock they immediately 
  discover that it is not locked.)   
  Once the PCs are inside refer to DM’s Aid #1 Map of 
  Afrodinious Tower. Descriptions of the rooms in this 
  small tower are below. 
  Afronidious’ Tower 
   
  Refer to DM’s Aid #1 Map of Afronidous’ Tower.  While 
  the PCs are in the house, they have multiple 
  opportunities to insult Afronidious (usually by breaking 
  something that belongs to him).  If the PCs commit two 
  or more insults, they negate his favor on the adventure 
  record.   
   
  Stealing items from the house is not only an insult to 
  Afronidous but also cause for him to have them pursued 
  by authorities. Afronidious lends magical aid to the 
  pursuit if it is needed. Unless the PC(s) who stole the 
  item(s) can demonstrate a way to avoid being located and 
  apprehended by a 17
  th level wizard, they are caught. The 
  items are confiscated and returned to their rightful 
  owner. The PC(s) are fined an amount equal to twice the 
  value of the items stolen (minimum 100gp). In addition, 
  all favors that they would receive on the AR are revoked 
  and the PC(s) are no longer eligible to participate in the 
  other scenarios in this story arc. Mark Theft from 
  Afronidious on the AR. 
   
  For each hour that the PCs spend in the tower, there 
  is a cumulative 20% chance that they are discovered by 
  one of the apprentices or Drenna’s familiar. Decrease this 
  chance if the PCs are being particularly stealthy. Once 
  the apprentices know the PCs are in the house, they 
  assume the PCs are visitors seeking Afronidious’ wisdom. 
  Proceed to Encounter 2a, below.  
  General Features: 
  • 
  All doors are simple wooden doors that are 
  medium sized with a small-sized door inset. 
  None are trapped or locked unless otherwise 
  specified. 
  Wooden Door: 1 in. thick; hardness 5; hp 10; 
  AC 5; Break DC 18. 
  • 
  The walls are stone. Outer walls are two feet 
  thick and enchanted to prevent dimensional or 
  extraplanar travel in or out of the tower. Inner 
  walls are about one foot thick. 
  • 
  The ceilings are six feet high, so tall PCs may be 
  squeezed. 
  • 
  Most 
  of 
  the 
  furniture 
  is 
  gnome-sized.  
  Exceptions are the chairs in areas A and B and 
  the furniture in area E. 
  Note:  If you are running this scenario in a four-hour 
  time slot, exploring this tower should take no more 
  than 20 minutes of real time. Nonetheless, there is the 
  possibility of making a discovery in room I, so avoid 
  hurrying the players unless it is necessary. 
  • 
  Several unseen servants patrol the tower and 
  perform odd jobs. If the PCs litter, besmirch the 
  house, break the china, use the chamber pot etc. 
  then the unseen servants become apparent as 
  the mess is cleaned up. Thus, it is difficult for 
  them to insult Afronidous simply by making a 
  mess. 
  A. Sitting Room 
  The floor of this cozy room is layered with several 
  carpets and contains a half dozen very comfortable 
  chairs. Two chairs are medium sized and the rest are 
  small. A stone fireplace is built into the south wall 
  though no fire is lit given the warm weather. A small 
  table by the door has three unopened letters atop it. 
  Coat hooks line the wall to your left and a gnome-
  sized piano sits in a corner to the east. The wall in 
  front of you is lined with bookshelves. 
  Conjuring Trouble 
   
  Page 9 
  
  If the PCs open the letters they have insulted 
  Afronidious. One of the unopened letters is clearly from 
  the Mage Council and (if opened) announces the 
  upcoming interview with the PCs. The other two letters 
  are from Afronidious’ sister and a colleague in Verbobonc 
  respectively.   
   
  The books on the shelves cover a variety of mundane 
  subjects with a particular focus on things that generally 
  appeal to gnomes (mining, practical jokes, etc.) None of 
  the books deal particularly with arcane subjects. 
  B. Dining Room 
  This room is dominated by a large dining table with 
  six chairs. Two of the chairs are sized for medium 
  humanoids and the rest are small.   
  C. Kitchen 
  This kitchen is large and elaborate. It is equipped 
  with several unidentifiable and unsettling gadgets in 
  addition to traditional cooking equipment. 
  A search of the room turns up a trap door leading to a 
  food cellar that is otherwise unremarkable.  Trying to 
  activate any of the gadgets requires a DC 12 Disable 
  Device check. Gnome PCs receive a +4 bonus on the 
  check. Failure results in breaking the device and 
  insulting Afronidious.   
  D. Apprentices’ Bedroom 
  This room contains two beds, two nightstands, two 
  wardrobes, two footlockers, two bookshelves and two 
  desks. An orange tom cat is sleeping on one of the 
  beds. 
  One of the desks is fairly neat but the other is strewn and 
  untidy. One bed is made, the other is not. The cat is 
  Drenna’s familiar. He is sleeping on Drenna’s bed (which 
  is made). If the PCs enter the room and begin to search it, 
  the cat alerts Drenna via their empathic link.  Drenna 
  sends Preak down to investigate. 
   
  If anyone searches the notes on the desk, a DC 10 
  Knowledge (Arcana) check indicates they are the studies 
  of a wizard (though not a terribly experienced one). Each 
  of the bookshelves contains a spellbook (belonging to its 
  respective apprentice). The footlockers and wardrobes 
  contain typical robes, traveling cloaks and the like. The 
  footlockers are locked with simple locks (Open Lock DC 
  20). Preak’s footlocker contains a toolbox that looks oft 
  used. Drenna’s footlocker contains a collection of rocks 
  and minerals including some semi-precious stones. Both 
  footlockers contain a small amount of coin.   
  E. Guest Bedroom 
  This bedroom’s furniture is sized for a small 
  humanoid.  It appears to be unoccupied. 
  It is unoccupied. 
  F. Guest Bedroom 
  This bedroom’s furniture is sized for a medium 
  humanoid.  It appears to be unoccupied. 
  It is unoccupied. 
  G. Bath 
  This small bathroom contains a tub that would be a 
  squeeze for a medium sized humanoid.  A large 
  cupboard contains linens, candles, bath soaps and 
  other mundane supplies. 
  H. Afronidious’ Bedchamber 
  This bedchamber clearly belongs to the master of the 
  house. A large feather bed occupies the center of the 
  room surrounded by several pieces of expensive 
  looking furniture. Several large mirrors line the walls 
  and the carpeting is particularly thick. 
  The contents of the dresser and wardrobe are mundane 
  and typical for a gnomish wizard. 
   
  One of the mirrors on the wall is a Mirror of Mental 
  Prowess (DMG p.262). Afronidious maintains a Nystul’s 
  magic aura upon the mirror so it detects as nonmagical. A 
  second Nystul’s magic aura has been placed on a nearby 
  mirror so that it radiates strong conjuration and 
  divination magic. Touching this decoy mirror activates a 
  permanent magic mouth that speaks in Afronidious’ 
  squeaky voice: 
  “Careful! There’s no good to come of poking about 
  where you don’t belong.” 
  If the decoy mirror is shifted in any way, the following 
  events occur simultaneously: 
  • 
  A forcecage (barred version, caster level 15
  th) 
  appears around the 20’ square before the mirror 
  • 
  A wall of force with a permanent duration 
  (caster level 15
  th) appears in the hallway 
  blocking the door to the stairs. 
  • 
  A silent alarm (caster level 15
  th) triggers, alerting 
  Afronidous (who does not receive it as he is on 
  another plane). 
  • 
  An audible alarm (caster level 15
  th) triggers 
  which alerts Drenna and Preak.  Preak arrives in 
  1d4 rounds and knows the password to 
  deactivate the wall of force. The apprentice 
  frowns at the PCs but if they explain themselves 
  Conjuring Trouble 
   
  Page 10 
  
  and/or apologize he retrieves potions of gaseous 
  form from the lab’s stores in order to liberate 
  any forcecaged PCs. Go to Encounter 2a, below. 
  • 
  The real mirror of mental prowess teleports to a 
  sealed cache beneath the floor of the sitting 
  room of the house. 
  Activating these traps is, of course, an insult to 
  Afronidious although activating the magic mouth is not. 
  I. 
  Afronidious’ Study 
  This room is only accessible via area H, above: 
  This room is clearly a study. A massive three-sided 
  desk faces the south wall. It is covered with piles of 
  papers, unidentifiable objects, magical toys, a half 
  dozen different writing implements, a set of scales, 
  alchemical reagents, etc. and etc. Every square inch of 
  the walls is lined with bookshelves with some 
  jammed in atop each other with only limited respect 
  to some form of filing system. Several boxes and chest 
  of various sizes are piled about the room. A large chair 
  whose leather was taken from a scaled animal rears 
  among the mess like a keep under siege. 
  The PCs can determine a lot about this room if they opt 
  to Search it. A Search of the entire room requires 3d12 
  minutes and reveals: 
  DC 10 
  One of the magical items listed below.  
  Multiple checks reveal multiple items. 
  DC 16 
  Afronidious’ log book (see below). 
  DC 31 
  The locked compartment on the side of the 
  desk that contains Afronidious’ spellbooks. 
  Opening this compartment without first 
  speaking a command word causes the books 
  to teleport to a cache below the floor in the 
  sitting room. Thus the compartment is empty 
  when opened by all but the most paranoid of 
  parties. 
  A DC 23 Knowledge (arcana) check reveals that the chair 
  is actually green dragon hide and dates to Afronidious’ 
  adventuring days almost two centuries ago.  
   
  An Appraise check reveals: 
  DC 13 
  The study could be looted for a net gain of at 
  least 50,000gp. 
  DC 19 
  Actually it’s more like 150,000gp. 
  DC 24 
  Perhaps 500,000gp depending on what can be 
  found and where you’re willing to go to find a 
  buyer. 
  There are several magical items in the study in various 
  places.  Each can be located with a Search check (see 
  above) or via a detect magic spell: a deck of illusions, a 
  wooden box containing one of each Quaals’ feather 
  token, a horn of fog, a set of pipes of sounding, a jar of 
  stone salve, a ring of water walking, and an immovable 
  rod.  Taking any items from this study is an insult to 
  Afronidious and results in the legal action for theft as 
  defined at the beginning of this section. 
   
  The real find is a leatherbound ledger that’s on the 
  desk. It matches a set of almost 100 such ledgers that 
  occupy one of the bookshelves. Each ledger is a record an 
  entire year of Afronidous’ activities. The ledger on the 
  desk is labeled “Common Year 596.” It’s not so much a 
  journal as a notebook full of notes and observations from 
  everything to perceived patterns in the battles of the 
  Blood War to what subspecies of dresado seeds to 
  purchase for the next season. There is some interesting 
  information to be found on page 71 of this ledger. 
  However, finding the right entry requires a DC 11 Search 
  check and 3d12 minutes. Multiple checks could be made, 
  except that time spent here eventually leads to the PCs 
  being discovered by the apprentices upstairs, preventing 
  future searches.   
   
  The PC who finds the entry gets the Something 
  Interesting entry on the AR, which describes how to get 
  the details. Be sure to tell this PC that the information 
  was found on page 71. If a PC discovers this entry, ask the 
  player if s/he hides his/her discovery or shares the info 
  with the party. If the information is shared then those 
  who read it also get the Something Interesting entry on 
  their AR. 
  J. 
  Laboratory 
  The entire top floor of this tower is occupied by a massive 
  wizard’s laboratory (described in the next encounter). 
  Both apprentices are here trying to keep an experimental 
  extra-planar gate open.  Once the PCs reach this lab on 
  their own (without being detected by the apprentices) 
  proceed to the next encounter. 
  K. Observatory/Roof 
  The roof of the tower is topped with a domed 
  observatory. The roof around the dome is flat and easy to 
  walk upon. Both the door to the dome and the trap door 
  leading down are locked with a good lock (Open Locks 
  DC 25). Attempts to open the trap door lock draw the 
  attention of apprentices below unless the attempt is done 
  carefully (giving a –2 circumstance penalty to the roll). 
  Conjuring Trouble 
   
  Page 11 
  
  Encounter 2a: Found Out! 
  Eventually, the PCs are noticed by the apprentices or 
  vice-versa. f the apprentices become aware of the party, 
  Preak rushes down to greet them and usher them 
  upstairs. They are delighted to see would-be rescuers and 
  don’t consider the possibility that the party might bear 
  hostile intent unless the PCs are hostile to them.  Even if 
  they catch the PCs poking around in Afronidious’ private 
  rooms they choose to ignore the issue for the matter at 
  hand. If the PCs have set off the alarm, they’re a bit less 
  trusting but can be quickly won over by fast talking PCs.  
  However, they do insist that the entire party leave the 
  private rooms and come up to the lab.   
  Aburptly, a young gnome approaches you with a 
  pleasant smile on his face. He is wearing wizard’s 
  robes with a large ink stain on one sleeve. A pair of 
  spectacles with particularly large lenses is perched on 
  his nose. Despite their size he has the look of 
  someone who sees much but observes very little. 
  “Greetings! My name is Preak, Preak Osshius, 
  accomplished inventor and distinguished apprentice 
  to Afronidious the Conjurer!” When you don’t seem 
  impressed, the gnome adds: “But you knew that didn’t 
  you? I assume you’re here to see my master?” 
  PCs who have played FUR5-04 A Mine.  A Plan. A 
  Canard. Pandemonium! immediately recognize Preak as 
  the inventor of “The Canard.” Preak does not recognize 
  these PCs unless they make a point of reminding him. 
  This isn’t arrogance, just absent-mindedness. If the PCs 
  do make a point of reintroducing themselves, Preak 
  responds with something like: 
  “Oh, my, yes! You’re one of those capable heroes that 
  demonstrated the efficacy of my device. I assure you 
  it’s only a matter of time before every mining 
  operation quadrupled its output. It will revolutionize 
  the industry.  Won’t that be magnificent?” 
  Once the PCs have explained themselves and/or 
  introduced themselves, Preak immediately asks them up 
  to the laboratory. While they are talking, the PCs notice 
  that Preak shows signs of fatigue. He has dark circles 
  under his eyes and his robes look like they’ve been slept 
  in. Preak tries to invite them up to the lab as soon as the 
  conversation allows: 
  “Yes, well if you’re here to see Afronidious you’ll have 
  to wait. I hope that it won’t be too much longer...” 
  Preak’s attention drifts for a moment before he 
  continues. “I’m afraid I have to return to the lab right 
  away. Won’t you come up? Maybe you can help.” 
  PCs who make a DC 13 Sense Motive check realize that 
  Preak is even more distracted than he might normally be 
  as if something has him worried. Preak would like to 
  avoid talking about the situation before the party reaches 
  the lab. He promises answers once they get inside but if 
  they insist he answers questions before they go up (see 
  Encounter Three).   
  Encounter Three: Watch that 
  First Step… 
  This encounter begins when the PCs enter the lab on the 
  top floor of the tower.  
  The entire top floor of the tower is dominated by a 
  wizard’s laboratory. Three ornate summoning circles 
  are carved directly into the smooth stone floor. In the 
  center of one floats something that resembles a 
  gigantic drop of mercury. It makes faint pulsating 
  humming noise that sounds a little dangerous. 
  Patches of darker and lighter color swirl together 
  across its surface in a softly turning maelstrom that 
  seems to descend to infinity. 
   
  Seated in a chair next to the gate is young dwarf. 
  She turns her head briefly to examine you as you 
  enter the room but after a moment turns back to 
  staring at the gate with a look of weary concentration. 
   
  Preak speaks as you enter the room.  “Afronidious 
  stepped through there about this time yesterday. I do 
  hope he’ll return soon.  The gate is somewhat instable 
  and showing signs of continuing degradation. I can’t 
  guess how much longer it will remain.” 
  Creatures: 
   Preak Osshius: Male gnome Wiz3. 
   Drenna Stonefist: Female dwarf Wiz4. 
  Most of the PCs should realize at this point that they’re 
  going to have to enter the gate and rescue Afronidious 
  from wherever he is. If the PCs don’t immediately realize 
  this, have Preak drop a few obvious hints until they get it. 
  They are heroes after all. If they are smart heroes they 
  may choose to ask a few questions first. Preak is generally 
  the spokesman for the two apprentices but Drenna does 
  answer questions directed to her and gives the same 
  answers (if less verbosely and less absentmindedly).   
   
  Note:  If you are running this scenario in a four-hour 
  time slot, preparing for the trip to the gate (once the 
  PCs realize this is what they must do) should take no 
  more than 10 minutes. 
  Here are some of the questions the PCs might ask: 
  • 
  Where does the gate go? 
  Conjuring Trouble 
   
  Page 12 
  
  “Afronidious was uncertain of the terminus but 
  optimistic that it might connect the material plane to 
  new congruence…uh…one of a set of planes even 
  beyond the outer planes…um…a different sort of 
  reality I think.  To be honest he seemed uncertain 
  and I didn’t quite comprehend.   
  • 
  Why (the heck) did Afronidous go in there? 
  “Well this gate is clearly stable…well somewhat 
  stable. It’s by far the most stable gate he’s created in 
  this 
  manner.” 
  Preak 
  shudders 
  a 
  little 
  as 
  if 
  remembering some unpleasant failures in the past. 
  “Anyway our master was quite excited. He was able to 
  ascertain a few properties of the destination plane but 
  they only raised more questions. He decided that the 
  only way to get answers was to visit the plane 
  himself…It seemed like a good idea at the time.” 
  • 
  Did Afronidious say when he would return? 
  “He clearly expected to be gone only a few minutes at 
  most.” 
  • 
  What did you find out about the plane? 
  “We aren’t certain of anything but the plane appears 
  to have a hospitable environment at least where the 
  gate emerges. Afronidious thought it was likely that 
  there are life forms there too but we have no way to 
  know anything about their physiology. The plane 
  shows clear signs of being highly resistant to some 
  forms of magic which probably hampered our 
  analysis.” 
  • 
  Can you tell me more about the plane’s magical 
  resistance? 
  If the questioner is not clearly a wizard Preak says “Some 
  spells won’t work. Others won’t work as expected.”
  If the questioner is obviously a wizard then Preak says, 
  “Spells from the Divination and Conjuration schools 
  are not likely to function in a predictable manner. 
  They may behave erratically or not function at all.”
  • 
  How long has the gate existed? 
  “About 36 hours” 
  • 
  How long until the gate collapses? 
  “Oh that’s entirely uncertain. I expect you have at 
  least an hour though.”   
  • 
  Can you come with us? 
  Preak blanches if asked a question like this and hesitates 
  before answering. “Well I suppose I could but I think 
  I’d be most efficacious applying my knowledge of 
  these gates to keep this one stable as long as possible. 
  Drenna and I have been using our burgeoning 
  expertise to keep the gate more stable than it could be 
  without us. Indubitably you can see the sagacity of 
  commissioning 
  us 
  with 
  continuing 
  our 
  ministrations.” 
  • 
  Can you offer any equipment/magic items to help 
  us? 
  Afronidious’ lab is particularly well stocked and Preak is 
  perfectly willing to loan the PCs a limited amount of 
  equipment from the stores. However, they must return 
  any borrowed equipment that is not lost, broken or 
  otherwise expended. There is a 75% chance that the lab 
  has any 1d4 of mundane item in the PHB worth 100 gp 
  or less. If the item is alchemical, the odds are 100% that 
  there are 1d4 of these items available. There is a 75% 
  chance the lab’s library is equipped with one scroll of any 
  wizard spell (up to 3
  rd level) in the PHB. For scrolls of 4
  th 
  – 6
  th level spells the odds are 25%. Scrolls of 7
  th - 9
  th level 
  spells or of any spell from outside the PHB are not 
  available. There is a 50% chance that the lab is equipped 
  with one potion (of wizard spells) listed in the DMG.   
   
  The lab never has more than one scroll or potion of 
  the same spell, with the exception that there are six 
  potions of gaseous form. The PCs are expected to pay the 
  normal price for any items they use during the scenario. 
  Examining the Portal 
  One or more of the PCs may wish to perform their own 
  investigation of the portal. Touching the gate in any way 
  is sufficient to trigger it and transport the touching 
  creature to the other side (see Encounter Four). 
   
  PCs who examine the gate with a detect magic spell 
  (and make the requisite DC24 Spellcraft check) can 
  determine that the portal is radiating strong conjuration 
  (which is consistent with a gate spell); however, the 
  center of the gate is entirely devoid of magic. A PC who 
  makes this check receives a +4 circumstance bonus on 
  further skill checks that directly involve the portal (e.g., 
  below). 
   
  Information is available with a Knowledge (arcana) 
  and/or Knowledge (the planes) check if the PC examines 
  the gate. If a single PC has 5 or more ranks in both skills, 
  she gets a +2 bonus on these checks. A PC who thinks to 
  examine Afronidious’ notes (which are sparse but useful) 
  gains a +4 bonus on the check.   
  Examination with Knowledge (arcana) 
  DC 19 
  Gates don’t usually last more than a few 
  seconds but this one has likely been shored 
  up in some way by the conjuring circle. How 
  long the gate will remain in existence is 
  Conjuring Trouble 
   
  Page 13 
  
  unknown but the time is probably hours, 
  possibly minutes and definitely not days. 
  DC 24 
  The player may read the gate spell description 
  in the Player’s Handbook. Traversing the gate 
  will be jarring and possibly physically 
  dangerous. The gate will probably remain for 
  about an hour before it does finally collapse. 
  DC 34 
  The behavior of this gate is not consistent 
  with any gate to any known major plane of 
  existence. The magic circle surrounding is 
  nothing short of ingenious.  
   
  Examination with Knowledge (the planes): 
  DC 24 
  To a trained eye, the “depth” of the gate is 
  quite large. Most gates are transparent but 
  this 
  one 
  is 
  nearly 
  opaque. 
  Only 
  undecipherable dark shadows are visible in 
  the shiny surface. The plane on the other side 
  of this gate is very far from the material plane. 
  Conjuration spells (particularly those that 
  involve inter-dimensional travel) are very 
  likely to fail. 
  DC 29 
  The magic of the gate seems to “wash over” it 
  like water beading on a smooth surface. The 
  plane seems to repel magic on some manner. 
  Divination 
  spells 
  are 
  going 
  to 
  be 
  temperamental at best. 
  DC 34 
  It appears that the plane is actively resisting 
  the gate in some way. It is likely that only a 
  portion of the plane (likely spherical) will be 
  accessible to visitors from the material plane. 
   
   
  Treasure: There is no treasure to be had here, at least 
  not for long. PCs who steal (or borrow without asking) 
  any item from the lab have insulted Afronidious and are 
  almost certainly captured by Furyondian authorities. See 
  the section titled “Afronidious’ Tower” in Encounter 
  Two.  
  Encounter Four: Scrying Gallery 
  The remainder of this adventure takes place on Nerrexis. 
  This plane is detailed in DM’s Aid #2 Nerrexis, a Plane of 
  Mirrors. You should be thoroughly familiar with this 
  appendix before proceeding with this adventure. If you 
  have not yet done so, take the time right now to briefly 
  review it before proceeding. 
   
  The plane is controlled entirely by the nerras, a race 
  of creatures who are native to various Planes of Mirrors. 
  This plane is used as a prison of sorts for creatures who 
  have been replaced by mirror duplicates. The prisoners 
  are brainwashed and led to believe that they are happy 
  here. The prisoners are kept here indefinitely while their 
  mirror duplicates further the nerra’s enigmatic ends. 
   
  The PCs have a limited amount of time to search this 
  plane and discover Afronidious before he is killed. The 
  clock starts once this encounter begins. The PCs begin 
  with exactly one hour of in-game time to find 
  Afronidious and get him out of his cell before he is 
  crushed against the walls by the collapsing gate. 
  Throughout the remainder of this adventure take careful 
  note of how long the PCs are taking. Lots of time spent 
  searching rooms and speaking to prisoners may cost 
  them their mission. Fortunately, the shrinking bubble 
  provides them with somewhat of a sense of urgency 
  (since it is visible to PCs, although not to others – see the 
  DM Aid for more details). As time passes, the PCs should 
  notice the shrinking and get a sense that they are 
  running out of time. 
   
  This encounter begins when the PCs touch the gate 
  and are transported to the other plane. If any PC drew the 
  Void card while receiving Lielenna's Foretelling in 
  FUR6-06 Invocation and Intrigue, pull that PC aside as 
  soon as he or she enters the gate and read the following: 
   
  As you are drawn into the gate, you find yourself 
  in Feldrake Inn again sitting before the Rhenee 
  fortuneteller. Slowly she turns your final card, your 
  future. You tense, expecting to see The Void again 
  and the woman's violent reaction to it. Instead, the 
  card laid upon the rough wooden table is… The 
  Rogue. You lift your eyes and see a most serious 
  expression on the face of the woman.  Then, the scene 
  around you begins to flow like ink running on 
  parchment. You find yourself hurtling down a dark 
  tunnel. The old woman's voice echoes in your mind. 
  "Choose your allies carefully..." 
  Read the following to all the players: 
  The instant you touch the gate, you feel your body 
  wrenched off of its feet and hurtled down a black and 
  purple tunnel at an unbelievable rate of speed. 
  Unimaginable distances pass by in an instant as you 
  careen off the sides of the tunnel, yet it is only 
  heartbeats before you land with crash upon a hard 
  floor. 
   
  Looking about, you see a medium sized room 
  filled with a score of humans all seated upon identical 
  brilliantly colored chairs.  They are all dressed in 
  identical white linen robes and woolen slippers. 
  Several of them wheel about to stare at you as you 
  land abruptly. However, an equal number continue to 
  Conjuring Trouble 
   
  Page 14 
  
  stare transfixed at a large scrying device through 
  which you can see two more humans engaged in a 
  heated argument in a language you can not 
  understand. The room is dimly lit but the area viewed 
  by the scrying device is outdoors and fills the room 
  with a soft glow. 
  PCs who fail a Reflex save (DC 15) take 1d6 points of 
  non-lethal damage from the crash landing and are prone. 
   
  The gate the PCs used to get here manifests in the 
  surface of a large mirror set in the wall behind the room’s 
  occupants. The gate’s presence is not apparent at a glance 
  but a DC 10 Search check is sufficient to locate it. The 
  PCs are free to return to material plane at any time. Each 
  trip (regardless of whether they are coming or going) 
  carries the potential for 1d6 nonlethal damage. Since they 
  now know what to expect, this damage can be avoided 
  with either a DC 15 Jump or DC 15 Tumble check (but 
  they may only attempt one of the two).   
   
  The scrying device (a mirror) looks out on the home 
  plane of the creatures who are imprisoned here.  Looking 
  through this mirror is one of the few sources of 
  entertainment for them. 
   
   Creatures:  All but one of the humans in this room 
  are noncombatants. If any one of them is attacked, they 
  flee loudly and in all directions which immediately 
  triggers Encounter Five. 
   
  PCs who successfully communicate with the 
  humans (verbally or non-verbally) get a sense of unease. 
  These humans do not behave in a manner that the PCs 
  are used to due to their different planar origin. Some 
  don’t respond to the PCs at all. Some walk away in the 
  middle of a conversation. Even when they talk, their 
  answers seem off, or nonsensical. Several of them have 
  odd behaviors that are reminiscent of nervous tics. They 
  have no sense of personal space and casually touch the 
  PCs or try to handle unusual objects born by the PCs. 
  They do not steal items belonging to the PCs. If 
  prevented from touching the PCs or their gear, they look 
  confused, comply for a short time but then forget and try 
  again. 
  All APLs (EL 0) 
   Human Expert 1 (3): hp 6 each.   
   Human Commoner 1 (4): hp 4 each.   
   Human Commoner 2 (2): hp 6 each.   
   Human Commoner 3 (1): hp 8 each.   
   Human Aristocrat 2 (4): hp 6 each.   
  APL 2 (EL 5) 
  Thape Zwepena: Male human Ftr2/Rog3; hp 33; see 
  Appendix Two.  
  APL 4 (EL 7) 
  Thape Zwepena: Male human Ftr2/Rog3/Invisible 
  Blade2; hp 43; see Appendix Three. 
  APL 6 (EL 9) 
  Thape Zwepena: Male human Ftr2/Rog3/Invisible 
  Blade4; hp 53; see Appendix Four. 
  APL 8 (EL 11) 
  Thape Zwepena: Male human Ftr2/Rog4/Invisible 
  Blade5; hp 63; see Appendix Five. 
   
  If you are running this scenario in a four-hour time 
  slot, Thape approaches the PCs as soon as reasonable 
  rather than waiting for them to ask about Afronidious 
  (see Development, below). 
  If the PCs attempt to talk to the denizens of the scrying 
  gallery, they quickly discover they don’t speak the 
  language. The humans here are from an alternate prime 
  material plane and their common is certainly not based 
  upon Oeridian like it is in the Flanaess. PCs who wish to 
  communicate directly with them have to make the 
  requisite Spellcraft check (see DM’s Aid #2) to cast 
  comprehend languages (DC 21) or similar magic. If they 
  succeed, they can extract a limited amount of 
  information from the humans who are here provided 
  they can make a DC 10 Diplomacy check.  
   
  However, comprehend languages only works one 
  way and the PCs have to pantomime their questions. This 
  requires a Bluff check. For most questions, the DC is 5 + 3 
  times the number of words in the question. Thus, for 
  example, a six-word question requires a DC 23 Bluff 
  check.  Adjust these DCs as circumstances warrant.  
  Multiple checks are allowed but each check requires 
  approximately 15 seconds of game time. If the PCs “take 
  20” the cost per question is 5 minutes. 
   
  A PC who attempts to communicate nonverbally can 
  still attempt a more difficult DC 14 Diplomacy check to 
  get one of the natives to answer questions. The Bluff 
  check required to ask questions is the same. However, 
  the answers are much shorter (usually one word or 
  gesture). If time is available, encourage roleplaying in 
  this situation!   
   
  Below are some questions that the PCs might ask 
  along with the Bluff check required. The long answer is 
  Conjuring Trouble 
   
  Page 15 
  
  only available if the PCs have cast comprehend languages 
  or have a similar active magical effect.  
  Who are you? (DC 14) 
  Long and Short Answer: “My name is X.”  (Some example 
  names are Pytent, Exagrik, Jowyn, and Juzn.) 
  What’s that scrying device? (DC 17) 
  Short: “Happiness.” 
  Long: “We like to watch the pictures.  You should watch 
  the pictures too.” 
  Have you seen a gnome wizard? (DC 23) 
  Short: “Yes.” 
  Long: “Oh! Oh, yes! He was happy to be here. He looked 
  at all of us and talked to us like you talk to us.” 
  Where did the gnome go? (DC 20) 
  Short: (points to the door) 
  Long: “The friends came to help him rest. He’ll probably 
  come back in a few days.” The word “friends” is a 
  reference to the nerra guards. 
  What do the friends look like? (DC 23) 
  Short: “Shiny!” 
  Long: “Like us but with mirror-like skin and no clothes. 
  They take good care of us. We like them.”  A DC 16 
  Knowledge (The Planes) check is sufficient to recognize 
  nerra from this description. 
  Where are the friends? (DC 17) 
  Short: None. (The PCs can not ask this question without 
  the long answer to the previous question.) 
  Long: The answerer points to the exit from the room and 
  says, “They’re out there.  Should I call for them?  They 
  will come…” If the PCs agree to this, proceed to 
  Encounter Five. 
  Can you show us where the gnome went? (DC 26) 
  Short: “No.” (see Development below) 
  Long:  “The friends want us to stay here and scry.” 
  Where are we?/What is this place? (DC 14) 
  Short: “Happiness.” 
  Long:  “We live here. You can live here with us now. The 
  friends are usually nice.” 
  Why do you live here? (DC 17) 
  Short:  “Happiness.” 
  Long: “Because we have to live here. You can live here 
  too. You’ll like it here.” 
  Why are you all dressed alike? (DC 20) 
  Short:  (removes his/her robe and offers it to the PC) 
  Long: “The friends pick our clothes. These are nice 
  clothes and they’re all the same! Would you like my 
  robe?” 
   
  The only piece of useful information that can be 
  extracted from the humans is that Afronidious was taken 
  or went with the “friends.” These “friends” are in fact the 
  guards in Encounter Five.   
   
  Development: Once the PCs begin to ask about 
  Afronidious they draw the attention of Thape and he 
  steps forward after they finish their current interaction 
  with any other NPCs.  Read the following text: 
  While all these humans appear a little shorter than 
  usual, a particularly short little man steps from 
  behind another resident and presents himself to you 
  with a broad grin. Unlike the other residents, this 
  man seems more alert and focused. His long hair is 
  unkempt and his robe has been smudged with dust.  
  “Thape!” he says to you in a loud and friendly manner 
  whilst pointing at his chest. 
  Thape is an unusual resident here. First, he seems almost 
  normal (if a little enthusiastic). He responds in a friendly 
  manner and gives sensible answers to questions. Second, 
  he seems much more aware of what’s going on around 
  him (i.e., the brainwashing didn’t work as well on him). 
  Like his fellows, he lacks a sense of personal space but 
  when first rebuffed for touching someone or handling 
  someone’s 
  possessions 
  he 
  smiles 
  and 
  nods 
  in 
  understanding and does not do so again.  However, he 
  later attempts to steal an item from the PC in question 
  using Sleight of Hand. 
   
  The third difference between Thape and his fellows 
  is that Thape is a homicidal maniac. For reasons lost in 
  his troubled past, Thape simply does not understand that 
  killing is wrong. For the moment he’s content to let his 
  curiosity rule his actions but eventually he hopes to 
  murder one of the PCs (see Encounter Eleven). Select 
  this victim now using the following criteria: 
  • 
  Anyone who is brusque, mean or dismissive with 
  Thape is the mark. 
  • 
  Thape would prefer not to kill someone who is 
  wearing medium or heavy armor.  
  • 
  Thape would prefer to kill someone who seems rich. 
  A big shiny weapon, or an amulet or holy symbol 
  Conjuring Trouble 
   
  Page 16 
  
  might be appropriate. Thape’s sense of wealth is 
  skewed so he may misinterpret these signs. 
  • 
  Thape would prefer not to kill someone who goes 
  out of their way to be nice to him. 
  Thape’s responses to the PCs questions are the same as for 
  the other residents. However, there is one question he 
  answers differently. If the PCs ask something like “Can 
  you show us where the gnome went?” then select a 
  random PC in the party who has a dagger (preferably of 
  masterwork quality or better). If no PC has a dagger than 
  select the most similar weapon that is available. Then 
  read (or play act) the following: 
  The little man’s eyes light up and he nods vigorously 
  and points toward the door. He takes a few steps 
  toward it as if to take you to Afronidious. Then, he 
  pauses, eyes you carefully and points meaningfully 
  toward your dagger.   
  Thape is looking for a trade. He’s willing to escort the 
  PCs to the gnome in exchange for a dagger (or a similar 
  weapon if no dagger is available). If the players don’t get 
  this right away allow an easy DC 10 Sense Motive check 
  to figure it out. If the PCs have successfully cast 
  comprehend languages then Thape just tells them he 
  wants to trade. Thape has a made his own makeshift 
  dagger but would prefer to use a real one if he can. (At 
  higher APLs he has the Two Weapon fighting feat and 
  can use both!). Allow the PCs a Sense Motive check vs 
  Thape’s Bluff check. If they succeed, they detect a certain 
  over-eagerness on Thape’s part to acquire the dagger.  If 
  the PCs hesitate or haggle, Thape offers other possessions 
  of his to sweeten the deal: 
  • 
  A flask of an effervescent lavender-colored, liquid in 
  a small glass bottle. This liquid is an elixir of love.  
  • 
  A pale yellow liquid in a glass vial. This is an 
  alchemical dexterity booster that provides a +2 
  bonus to Dexterity for one hour. Thape imbibed one 
  just before approaching the PCs but he has a second 
  one to trade. A DC 17 Craft (Alchemy) check [or 
  comprehend languages allowing an explanation 
  from Thape] discovers the purpose of the liquid. 
  • 
  Eight pale brown coins with a hexagonal shape. 
  These coins are much thicker than usual and are 
  drilled with a hole in the center. Thape keeps them 
  on a leather thong. A DC 13 Appraise check, DC 8 
  Craft (blacksmithing, weaponsmith, or similar) 
  check or DC 11 stonecunning check discovers that 
  the coins are an alloy of copper and electrum worth 
  about 1 gp each. 
  • 
  A roughly three-inch square hunk of a sticky off-
  white substance wrapped in oiled paper.  This is a 
  sweet that is popular in Thape’s home plane. It has a 
  pleasant salty/sweet flavor with a tropical undertone. 
  It’s also very chewy. Anyone eating the sweet gains a 
  -1 circumstance penalty to Spot checks and Initiative 
  checks for the next ten minutes while they chew on 
  it. Thape’s sweet has no appreciable value. 
  If the PCs agree to trade a dagger for Thape’s assistance 
  out right, Thape still offers to trade the above items for 
  other things belonging to the PCs. He’s particularly fond 
  of any liquid consumables.  Potions, in particular, are 
  highly desirable for him even if he has no idea what they 
  do.  
   
  Convincing Thape to escort the party for anything 
  other than a dagger requires that they adjust his attitude 
  from indifferent to helpful using a DC 30 Diplomacy or 
  Intimidation check. Apply a -4 penalty to the check due 
  to the lack of a common language. 
   
  If the PCs decide to ignore Thape and proceed on 
  their own then he’s fine with this. In fact, Thape seems 
  almost gleeful. He follows the PCs on their explorations 
  and pretends to be a member of the party.  If the PCs tell 
  him not to (or try to shoo him off) he smiles and nods but 
  doesn’t go away. A DC 30 Diplomacy or Intimidate check 
  (with the -4 penalty due to lack of a common language) is 
  needed to make him leave.   
   
  If the PCs attack Thape, he flees. He is likely to 
  return again in Encounter Eleven. 
   
  If the PCs trade Thape the dagger he hides it on his 
  person and eagerly escorts them out the door at the 
  conclusion of their trading. He urges silence and stealth 
  on their part before proceeding to the main stairwell 
  (which may trigger the next encounter if the party is not 
  stealthy enough).  Thape can unlock this stairwell easily 
  with his thieves’ tools. If the PCs decide to explore other 
  doors first Thape smiles patiently and follows them about 
  until they are ready to proceed.   
   
  Treasure: If the PCs defeat Thape (either here or, 
  more likely, in Encounter Eleven) they may loot his 
  equipment. 
  All APLs: Loot – 2 gp, Coin – 1 gp, Magic – alchemical 
  dexterity booster (2) (25gp each), elixir of love – (12gp). 
  Encounter Five: Trouble Calling 
  The prison/plane of Nerrexis is not particularly well 
  guarded because the prisoners really have no where to go 
  without a nerra’s mirror jump ability. However, there are 
  two guards on duty (or just one at APL 2) and they do 
  Conjuring Trouble 
   
  Page 17 
  
  leave their post and patrol the halls. This encounter 
  occurs the first time the PCs are spotted by the guards or 
  if the PCs draw attention to themselves in some way. 
  Once the PCs have defeated this encounter, it does not 
  recur (since there are no other guards). 
   
  For each round that the PCs are in the halls there is a 
  cumulative 1% chance that the nerra guards get a chance 
  to Spot them. If the PCs aren’t trying to Hide, assume the 
  PCs “take zero” on their Hide check. 
   
  If the PCs enter an Area H, there is a flat 50% chance 
  the guards are there. Unless the PCs are Hiding, the 
  guards automatically see the PCs. If the PCs are Hiding, 
  the guards must Spot the PCs as normal. Even if the PCs 
  avoid being spotted, they can draw attention to 
  themselves in other ways. Examples of activities that 
  would trigger this encounter include the following: 
  • 
  Combat  (which is most likely to occur in 
  Encounters Seven, Ten and Eleven) 
  • 
  Loud noises (e.g., shouting) or bright flashes of light 
  (e.g., a fireball) 
  • 
  Disturbing the prisoners such that they run from the 
  PCs. 
  • 
  Hacking on the walls of the building 
  • 
  Breaking any mirror on the plane 
  If any of these activities (or something equivalent) occurs 
  then the nerra guards find the party in 2d6 rounds and 
  immediately attack. 
   
  When this encounter occurs, begin the combat with 
  the nerras having just rounded the nearest corner from 
  which the PCs could not have seen them coming. If the 
  PCs are in a room, the nerras probably appear in the 
  doorway.   
   
  If the PCs have been discovered by chance, then 
  both the nerras and the PCs receive a DC 15 Spot check 
  to avoid being surprised. If the nerras have arrived 
  because the PCs have drawn attention to themselves, the 
  nerras always get to act in the surprise round and have 
  already cast mirror image before they arrive. 
  Creatures:  
  APL 2 (EL 3) 
  Guard: Kalareem nerra, hp 19; see Appendix Two. 
  APL 4 (EL 5) 
  Guards (2): Kalareem nerra, hp 19 each; see Appendix 
  Three. 
  APL 6 (EL 7) 
  Guards (2): Kalareem nerra Ftr2; hp 43; see Appendix 
  Four. 
  APL 8 (EL 9) 
  Guards (2): Kalareem nerra Ftr4; hp 63; see Appendix 
  Five. 
   
  Tactics: The nerras begin by casting mirror image if 
  they have not already done so. They then move forward 
  and attack at once. One of the nerra possesses bracers of 
  quick strike which it uses at first opportunity.  The nerra 
  do not use their shard spray ability unless (below half hit 
  points).  Under no circumstances do the two nerra both 
  use their shard spray in the same round. 
   
  Once the guards find the PCs, Thape wants to stay 
  out of the way. Unless circumstances prevent it, Thape 
  begins the combat fortuitously as far away from the nerra 
  guards as possible. At first opportunity, he moves to a 
  position of full cover and hides. If the PCs defeat the 
  nerras, Thape comes back grinning and bobbing and 
  generally happy at their success. If the PCs aren’t looking, 
  he attempts to loot the door key from one of the fallen 
  nerra for future use. 
   
  Any other prisoners who are in the area immediately 
  flee as well. 
   
  Development: The nerras are not averse to 
  Diplomacy in this situation. If the PCs attempt to talk, 
  the nerras stand down for the one minute required for 
  the PCs to state their case. The nerras can speak 
  Common. From the nerras’ perspective, the PCs already 
  know too much by virtue of being here. The nerras’ aim is 
  to kill or incapacitate the PCs to prevent them from 
  returning and reporting to others the existence of this 
  place. A successful Diplomacy check must not only move 
  the nerras from Hostile to Friendly (DC 35) but also 
  convince the nerras that the PCs intend to leave 
  immediately, won’t be returning to Nerrexis and won’t 
  divulge the nerras’ secrets. The nerra inform the PCs of 
  their requirements but do not offer any ideas for how the 
  PCs can meet them. Some role-playing alternative must 
  be proposed beyond a simple skill check.  
   
  If Diplomacy is successful, the nerra escort the PCs 
  until they leave for the material plane. Asking the nerras 
  to also release Afronidious requires a subsequent DC 20 
  Diplomacy check to move the nerras from Friendly to 
  Helpful (see PHB page 76 for information on adjusting 
  NPC attitudes). If this happens, the adventure is over and 
  the PCs are successful (though they do not get any 
  treasure from this encounter). 
  Conjuring Trouble 
   
  Page 18 
  
   
  An unsuccessful Diplomacy check results in the 
  nerras demanding that the PCs drop their weapons and 
  surrender. Restart the initiative at this point. If the PCs 
  do not comply within two rounds or if the PCs attack, the 
  nerras resume their attack. Similarly, if the PCs resume 
  the attack then also restart the initiative. 
   
  PCs who surrender or are defeated by the nerras are 
  stripped of their weapons and locked (Open Lock DC 25) 
  in a nearby dormitory room until reinforcements can be 
  summoned.  Fortunately, Thape arrives immediately after 
  the nerras leave. At this point the PCs have only five 
  minutes before the nerras return and start hunting for 
  them. If they wish to recover their weapons they’ll have 
  to attack the nerras in the guard room. 
   
  Treasure: The nerras (one nerra at APL 2) are each 
  equipped with two shard longswords.  These weapons are 
  +2 wounding weapons. Once they leave Nerrexis, much 
  of their magical properties are lost but their core material 
  is incredibly strong and razor sharp. One of the nerra is 
  also equipped with bracers of quickstrike. 
  APL 2: Loot – 0 gp, Coin – 0 gp, Magic – shard longsword 
  (2) - (176 gp each), bracers of quick strike – (100 gp). 
  APL 4-8: Loot – 0 gp, Coin – 0 gp, Magic – shard 
  longsword (4) - (176 gp each), bracers of quick strike – 
  (100 gp). 
  Encounter Six: Snooping 
  This encounter occurs the first time the PCs enter one of 
  the dormitory rooms on the sides of the building. All 
  these rooms are effectively identical save one (see the 
  next Encounter and Area E on the map in DM’s Aid #2). 
  Each time the PCs enter a dormitory room, refer to this 
  encounter. When the PCs first enter a dormitory room, 
  read the following: 
  You find yourself looking at a small dormitory room. 
  The odor of unwashed bodies is dominant here but 
  not overwhelming. Two bunkbeds stick out from the 
  opposite wall with a two level nightstand between 
  them. The blankets on the beds are rumpled and look 
  slept in. On the wall beside you is a set of four 
  armoires with shelves on top and drawers below. A 
  large, full length mirror dominates another wall. A 
  pair of small stools are placed near the beds. All of the 
  furniture looks simple but well made. Aside from the 
  one you’re standing in, two other doors exit the room. 
  The two doors lead to a walk-in closet and a bathroom 
  respectively. The closet contains 2d6 robes and 2d6 pairs 
  of slippers of different sizes for small and medium 
  creatures (but otherwise identical). 
   
  While each room is laid out the same, the humans 
  have each acquired a few personal items (usually gifts 
  from the nerras for good behavior) that make the rooms a 
  bit different. Add a little flavor to each room by adding 
  one or two of these features: 
  • 
  A deck of cards is spread out on the floor, obviously 
  in the middle of a game. The PCs recognize neither 
  the cards nor the game being played. 
  • 
  The room is occupied by a prisoner who is sleeping. 
  He wakes upon the PCs’ entry and smiles at them 
  before rolling over and going back to sleep. 
  • 
  A collection of small stones of various shapes is kept 
  in a small wooden box in one of the armoires. 
  • 
  One of the prisoners has carefully painted a 
  breathtaking diorama of a mountain scene on one 
  wall. A caravan travels a tight, switch-back trail down 
  the mountain while a large, amethyst hued dragon 
  wheels in the distant sky. 
  • 
  A complex mechanical device sits on a small table in 
  the corner. It resembles a water clock but contains 
  about two dozen small iron balls. Occasionally, one 
  of them rolls about from one track to another. 
  • 
  The furniture in the room has been rearranged to the 
  occupants’ taste. The bunk beds have been separated 
  and all set on the floor. Each bed and armoire has 
  been placed in its own quadrant of the room. 
  Navigating the room is a little tricky. 
  • 
  A small plate with buttered bread (slightly stale) and 
  two apples sits uneaten on one of the beds. 
  • 
  A crude target has been drawn on one wall with 
  charcoal. There are pits and scratches in the wall 
  where a hard metal object has been repeatedly 
  thrown at the target. 
  • 
  An inkpen and ink sit on the nightstand.  Tucked 
  under a pillow is a large sheaf of paper with about 
  half of the papers written on in a tiny script of an 
  unknown language. A DC 23 Decipher script or 
  comprehend languages is sufficient to determine 
  that the papers are a novel titled The Adventures of 
  Dangerous Dan that is in the progress of being 
  written. While the novel is incomplete it’s already a 
  wonderful and engaging story about a rogue and his 
  pet pseudodragon. 
  Once the PCs open the door to the bathroom, read the 
  following: 
  This is clearly a large and well appointed bathroom. A 
  large sink with a rust-tinged steel bucket is 
  immediately in front of you. At the end of the room is 
  Conjuring Trouble 
   
  Page 19 
  
  a stone bath with room for two occupants. A stone 
  pipe hangs above it from the ceiling. A toilet sits near 
  the bath. Grey wool towels hang in a neat row along 
  one wall. 
  The bathrooms are all essentially identical and kept 
  relatively clean by the prisoners. The drains in the sinks 
  and hole in the toilet are all much too small for even a 
  reduced halfling to traverse. All drains empty out into a 
  massive cistern in one room in the basement of the 
  building where it is consumed via magic.   
   
  Hot water is available in limited quantities from the 
  pipe by pulling a steel chain attached to it. No more than 
  100 gallons can be extracted before the water shuts off. 
  Like the drains, the water pipe is too small to traverse. 
  The water is conjured daily and heated via magic. 
   
  While each bathroom is the same, the humans have 
  acquired a few personal items that make the rooms a bit 
  different. Add a little flavor to each room by adding one 
  of these features: 
  • 
  A small jar of soft, herbal scented soap. 
  • 
  A rubber duck, painted yellow that squeaks when 
  squeezed. 
  • 
  The towels in the room have been dyed a light blue 
  color. 
  • 
  A long brush with a wooden handle 
  Encounter Seven: The Wrong 
  Prisoner 
  In the unlikely event that the PCs have already been 
  attacked by Thape (see Encounter Eleven) this encounter 
  does not occur. Instead treat this as another unoccupied 
  dormitory room and use Encounter Six instead. 
   
  This encounter takes place in the dormitory room 
  marked as Area E on the Nerrexis map in DM’s Aid #2. 
  This room is identical to the other dormitory rooms (see 
  the previous encounter). If the PCs have not entered any 
  other dorm rooms yet, read the boxed text description 
  from that encounter and omit the first sentence from this 
  introductory text: 
  This room appears the same as the other dormitory 
  room(s) you’ve seen. However this room contains a 
  lone occupant. The top half of one of the bunk beds 
  has been set to one side and a large human male lies 
  on the open lower half. The man is naked and has 
  been securely strapped to the bed with a large 
  hempen rope that cuts wickedly into his massive 
  biceps. As he becomes aware of your presence his 
  arms strain mightily but futilely at the bonds and he 
  rocks back and forth in the bed trying to break free. 
  As abruptly as he began, he ceases his effort and emits 
  a pitiful sob of anguish. 
  The man, Mergha, has very recently been kidnapped and 
  is not responding well to captivity.  Mergha is a gladiator 
  who entertained large crowds by wrestling wild animals 
  in the arena. He longs to return to his simple but 
  gratifying life.  Mergha’s behavior is unstable and 
  playfully violent. 
   
  Because of violent outbursts, the nerras have opted 
  to give Mergha a few days before they resume his “re-
  education.” He has not been visited in several days aside 
  from another prisoner who feeds him meals and changes 
  his bedpan. 
   
  If the PCs approach his bedside, read the following: 
  You can see that the large man is crying. Big tears 
  stream down his cheeks and he sniffles audibly. As 
  you move to a position where he can see you a look of 
  confusion crosses his face. Then he speaks in the 
  now-familiar unintelligible language you’ve heard 
  from everyone else here. The words are unclear but 
  the tone is clearly pleading. 
  Mergha is begging the PCs to free him. Mergha is not 
  very bright and his hands are tied. As a result, 
  communicating with him is much more difficult. Asking 
  a question requires a Bluff check (DC 10 + 5 times the 
  number of words in the question). If the PCs manage to 
  ask him if he’ll attack them his answer is an emphatic 
  “No” and quite truthfully so. Mergha doesn’t intend to 
  attack the PCs at this point. As the PCs debate whether to 
  free him or not he becomes frustrated and thrashes at his 
  bonds again.   
   
  Creatures: If the PCs free Mergha, he gives them a 
  broad smile of thanks and moves to hug one of them. 
  However, his competitive nature immediately gets the 
  better of him. Days of captivity have left him itching for a 
  good fight and the hug immediately turns into a many-
  on-one wrestling match (Mergha vs. the party). 
   
  NOTE: An EL adjustment of -1 has been applied to 
  this encounter due to Thape’s aid (see below), the PCs’ 
  opportunity to prepare for the encounter, Mergha’s use of 
  non-lethal damage and his willingness to surrender (see 
  below).   
  APL 2 (EL 5) 
  Mergha: Male Human Rog1/Bbn1/Ftr 4, hp 55; see 
  Appendix Two. 
  Conjuring Trouble 
   
  Page 20 
  
  APL 4 (EL 7) 
  Mergha: Male Human Rog1/Bbn1/Ftr4/Reaping 
  Mauler2, hp 73; see Appendix Three. 
  APL 6 (EL 9) 
  Mergha: Male Human Rog1/Bbn1/Ftr4/Reaping 
  Mauler4; hp 91; see Appendix Four. 
  APL 8 (EL 11) 
  Mergha: Male Human Rog1/Bbn1/Ftr6/Reaping 
  Mauler4; hp 109; see Appendix Five. 
   
  Tactics: Mergha does not want to kill the PCs. He 
  merely wants to beat them senseless so they can all laugh 
  about it later. He never attacks for lethal damage but 
  instead makes ample use of his grappling and stunning 
  abilities. During the fight, be clear to the players that the 
  PCs are not being attacked for lethal damage. 
   
  Mergha initially concentrates his attacks on the 
  strongest looking PCs in the party. However, if anyone 
  attacks for lethal damage (including damage dealing 
  spells) Mergha shifts his focus to that PC (tumbling 
  around other opponents if necessary). 
   
  Additionally, at APL 6, Mergha prefers to use 
  Stunning Fist against opponents with no armor or light 
  armor. He wrestles (grapples) opponents with medium or 
  heavy armor. Mergha attempts to knock his wrestling 
  partner unconscious with his Sleeper Lock ability. 
  Mergha can potentially do this in one round by using his 
  iterative attacks to first grapple, pin on his second action 
  and then holding the pin until his next action. At APL 8, 
  Mergha also makes ample use of his Elusive Target feat. 
   
  If the PCs have traded a dagger to Thape and Mergha 
  is in a grapple (which is likely) Thape steps up and sneak 
  attacks the wrestler hoping to feed his insane drive to 
  murder. If Mergha is not currently in a grapple, Thape 
  retreats until Mergha is once again in a grapple. Mergha 
  may, however, come after the little rogue due to any 
  previous lethal damage that’s been inflicted on him by 
  Thape. 
   
  If Mergha is dropped unconscious, Thape attempts 
  to coup de grace the giant human. Regardless of his 
  success of failure in attack, Thape immediately flees the 
  PCs and does not return. If the PCs attack him, he does 
  not fight back but continues to flee (or attempt to flee) at 
  the best of his ability until he is successful, unconscious 
  or dead. Thape does not attack the PCs under any 
  circumstances. 
   
  Mergha surrenders if either of the following 
  conditions are met: 
  • 
  Mergha drops below 20% of his hit points. 
  • 
  Mergha is pinned by whomever he is grappling. 
  Mergha’s uses his Counter Grapple ability if a PC 
  attempts to pin him.  
  • 
  If Encounter Five has not occurred yet, then the 
  nerra guards arrive in 2d6 rounds. When this 
  happens Mergha effectively surrenders by aiding the 
  PCs against the nerras (see below).  
  Development: If the PCs manage to defeat Mergha 
  without dealing any lethal damage to him (Thape’s 
  attacks do not count) then they have earned his 
  friendship. If the wrestling match has attracted the 
  attention of the nerras, Mergha joyously wades into the 
  fight to aid the PCs. Thape flees the scene if he is able. 
   
  If the PCs used non-lethal damage against Mergha 
  and are defeated by him, then they automatically earn his 
  friendship for being such good sports. Thape flees the 
  scene if he is able. If the nerras are attracted by the fight 
  after the PCs are defeated then Mergha defends his new 
  friends to the best of his ability. (One of the players can 
  run Mergha as an NPC in this case). 
   
  If the PCs used lethal damage against Mergha then 
  he becomes indifferent to them. He attempts to flee the 
  nerra if they arrive. 
   
  If the nerras manage to defeat both Mergha and the 
  PCs then they are stripped of all possessions and locked 
  (Open Lock DC 25) in Mergha’s dormitory room with 
  Mergha until nerra reinforcements can be summoned. 
  Thape is allowed to go (if he hasn’t already left) since the 
  nerra consider him harmless. Thape does not return to 
  aid them. The PCs have only five minutes to escape 
  before the nerras return with reinfocements. Mergha 
  does his best to aid them in this situation. If they wish to 
  recover their weapons they’ll have to attack the nerras in 
  the guard room. 
   
  Treasure: None. 
  Encounter Eight: Temple of 
  Many Shrines 
  This room is used as a waystation for nerra travelers 
  moving from plane to plane. When the PCs first enter, 
  read the following: 
  A faint breeze brushes across your face as you open 
  the door. The temperature in this room is a few 
  degrees cooler than the hallway you came from and 
  much brighter. The room is divided up into a dozen 
  alcoves with a hallway down the middle. On the back 
  wall of each alcove is a large full length mirror. The 
  Conjuring Trouble 
   
  Page 21 
  
  light seems to be coming from them. The mirrors 
  visible from where you stand radiate a swirl of white 
  and blue light.   
  PCs who examine the mirrors can make a Knowledge 
  (arcana) and/or Knowledge (the planes) check to learn 
  more about them.   
  Knowledge (Arcana): 
  DC 14 
  These appear to be planar gates of some sort 
  but the PC can not be certain. 
  DC 19 
  The gates all bear some sort of warding. 
  DC 24 
  The gates are warded to self destruct if the 
  wrong person attempts to use them. 
  DC 29 
  These are definitely planar gates of some sort. 
    
  Knowledge (The Planes): 
  DC 14 
  These appear to be planar gates of some sort 
  but the PC can not be certain. 
  DC 19 
  These are definitely planar gates of some sort. 
  DC 24 
  The gates all go to different locations on an 
  alternate material plane. 
  The mirrors in this room are indeed warded. Any non-
  nerra who attempts to pass through a gate immediately 
  causes it to shatter. This draws the attention of the nerra 
  guards (see Encounter Five) in 2d6 rounds. There are 
  multiple ways to evade the warding: 
  • 
  Once one mirror has been shattered, the warding 
  does not reset for one minute. So the PCs are able to 
  use other mirror gates during this short period of 
  time.   
  • 
  The warding can be disabled for one minute via a 
  successful dispel magic (or similar) spell against a 
  15
  th level caster. 
  • 
  A PC can use the mirror gates via the DC 25 Use 
  Magic Device skill to emulate being a nerra.   
  • 
  The warding can also be disabled for one minute 
  with the DC 25 Disable Device skill. 
  Attempting to use a mirror gate from the other side can 
  also cause it to shatter. The PC(s) must use the same 
  tactics to return that they used to traverse the gate. If 
  they fail, they are effectively stranded on the other plane 
  unless they have access to a plane shift spell or similar.   
   
  A stranded PC is removed from the remainder of the 
  adventure. Returning to Furyondy (and Oerth!) requires 
  10 TUs for most PCs. If the PC in question has ranks in 
  Knowledge (the planes), he may subtract 1 TU from the 
  travel time for every 2 ranks he has in that skill. This 
  bonus would also apply to all PCs stranded together; in 
  the case of multiple PCs with ranks in Knowledge (the 
  planes), use the highest bonus (they do not stack).  
   
  If the PCs do traverse the mirror, they arrive at one 
  of the locations listed below. If the PCs spend too much 
  time here, remind them that they are on a deadline.   
   
  If you are running this scenario in a four-hour time 
  slot, discourage the players from spending more than 
  10 minutes on this encounter. 
  Location #1 
  You find yourself standing in a dark storage room. 
  The air is noticeably drier here and the temperature 
  somewhat warmer. The only available light is coming 
  from the ornate full length mirror you just stepped 
  through. Stacked about you are dozens of crates and 
  furniture draped with dust cloths. Off to your left you 
  can just make out the wide outline of a wooden door. 
  This is a storage room in the subbasement of a large 
  palace that is the home of the head of state of a small 
  desert kingdom. There is nothing of value in the crates 
  and none of it is portable. 
  Location #2 
  You step through the mirror, face first into the back 
  side of a large tapestry. You can’t tell what it depicts 
  since it’s in your face, but you can clearly make out 
  the sounds of voices in the room beyond. The mirror 
  behind you is dusty and probably long forgotten. 
  This is the summer home of a powerful merchant. He is 
  currently not at home but two of his servants are chatting 
  idly while polishing the furniture. 
  Location #3 
  You are standing ankle deep in raw sewage.  Several 
  rats chitter in surprise while they scurry away from 
  you. The mirror behind you is almost completely 
  covered with sludge and slime. You might not even 
  notice it if you didn’t know it was there. Above your 
  head you can clearly hear the sounds of a bustling 
  marketplace. A ladder to your left leads up to a 
  trapdoor to the ceiling. The smell of unfamiliar spices 
  just reaches you past the stink of the sewer. 
  This is a sewer beneath a marketplace in a large city. 
   
  Treasure: None. The mirrors in this room shatter if 
  tampered with. There is nothing else of value here. 
  Conjuring Trouble 
   
  Page 22 
  
  Encounter Nine: Workshop of 
  the Bizarre 
  When the PCs first enter this room (Area C on the map 
  in DM’s Aid #2), read the following: 
  This large room is much better lit than the hallway 
  you came from. Six large worktables are spaced 
  evenly in the center of the room and a score of 
  cabinets, shelving units and storage bins line the 
  walls. The equipment stored in these bins is an 
  amazing haphazard mess. The tables are little better. 
   
  At one table, a tall man with a handlebar 
  mustache is working feverishly on a painting.  The 
  canvas is propped upright on a small easel set on the 
  table and a spectrum of paints sits next to him. He 
  glares menacingly at you when you open the door but 
  promptly returns to his work, muttering under his 
  breath. 
   
  Seated at another table is a young gnome wearing 
  the same garb as the other residents of this place. She 
  is peering intently at a small object that she is 
  manipulating with a strange set of fine steel tools. 
  The object seems to radiate a soft glow of blue light. 
  She does not look up as you enter.   
  This room is an all purpose craft room. It is regularly 
  equipped with supplies by the nerras and heavily used by 
  the bored prisoners. The room has supplies to support 
  just about any mundane art form that the players can 
  think of (and several others that they have never seen). 
   
  Aside from interacting with the NPCs who are 
  present (see below), the PCs may Search the workshop. 
  Doing so mostly wastes their time. A Search of one area 
  of the workshop (e.g., one worktable or one storage unit) 
  requires five minutes. PCs who wish to “take twenty” 
  should be warned that this would take an excessive 
  amount of time, given the large amount of materials on 
  the tables/storage units (e.g. 30 minutes each). A DC 15 
  Search check is sufficient to find something of note. 
  Some example items are as follows (the PCs should 
  always find the alchemical setup first): 
  • 
  A small alchemical setup is being used to brew 
  various exotic smells. Completed works include: 
  “dusty horse”, “burning raccoon” and “blacksmith’s 
  shop.” Their contents smell remarkably like their 
  labels. The current (unlabeled) brew smells strongly 
  of wet dog. (The “burning raccoon” scent is on the 
  AR). 
  • 
  A half-finished stained glass work depicting a 
  gargantuan frog eating a dragon.  
  • 
  Along one wall, under a lamp are four small bonsai 
  trees. 
  • 
  A large glass box with no lid. The box is filled with 
  sand of various colors. A score of tiny lobster-like 
  crustaceans race around moving the sand from place 
  to place. It’s impossible to tell how but somehow 
  they are moving the sand to form a portrait of a pair 
  of aquatic elves hunting amongst seaweed. 
  • 
  One table appears to bear multiple old blood stains. 
  A DC 18 Heal check confirms that it is human blood. 
  Creatures: 
   
  Ciquexim:  Male human Ari1. 
   
  Odyssila: Female gnome Exp4/Sor3. 
  Ciquexim scowls again if any PCs approach him but does 
  nothing further about it. Unless the PC returns his 
  aggression he just ignores the PC and continues to work. 
  If they return his aggression, he flees. Ciquexim is 
  painting a picture a forest filled with wolves. He’s a 
  mediocre artist and his work is not impressive. At the 
  moment he appears to be obsessing intensely over trees. 
  He’s painting lots and lots of happy trees. There are so 
  many trees that the picture almost seems like just a 
  brown/green pattern across the canvas.   
   
  Odyssila has been resident here for almost 100 years 
  and she is also the only gnome in residence (besides 
  Afronidious). Her initial brainwashing was very 
  traumatic and ten decades of captivity have curdled her 
  mind more so she can no longer speak or even 
  communicate nonverbally (e.g., with a shrug, or a nod). 
  She understands others when they speak to her but can 
  no longer make words herself. Instead, she expresses 
  herself with her art.   
   
  Odysilla is a luminist, an artist who creates with light 
  and magic. She works with a special alchemically created 
  substance called luminal that looks and feels like glass 
  but has the weight and durability of a fine hardwood. 
  Light that shines on a luminal is absorbed and reemitted 
  in coherent shape that hovers in the air above the 
  substance and shifts as the luminal is turned. Raw 
  luminal makes a random wavelike pattern but when 
  carved luminal can create beautiful three dimensional 
  images. A skilled luminist can carve the luminal so that 
  when it is rotated, the subject(s) move about and in a 
  simple repeating animation. 
   
  The 
  nerras 
  find 
  Odysilla’s 
  lumite 
  artwork 
  particularly pleasing and thus they allow her to perform 
  her simple magics in Nerrexis. Once completed, 
  Odysilla’s works are taken by the nerras. 
  Conjuring Trouble 
   
  Page 23 
  
   
  If the PCs approach, they can see that the luminal 
  piece is set above a small light (as per the spell) and is 
  currently projecting the image of a humanoid bearing a 
  pack and a walking staff. As the luminal turns the 
  subjects takes brave steps down a long road. The piece 
  appears nearly finished and already it looks like a 
  masterpiece. 
   
  Odyssila is not used to anyone noticing her or 
  interacting with her and therefore does not acknowledge 
  the PCs even if they speak to her.  To get her attention 
  they must tap her or move to within inches of her. When 
  they do get her attention she starts in surprise and gives 
  the initiator a confused and slightly fearful look. 
  Subsequent attempts to speak with her simply yield a sad 
  look. Odyssila would like to answer them but does not 
  remember how. She does, however, obey any command, 
  suggestion or request that the PCs voice. 
   
  If a PC is especially kind to her (particularly if he 
  compliments her work) then that PC (and only that PC) 
  has earned the Affection of Odyssila on their AR. 
   
  Treasure: If the PCs find the alchemical setup, they 
  can retrieve burning raccoon scent. 
  All APLs 2: Loot – 4 gp, Coin – 0 gp, Magic – 0gp. 
  Encounter Ten: Showdown and 
  Rescue 
  The encounter begins when the PCs reach the bottom of 
  the stairwell (Area I on the basement map in DM’s Aid 
  #2) and are ready to move into the hallway beyond (Area 
  J). If Thape is with the PCs then he stops the party at the 
  doorway. If Thape is not present, adjust the text 
  accordingly. 
  At the bottom of the stairwell, the little man you’ve 
  been following pauses and elaborately gestures for 
  silence. Then he silently unlocks the door with his 
  lockpicks. He carefully opens the door just enough to 
  peer through a crack into the room beyond. Then he 
  draws back and gestures for you to do the same. 
  If the PCs are not accompanied by Thape, then they must 
  pick the lock themselves (Open Lock DC 25). The nerra 
  on the other side of the door automatically hears the lock 
  picking unless the PC shows care to do so quietly. If the 
  PCs are detected, the nerra uses its spell-like ability to 
  cast mislead (which makes no sound) and Moves Silently 
  to position across the hall from its illusionary self. The 
  PCs have a small chance of hearing the nerra’s 
  movements (Move Silently +12, -6 penalty to Listen due 
  to door and distance). Once in position, the nerra 
  prepares an action to shatter the glass wall of the spider 
  cage (see Tactics below). 
   
  If the PCs attempt to pick the lock quietly, allow the 
  nerra a Listen check opposed by the lock opener’s Move 
  Silently check. In this case, the nerra’s Listen check 
  suffers a -6 penalty (for a net modifier of +8). If the nerra 
  hears the PCs it acts as above. 
   
  If the PCs peer into the hallway they can make out a 
  silver-skinned humanoid figure in a black robe who is 
  seated about ten feet away from the stairwell door. If 
  they’ve already battled the guards then they note that this 
  creature is smaller than the other nerras they fought.   
   
  If the PCs simply open the door then the nerra sees 
  the PCs at them same time they see it. Skip to the read-
  aloud text below and then roll initiative normally to 
  begin combat. 
   
  If the PCs peer out at the nerra without being 
  detected (whether because of Thape’s aid or their own 
  stealth) then each PC has the opportunity to act in a 
  surprise round before the nerra can react. Remember that 
  one PC must spend his surprise round action to open the 
  door (even though it may already be slightly ajar). 
  Entering the Hallway 
  Once the PCs actually open the door (more than just a 
  crack) and can see into the hallway, read the following 
  text.   
  This hallway is similar to the one upstairs.  It is clean 
  but drab and dimly lit. Directly across from the door 
  you stand in, a large section of the wall is made 
  entirely of glass. The room beyond is not lit and it’s 
  difficult to see what’s inside due to the darkness. 
  However, something large and ominous shifts behind 
  the glass. On your left, less than a dozen feet away, is 
  a silver-skinned humanoid in a black robe who sits on 
  a wooden chair. It is clearly startled by your approach. 
  Any PCs with darkvision immediately make out the 
  shape of two large spiders (one at APL 2) in the room 
  beyond the glass wall. Any PC with low light vision is 
  entitled to a DC 15 Spot check to detect the presence of 
  the spiders.   
   
  If the nerra has detected the PCs’ approach and 
  already used its mislead ability and thus it merely appears 
  to be sitting in the chair by the door. The PCs must 
  interact with this illusion (e.g., attack it) before they are 
  entitled to disbelieve it. 
  Creatures:  
  Conjuring Trouble 
   
  Page 24 
  
  All APLs (EL 6) 
  Nerra Inquisitor: Sillit Nerra, hp 45; see Appendix 
  One. 
  APL 2 (EL 4) 
  Harpoon Spider: hp 47; see Appendix Two. 
  APL 4 (EL 6) 
  Harpoon Spiders (2): hp 47; see Appendix Three. 
  APL 6 (EL 8) 
  Advanced Harpoon Spiders (2): hp 102; see Appendix 
  Four. 
  APL 8 (EL 10) 
  Advanced Harpoon Spiders (2): hp 168; see Appendix 
  Five. 
   
  Tactics: Once it becomes clear that the PCs 
  represent a rescue party and not a prisoner uprising or 
  other lesser mischief, the nerra assumes that the PCs 
  have already neutralized the guards upstairs and that it 
  too is at risk. Word of the PCs’ intrusion must reach the 
  other nerras, so at that point his first priority is to escape. 
  The nerra does not attack the PCs for any reason. 
   
  However, given any opportunity, the nerra attempts 
  to release the harpoon spiders to slow down (and perhaps 
  frighten off) the PCs. It does this using its shard spray 
  ability on as much of the glass wall as possible. To be 
  effective, the spray must hit the top part of the glass, and 
  therefore the nerra angles its cone upward (over the 
  heads of the PCs). All parts of this wall that fall within the 
  cone of effect for the shard spray are shattered and may 
  be passed through freely.   
   
  If pressed, the nerra uses its mislead ability first to 
  buy itself enough time to use its shard spray to free the 
  spiders. It then uses mislead again to escape.  Once the 
  spiders are free, the nerra moves down the hall away from 
  the PCs and dives into a nearby mirror. If the PCs 
  manage to drop the nerra before it can release the spiders 
  then they still earn experience as if they had defeated the 
  spiders. Similarly, if the PCs corner the nerra or 
  otherwise place it in a position where it can neither 
  escape nor free the spiders, then it surrenders in hopes of 
  escaping later. In this situation, the PCs also earn 
  experience as if they had defeated the spiders. 
   
  If the wall is shattered (which is likely), the spiders 
  immediately attack. Long hours of conditioning by the 
  nerras have left the harpoon spiders shy of attacking the 
  shiny creatures.  Therefore, they attack the PCs first and 
  only attack the nerra if no other targets are available. 
   
  The relative darkness of the spider cage provides the 
  spiders with partial concealment (20% miss chance) 
  against any creatures that lack darkvision or low light 
  vision. As a result, the spiders prefer to stay in the 
  darkened area and use their harpoons to drag PCs to 
  them one at a time. A light spell or similar eliminates the 
  concealment. 
   
  Finally, note that the bubble created by the gate (see 
  DM’s Aid #2) encloses a smaller area in the basement. The 
  PCs have a limited space that they can move around in 
  during this encounter. 
   
  Development: 
  Afronidious 
  is 
  currently 
  held 
  prisoner in the room labeled as Area K on the second 
  map in DM’s Aid #2. As time has passed, the bubble has 
  slowly closed. It has lifted Afronidious off of his bed and 
  onto the floor. If the PCs arrive particularly late then the 
  door to the room is barely accessible and Afronidious is 
  being pushed against a set of armoires on the wall. In this 
  situation, the PCs may have to squeeze into the room and 
  extract him before he is crushed. 
   
  If any PC drew the Fool card while receiving 
  Lielenna's Foretelling in FUR6-06 Invocation and 
  Intrigue, pull that PC aside and read the following: 
  As your eyes fall upon the helpless gnome wizard, 
  your vision fills with mist. Suddenly you are in 
  Feldrake Inn again sitting before the Rhenee 
  fortuneteller. Slowly she turns your final card, your 
  future. You see again the The Fool laid upon the 
  rough wooden table and her voice echoes in your 
  mind: "Fear not this card, destined one. A child could 
  see the wisdom in your eyes. This card speaks of 
  another…" 
  Afronidious has been drugged by the nerras. While he is 
  still conscious, he can barely walk without aid.  He can't 
  speak coherently or cast spells. A delay poison, neutralize 
  poison or similar spell is enough for Afronidious to 
  recover immediately. In this situation, he is grateful to 
  the PCs and immediately aids them in any plan they have 
  that involves him returning to the material plane in the 
  near future. Afronidious has no combat spells prepared, 
  nor does he have any weapons and refuses to wield a 
  weapon unless pressed. 
  Afronidious the Daft: Male gnome conjurer 17, hp 86; 
  see Appendix One. 
   
  Treasure: One of the spiders has the remains of a 
  human adventurer impaled on its carapace.  This unlucky 
  fellow was its last meal before being captured by the 
  nerra. At APLs 6 and 8, the PCs can find some treasure on 
  the adventurer’s body.   
  Conjuring Trouble 
   
  Page 25 
  
  APL 6: Loot – 0 gp, Coin – 0 gp, Magic – scroll of fist of 
  stone (2 gp). 
  APL 8: Loot – 0 gp, Coin – 0 gp, Magic – scroll of fist of 
  stone (2 gp), scroll of blast of flame (58 gp), armbands of 
  might (342 gp each). 
  Encounter Eleven: Thape 
  Attacks! 
  This encounter only occurs when and if all of the 
  following conditions are met: 
  1. 
  Afronidious has been recovered and the PCs are on 
  their way up the stairs to reach the gate. 
  2. 
  The PCs have not encountered Mergha. 
  3. 
  The PCs have not disabled Thape or otherwise made 
  him unable to follow them (whether invited or not). 
   
  As the PCs ascend the stairwell with Afronidious, 
  Thape attacks them. If the PCs have hired him and trust 
  him enough to travel with them then he simply attacks 
  his chosen victim. If the PCs hired Thape but made a 
  point of watching him or keeping him at bay then Thape 
  found a hiding place in the stairwell while the PCs were 
  occupied with the nerra and the spiders. 
   
  If Thape has had to follow PCs at a distance, then he 
  slipped into the stairwell from upstairs while the PCs 
  fought the spiders downstairs. 
   
  If Thape is waiting in ambush, allow the PCs a Spot 
  check vs. Thape’s Hide check. Thape “takes 10” on his 
  Hide check (APL 2: DC 22; APL 4: DC 24;  
  APL 6: DC 
  27; APL 8: DC 29). Parties who have trusted Thape to 
  travel with them do not get a chance to avoid surprise 
  (short of a favor or a Feign Surprise card). 
   
  The stairwell itself is not steep and has no railing.  
  This means that during combat the PCs are not restricted 
  to moving up or down the stairs.  They can climb up or 
  down the side of the stairway with a DC 0 Climb check.  
  Attacking someone on the bottom half of the stairway 
  from the top half grants the attacker a +1 bonus on melee 
  attacks for higher ground. 
  Creatures: 
  APL 2 (EL 5) 
  Thape Zwepena: Male human Ftr2/Rog3; hp 31; see 
  Appendix Two.  
  APL 4 (EL 7) 
  Thape 
  Zwepena: 
  Male 
  human 
  Ftr2/Rog3/ 
  InvisisbleBlade2; hp 41; see Appendix Three. 
  APL 6 (EL 9) 
  Thape 
  Zwepena: 
  Male 
  human 
  Ftr2/Rog3/ 
  InvisibleBlade4; hp 51; see Appendix Four. 
  APL 8 (EL 11) 
  Thape 
  Zwepena: 
  Male 
  human 
  Ftr2/Rog4/ 
  InvisibleBlade5; hp 61; see Appendix Five. 
   
  Tactics: In all cases, Thape waits until his chosen 
  victim is adjacent and begins with a sneak attack in the 
  surprise round. In subsequent rounds Thape tries to feint 
  to get a sneak attack every round (see PHB p.155). At 
  APLs 2 and 4 he uses his Improved Feint feat to do this as 
  a move action. At higher APLs, he uses Uncanny Feint 
  which is a move action at APL6 and a free action at APL8. 
  At APL8, he uses Feint Mastery to take 10 on the check 
  and attacks with two weapons if he has acquired a dagger 
  from the PCs. 
   
  If Thape’s target moves away, Thape pursues 
  him/her (using Tumble if necessary). Thape does not 
  attack other members of the party unless he has no 
  choice but to do so. If reduced below 50% of his hit 
  points, Thape makes uses of his Bleeding Wound ability 
  on subsequent attacks. Thape attempts to flee if reduced 
  to 25% of his hit points. Thape waits until his target PC 
  has dropped and then stabs him one more time to be 
  certain he has perished. Thape flees once he's convinced 
  himself that his target is dead (not just unconscious).   
   
  Treasure:  See Encounter Four. 
  Encounter 12: Rescuing 
  Prisoners 
  PC attempts to bring captives with them out of Nerrexis 
  meet with limited success at best. First, the brain washing 
  that the prisoners have undergone has left them reluctant 
  to break the rules, which includes escaping. Second, the 
  closing bubble around Afronidious’ gate makes it 
  impossible for the PCs to reach most of the prisoners in 
  the complex. However, if the PCs attempt to rescue 
  prisoners, allow them a Bluff, Diplomacy or Intimidate 
  check to represent their efforts to persuade prisoners to 
  come along. If multiple PCs are involved allow the others 
  to Aid Another or just take the highest of multiple 
  checks. Divide the result by 3. This number is how many 
  prisoners were rescued.   
   
  There are two NPCs who always respond favorably 
  to attempts for their rescue: 
  • 
  If Mergha the gladiator/wrestler has been 
  rescued by the PCs he happily follows them 
  through the gate. Mergha knows he’s not going 
  Conjuring Trouble 
   
  Page 26 
  
  home, but if the PCs are any indication he 
  figures that the wrestling on their plane is 
  worth the trip. 
  • 
  If one of the PCs befriended Odyssila, the 
  gnome luminist from Encounter Nine, then the 
  party finds her in the scrying room when they 
  return with Afronidious. She has packed her 
  meager belongings – a change of clothes, her 
  artisan’s tools and some raw lumite – into sack 
  and is clearly intending to travel with the PCs if 
  they’ll have her. Her facial expression is a mix of 
  fear, uncertainty, happiness and brazen courage. 
  It should be obvious she intends to go with 
  them if they allow it.   
  Encounter 13: An Interview with 
  Afronidious 
  It’s up to the PCs to remember that their original mission 
  was to interview Afronidious for a position on the 
  Furyondy Mage Council. The gnome wizard does not 
  know why they called on him and does not think to ask. 
  Upon returning, Afronidous is clearly weary from his 
  ordeal. He expresses his gratitude and offers them his 
  hospitality. If the PCs accept, Afronidious temporarily 
  evicts his apprentices from their room on the second 
  floor of his tower and offers that room to the PCs along 
  with his two guest bedrooms. He uses major creation 
  spells to craft sufficient beds and bedding for everyone. 
   
  The night is relaxing and uneventful. PCs who 
  attempt to sneak about in the night are not caught unless 
  they enter Afronidious’ bed chamber or study. In this 
  case they are immediately detected by the wizard’s 
  elaborate alarm systems. A DC 17 Bluff or Diplomacy 
  check is enough to explain their mistake. Otherwise, the 
  PCs are kindly asked to leave his home immediately. 
  Subsequent attempts to invade the bedroom result in 
  their immediate forceful eviction. 
   
  If the PCs mind their manners they are served 
  breakfast the following morning. This is the PCs 
  opportunity to explain why they came to visit and (with 
  Afronidious’ permission) begin the interview. Again, if 
  the PCs do not initiate the interview it does not happen.   
   
  During the interview, the PCs should get the 
  impression that while Afronidious is informed about 
  current events in Furyondy, he’s clearly more interested 
  in his research than in politics.  Afronidious would serve 
  on the Mage Council if asked out of loyalty to his 
  country but he has no political ambition and no 
  significant ideas for improving his country. 
   
  Some specific questions the PCs might ask (and 
  Afronidous’ answers) are below:  
  • 
  What service could you provide to Furyondy as a 
  member of the Furyondy Mage Council? 
  “Ah!  My expertise at conjuring magic would allow 
  me to counter those used by the Old One. I won’t live 
  in Chendl though. The winters are too cold up there 
  and the locals can hardly make a fair dresadoe tea. I 
  also need time for my own studies. I’d probably send 
  my trusted apprentice, Preak Osshius to sit in for me 
  in most non-critical situations. He’s a fine chap. 
  You’ve met him, yes?” 
  • 
  What do you think of Thrommel’s attempts to usurp 
  the throne? 
  “It sounds like hearsay to me. Oh, I’m sure someone 
  out there is pretending to be Thrommel but I expect 
  the real boy is long dead. Alas. He was a nice lad. Let 
  that be a lesson to you! Wanderlust has ruined more 
  than one nobleman’s career.” 
  • 
  What do you think of King Belvor? 
  “The king is a good man. One of the best king’s we 
  have. I’m happy to serve my country and pay my 
  taxes.” 
  • 
  Do 
  you 
  know 
  anything 
  about 
  Karzalin’s 
  disappearance? / What do you think of Karzalin? 
  “Well that is a puzzle! I’m afraid I don’t know any 
  more about it than anyone else does.” 
  • 
  What do you know Thimme de Levine/Satiana? 
   “Funny you should ask.  I know I've heard something 
  interesting about him/her lately but I can't recall 
  what it was.” 
  • 
  What do you think about rumors of corruption in 
  the Mage Council? 
   “I fear I've heard a few of these rumors and it 
  distresses me greatly. Whenever I'm distressed I just 
  make a nice cup of chamomile tea. It helps a lot! You 
  should try it. Would you like a cup?” 
  • 
  What advice would you give King Belvor if you were 
  on the Mage Council? 
  “Oh-ho! Why I’d tell him he’s doing a great job.  I’m 
  certainly no expert on wars and such. The Old One’s a 
  menace, no question and the king’s doing a fine job 
  keeping him at bay. That Molag invasion was a fine 
  move. “ 
  • 
  What’s this we hear about your experiments going 
  awry? 
  Conjuring Trouble 
   
  Page 27 
  
  “Oh, my! I am very sorry about that. I’m sure it won’t 
  happen a fourth time. The third time’s a charm. I’m 
  most careful in my studies now. I certainly don’t open 
  gates to outer planes anywhere other than my 
  laboratory.” 
  • 
  How do you feel about adventurers? 
  “A good party of adventurers at the right time and 
  place can change the course of history...but usually 
  they just end up making fools of themselves if they 
  don’t kill themselves first.” 
  • 
  Are there any types of magic/magic-users you think 
  should be outlawed? / How do you feel about 
  licensing/controlling  magic users? 
  “I’ve never really thought about it. The Mage Council 
  has little tolerance for sorcerers and I must admit 
  they make me nervous as well. I think a little bit of 
  control of magic in our kingdom would go a long way 
  but I think there are many others on the Council who 
  have firm beliefs on the subject and can back them 
  up.” 
  • 
  What would you hope to gain, personally, from this 
  position? 
  “Nothing I guess. Well…perhaps the king would 
  favor funding an experiment I’ve been dying to try 
  out. I need about two pounds of star metal to do it and 
  the stuff is dreadfully expensive.” 
  • 
  What are your religious beliefs? / How do you feel 
  about _______ church/god? 
  “I’m afraid religion has not had much impact in my 
  life. I see some wisdom in the writings of Boccob’s 
  clergy.” 
  • 
  What do you think about half-orcs/centaurs? 
  “If they are a citizen of Furyondy they deserve the 
  rights and protections thereof. If they are not, then I 
  respect them until I have reason to do otherwise.” 
  Answer other questions as best you can.  The PCs should 
  get the general impression that Afronidious, while 
  brilliant, is indeed as daft as his nickname implies.   
  Conclusion 
  Once you have completed the conclusion, if this is the 
  premiere, please complete the Critical Event Summary at 
  the end of the event and return it to the Furyondy Plots 
  coordinator, Michelle Sharp, or RPGA HQ. While you do 
  not need to advise the players of the questions (and it is 
  preferable you do not), please make them aware you ARE 
  completing this bit of paperwork and that their actions 
  do make a difference. Any PC actions that are not 
  adequately covered by the questions but may become 
  relevant in future modules or for the region in general 
  should be explained on the backside of the paper. 
   
  Once the PCs leave Afronidious’ home, they are 
  expected to return the Chendl with their opinions. If 
  time is available, roleplay this final encounter with 
  Telmus. At the least, gather feedback from each player 
  about what they recommend to the Mage Council 
  regarding Afronidious. In either case, Telmus insists that 
  each PC give a recommendation for or against 
  Afronidious. PCs that refuse to give a non-neutral 
  opinion do not receive the Trust of the Mage Council on 
  their Adventure Record. Regardless of the party's success 
  or failure, Telmus gives a bland thank you: 
  Telmus blots his parchment and nods approvingly. 
  “The Mage Council thanks you for your efforts,” he 
  says while drawing forth a sizable sack of coin. The 
  council will review your report and if they feel your 
  insights are worthwhile it is likely you will hear from 
  me again. I’m sure that next time your interview 
  won’t be quite so… interesting…” 
  If at least half of the PCs are opposed to Afronidious 
  being a member of the Mage Council then they have 
  passed the “test” of whether they are any good at 
  evaluating candidates. As a result, all PCs but those who 
  earlier refused to give an opinion, earn the Trust of the 
  Mage Council entry on the Adventure Record.  
   
  If the PCs successfully rescued Afronidious and they 
  did not insult him while they were in his home (see, in 
  particular, Encounter Two) then they receive the Favor of 
  Afronidious. 
   
  If any PC was asked to participate in this adventure 
  by their metaorganization, and they received the Favor of 
  Afronidious and their behavior did not violate the tenets 
  of their metaorganization then she receives an influence 
  point with that metaorganization. Fill in the appropriate 
  blanks on the adventure record. 
   
  Finally, remember that only one PC at the table can 
  earn the Affection of Odyssila and only if that person 
  made an earnest effort to befriend her and help her 
  escape Nerrexis. If multiple PCs seem to qualify for this 
  favor, select the one who would be most likely to draw 
  her affection based on race, charisma and circumstances. 
  The End 
   
  Conjuring Trouble 
   
  Page 28 
  
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Four or Eleven 
  Stop Thape from murdering a party member.  [This 
  combat is mutually exclusive with the combat in 
  Encounter Seven. The party either has one or the other]. 
   
  APL2 150 xp 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
  Encounter Five 
  Defeat or avoid the nerra guards. 
   
  APL2 90 xp 
   
  APL4 150 xp 
   
  APL6 210 xp 
   
  APL8 270 xp 
  Encounter Seven 
  Win the wrestling match with Mergha. [This combat is 
  mutually exclusive with the combat in Encounter 
  Four/Eleven. The party has either one or the other]. 
   
  APL2 150 xp 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
  Encounter Ten 
  Defeat the harpoon spiders or prevent the sillit nerra 
  from releasing them. 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6  240 xp 
   
  APL8 300 xp 
  Discretionary roleplaying award 
   
  APL2 90 xp 
   
  APL4 135 xp 
   
  APL6 180 xp 
   
  APL8 225 xp 
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 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.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Conjuring Trouble 
   
  Page 29 
  
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Introduction 
   
  APL 2: L: 0 gp, C: 8 gp, M: 0gp. 
   
  APL 4: L: 0 gp, C: 17 gp, M: 0gp. 
   
  APL 6: L: 0 gp, C: 25 gp, M: 0gp. 
   
  APL 8: L: 0 gp, C: 33 gp, M: 0gp. 
  Encounter Four/Eleven: Thape Attacks! 
   
  All APLs: L: 2 gp, C: 1 gp, M: 62 gp – alchemical 
  dexterity booster (2) - (25 gp each), elixir of love – (12 gp 
  each). 
  Encounter Five:  Trouble Calling 
   
  APL 2: L: 0 gp, C: 0 gp, M: 452 gp – shard longsword 
  (2) - (176 gp each), bracers of quick strike – (100 gp each). 
   
  APL 4-8: L: 0 gp, C: 0 gp, M: 804 gp – shard 
  longsword (4) - (176 gp each), bracers of quick strike – 
  (100 gp). 
  Encounter Nine:  Workshop of the Bizarre 
   
  All APLs: L: 4 gp, C: 0 gp, M: 0 gp. 
  Encounter Ten:  Showdown and Rescue 
   
  APL 2-4: L: 0 gp, C: 0 gp, M: 0gp. 
   
  APL 6: L: 0 gp, C: 0 gp, M: 2 gp – scroll of fist of stone 
  (2 gp each). 
   
  APL 8: L: 0 gp, C: 0 gp, M: 402 gp – scroll of fist of 
  stone (2 gp each), scroll of blast of flame (58 gp each), 
  armbands of might (342 gp each). 
  Total Possible Treasure 
   
  APL 2: L: 6 gp; C: 9 gp; M: 514 gp  - Total: 529 gp 
  (max 450 gp)  
   
  APL 4: L: 6 gp; C: 18 gp; M: 866 gp  - Total: 890 gp 
  (max 650 gp) 
   
  APL 6: L: 6 gp; C: 26 gp; M: 868 gp  - Total: 900 gp  
   
  APL 8: L: 6 gp; C: 34 gp; M: 1268 gp  - Total: 1308  gp 
  (max 1300 gp) 
  Special 
  Influence Point with the Mage Council. 
  Trust of the Mage Council: PCs who possess the Ring of 
  the Arcane from FUR6-06 Invocation and Intrigue, may 
  upgrade the ring with the ability to extend (as the 
  metamagic feat) one mage armor or greater mage armor 
  spell per day. This upgrade costs 750gp. 
  Favor of Afronidious:  This favor grants one of the 
  following (Cross off this favor once used): 
  • 
  Access to one of the following spells from the Spell 
  Compendium 
  (cross 
  off 
  all 
  others): 
  benign 
  transposition, 
  baleful transposition, nauseating 
  breath, translocation trick, greater dimension door, 
  wall of gears, stun ray. 
  • 
  Repair a weapon that has been sundered at half the 
  normal cost. 
  Alchemical Dexterity Booster:  This liquid grants a +2 
  alchemical bonus to Dexterity for one hour (cost: 300gp).  
  Burning Raccoon Scent:  This scent grants a +6 
  alchemical bonus to Intimidate checks vs. raccoons for 
  one hour (cost: 50gp). 
  Shard Longsword: While on the plane of mirrors (or in 
  the hands of a Nerra), this sword acts as a +2 wounding 
  weapon. On any other plane it acts as a +1 weapon. In 
  either case, it requires the Exotic Weapon Proficiency 
  (shard longsword) to use without penalty. 
  Influence Point (IP) with the _______________ metaorg. This 
  influence point grants one time Regional access to any 
  one item for which the PC currently has Adventure 
  access from a Year 6 Furyondy regional adventure. This 
  IP is consumed once used. Item: _______________AR#____. 
  Affection of Odyssila: The gnome artisan has given you 
  a gift: a lumite image of you on a journey. Once per week, 
  the piece can be used as a quaal’s feather token (bird) 
  except that the messenger is a tiny image of you made of 
  light (with a speed of 30 ft.) which cannot fly. This piece 
  has no monetary value and you lose this favor if you 
  attempt to sell it. 
  Theft from Afronidious: This PC has earned the disfavor 
  of the gnome wizard. They lose the Favor of Afronidious 
  and are ineligible to play future adventures in the Eight 
  of Wands plot arc. 
  Something Interesting: You found some information in 
  Afronidious’ study. To find out what it was, email 
  nuxoll@furyondy.com and inform him on what page in 
  the journal you found the information. 
  Conjuring Trouble 
   
  Page 30 
  
  Items for the Adventure Record 
  Item Access 
  APLs 2-4: 
  • 
  Alchemical Dexterity Booster (Adventure; see above; 
  300 gp) 
  • 
  Burning Raccoon Scent (Adventure; see above; 50 
  gp) 
  • 
  Elixir of Love (Adventure; DMG; 150 gp) 
  • 
  Shard longsword (Adventure; 2115 gp) 
  • 
  Bracers of Quickstrike (Adventure; MH; 1200 gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Arcane scroll of fist of stone (Adventure; SC; 25 gp) 
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Arcane scroll of blast of flame (Adventure; SC; 700 
  gp) 
  • 
  Armbands of Might (Adventure; CV; 4100 gp) 
   
  Conjuring Trouble 
   
  Page 31 
  
  Appendix One – All APLs
  Encounter Twelve 
   
   
   
   
  Afronidious the Daft: CR 17; Male Gnome Wiz 17 
  (conjurer);  Small Humanoid (gnome); HD 17d4+34; 
  hp 86; Init +0; Spd 20 ft.; AC 11, touch 11, flat-footed 
  11; Base Atk/Grp: +8/+3; Atk: none; SQ low-light 
  vision, gnome spell-like abilities; AL CG; SV Fort +7, 
  Ref +5, Will +8; Str 8, Dex 10, Con 14, Int 22, Wis 6, 
  Cha 10. 
   
  Skills and Feats: Craft (Alchemy) +28, Craft 
  (Trapmaking) 
  +18, 
  Craft 
  (Weaponsmith) 
  +16, 
  Knowledge (Arcana) +26, Knowledge (Architecture 
  and Engineering) +11, Knowledge (Geography) +11, 
  Knowledge (History) +11, Knowledge (Local) +11, 
  Knowledge (Nobility and Royalty) +11, Knowledge 
  (Religion) +11, Knowledge (The Planes) +29, Spellcraft 
  +28; Languages: Common, Gnome, Draconic, Dwarven, 
  Elven, Orc; Brew Potion, Craft Magic Arms and Armor, 
  Craft Staff, Craft Wondrous Item, Extend Spell, Forge 
  Ring, Greater Spell Focus (Conjuration), Scribe Scroll, 
  Skill Focus (Knowledge (The Planes)), Spell Focus 
  (Conjuration). 
   
  Spells 
  Prepared*: 
  (4+1/6+1/6+1/5+1/5+1/ 
  5+1/5+1/3+1/2+1/1+1 base DC = 16 + spell level, 
  conjuration spells DC = 18 + spell level): 0 - detect 
  magic (2), mage hand, open/close, read magic; 1st - 
  expeditious retreat, mage armor (2), shield (2), unseen 
  servant; 2nd - darkvision; 3rd - nondetection; 4th - 
  arcane 
  eye, 
  detect 
  scrying, 
  dimension 
  door, 
  dimensional anchor, Leomund's secure shelter; 5th - 
  dismissal, fabricate, major creation (2), passwall, Rary's 
  telepathic bond; 6th - analyze dweomer,  greater dispel 
  magic, globe of invulnerability, legend lore, true 
  seeing; 7th -  greater arcane sight, teleport object, 
  greater teleport; 8th - dimensional lock, greater prying 
  eyes; 9th – gate (x2). 
  *Afronidious has fewer spells memorized than he is 
  allowed. This is because he did not see the need to 
  make the effort or take the extra time from his research 
  to memorize extra spells that he believed would not be 
  useful for that research. Since he also did not see the 
  need to take his spellbook along to “just briefly check 
  out” the gate, he is unable to memorize more.  
  Note: After losing his third familiar to an unexpected 
  alchemical explosion, Afronidious has opted not to 
  summon another one. 
  Conjuring Trouble 
   
  Page 32 
  
  Appendix Two – APL 2
  Encounter Four/Eleven 
   
   
   
  Thape Zwepena: CR 5; Male Human Rog3/Ftr2;  
  Medium Humanoid (human); HD 3d6+2d10+5; hp 33; 
  Init +4; Spd 30 ft.; AC 14, touch 14, flat-footed 10; Base 
  Atk/Grp: +4/+4; Atk:  +8 melee (1d4 dagger*); Full Atk: 
   +8 melee (1d4 dagger*) or  +8 ranged (1d4 dagger*); SQ 
  sneak attack (2d6), trapfinding, evasion, trap sense; AL 
  CE; SV Fort +5, Ref +7, Will +0; Str 10, Dex 19, Con 12, 
  Int 16, Wis 8, Cha 8. 
   
  Skills and Feats: Bluff +7, Climb +5, Escape Artist 
  +10, Hide +12, Jump +5, Knowledge (Local) +9, Listen 
  +5, Move Silently +10, Open Lock +10, Search +9, 
  Sense Motive +7, Sleight of Hand +12, Spot +5, Tumble 
  +10; Combat Expertise, Far Shot, Improved Feint, 
  Point Blank Shot, Weapon Finesse. 
   
  Possessions: alchemical dexterity booster, dagger*, 
  elixir of love, shank, 8 strangely shaped coins, sweet, 
  thieves' tools. 
  *If the PCs did not trade a dagger to Thape then his only 
  weapon is his improvised weapon (a shank that deals 1d2 
  damage and only scores a critical hit on a natural 20 but is 
  otherwise identical to a dagger). 
  Encounter Five 
   
   
   
   
  Nerra Guard: CR 3; Kalareem Nerra, Medium 
  Outsider (Extraplanar); 3d8+6; hp 19; Init +3; Spd 30 ft.; 
  AC 18; touch 13; flat-footed 15; Base Atk/Grp +3/+4; 
  Atk: +9 melee (1d8+3 plus wounding/19-20, shard 
  longsword); 
  Full 
  Atk 
  +5 
  melee 
  (1d8+3 
  plus 
  wounding/19-20, shard longsword) and +5 melee 
  (1d8+2 plus wounding/19-20, shard longsword); SA 
  shard spray, spell-like abilities; SQ darkvision 60ft; cold 
  resistance 10, electricity resistance 10, fire resistance 
  10, mirror jump, outsider traits, reflective spell 
  resistance 15, sonic vulnerability; SV Fort +5, Ref +6, 
  Will +5; AL N; Str 13, Con 15, Dex 16, Int 10, Wis 14, 
  Cha 13. 
   
  Skills and Feats: Bluff +7; Diplomacy +6; Disguise 
  +7 (+9 acting); Hide +9; Intimidate +7; Knowledge (The 
  Planes) +6; Knowledge (Arcana) +6; Listen +8; Move 
  Silently +9; Sense Motive +7; Spot +8; Languages: 
  Common, Nerra; Exotic Weapon Proficiency (shard 
  longsword), Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus (shard longsword). 
   
  Possessions:  chain mail, key to stairwell and 
  guardroom, shard longsword (2). 
   
  Mirror Jump (Su): Nerras can move through 
  mirrored and reflective surfaces at will. This effect is 
  similar to shadow walk, but the nerra travels along the 
  Plane of Mirrors. As a standard action, the nerra must 
  touch a mirror or other highly reflective surface. The 
  nerra then exits from another mirror that is no further 
  than 1 mile away. 
   
  If a nerra touches a regular mirror, the mirror 
  jump happens automatically. A nerra can also touch a 
  highly reflective surface, such as a polished metal 
  shield or armor. This surface must be clear glass, a still 
  pool of water, or shiny metal. There is a 30% chance 
  that the surface is reflective enough for the nerra to 
  make the mirror jump. However, a nerra can only 
  enter a nonmirrored surface - it can return only 
  through a normal mirror. 
   
  If another mirror is not within the range of the 
  mirror jump, the nerra must wander the Plane of 
  Mirrors and exit through another random mirror 
  portal. 
   
  Reflective Spell Resistance (Sp): A nerra has a 
  special type of spell resistance that causes any targeted 
  spell it successfully resists to bounce off and reflect 
  back at the caster. The caster becomes either the spell’s 
  target or the point of origin for the spell’s effect, as 
  appropriate. In addition, nerra are immune to gaze 
  attacks, and such an effect is reflected back to its 
  origin. 
   
  Shard Spray (Su): Three times per day, a kalareem 
  can release a spray of mirrorlike shards from its hands 
  that can flay flesh and cause massive lacerations. The 
  spray is a 30-foot cone and it deals 1d4 points of 
  damage per level of the kalareem to a maximum of 5d4. 
   
  In addition, a wound resulting from a kalareem’s 
  shard spray bleeds for an additional 2 points of damage 
  per round thereafter. Multiple wounds from such 
  attacks result in cumulative bleeding loss (two wounds 
  for 4 points of damage per round, and so on). The 
  bleeding can be stopped only by a successful Heal 
  check (DC 10) or the application of any cure spell or 
  other healing spell (heal, healing circle, or the like). 
   
  Sonic Vulnerability (Ex):  All nerras take half 
  again as much (+50%) damage as normal from an attack 
  Conjuring Trouble 
   
  Page 33 
  
  involving sonic energy, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure. 
   
  Spell-Like Abilities: 1/day mirror image, Caster 
  level 12th; save DC 11+spell level. 
  Encounter Seven 
   
   
   
   
  Mergha: CR 6; Male Human Rog1/Bbn 1/Ftr4;  
  Medium 
  Humanoid 
  (human); 
  HD 
  1d6+1d12+ 
  4d10+18; hp 55; Init +1; Spd 40 ft.; AC 11, touch 11, 
  flat-footed 10; Base Atk/Grp: +5/+8; Atk:  +9 melee 
  (1d3+5 unarmed strike); Full Atk:  +9 melee (1d3+5 
  unarmed strike); SQ sneak attack (+1d6), trapfinding, 
  rage; AL CG; SV Fort +9, Ref +4, Will +4; Str 17, Dex 13, 
  Con 16, Int 4, Wis 16, Cha 6. 
   
  Skills and Feats: Balance +7, Escape Artist +6, 
  Intimidate +3, Perform +2, Tumble +8, Jump +14, 
  Climb +3, Craft -3, Ride +1, Swim +3; Clever Wrestling, 
  Dodge, Earth's Embrace, Improved Unarmed Strike, 
  Reckless Rage, Weapon Focus (Unarmed), Weapon 
  Specialization (Unarmed). 
   
  Possessions: none. 
  Power-Up Suite (Rage): hp 67, AC 9, touch 9, flat-
  footed 8, Grp: +11; Atk:  +11 melee (1d3+7 unarmed 
  strike); Full Atk:  +11 melee (1d3+7 unarmed strike);  
  Fort +11, Ref +4, Will +6. 
  Encounter Ten 
   
   
   
   
  Nerra Inquisitor: CR 6; Sillit Nerra; Medium outsider 
  (extraplanar); 7d8+14; hp 48; Init +6; Spd 30 ft.; AC 21; 
  touch 12; flat-footed 19; Base Atk/Grp +7/+8; Atk +12 
  melee (1d8+3 plus wounding/19-20, shard longsword); 
  Full Atk +12 melee (1d8+3 plus wounding/19-20; shard 
  longsword); SA Shard spray, spell-like abilities; SQ 
  Darkvision 60ft; cold resistance 15, electricity 
  resistance 15, fire resistance 15, mirror jump, outsider 
  traits, reflective spell resistance 19, sonic vulnerability; 
  SV Fort +7, Ref +7, Will +7; AL N; Str 13, Con 14, Dex 
  15, Int 17, Wis 14, Cha 18. 
   
  Skills and Feats: Bluff +14, Diplomacy +8, Disguise 
  +14 (+16 acting), Gather Information +14, Hide +12, 
  Intimidate +16, Knowledge(The Planes) +13, Listen 
  +14, Move Silently +12, Search +12, Sense Motive +14, 
  Spot +14, Survival +2; Languages: Common, Nerra; 
  Alertness, 
  Exotic 
  Weapon 
  Proficiency 
  (shard 
  longsword), Improved Initiative, Weapon Finesse, 
  Weapon Focus (shard longsword). 
   
  Possessions:  chain mail, shard longsword. 
   
  Mirror Jump (Su): Nerras can move through 
  mirrored and reflective surfaces at will. This effect is 
  similar to shadow walk, but the nerra travels along the 
  Plane of Mirrors. As a standard action, the nerra must 
  touch a mirror or other highly reflective surface. The 
  nerra then exits from another mirror that is no further 
  than 1 mile away. 
   
  If a nerra touches a regular mirror, the mirror 
  jump happens automatically. A nerra can also touch a 
  highly reflective surface, such as a polished metal 
  shield or armor. This surface must be clear glass, a still 
  pool of water, or shiny metal. There is a 30% chance 
  that the surface is reflective enough for the nerra to 
  make the mirror jump. However, a nerra can only 
  enter a nonmirrored surface- it can return only 
  through a normal mirror. 
   
  If another mirror is not within the range of the 
  mirror jump, the nerra must wander the Plane of 
  Mirrors and exit through another random mirror 
  portal. 
   
  Reflective Spell Resistance (Sp): A nerra has a 
  special type of spell resistance that causes any targeted 
  spell it successfully resists to bounce off and reflect 
  back at the caster. The caster becomes either the spell’s 
  target or the point of origin for the spell’s effect, as 
  appropriate. In addition, nerras are immune to gaze 
  attacks, and such an effect is reflected back to its 
  origin. 
   
  Shard Spray (Su): Three times per day, a sillit can 
  release a spray of mirrorlike shards from its hands that 
  can flay flesh and cause massive lacerations. The spray 
  is a 30-foot cone and it deals 1d6 points of damage per 
  level of the sillit to a maximum of 5d6. 
   
  In addition, a wound resulting from a sillit’s shard 
  spray bleeds for an additional 2 points of damage per 
  round thereafter. Multiple wounds from such attacks 
  result in cumulative bleeding loss (two wounds for 4 
  points of damage per round, and so on). The bleeding 
  can be stopped noly by a successful Heal check (DC 10) 
  or the application of any cure spell or other healing 
  spell (heal, healing circle, or the like). 
   
  Sonic Vulnerability (Ex):  All nerras take half 
  again as much (+50%) damage as normal from an attack 
  involving sonic energy, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure. 
  Spell-Like Abilities: At will – disguise self, false 
  vision; 3/day – mislead. Caster level 16th; save DC 
  14+spell level. 
  Harpoon Spider: CR 4; Large aberration; HD 
  5d8+20+5; hp 47; Init +4; Spd 40 ft., climb 20 ft.; AC 16; 
  touch 13; flat-footed 12; Base Atk/Grp: +3/+10; Atk: +5 
  melee (1d8+3 plus poison, bite) or +6 ranged (1d4+1 
  Conjuring Trouble 
   
  Page 34 
  
   
  Skills: A harpoon spider has a +8 racial bonus on 
  Climb checks and Jump checks, and it can always 
  choose to take 10 on a Climb check, even if rushed or 
  threatened. 
  plus harpooning, fang); Full Atk: +5 melee (1d8+3 plus 
  poison, bite) or +6/+6 ranged (1d4+1 plus harpooning, 
  fangs); Space/Reach 10 ft./5 ft.; SA harpooning, poison; 
  SQ darkvision 120ft, evasion, spines, web movement; 
  SV Fort +5, Ref +5, Will +5; AL CE; Str 17, Con 18, Dex 
  19, Int 14, Wis 12, Cha 9. 
   
   
  Skills and Feats: Balance +8; Climb +16; Hide +8; 
  Jump +21; Spot +7, Tumble +13; Combat Reflexes; 
  Improved Toughness; Improved Trip
  B. 
   
   
  Harpooning (Ex): As ranged attacks, a harpoon 
  spider can fire one or two fangs up to 20 feet (no range 
  increment). The spider can fire at two different targets 
  if it chooses. A successful hit deals 1d4+1 points of 
  damage as the harpoon hooks the flesh of the target 
  and immediately exudes a thick, sticky glue. The spider 
  can reel in a harpoon as a free action; treat this as a trip 
  attack (+10 bonus) against any creature attached to the 
  fang. Failure indicates that the harpoon rips free (and 
  deals another 1d4+1 points of damage to the victim). 
  Success indicates that the victim is pulled off its feet 
  and dragged back to the spider, who can immediately 
  make a free bite attack against the victim. A harpoon 
  spider can only pull a creature smaller than itself in 
  this manner. Attempts to retract a creature of its own 
  size or larger automatically causes the fang to rip free as 
  if the trip attack failed. The glue exuded by the spider’s 
  fangs decomposes quickly, and at the end of the 
  spider’s turn the fang automatically detaches. 
   
  Poison (Ex): Injury Fortitude DC 16, initial 
  damage 1d6 Dex, secondary damage 2d6 Dex.  The save 
  DC is Constitution-based. 
   
  Spines (Ex): Any creature striking a harpoon 
  spider with its body or a handheld weapon must make 
  a DC 16 Reflex save or take 1d6 points of piercing 
  damage from the spider’s spines. (Creatures wielding 
  reach weapons, such as longspears, are not subject to 
  this damage.) The spines also deal an extra 1d6 points 
  of damage on a successful grapple check (much like 
  armor spikes). The save DC is Dexterity-based. 
   
  As a full-round action, a harpoon spider can pick 
  up a Medium or smaller helpless creature with its legs 
  and impale the body on its spines, dealing 2d6 points 
  of piercing damage. The spider can carry up to 2 
  Medium, 8 Small, 32 Tiny or 128 Diminutive or smaller 
  creatures in this manner. Harpoon spiders often use 
  this method to carry their next meals. 
   
  Web Movement (Ex): Although they cannot spin 
  webs themselves, harpoon spiders can climb around 
  and through webs with ease using their climb speed. 
  They are immune to the effects of a web spell. 
  Conjuring Trouble 
   
  Page 35 
  
  Appendix Three – APL 4
  Encounter Four/Eleven 
   
   
   
  Thape 
  Zwepena: 
  CR 
  7; 
  Male 
  Human 
  Rog3/Ftr2/InvisibleBlade2; 
  Medium 
  Humanoid 
  (human); HD 3d6+2d6+2d10+7; hp 43; Init +4; Spd 30 
  ft.; AC 14, touch 14, flat-footed 10; Base Atk/Grp: 
  +6/+6; Atk:  +11 melee (1d4/19-20, dagger*); Full Atk:  
  +11/+6 melee (1d4/19-20, dagger*) or  +11/+6 ranged 
  (1d4/19-20, 
  dagger*); 
  SQ 
  sneak 
  attack 
  (+3d6), 
  trapfinding, evasion, trap sense, bleeding wound; AL 
  CE; SV Fort +5, Ref +10, Will +0; Str 10, Dex 19, Con 
  12, Int 16, Wis 8, Cha 8. 
   
  Skills and Feats: Bluff +9, Escape Artist +12, Hide 
  +14, Knowledge (Local) +9, Listen +7, Move Silently 
  +12, Open Lock +9, Search +9, Sense Motive +8, Sleight 
  of Hand +12, Spot +7, Tumble +12; Combat Expertise, 
  Far Shot, Improved Feint, Point Blank Shot, Weapon 
  Finesse, Weapon Focus (Dagger). 
   
  Possessions: alchemical dexterity booster, dagger*, 
  elixir of love, shank, 8 strangely shaped coins, sweet, 
  thieves' tools. 
   
  Bleeding Wound (Ex): An invisible blade of 2nd 
  level or higher that makes a successful dagger sneak 
  attack can choose to deal a bleeding wound, sacrificing 
  1d6 points of the extra damage from the dagger sneak 
  attack. Such an attack deals damage as normal in the 
  round when the attack hits. Thereafter, the wound 
  caused by the invisible blade’s dagger bleeds for 1 point 
  of damage per round. Multiple wounds from the 
  weapon result in cumulative bleeding loss (two 
  wounds for 2 points of damage per round, and so on). 
  The bleeding can only be stopped by a DC 15 Heal 
  check or the application of any cure spell or other 
  healing spell (heal, healing circle, and so on). Creatures 
  immune to sneak attack damage are immune to 
  bleeding wounds as well. 
  *If the PCs did not trade a dagger to Thape then his only 
  weapon is his improvised weapon (a shank that deals 1d2 
  damage and only scores a critical hit on a natural 20 but is 
  otherwise identical to a dagger). 
  Encounter Five 
   
   
   
   
  Nerra Guard: CR 3; Kalareem Nerra, Medium 
  Outsider (Extraplanar); 3d8+6; hp 19; Init +3; Spd 30 ft.; 
  AC 18; touch 13; flat-footed 15; Base Atk/Grp +3/+4; 
  Atk: +9 melee (1d8+3 plus wounding/19-20, shard 
  longsword); 
  Full 
  Atk 
  +5 
  melee 
  (1d8+3 
  plus 
  wounding/19-20, shard longsword) and +5 melee 
  (1d8+2 plus wounding/19-20, shard longsword); SA 
  shard spray, spell-like abilities; SQ darkvision 60ft; cold 
  resistance 10, electricity resistance 10, fire resistance 
  10, mirror jump, outsider traits, reflective spell 
  resistance 15, sonic vulnerability; SV Fort +5, Ref +6, 
  Will +5; AL N; Str 13, Con 15, Dex 16, Int 10, Wis 14, 
  Cha 13. 
   
  Skills and Feats: Bluff +7; Diplomacy +6; Disguise 
  +7 (+9 acting); Hide +9; Intimidate +7; Knowledge (The 
  Planes) +6; Knowledge (Arcana) +6; Listen +8; Move 
  Silently +9; Sense Motive +7; Spot +8; Languages: 
  Common, Nerra; Exotic Weapon Proficiency (shard 
  longsword), Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus (shard longsword). 
   
  Possessions:  chain mail, key to stairwell and 
  guardroom, shard longsword (2). 
   
  Mirror Jump (Su): Nerras can move through 
  mirrored and reflective surfaces at will. This effect is 
  similar to shadow walk, but the nerra travels along the 
  Plane of Mirrors. As a standard action, the nerra must 
  touch a mirror or other highly reflective surface. The 
  nerra then exits from another mirror that is no further 
  than 1 mile away. 
   
  If a nerra touches a regular mirror, the mirror 
  jump happens automatically. A nerra can also touch a 
  highly reflective surface, such as a polished metal 
  shield or armor. This surface must be clear glass, a still 
  pool of water, or shiny metal. There is a 30% chance 
  that the surface is reflective enough for the nerra to 
  make the mirror jump. However, a nerra can only 
  enter a nonmirrored surface - it can return only 
  through a normal mirror. 
   
  If another mirror is not within the range of the 
  mirror jump, the nerra must wander the Plane of 
  Mirrors and exit through another random mirror 
  portal. 
   
  Reflective Spell Resistance (Sp): A nerra has a 
  special type of spell resistance that causes any targeted 
  spell it successfully resists to bounce off and reflect 
  back at the caster. The caster becomes either the spell’s 
  target or the point of origin for the spell’s effect, as 
  appropriate. In addition, nerra are immune to gaze 
  attacks, and such an effect is reflected back to its 
  origin. 
   
  Shard Spray (Su): Three times per day, a kalareem 
  can release a spray of mirrorlike shards from its hands 
  that can flay flesh and cause massive lacerations. The 
  spray is a 30-foot cone and it deals 1d4 points of 
  damage per level of the kalareem to a maximum of 5d4. 
  Conjuring Trouble 
   
  Page 36 
  
   
  In addition, a wound resulting from a kalareem’s 
  shard spray bleeds for an additional 2 points of damage 
  per round thereafter. Multiple wounds from such 
  attacks result in cumulative bleeding loss (two wounds 
  for 4 points of damage per round, and so on). The 
  bleeding can be stopped only by a successful Heal 
  check (DC 10) or the application of any cure spell or 
  other healing spell (heal, healing circle, or the like). 
   
  Sonic Vulnerability (Ex):  All nerras take half 
  again as much (+50%) damage as normal from an attack 
  involving sonic energy, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure. 
   
  Spell-Like Abilities: 1/day mirror image, Caster 
  level 12th; save DC 11+spell level. 
  Encounter Seven 
   
   
   
   
  Mergha: 
  CR 
  8; 
  Male 
  human 
  Rog1/Reaping 
  Mauler2/Bbn1/Ftr4; Medium humanoid (human); HD 
  1d6+2d10+1d12+4d10+24; hp 73; Init +1; Spd 40 ft.; AC 
  11, touch 11, flat-footed 10; Base Atk/Grp: +7/+12; Atk: 
  +12 melee (1d3+6 unarmed strike); Full Atk: +12/+7 
  melee (1d3+6 unarmed strike); SQ sneak attack (+1d6), 
  trapfinding, rage, adept wrestling; AL CG; SV Fort +12, 
  Ref +7, Will +4; Str 18, Dex 13, Con 16, Int 4, Wis 16, 
  Cha 6. 
   
  Skills and Feats: Balance +7, Escape Artist +6 (+7 
  opposed), Intimidate +3, Perform +2, Tumble +10, 
  Jump +13; Clever Wrestling, Dodge, Earth's Embrace, 
  Improved 
  Grapple, 
  Improved 
  Unarmed 
  Strike, 
  Mobility, Reckless Rage, Weapon Focus (Unarmed), 
  Weapon Specialization (Unarmed). 
   
  Possessions: none. 
   
  Adept Wrestling (Ex): Beginning at 2nd level, a 
  reaping mauler who is wearing light armor or no armor 
  gains a +1 bonus on all grapple checks and opposed 
  Dexterity or Strength checks. This bonus increases to 
  +2 at 4th level. 
  Power-Up Suite (Rage): hp 89, AC 9, touch 9, flat-
  footed 8, Grp: +15; Atk:  +14 melee (1d3+8 unarmed 
  strike); Full Atk:  +14/+9 melee (1d3+8 unarmed 
  strike);  Fort +14, Ref +7, Will +6. 
  Encounter Ten 
   
   
   
   
  Nerra Inquisitor: CR 6; Sillit Nerra; Medium outsider 
  (extraplanar); 7d8+14; hp 48; Init +6; Spd 30 ft.; AC 21; 
  touch 12; flat-footed 19; Base Atk/Grp +7/+8; Atk +12 
  melee (1d8+3 plus wounding/19-20, shard longsword); 
  Full Atk +12 melee (1d8+3 plus wounding/19-20; shard 
  longsword); SA Shard spray, spell-like abilities; SQ 
  Darkvision 60ft; cold resistance 15, electricity 
  resistance 15, fire resistance 15, mirror jump, outsider 
  traits, reflective spell resistance 19, sonic vulnerability; 
  SV Fort +7, Ref +7, Will +7; AL N; Str 13, Con 14, Dex 
  15, Int 17, Wis 14, Cha 18. 
   
  Skills and Feats: Bluff +14, Diplomacy +8, Disguise 
  +14 (+16 acting), Gather Information +14, Hide +12, 
  Intimidate +16, Knowledge(The Planes) +13, Listen 
  +14, Move Silently +12, Search +12, Sense Motive +14, 
  Spot +14, Survival +2; Languages: Common, Nerra; 
  Alertness, 
  Exotic 
  Weapon 
  Proficiency 
  (shard 
  longsword), Improved Initiative, Weapon Finesse, 
  Weapon Focus (shard longsword). 
   
  Possessions:  chain mail, shard longsword. 
   
  Mirror Jump (Su): Nerras can move through 
  mirrored and reflective surfaces at will. This effect is 
  similar to shadow walk, but the nerra travels along the 
  Plane of Mirrors. As a standard action, the nerra must 
  touch a mirror or other highly reflective surface. The 
  nerra then exits from another mirror that is no further 
  than 1 mile away. 
   
  If a nerra touches a regular mirror, the mirror 
  jump happens automatically. A nerra can also touch a 
  highly reflective surface, such as a polished metal 
  shield or armor. This surface must be clear glass, a still 
  pool of water, or shiny metal. There is a 30% chance 
  that the surface is reflective enough for the nerra to 
  make the mirror jump. However, a nerra can only 
  enter a nonmirrored surface- it can return only 
  through a normal mirror. 
   
  If another mirror is not within the range of the 
  mirror jump, the nerra must wander the Plane of 
  Mirrors and exit through another random mirror 
  portal. 
   
  Reflective Spell Resistance (Sp): A nerra has a 
  special type of spell resistance that causes any targeted 
  spell it successfully resists to bounce off and reflect 
  back at the caster. The caster becomes either the spell’s 
  target or the point of origin for the spell’s effect, as 
  appropriate. In addition, nerras are immune to gaze 
  attacks, and such an effect is reflected back to its 
  origin. 
   
  Shard Spray (Su): Three times per day, a sillit can 
  release a spray of mirrorlike shards from its hands that 
  can flay flesh and cause massive lacerations. The spray 
  is a 30-foot cone and it deals 1d6 points of damage per 
  level of the sillit to a maximum of 5d6. 
   
  In addition, a wound resulting from a sillit’s shard 
  spray bleeds for an additional 2 points of damage per 
  round thereafter. Multiple wounds from such attacks 
  Conjuring Trouble 
   
  Page 37 
  
  result in cumulative bleeding loss (two wounds for 4 
  points of damage per round, and so on). The bleeding 
  can be stopped noly by a successful Heal check (DC 10) 
  or the application of any cure spell or other healing 
  spell (heal, healing circle, or the like). 
   
  Sonic Vulnerability (Ex):  All nerras take half 
  again as much (+50%) damage as normal from an attack 
  involving sonic energy, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure. 
   
  Spell-Like Abilities: At will – disguise self, false 
  vision; 3/day – mislead. Caster level 16th; save DC 
  14+spell level. 
  Harpoon Spider: CR 4; Large aberration; HD 
  5d8+20+5; hp 47; Init +4; Spd 40 ft., climb 20 ft.; AC 16; 
  touch 13; flat-footed 12; Base Atk/Grp: +3/+10; Atk: +5 
  melee (1d8+3 plus poison, bite) or +6 ranged (1d4+1 
  plus harpooning, fang); Full Atk: +5 melee (1d8+3 plus 
  poison, bite) or +6/+6 ranged (1d4+1 plus harpooning, 
  fangs); Space/Reach 10 ft./5 ft.; SA harpooning, poison; 
  SQ darkvision 120ft, evasion, spines, web movement; 
  SV Fort +5, Ref +5, Will +5; AL CE; Str 17, Con 18, Dex 
  19, Int 14, Wis 12, Cha 9. 
   
  Skills and Feats: Balance +8; Climb +16; Hide +8; 
  Jump +21; Spot +7, Tumble +13; Combat Reflexes; 
  Improved Toughness; Improved Trip
  B. 
   
  Harpooning (Ex): As ranged attacks, a harpoon 
  spider can fire one or two fangs up to 20 feet (no range 
  increment). The spider can fire at two different targets 
  if it chooses. A successful hit deals 1d4+1 points of 
  damage as the harpoon hooks the flesh of the target 
  and immediately exudes a thick, sticky glue. The spider 
  can reel in a harpoon as a free action; treat this as a trip 
  attack (+10 bonus) against any creature attached to the 
  fang. Failure indicates that the harpoon rips free (and 
  deals another 1d4+1 points of damage to the victim). 
  Success indicates that the victim is pulled off its feet 
  and dragged back to the spider, who can immediately 
  make a free bite attack against the victim. A harpoon 
  spider can only pull a creature smaller than itself in 
  this manner. Attempts to retract a creature of its own 
  size or larger automatically causes the fang to rip free as 
  if the trip attack failed. The glue exuded by the spider’s 
  fangs decomposes quickly, and at the end of the 
  spider’s turn the fang automatically detaches. 
   
  Poison (Ex): Injury Fortitude DC 16, initial 
  damage 1d6 Dex, secondary damage 2d6 Dex.  The save 
  DC is Constitution-based. 
   
  Spines (Ex): Any creature striking a harpoon 
  spider with its body or a handheld weapon must make 
  a DC 16 Reflex save or take 1d6 points of piercing 
  damage from the spider’s spines. (Creatures wielding 
  reach weapons, such as longspears, are not subject to 
  this damage.) The spines also deal an extra 1d6 points 
  of damage on a successful grapple check (much like 
  armor spikes). The save DC is Dexterity-based. 
   
  As a full-round action, a harpoon spider can pick 
  up a Medium or smaller helpless creature with its legs 
  and impale the body on its spines, dealing 2d6 points 
  of piercing damage. The spider can carry up to 2 
  Medium, 8 Small, 32 Tiny or 128 Diminutive or smaller 
  creatures in this manner. Harpoon spiders often use 
  this method to carry their next meals. 
   
  Web Movement (Ex): Although they cannot spin 
  webs themselves, harpoon spiders can climb around 
  and through webs with ease using their climb speed. 
  They are immune to the effects of a web spell. 
   
  Skills: A harpoon spider has a +8 racial bonus on 
  Climb checks and Jump checks, and it can always 
  choose to take 10 on a Climb check, even if rushed or 
  threatened. 
  Conjuring Trouble 
   
  Page 38 
  
  Appendix Four – APL 6
  Encounter Four/Eleven 
   
   
   
  Thape 
  Zwepena: 
  CR 
  9; 
  Male 
  human 
  Rog3/Ftr2/InvisibleBlade4; 
  Medium 
  humanoid 
  (human); HD 3d6+4d6+2d10+9; hp 53; Init +5; Spd 30 
  ft.; AC 15, touch 15, flat-footed 10; Base Atk/Grp: 
  +8/+8; Atk:  +14 melee (1d4/19-20, dagger*); Full Atk:  
  +12/+7 melee (1d4/19-20, dagger*) and +12 melee (1d2 
  shank) or +12/+7 ranged (1d4/19-20, dagger*) and +12 
  ranged (1d2 shank); SQ sneak attack (+4d6), 
  trapfinding, evasion, trap sense, bleeding wound, 
  uncanny feint, feint mastery; AL CE; SV Fort +6, Ref 
  +12, Will +1; Str 10, Dex 20, Con 12, Int 16, Wis 8, Cha 
  8. 
   
  Skills and Feats: Bluff +11, Escape Artist +15, Hide 
  +17, Knowledge (Local) +9, Listen +9, Move Silently 
  +15, Open Lock +10, Search +9, Sense Motive +9, 
  Sleight of Hand +13, Spot +9, Tumble +15; Combat 
  Expertise, Far Shot, Point Blank Shot, Quick Draw, 
  Two-Weapon Fighting, Weapon Finesse, Weapon 
  Focus (Dagger). 
   
  Possessions: alchemical dexterity booster, dagger*, 
  elixir of love, shank, 8 strangely shaped coins, sweet, 
  thieves' tools. 
   
  Bleeding Wound (Ex): An invisible blade of 2nd 
  level or higher that makes a successful dagger sneak 
  attack can choose to deal a bleeding wound, sacrificing 
  1d6 points of the extra damage from the dagger sneak 
  attack. Such an attack deals damage as normal in the 
  round when the attack hits. Thereafter, the wound 
  caused by the invisible blade’s dagger bleeds for 1 point 
  of damage per round. Multiple wounds from the 
  weapon result in cumulative bleeding loss (two 
  wounds for 2 points of damage per round, and so on). 
  The bleeding can only be stopped by a DC 15 Heal 
  check or the application of any cure spell or other 
  healing spell (heal, healing circle, and so on). Creatures 
  immune to sneak attack damage are immune to 
  bleeding wounds as well. 
   
  Uncanny Feint (Ex): At 3rd level, an invisible 
  blade gains the ability to feint in combat (see page 68 of 
  the Player’s Handbook) as a move action rather than a 
  standard action. At 5th level, the character can feint in 
  combat as a free action. An invisible blade can use 
  uncanny feint only when armed with a dagger, kukri, 
  or punching dagger. 
   
  Feint Mastery (Ex): At 4th level, an invisible 
  blade armed with a dagger, kukri, or punching dagger 
  becomes so sure of his ability to mislead opponents 
  that he can take 10 on all Bluff checks when feinting in 
  combat (see page 68 of the Player’s Handbook), even if 
  stress and distractions would normally prevent him 
  from doing so. 
  *If the PCs did not trade a dagger to Thape then his only 
  weapon is his improvised weapon (a shank that deals 1d2 
  damage and only scores a critical hit on a natural 20 but is 
  otherwise identical to a dagger). 
  Encounter Five 
   
   
   
   
  Nerra Guard: CR 5; Kalareem nerra Ftr2;  Medium 
  outsider (extraplanar); HD 3d8+2d10+20; hp 43; Init 
  +5; Spd 30 ft.; AC 23, touch 14, flat-footed 19; Base 
  Atk/Grp: +5/+7; Atk:  +13 melee (1d8+4/19-20 plus 
  wounding/19-20, shard longsword); Full Atk:  +9 melee 
  (1d8+4/19-20 plus wounding/19-20, shard longsword) 
  and +9 melee (1d8+3/19-20 plus wounding/19-20, 
  shard longsword); SQ darkvision, cold resistance 10, 
  electricity resistance 10, fire resistance 10, mirror 
  jump, outsider traits, spell-like abilities, reflective spell 
  resistance 17, sonic vulnerability; AL N; SV Fort +10, 
  Ref +8, Will +5; Str 14, Dex 20, Con 18, Int 10, Wis 14, 
  Cha 11. 
   
  Skills and Feats: Bluff +7, Diplomacy +7, Disguise 
  +6 (+8 acting), Hide +11, Intimidate +7, Listen +8, 
  Knowledge (The Planes) +6, Knowledge (Arcana) +6, 
  Move Silently +11, Sense Motive +8, Spot +8; 
  Languages: 
  Common, 
  Nerra; 
  Exotic 
  Weapon 
  Proficiency (Shard Longsword), Power Attack, Quick 
  Draw, Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus (Shard Longsword). 
   
  Possessions: chain shirt, key to stairwell and 
  guardroom, shard longsword (2).  
   
  Mirror Jump (Su): Nerras can move through 
  mirrored and reflective surfaces at will. This effect is 
  similar to shadow walk, but the nerra travels along the 
  Plane of Mirrors. As a standard action, the nerra must 
  touch a mirror or other highly reflective surface. The 
  nerra then exits from another mirror that is no further 
  than 1 mile away. 
   
  If a nerra touches a regular mirror, the mirror 
  jump happens automatically. A nerra can also touch a 
  highly reflective surface, such as a polished metal 
  shield or armor. This surface must be clear glass, a still 
  pool of water, or shiny metal. There is a 30% chance 
  that the surface is reflective enough for the nerra to 
  make the mirror jump. However, a nerra can only 
  Conjuring Trouble 
   
  Page 39 
  
  enter a nonmirrored surface - it can return only 
  through a normal mirror. 
   
  If another mirror is not within the range of the 
  mirror jump, the nerra must wander the Plane of 
  Mirrors and exit through another random mirror 
  portal. 
   
  Reflective Spell Resistance (Sp): A nerra has a 
  special type of spell resistance that causes any targeted 
  spell it successfully resists to bounce off and reflect 
  back at the caster. The caster becomes either the spell’s 
  target or the point of origin for the spell’s effect, as 
  appropriate. In addition, nerra are immune to gaze 
  attacks, and such an effect is reflected back to its 
  origin. 
   
  Shard Spray (Su): Three times per day, a kalareem 
  can release a spray of mirrorlike shards from its hands 
  that can flay flesh and cause massive lacerations. The 
  spray is a 30-foot cone and it deals 1d4 points of 
  damage per level of the kalareem to a maximum of 5d4. 
   
  In addition, a wound resulting from a kalareem’s 
  shard spray bleeds for an additional 2 points of damage 
  per round thereafter. Multiple wounds from such 
  attacks result in cumulative bleeding loss (two wounds 
  for 4 points of damage per round, and so on). The 
  bleeding can be stopped only by a successful Heal 
  check (DC 10) or the application of any cure spell or 
  other healing spell (heal, healing circle, or the like). 
   
  Sonic Vulnerability (Ex):  All nerras take half 
  again as much (+50%) damage as normal from an attack 
  involving sonic energy, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure. 
   
  Spell-Like Abilities: 1/day mirror image, Caster 
  level 12th; save DC 11+spell level. 
  Encounter Seven 
   
   
   
   
  Mergha: 
  CR 
  10; 
  Male 
  human 
  Rog1/Reaping 
  Mauler4/Bbn1/Ftr4; Medium humanoid (human); HD 
  1d6+4d10+1d12+4d10+30; hp 91; Init +1; Spd 40 ft.; AC 
  11, touch 11, flat-footed 10; Base Atk/Grp: +9/+15; Atk: 
  +14 melee (1d3+6 unarmed strike); Full Atk:  +14/+9 
  melee (1d3+6 unarmed strike); SQ sneak attack (+1d6), 
  trapfinding, rage, adept wrestling, counter grapple, 
  sleeper lock; AL CG; SV Fort +13, Ref +8, Will +5; Str 
  18, Dex 13, Con 16, Int 4, Wis 16, Cha 6. 
   
  Skills and Feats: Balance +7, Escape Artist +6 (+8 
  opposed), Intimidate +3, Perform +2, Tumble +11, 
  Jump +14; Clever Wrestling, Dodge, Earth's Embrace, 
  Improved 
  Grapple, 
  Improved 
  Unarmed 
  Strike, 
  Mobility, Reckless Rage, Stunning Fist, Weapon Focus 
  (Unarmed), Weapon Specialization (Unarmed). 
   
  Possessions: none. 
   
  Adept Wrestling (Ex): Beginning at 2nd level, a 
  reaping mauler who is wearing light armor or no armor 
  gains a +1 bonus on all grapple checks and opposed 
  Dexterity or Strength checks. This bonus increases to 
  +2 at 4th level. 
   
  Counter Grapple (Ex): When grappling or 
  pinned, a reaping mauler of 3rd level or higher wearing 
  light armor or no armor can attempt either a grapple 
  check or an Escape Artist check opposed by his 
  opponent’s grapple check to free himself as normal. If 
  he fails the check he has chosen, he can immediately 
  attempt the other check as a free action. 
   
  Sleeper Lock (Ex): At 3rd level, a reaping mauler 
  learns how to render an opponent unconscious with 
  pressure. If Mergha pins his opponent while grappling 
  and maintains the pin for one full round, the opponent 
  must make a Fortitude save (DC 17) at the end of the 
  round or fall unconscious for 1d3 rounds. A creature 
  with no discernible anatomy has immunity to this 
  effect. 
  Power-Up Suite (Rage): hp 101, AC 9, touch 9, flat-
  footed 8, Grp: +18; Atk: +16 melee (1d3+8 unarmed 
  strike); Full Atk: +16/+11 melee (1d3+8 unarmed 
  strike); Fort +15, Ref +8, Will +7. 
  Encounter Ten 
   
   
   
   
  Nerra Inquisitor: CR 6; Sillit Nerra; Medium outsider 
  (extraplanar); 7d8+14; hp 48; Init +6; Spd 30 ft.; AC 21; 
  touch 12; flat-footed 19; Base Atk/Grp +7/+8; Atk +12 
  melee (1d8+3 plus wounding/19-20, shard longsword); 
  Full Atk +12 melee (1d8+3 plus wounding/19-20; shard 
  longsword); SA Shard spray, spell-like abilities; SQ 
  Darkvision 60ft; cold resistance 15, electricity 
  resistance 15, fire resistance 15, mirror jump, outsider 
  traits, reflective spell resistance 19, sonic vulnerability; 
  SV Fort +7, Ref +7, Will +7; AL N; Str 13, Con 14, Dex 
  15, Int 17, Wis 14, Cha 18. 
   
  Skills and Feats: Bluff +14, Diplomacy +8, Disguise 
  +14 (+16 acting), Gather Information +14, Hide +12, 
  Intimidate +16, Knowledge(The Planes) +13, Listen 
  +14, Move Silently +12, Search +12, Sense Motive +14, 
  Spot +14, Survival +2; Languages: Common, Nerra; 
  Alertness, 
  Exotic 
  Weapon 
  Proficiency 
  (shard 
  longsword), Improved Initiative, Weapon Finesse, 
  Weapon Focus (shard longsword). 
   
  Possessions:  chain mail, shard longsword. 
  Conjuring Trouble 
   
  Page 40 
  
   
  Mirror Jump (Su): Nerras can move through 
  mirrored and reflective surfaces at will. This effect is 
  similar to shadow walk, but the nerra travels along the 
  Plane of Mirrors. As a standard action, the nerra must 
  touch a mirror or other highly reflective surface. The 
  nerra then exits from another mirror that is no further 
  than 1 mile away. 
   
  If a nerra touches a regular mirror, the mirror 
  jump happens automatically. A nerra can also touch a 
  highly reflective surface, such as a polished metal 
  shield or armor. This surface must be clear glass, a still 
  pool of water, or shiny metal. There is a 30% chance 
  that the surface is reflective enough for the nerra to 
  make the mirror jump. However, a nerra can only 
  enter a nonmirrored surface- it can return only 
  through a normal mirror. 
   
  If another mirror is not within the range of the 
  mirror jump, the nerra must wander the Plane of 
  Mirrors and exit through another random mirror 
  portal. 
   
  Reflective Spell Resistance (Sp): A nerra has a 
  special type of spell resistance that causes any targeted 
  spell it successfully resists to bounce off and reflect 
  back at the caster. The caster becomes either the spell’s 
  target or the point of origin for the spell’s effect, as 
  appropriate. In addition, nerras are immune to gaze 
  attacks, and such an effect is reflected back to its 
  origin. 
   
  Shard Spray (Su): Three times per day, a sillit can 
  release a spray of mirrorlike shards from its hands that 
  can flay flesh and cause massive lacerations. The spray 
  is a 30-foot cone and it deals 1d6 points of damage per 
  level of the sillit to a maximum of 5d6. 
   
  In addition, a wound resulting from a sillit’s shard 
  spray bleeds for an additional 2 points of damage per 
  round thereafter. Multiple wounds from such attacks 
  result in cumulative bleeding loss (two wounds for 4 
  points of damage per round, and so on). The bleeding 
  can be stopped noly by a successful Heal check (DC 10) 
  or the application of any cure spell or other healing 
  spell (heal, healing circle, or the like). 
   
  Sonic Vulnerability (Ex):  All nerras take half 
  again as much (+50%) damage as normal from an attack 
  involving sonic energy, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure. 
  Spell-Like Abilities: At will – disguise self, false 
  vision; 3/day – mislead. Caster level 16th; save DC 
  14+spell level. 
  Advanced Harpoon Spider: CR 6; Huge aberration; 
  HD 9d8+54+9; hp 102; Init +4; Spd 40 ft., climb 20 ft.; 
  AC 18; touch 12, flat-footed 14; Base Atk/Grp: +6/+21; 
  Atk: +11 melee (3d6+7 plus poison, bite) or +8 ranged 
  (1d8+1 plus harpooning, fangs); Full Atk: +11 melee 
  (3d6+7 plus poison, bite) or +8/+8 ranged (1d8+1 plus 
  harpooning, fangs); Space/Reach 15 ft./10 ft.; SA 
  harpooning; poison; SQ darkvision 120ft; evasion, 
  spines, web movement; SV Fort +9, Ref +7, Will +7; AL 
  CE; Str 25, Con 22, Dex 18, Int 14, Wis 12, Cha 9. 
   
  Skills and Feats: Balance +10, Climb +20, Hide +7, 
  Jump +25, Spot +11, Tumble +13; Ability Focus 
  (poison), Combat Reflexes; Improved Natural Attack, 
  Improved Toughness; Improved Trip
  B. 
   
  Harpooning (Ex): As ranged attacks, a harpoon 
  spider can fire one or two fangs up to 20 feet (no range 
  increment). The spider can fire at two different targets 
  if it chooses. A successful hit deals 1d4+1 points of 
  damage as the harpoon hooks the flesh of the target 
  and immediately exudes a thick, sticky glue. The spider 
  can reel in a harpoon as a free action; treat this as a trip 
  attack (+10 bonus) against any creature attached to the 
  fang. Failure indicates that the harpoon rips free (and 
  deals another 1d4+1 points of damage to the victim). 
  Success indicates that the victim is pulled off its feet 
  and dragged back to the spider, who can immediately 
  make a free bite attack against the victim. A harpoon 
  spider can only pull a creature smaller than itself in 
  this manner. Attempts to retract a creature of its own 
  size or larger automatically causes the fang to rip free as 
  if the trip attack failed. The glue exuded by the spider’s 
  fangs decomposes quickly, and at the end of the 
  spider’s turn the fang automatically detaches. 
   
  Poison (Ex): Injury Fortitude DC 16, initial 
  damage 1d6 Dex, secondary damage 2d6 Dex.  The save 
  DC is Constitution-based. 
   
  Spines (Ex): Any creature striking a harpoon 
  spider with its body or a handheld weapon must make 
  a DC 16 Reflex save or take 1d6 points of piercing 
  damage from the spider’s spines. (Creatures wielding 
  reach weapons, such as longspears, are not subject to 
  this damage.) The spines also deal an extra 1d6 points 
  of damage on a successful grapple check (much like 
  armor spikes). The save DC is Dexterity-based. 
   
  As a full-round action, a harpoon spider can pick 
  up a Medium or smaller helpless creature with its legs 
  and impale the body on its spines, dealing 2d6 points 
  of piercing damage. The spider can carry up to 2 
  Medium, 8 Small, 32 Tiny or 128 Diminutive or smaller 
  creatures in this manner. Harpoon spiders often use 
  this method to carry their next meals. 
   
  Web Movement (Ex): Although they cannot spin 
  webs themselves, harpoon spiders can climb around 
  Conjuring Trouble 
   
  Page 41 
  
  and through webs with ease using their climb speed. 
  They are immune to the effects of a web spell. 
   
  Skills: A harpoon spider has a +8 racial bonus on 
  Climb checks and Jump checks, and it can always 
  choose to take 10 on a Climb check, even if rushed or 
  threatened. 
   
   
  Conjuring Trouble 
   
  Page 42 
  
  Appendix Five – APL 8
  Encounter Four/Eleven 
   
   
   
  Thape 
  Zwepena: 
  CR 
  11; 
  Male 
  human 
  Rog4/Ftr2/InvisibleBlade5; 
  Medium 
  humanoid 
  (human); HD 4d6+5d6+2d10+11; hp 63; Init +5; Spd 30 
  ft.; AC 18, touch 18, flat-footed 15; Base Atk/Grp: 
  +10/+10; Atk: +16 melee (1d4/19-20 dagger*); Full Atk: 
  +14/+9 melee (1d4/19-20 dagger*) and +14 melee (1d2 
  shank) or  +14/+9 ranged (1d4/19-20 dagger*) and +14 
  ranged (1d2 shank); SQ sneak attack (+5d6), 
  trapfinding, evasion, trap sense, bleeding wound, 
  uncanny feint, feint mastery, uncanny dodge; AL CE; 
  SV Fort +6, Ref +13, Will +1; Str 10, Dex 20, Con 12, Int 
  16, Wis 8, Cha 8. 
   
  Skills and Feats: Bluff +13, Escape Artist +17, Hide 
  +19, Knowledge (Local) +10, Listen +11, Move Silently 
  +17, Open Lock +11, Search +10, Sense Motive +13, 
  Sleight of Hand +13, Spot +11, Tumble +17; Combat 
  Expertise, Far Shot, Point Blank Shot, Quick Draw, 
  Two-Weapon Fighting, Weapon Finesse, Weapon 
  Focus (Dagger). 
   
  Possessions: alchemical dexterity booster, dagger*, 
  elixir of love, shank, 8 strangely shaped coins, sweet, 
  thieves' tools. 
   
  Bleeding Wound (Ex): An invisible blade of 2nd 
  level or higher that makes a successful dagger sneak 
  attack can choose to deal a bleeding wound, sacrificing 
  1d6 points of the extra damage from the dagger sneak 
  attack. Such an attack deals damage as normal in the 
  round when the attack hits. Thereafter, the wound 
  caused by the invisible blade’s dagger bleeds for 1 point 
  of damage per round. Multiple wounds from the 
  weapon result in cumulative bleeding loss (two 
  wounds for 2 points of damage per round, and so on). 
  The bleeding can only be stopped by a DC 15 Heal 
  check or the application of any cure spell or other 
  healing spell (heal, healing circle, and so on). Creatures 
  immune to sneak attack damage are immune to 
  bleeding wounds as well. 
   
  Uncanny Feint (Ex): At 3rd level, an invisible 
  blade gains the ability to feint in combat (see PHB p. 
  68) as a move action rather than a standard action. At 
  5th level, the character can feint in combat as a free 
  action. An invisible blade can use uncanny feint only 
  when armed with a dagger, kukri, or punching dagger. 
   
  Feint Mastery (Ex): At 4th level, an invisible 
  blade armed with a dagger, kukri, or punching dagger 
  becomes so sure of his ability to mislead opponents 
  that he can take 10 on all Bluff checks when feinting in 
  combat (see PHB p. 68), even if stress and distractions 
  would normally prevent him from doing so. 
  *If the PCs did not trade a dagger to Thape then his only 
  weapon is his improvised weapon (a shank that deals 1d2 
  damage and only scores a critical hit on a natural 20 but is 
  otherwise identical to a dagger). 
  Encounter Five 
   
   
   
   
  Nerra Guard: CR 7; Kalareem nerra Ftr4; Medium 
  outsider (extraplanar); HD 3d8+4d10+28; hp 63; Init 
  +5; Spd 30 ft.; AC 23, touch 14, flat-footed 19; Base 
  Atk/Grp: +7/+9; Atk: +15 melee (1d8+4/19-20 plus 
  wounding shard longsword) or +11 melee (2d8+7 plus 
  double wounding/19-20, dual strike with two shard 
  longswords; Full Atk:  +13/+8 melee (1d8+4/19-20 plus 
  wounding/19-20, shard longsword) and +13/+8 melee 
  (1d8+3/19-20 plus wounding, shard longsword); SQ 
  darkvision, cold resistance 10, electricity resistance 10, 
  fire resistance 10, mirror jump, outsider traits, spell-
  like abilities, reflective spell resistance 19, sonic 
  vulnerability; AL N; SV Fort +11, Ref +9, Will +6; Str 
  14, Dex 20, Con 18, Int 10, Wis 14, Cha 12. 
   
  Skills and Feats: Bluff +7, Diplomacy +8, Disguise 
  +6 (+8 acting), Hide +11, Intimidate +8, Listen +8, 
  Knowledge (The Planes) +6, Knowledge (Arcana) +6, 
  Move Silently +11, Sense Motive +8, Spot +8; 
  Languages: Common, Nerra; Dual Strike, Exotic 
  Weapon Proficiency (Shard Longsword), Improved 
  Two-Weapon Fighting, Power Attack, Quick Draw, 
  Two-Weapon Fighting, Weapon Finesse, Weapon 
  Focus (Shard Longsword). 
   
  Possessions: chain shirt, key to stairwell and 
  guardroom, shard longsword, shard longsword. 
   
  Mirror Jump (Su): Nerras can move through 
  mirrored and reflective surfaces at will. This effect is 
  similar to shadow walk, but the nerra travels along the 
  Plane of Mirrors. As a standard action, the nerra must 
  touch a mirror or other highly reflective surface. The 
  nerra then exits from another mirror that is no further 
  than 1 mile away. 
   
  If a nerra touches a regular mirror, the mirror 
  jump happens automatically. A nerra can also touch a 
  highly reflective surface, such as a polished metal 
  shield or armor. This surface must be clear glass, a still 
  pool of water, or shiny metal. There is a 30% chance 
  that the surface is reflective enough for the nerra to 
  make the mirror jump. However, a nerra can only 
  Conjuring Trouble 
   
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  enter a nonmirrored surface - it can return only 
  through a normal mirror. 
   
  If another mirror is not within the range of the 
  mirror jump, the nerra must wander the Plane of 
  Mirrors and exit through another random mirror 
  portal. 
   
  Reflective Spell Resistance (Sp): A nerra has a 
  special type of spell resistance that causes any targeted 
  spell it successfully resists to bounce off and reflect 
  back at the caster. The caster becomes either the spell’s 
  target or the point of origin for the spell’s effect, as 
  appropriate. In addition, nerra are immune to gaze 
  attacks, and such an effect is reflected back to its 
  origin. 
   
  Shard Spray (Su): Three times per day, a kalareem 
  can release a spray of mirrorlike shards from its hands 
  that can flay flesh and cause massive lacerations. The 
  spray is a 30-foot cone and it deals 1d4 points of 
  damage per level of the kalareem to a maximum of 5d4. 
   
  In addition, a wound resulting from a kalareem’s 
  shard spray bleeds for an additional 2 points of damage 
  per round thereafter. Multiple wounds from such 
  attacks result in cumulative bleeding loss (two wounds 
  for 4 points of damage per round, and so on). The 
  bleeding can be stopped only by a successful Heal 
  check (DC 10) or the application of any cure spell or 
  other healing spell (heal, healing circle, or the like). 
   
  Sonic Vulnerability (Ex):  All nerras take half 
  again as much (+50%) damage as normal from an attack 
  involving sonic energy, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure. 
   
  Spell-Like Abilities: 1/day mirror image, Caster 
  level 12th; save DC 11+spell level. 
  Encounter Seven 
   
   
   
   
  Mergha: 
  CR 
  12; 
  Male 
  human 
  Rog1/Reaping 
  Mauler4/Bbn1/Ftr6; Medium humanoid (human); HD 
  1d6+4d10+1d12+6d10+36; hp 109; Init +1; Spd 40 ft.; 
  AC 11, touch 11, flat-footed 10; Base Atk/Grp: +11/+17; 
  Atk: +16 melee (1d3+6 unarmed strike); Full Atk: 
  +16/+11/+6 melee (1d3+6 unarmed strike); SQ sneak 
  attack (+1d6), trapfinding, rage, ranged precision, adept 
  wrestling, counter grapple, sleeper lock; AL CG; SV 
  Fort +14, Ref +9, Will +6; Str 19, Dex 13, Con 16, Int 4, 
  Wis 16, Cha 6. 
   
  Skills and Feats: Balance +7, Escape Artist +6 (+8 
  opposed), Intimidate +3, Perform +2, Tumble +12, 
  Jump +16; Clever Wrestling, Dodge, Earth's Embrace, 
  Elusive Target, Improved Grapple, Improved Unarmed 
  Strike, Mobility, Power Attack, Reckless Rage, 
  Stunning Fist, Weapon Focus (Unarmed), Weapon 
  Specialization (Unarmed). 
   
  Possessions: none. 
   
  Adept Wrestling (Ex): Beginning at 2nd level, a 
  reaping mauler who is wearing light armor or no armor 
  gains a +1 bonus on all grapple checks and opposed 
  Dexterity or Strength checks. This bonus increases to 
  +2 at 4th level. 
   
  Counter Grapple (Ex): When grappling or 
  pinned, a reaping mauler of 3rd level or higher wearing 
  light armor or no armor can attempt either a grapple 
  check or an Escape Artist check opposed by his 
  opponent’s grapple check to free himself as normal. If 
  he fails the check he has chosen, he can immediately 
  attempt the other check as a free action. 
   
  Sleeper Lock (Ex): At 3rd level, a reaping mauler 
  learns how to render an opponent unconscious with 
  pressure. If Mergha pins his opponent while grappling 
  and maintains the pin for one full round, the opponent 
  must make a Fortitude save (DC 17) at the end of the 
  round or fall unconscious for 1d3 rounds. A creature 
  with no discernible anatomy has immunity to this 
  effect. 
  Power-Up Suite (Rage): hp 133, AC 9, touch 9, flat-
  footed 8; Grp: +20; Atk: +18 melee (1d3+8 unarmed 
  strike); Full Atk: +18/+13/+8 melee (1d3+8 unarmed 
  strike); Fort +16, Ref +9, Will +8. 
  Encounter Ten 
   
   
   
   
  Nerra Inquisitor: CR 6; Sillit Nerra; Medium outsider 
  (extraplanar); 7d8+14; hp 48; Init +6; Spd 30 ft.; AC 21; 
  touch 12; flat-footed 19; Base Atk/Grp +7/+8; Atk +12 
  melee (1d8+3 plus wounding/19-20, shard longsword); 
  Full Atk +12 melee (1d8+3 plus wounding/19-20; shard 
  longsword); SA Shard spray, spell-like abilities; SQ 
  Darkvision 60ft; cold resistance 15, electricity 
  resistance 15, fire resistance 15, mirror jump, outsider 
  traits, reflective spell resistance 19, sonic vulnerability; 
  SV Fort +7, Ref +7, Will +7; AL N; Str 13, Con 14, Dex 
  15, Int 17, Wis 14, Cha 18. 
   
  Skills and Feats: Bluff +14, Diplomacy +8, Disguise 
  +14 (+16 acting), Gather Information +14, Hide +12, 
  Intimidate +16, Knowledge(The Planes) +13, Listen 
  +14, Move Silently +12, Search +12, Sense Motive +14, 
  Spot +14, Survival +2; Languages: Common, Nerra; 
  Alertness, 
  Exotic 
  Weapon 
  Proficiency 
  (shard 
  longsword), Improved Initiative, Weapon Finesse, 
  Weapon Focus (shard longsword). 
  Conjuring Trouble 
   
  Page 44 
  
   
  Possessions:  chain mail, shard longsword. 
   
  Mirror Jump (Su): Nerras can move through 
  mirrored and reflective surfaces at will. This effect is 
  similar to shadow walk, but the nerra travels along the 
  Plane of Mirrors. As a standard action, the nerra must 
  touch a mirror or other highly reflective surface. The 
  nerra then exits from another mirror that is no further 
  than 1 mile away. 
   
  If a nerra touches a regular mirror, the mirror 
  jump happens automatically. A nerra can also touch a 
  highly reflective surface, such as a polished metal 
  shield or armor. This surface must be clear glass, a still 
  pool of water, or shiny metal. There is a 30% chance 
  that the surface is reflective enough for the nerra to 
  make the mirror jump. However, a nerra can only 
  enter a nonmirrored surface- it can return only 
  through a normal mirror. 
   
  If another mirror is not within the range of the 
  mirror jump, the nerra must wander the Plane of 
  Mirrors and exit through another random mirror 
  portal. 
   
  Reflective Spell Resistance (Sp): A nerra has a 
  special type of spell resistance that causes any targeted 
  spell it successfully resists to bounce off and reflect 
  back at the caster. The caster becomes either the spell’s 
  target or the point of origin for the spell’s effect, as 
  appropriate. In addition, nerras are immune to gaze 
  attacks, and such an effect is reflected back to its 
  origin. 
   
  Shard Spray (Su): Three times per day, a sillit can 
  release a spray of mirrorlike shards from its hands that 
  can flay flesh and cause massive lacerations. The spray 
  is a 30-foot cone and it deals 1d6 points of damage per 
  level of the sillit to a maximum of 5d6. 
   
  In addition, a wound resulting from a sillit’s shard 
  spray bleeds for an additional 2 points of damage per 
  round thereafter. Multiple wounds from such attacks 
  result in cumulative bleeding loss (two wounds for 4 
  points of damage per round, and so on). The bleeding 
  can be stopped noly by a successful Heal check (DC 10) 
  or the application of any cure spell or other healing 
  spell (heal, healing circle, or the like). 
   
  Sonic Vulnerability (Ex):  All nerras take half 
  again as much (+50%) damage as normal from an attack 
  involving sonic energy, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure. 
  Spell-Like Abilities: At will – disguise self, false 
  vision; 3/day – mislead. Caster level 16th; save DC 
  14+spell level. 
  Advanced Harpoon Spider: CR 8; Huge aberration; 
  HD 15d8+90; hp 168; Init +4; Spd 40 ft., climb 20 ft.; 
  AC 18; touch 12, flat-footed 14; Base Atk/Grp: +11/+27; 
  Atk: +17 melee (3d6+8 plus poison, bite) or +13 ranged 
  (1d8+1 plus harpooning, fang); Full Atk: +17 melee 
  (3d6+8 plus poison, bite) or +13/+13 ranged (1d8+1 
  plus harpooning, fangs); Space/Reach 15 ft./10 ft.; SA 
  harpooning; poison; SQ darkvision 120ft; evasion, 
  spines, web movement; SV Fort +11, Ref +11, Will +10; 
  AL CE; Str 26, Con 22, Dex 18, Int 14, Wis 12, Cha 9. 
   
  Skills and Feats: Balance +18; Climb +25; Hide 
  +12; Jump +26; Spot +19; Ability Focus (poison), 
  Combat Reflexes; Improved Natural Attack, Improved 
  Toughness; Improved Trip
  B, Lightning Reflexes, Power 
  Attack. 
   
  Harpooning (Ex): As ranged attacks, a harpoon 
  spider can fire one or two fangs up to 20 feet (no range 
  increment). The spider can fire at two different targets 
  if it chooses. A successful hit deals 1d4+1 points of 
  damage as the harpoon hooks the flesh of the target 
  and immediately exudes a thick, sticky glue. The spider 
  can reel in a harpoon as a free action; treat this as a trip 
  attack (+10 bonus) against any creature attached to the 
  fang. Failure indicates that the harpoon rips free (and 
  deals another 1d4+1 points of damage to the victim). 
  Success indicates that the victim is pulled off its feet 
  and dragged back to the spider, who can immediately 
  make a free bite attack against the victim. A harpoon 
  spider can only pull a creature smaller than itself in 
  this manner. Attempts to retract a creature of its own 
  size or larger automatically causes the fang to rip free as 
  if the trip attack failed. The glue exuded by the spider’s 
  fangs decomposes quickly, and at the end of the 
  spider’s turn the fang automatically detaches. 
   
  Poison (Ex): Injury Fortitude DC 16, initial 
  damage 1d6 Dex, secondary damage 2d6 Dex.  The save 
  DC is Constitution-based. 
   
  Spines (Ex): Any creature striking a harpoon 
  spider with its body or a handheld weapon must make 
  a DC 16 Reflex save or take 1d6 points of piercing 
  damage from the spider’s spines. (Creatures wielding 
  reach weapons, such as longspears, are not subject to 
  this damage.) The spines also deal an extra 1d6 points 
  of damage on a successful grapple check (much like 
  armor spikes). The save DC is Dexterity-based. 
   
  As a full-round action, a harpoon spider can pick 
  up a Medium or smaller helpless creature with its legs 
  and impale the body on its spines, dealing 2d6 points 
  of piercing damage. The spider can carry up to 2 
  Medium, 8 Small, 32 Tiny or 128 Diminutive or smaller 
  Conjuring Trouble 
   
  Page 45 
  
  creatures in this manner. Harpoon spiders often use 
  this method to carry their next meals. 
   
  Web Movement (Ex): Although they cannot spin 
  webs themselves, harpoon spiders can climb around 
  and through webs with ease using their climb speed. 
  They are immune to the effects of a web spell. 
   
  Skills: A harpoon spider has a +8 racial bonus on 
  Climb checks and Jump checks, and it can always 
  choose to take 10 on a Climb check, even if rushed or 
  threatened. 
   
   
   
  Conjuring Trouble 
   
  Page 46 
  
  Appendix Six – New Rules Items 
  Feats 
  Clever Wrestling [General] (CW p97) 
  You have a better than normal chance to escape or 
  wriggle free from a big creature’s grapple or pin. 
   
  Prerequisites: Small or Medium size, Improved 
  Unarmed Strike. 
   
  Benefits: When your opponent is larger than 
  Medium, you gain a circumstance bonus on your 
  grapple check to escape a grapple or pin. The size of the 
  bonus depends on your opponent’s size, according to 
  the following table. 
  Opponent Size 
  Bonus 
  Large 
  +2 
  Huge 
  +4 
  Gargantuan 
  +6 
  Colossal 
  +8 
   
  Dual Strike [General] (CV p108-109) 
  You are an expert skirmisher skilled at fighting with 
  two weapons.  Your extensive training with two 
  weapons allows you to attack with both while moving 
  through a chaotic combat or fighting a running battle. 
   
  Prerequisites: Improved Two-Weapon Fighting, 
  Two-Weapon Fighting 
   
  Benefits: As a standard action, you can make a 
  melee attack with your primary weapon and your off-
  hand weapon.  Both attacks use the same attack roll to 
  determine success, using the worse of the two 
  weapons’ attack modifiers.  If you are using a one-
  handed weapon or a light weapon in your primary 
  hand and a light weapon in your off hand you take a -4 
  penalty on this attack roll, otherwise you take a -10 
  penalty. 
   
  Special: When you make this attack, you apply 
  precision-based damage (such as from sneak attack) 
  only once.  If you score a critical hit, only the weapon 
  in your primary hand deals extra critical hit damage; 
  your off-hand weapon deals regular damage. 
  Earth’s Embrace [General] (CW p97) 
  You can crush opponents when you grapple them. 
   
  Prerequisites: Str 15, Improved Grapple or 
  improved grab, Improved Unarmed Strike 
   
  Benefits: While grappling, if you pin your 
  opponent, you deal and extra 1d12 points of damage in 
  each round that you maintain the pin. You must hold 
  your opponent immobile as normal (with an opposed 
  grapple check), but you must also remain immobile, 
  giving opponents (other than the one you’re pinning) a 
  +4 bonus on attack rolls against you (but you are not 
  helpless). You do not gain this extra damage against 
  creatures that are immune to critical hits. 
   
  Normal: You may deal normal damage to a pinned 
  opponent by making a successful grapple check. 
   
  Elusive Target [Tactical] (CW p110) 
  Trying to land a blow against you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefits: The Elusive Target feat enables the use 
  of these tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be effected by your 
  Dodge feat. If that foe uses the Power Attack feat 
  against you, the foe gains no benefit on the damage roll 
  but still takes the corresponding penalty on the attack 
  role. 
   
  Diverting Defense: To use this maneuver, you 
  must designate one of the flanking attackers affected 
  by your Dodge feat. The first attack of the round from 
  the designated attacker automatically misses you and 
  may strike the other flanking foe instead; the attacking 
  creature makes an attack roll normally. And its ally is 
  considered flat-footed. If the designated attacker is 
  making a full attack against you, its second and 
  subsequent attacks function normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not gain a chance to trip you if your attempt 
  fails. 
   
  Rapid Spell [Metamagic] (CD p84) 
  Conjuring Trouble 
   
  Page 47 
  
  You can cast spells with long casting times more 
  quickly. 
   
  Benefits: Only spells with a casting time greater 
  than 1 standard action can be made rapid. A rapid spell 
  with a casting time of 1 full round can be cast as a 
  standard action. A rapid spell with a casting time 
  measured in rounds can be cast in 1 full round. Rapid 
  spells with casting times measured in minutes can be 
  cast in 1 minute, and rapid spells with casting times 
  measured in hours can be cast in 1 hour. A rapid spell 
  uses up a spell slot one level higher than the spell’s 
  actual level. 
   
  Special: A spell can be made rapid and quickened 
  only if it’s original casting time was 1 full round. This 
  feat can be applied to a spell cast spontaneously as long 
  as its original casting time was longer than 1 full round. 
   
  Reckless Rage [General] (RS p143) 
  You are considered extreme even among other barbaric 
  warriors, and you enter a deeper state of rage than 
  others. Goliath barbarians favor this feat. 
   
  Prerequisites: Con 13, rage ability 
   
  Benefits: Whenever you activate your rage ability, 
  you take an additional –2 penalty to your armor class, 
  but you gain an additional +2 bonus to Strength and 
  Constitution. These bonuses and penalties stack with 
  the effects of rage, greater rage, and mighty rage. 
  Conjuring Trouble 
   
  Page 48 
  
  Prestige Classes 
  Invisible Blade (CW p44-46) 
  Who is this fool who dares to challenge you in the arena? You brandish a greatsword, and he whips out a dagger. You 
  unsheathe your longsword, and he throws off his armor. You advance menacingly, and he only smiles at you – a big, 
  maniacal grin. Is he mad? Does he have a death wish? No, he is an invisible blade, and you have made the classic mistake 
  of underestimating his prowess. As you fight, he seems almost relaxed, stepping lightly to the side, dodging your blows 
  easily. His eyes note your every move, as though taking mental notes about your style. Then, in the split second when 
  you lower your guard, he exploits your error, plunging his weapon into your heart. 
   
  Invisible blades are deadly fighters who prefer to use daggers and related weapons in combat. Their training and 
  techniques with these weapons make them just as lethal as any well-armed fighter. Invisible blades enjoy cultivating 
  misconceptions about the level of danger they present, and they relish any chance to demonstrate that the most 
  unimposing weapons can be the most lethal. Thus, invisible blades are rarely impressed by how mighty their opponents 
  appear. 
   
  An invisible blade specializes in fighting with the dagger, kukri, or punching dagger. He is not penalized for using 
  other weapons with which he is proficient, but every class ability he possesses is tied into using one of these three 
  weapons. 
   
  The typical invisible blade was once a rogue, who chose this path because his sneak attack ability dovetailed nicely 
  with the abilities of this prestige class. Bards and monks are also good candidates, as are barbarians, fighters, and rangers 
  who are willing to exchange there arsenals of weapons for a less cumbersome approach. Clerics and druids seldom 
  choose this class, perceiving its members as faithless, while paladins ironically view invisible blades as too self-absorbed. 
  Sorcerers and wizards rarely become invisible blades because they don’t appreciate the class’ lack of offensive options 
  and tight focus on weapon use. 
   
  NPC invisible blades are silently egotistical gladiators who regard their fighting style as superior to all other martial 
  philosophies. They place enormous emphasis on making a single decisive strike, thereby hoping to end a bout in a 
  single round. Most invisible blades pick up their skills in a guild. A few, however, learn from seasoned professionals 
  who expect a potential gladiator to practice fanatically with the dagger until he can pass the required rite-of-passage 
  combat (see Requirements below). 
  Hit Die: d6. 
  Requirements: To qualify to become an invisible blade, a character must fulfill all the following criteria. 
  Skills: Bluff 8 ranks, Sense Motive 6 ranks. 
  Feats: Far Shot, Point Blank Shot, Weapon Focus (dagger, kukri, or punching dagger). 
  Special: The candidate must defeat a worthy opponent in single combat using one or more daggers, kukris, or punching 
  daggers in any combination as his only weapons. 
  Class Skills: The invisible blade’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb 
  (Str), Craft (Int), Escape artist (Dex), Jump (Str), Hide (Dex), Listen (Wis), Move Silently (Dex), Perform (Cha), 
  Profession (Wis), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). 
  Skill Points at Each Level: 4 + Int Modifier. 
  Class Features: All of the following are class features of the invisible blade prestige class. 
  Weapon and Armor Proficiency: Invisible blades gain no proficiency with any weapon or armor. 
  Dagger Sneak Attack (Ex): An invisible blade gains the sneak attack ability if he does not already have it, but the extra 
  damage applies only to sneak attacks made with a dagger, kukri, or punching dagger (the DM may allow other similar 
  weapons). When making a sneak attack with one of these weapons, he deals an extra 1d6 points of damage at 1st level, 
  and this increases to 2d6 at 3rd level and to 3d6 at 5th level. If he already has the sneak attack ability from a previous 
  class, the applicable bonuses on damage rolls stack. 
  Conjuring Trouble 
   
  Page 49 
  
  Unfettered Defense (Ex): An invisible blade benefits from an increased survival instinct during combat. Because of 
  this sixth sense, he adds 1 point of intelligence bonus (if any) per invisible blade class level to his Armor Class in 
  addition to any other modifiers he would normally receive. If the invisible blade is caught flat-footed or is otherwise 
  denied his Dexterity modifier to Armor Class, he also loses this bonus. Unfettered defense functions only when an 
  invisible blade is not wearing armor and is armed with one or more daggers, kukris, or punching daggers as his only 
  weapons. 
  Bleeding Wound (Ex): An invisible blade of 2nd level or higher that makes a successful dagger sneak attack can choose 
  to deal a bleeding wound, sacrificing 1d6 points of the extra damage from the dagger sneak attack. Such an attack deals 
  damage as normal in the round when the attack hits. Thereafter, the wound caused by the invisible blade’s dagger 
  bleeds for 1 point of damage per round. Multiple wounds from the weapon result in cumulative bleeding loss (two 
  wounds for 2 points of damage per round, and so on). The bleeding can only be stopped by a DC 15 Heal check or the 
  application of any cure spell or other healing spell (heal, healing circle, and so on). Creatures immune to sneak attack 
  damage are immune to bleeding wounds as well. 
  Uncanny Feint (Ex): At 3rd level, an invisible blade gains the ability to feint in combat (see page 68 of the Player’s 
  Handbook) as a move action rather than a standard action. At 5th level, the character can feint in combat as a free action. 
  An invisible blade can use uncanny feint only when armed with a dagger, kukri, or punching dagger. 
  Feint Mastery (Ex): At 4th level, an invisible blade armed with a dagger, kukri, or punching dagger becomes so sure of 
  his ability to mislead opponents that he can take 10 on all Bluff checks when feinting in combat (see page 68 of the 
  Player’s Handbook), even if stress and distractions would normally prevent him from doing so. 
   
  Table 2-16: The Invisible Blade 
  Level 
  Base Attack 
  Bonus 
  Fort Save Ref Save Will Save Special 
  1st 
  +1 
  +0 
  +2 
  +0 
  Dagger sneak attack +1d6, unfettered defense 
  2nd 
  +2 
  +0 
  +3 
  +0 
  Bleeding wound 
  3rd 
  +3 
  +1 
  +3 
  +1 
  Dagger sneak attack +2d6, uncanny feint (move action) 
  4th 
  +4 
  +1 
  +4 
  +1 
  Feint Mastery 
  5th 
  +5 
  +1 
  +4 
  +1 
  Dagger sneak attack +3d6, uncanny feint (free action) 
   
  Reaping Mauler (CW p75-77) 
  Truly wise adventurers are always wary of unarmed opponents, for such adversaries are usually more than they seem. 
  Such an opponent might even be a reaping mauler – the worst nightmare of a character who depends on weapon skills 
  to win. Anyone who dares to wield a weapon against a reaping mauler had better make use of it quickly, because the 
  opportunity won’t last for long. 
   
  Reaping maulers are the back-breakers, the limb-twisters, and the neck-snappers among pit fighters. Grapplers of 
  the highest order, they wear nothing heavier than light armor in combat to maximize their flexibility, and they use no 
  weapons to achieve their gruesome victories, for they prefer the intimacy of a barehanded kill. A reaping mauler wants 
  to be close enough to taunt his opponent with whispers while crushing the life out of it, to smell its fear, and to watch 
  the despair creep over its face when the opponent realizes just how useless its weapons are during a grapple. 
  Conjuring Trouble 
   
  Page 50 
  
  Most of those attracted to the reaping mauler prestige class are fighters, but it is not uncommon for barbarians or 
  rangers to embrace this path. Monks have natural ability in this direction, but the class sometimes feels too chaotic for 
  such a character. Paladins and clerics have also been known to dabble in this prestige class, treating the combat style as 
  both good, hearty sport and a means to render opponents unconscious without killing them. Druids sometimes become 
  reaping maulers to enhance their ability to tame animals by hand, and even rogues occasionally adopt the class. Bards, 
  sorcerers, and wizards usually lack the physical strength to be good candidates for the class, but they respect reaping 
  maulers for their obvious spell-disrupting abilities. 
   
  NPC reaping maulers are burly, rowdy individuals who carry themselves with an air of invulnerability. When it 
  comes to the simple pleasures of life – drink and food – they believe the world exists for their convenience. In a reaping 
  mauler’s mind, there is no problem that can’t be solved with brawn. If something can be taken by force, he feels that it 
  must naturally belong to him, and rarely does anyone oppose this concept. 
  Hit Die: d10. 
   
  Table 2-30: The Reaping Mauler 
  Level 
  Base 
  Attack 
  Bonus 
  Fort Save 
  Ref 
  Save 
  Will Save Special 
  1st 
  +1 
  +2 
  +2 
  +0 
  Improved Grapple, Mobility 
  2nd 
  +2 
  +3 
  +3 
  +0 
  Adept wrestling +1 
  3rd 
  +3 
  +3 
  +3 
  +1 
  Counter grapple, sleeper lock 
  4th 
  +4 
  +4 
  +4 
  +1 
  Adept wrestling +2 
  5th 
  +5 
  +4 
  +4 
  +1 
  Devastating grapple 
   
  Requirements: To qualify to become a reaping mauler, a character must fulfill all the following criteria. 
  Base Attack Bonus: +5. 
  Skills: Escape Artist 5 ranks, Tumble 5 ranks. 
  Feats: Clever Wrestling, Improved Unarmed Strike. 
  Special: The candidate must have defeated at least three opponents one size category larger than himself with his bare 
  hands. 
  Class Skills: The reaping mauler’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Escape Artist 
  (Dex), Intimidate (Cha), Jump (Str), Perform (Cha), Profession (Wis), Swim (Str), and Tumble (Dex). 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features: All of the following are class features of the reaping mauler prestige class. 
  Weapon and Armor Proficiency: Reaping maulers gain no proficiency with any weapon or armor.  
  Improved Grapple (Ex): When wearing light armor or no armor, a reaping mauler gains the benefit of the Improved 
  Grapple feat, even if he does not meet the prerequisites.  
  Mobility (Ex): When wearing light armor or no armor, a reaping mauler gains the benefit of the Mobility feat, even if 
  he does not meet the prerequisites.  
  Adept Wrestling (Ex): Beginning at 2nd level, a reaping mauler who is wearing light armor or no armor gains a +1 
  bonus on all grapple checks and opposed Dexterity or Strength checks. This bonus increases to +2 at 4th level. 
  Counter Grapple (Ex): When grappling or pinned, a reaping mauler of 3rd level or higher wearing light armor or no 
  armor can attempt either a grapple check or an Escape Artist check opposed by his opponent’s grapple check to free 
  himself as normal. If he fails the check he has chosen, he can immediately attempt the other check as a free action. 
  Conjuring Trouble 
   
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  Sleeper Lock (Ex): At 3rd level, a reaping mauler learns how to render an opponent unconscious with pressure. If the 
  character pins his opponent while grappling and maintains the pin for 1 full round, the opponent must make a 
  Fortitude save (DC 10 + the reaping mauler’s class level + the reaping mauler’s Wis modifier) at the end of the round or 
  fall unconscious for 1d3 rounds. A creature with no discernible anatomy has immunity to this effect. 
  Devastating Grapple (Ex): If a 5th level reaping mauler pins his opponent while grappling and maintains the pin for 3 
  consecutive rounds, the opponent must make a Fortitude save (DC 10 + the reaping mauler’s class level + the reaping 
  mauler’s Wis modifier) at the end of the third round or die. A creature with no discernible anatomy is immune to this 
  ability. 
  Monsters 
  Nerra (MM3 p127-130) 
  Some scholars maintain that the common belief that mirrors reflect light is wrong – in truth, they allow the viewere to 
  gaze into a reality that exists alongside the one they know.  That reality is known as the Plane of Mirrors.  
   
  The rulers of the Plane of Mirrors are the creatures known as nerras.  Enigmatic and contrary by nature, nerras lurk 
  the eternal hallways of the Plane of Mirrors observing activities on the Material Plane by looking through any of the 
  countless mirrors that serve as conduits between the two planes. 
   
  All nerras look like normal humanoids, but they have skin with a perfectly mirrorlike smooth surface. 
   
  Nerra occasionally cross the border between the planes to kidnap individual on the he Material Plane.  It has been 
  theorized that hey are planning an invasion of the Material Plane. 
   
  Sometimes nerras wander the Planes, gathering information and infiltrating a variety of organizations.  They 
  monitor the activity of a wide range of people.  These are usually, but not always, individuals in positions of power.  
  After a while, they try to capture the individual and bring him or her onto the Plane of Mirrors. 
   
  Nerras speak Common plus their own language.  Their language is not particularly pleasant since it sounds like 
  glass being scored by a rock.  Over time, most nerras learn the language of the particular race they spend the most time 
  observing. 
  Combat 
  Nerras are accomplished and sneaky fighters that use ambush and cover to bring down their opponents. They prefer to 
  lurk on the Plane of Mirrors and surprise an opponent by leaping out of a mirror.  If a nerra is planning on kidnapping a 
  victim, it uses weapons and techniques that capture or cause subdual damage. 
   
  When killed, a nerra shatters into a thousand mirrorlike shards.  After about 10 minutes, these shards turn into 
  pools of quicksilver before fading away into nothing. 
   
  Mirror Jump (Su):  Nerras can move through mirrored and reflective surfaces at will.  This effect is similar to 
  shadow walk, but the nerra travels along the Plane of Mirrors.  As a standard action, the nerra must touch a mirror or 
  other highly reflective surface.  The nerra then exits from another mirror that is no further than 1 mile away. 
   
  If a nerra touches a regular mirror, the mirror jump happens automatically.  A nerra can also touch a highly 
  reflective surface, such as a polished metal shield or armor.  This surface must be clear glass, a still pool of water, or 
  shiny metal.  There is a 30% chance that the surface is reflective enough for the nerra to make the mirror jump.  
  However, a nerra can only enter a nonmirrored surface- it can return only through a normal mirror. 
   
  If another mirror is not within the range of the mirror jump, the nerra must wander the Plane of Mirrors and exit 
  through another random mirror portal. 
   
  Outsider Traits:  Nerras have Darkvision (60-foot range).  They cannot be raised or resurrected (though a wish or 
  miracle spell can restore life.) 
   
  Reflective Spell Resistance (Sp):  A nerra has a special type of spell resistance that causes any targeted spell it 
  successfully resists to bounce off and reflect back at the caster.  The caster becomes either the spell’s target or the point 
  Conjuring Trouble 
   
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  of origin for the spell’s effect, as appropriate.  In addition, nerras are immune to gaze attacks, and such an effect is 
  reflected back to its origin. 
   
  Shard Weapon Specialty:  All nerra receive a bonus Exotic Weapon Proficiency feat with at least one shard 
  weapon.  Many also gain a bonus Weapon Focus feat for one or more types of shard weapon. 
   
  Sonic Vulnerability (Ex):  All nerras take half again as much (+50%) damage as normal from an attack involving 
  sonic energy, regardless of whether a saving throw is allowed, or if the save is a success or failure. 
  Shard Weapons: Nerras employ swords and daggers that are made out of the substance of the Plane of Mirrors.  They 
  resemble shards of a broken mirror that have been set into a shiny hilt.  Despite their fragile appearance, shard weapons 
  are incredibly tough, deadly and razor-sharp.  Shard weapons leave terrible wounds that bleed incessantly. Shard 
  weapons are +2 wounding weapons.  In the hands of someone without the appropriate Exotic Weapon Proficiency feat, 
  the weapon is awkward (-4 penalty on wielder’s attack rolls) and contributes only its enhancement bonus, not the 
  wounding ability, on any attacks made with it. 
  Nerra Society 
  Nerras are contrary by nature, and they balance on a knife’s edge of different morality and ethics.  They strive to 
  maintain a neutral outlook, but see themselves as inherently superior beings to those that gaze not in their mirror 
  portals. Sillits are the leaders of the nerras, but they rule though necessity more than for the sake of power. Individual 
  varoots and kalareems can wield considerable power and even eclipse a sillit over time. Most, however, defer to the rule 
  of the sillits with no qualms. 
  Nerra Characters 
  The favored class of a varoots is rogue.  Kalareems’ favored class is fighter, and sillits are wizards.  A nerra PC’s effective 
  character level (ECL) is its class level plus the appropriate modifier: kalareem +6, sillit +18, varoot +3.  Thus, a 1
  st –level 
  varoot rogue has an ECL of 4 and is the equivalent of a 4
  th-level character.  A nerra character’s spell resistance is equal to 
  its class level +12. 
  Nerra, Kalareem  
  Medium-Size Outsider (Extraplanar) 
  Hit Dice: 3d8+6 (19 hp) 
  Initiative: +3 
  Speed: 30 ft. (6 squares) 
  Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15 
  Base Attack/Grapple: +3/+4 
  Attack: Shard longsword +9 melee (1d8+3) 
  Full Attack: 2 shard longswords +5 melee (1d8+3 plus wounding or 1d8+2 plus wounding off hand) 
  Space/Reach: 5 ft. / 5 ft. 
  Special Attacks: Shard spray, spell-like abilities 
  Special Qualities: Cold resistance 10, electricity resistance 10, fire resistance 10, mirror jump, outsider traits, reflective 
  spell resistance 15, sonic vulnerability 
  Saves: Fort +5, Ref +6, Will +5 
  Abilities: Str 13, Dex 16, Con 15, Int 10, Wis 14, Cha 13 
  Skills: Bluff +7, Diplomacy +6, Disguise +7 (+9 acting), Hide +9, Intimidate +7, Knowledge (any two) +6, Listen +8, Move 
  Silently +9, Sense Motive +7, Spot +8 
  Feats: Exotic Weapon Proficiency (shard longsword)
  B, Two-Weapon Fighting, Weapon Finesse, Weapon Focus(shard 
  longsword)
  B
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  Environment: Any land and underground (Plane of Mirrors) 
  Organization: Company (2-4 3
  rd-level fithters) or squad (11-20 3
  rd level fighters plus 2 7
  th level fighters) 
  Challenge Rating: 3 
  Treasure: Standard 
  Alignment: Always neutral 
  Advancement: By character class 
  Level Adjustment: +6 
  While nerras are usually stealthy in combat, there are times when brute force is necessary.  This special breed of 
  warriors is called the kalareems, and they are ferocious warriors that fight with two shard swords.  They are the chosen 
  defenders of the Plane of Mirrors. 
   
  Kalareems look like bulky and muscular nerras.  Instead of the smooth, naken form of varoots, they seem to wear 
  mirrored armor that blends in with their natural form.  They are quiet and taciturn, and they fight with fluid grace. 
  Kalareems lack the ability to use change self as other nerras but they still reflect spells. A kalareem can be summoned 
  using a summon monster IV spell.   
  Combat 
  Kalareems move and fight with deadly accuracy, and they seem to flow more than walk.  Kalareems prefer to soften up a 
  target from a distance with their shard spray and will usually exhaust this option beforemoving into melee.  Once in 
  combat, they spin and twist in an acrobatic display wielding their shoard swords with deadly accuracy. 
  Shard Spray (Su):  Three times per day, a kalareem can release a spray of mirrorlike shards from its hands that can flay 
  flesh and cause massive lacerations.  They spray is a 30-foot cone and it deadl 1d4 points of damage per level of the 
  kalareem to a maximum of 5d4. 
  In addition, a wound resulting from a kalareem’s shard spray bleeds for an additional 2 points of damage per round 
  thereafter.  Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 4 points of damage 
  per round, and so on).  The bleeding can be stopped noly by a successful Heal check (DC 10) or the application of any 
  cure spell or other healing spell (heal, healing circle, or the like). 
  Spell-Like Abilities: 1/day mirror image, Caster level 12
  th; save DC 11+spell level. 
   
  Nerra, Sillit  
  Medium-Size Outsider (Extraplanar) 
  Hit Dice: 7d8+14 (45 hp) 
  Initiative: +6 
  Speed: 30 ft. (6 squares) 
  Armor Class: 21 (+2 Dex, +4 chainmail, +5 natural), touch 12, flat-footed 20 
  Base Attack/Grapple: +7/+8 
  Attack: Shard longsword +12 melee (1d8+3 plus wounding) 
  Full Attack: Shard longsword +12 melee (1d8+3 plus wounding) 
  Space/Reach: 5 ft. / 5 ft. 
  Special Attacks: Shard spray, spell-like abilities 
  Special Qualities: Cold resistance 15, electricity resistance 15, fire resistance 15, mirror jump, outsider traits, reflective 
  spell resistance 19, sonic vulnerability 
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  Saves: Fort +7, Ref +7, Will +7 
  Abilities: Str 13, Dex 15, Con 14, Int 17, Wis 14, Cha 18 
  Skills: Bluff +14, Diplomacy +8, Disguise +14 (+16 acting), Gather Information +14, Hide +12, Intimidate +16, 
  Knowledge (the planes) +13, Listen +14, Move Silently +12, Search +12, Sense Motive +14, Spot +14, Survival +2 (+4 
  following tracks on other planes) 
  Feats: Alertness, Exotic Weapon Proficiency (shard longsword)
  B, Improved Initiative, Weapon Finesse, Weapon 
  Focus(shard longsword)
  B
  Environment: Any land and underground (Plane of Mirrors) 
  Organization: Solitary, pair, company (1-2 plus 2-9 kalareems and 11-20 varoots) 
  Challenge Rating: 6 
  Treasure: Standard 
  Alignment: Always neutral 
  Advancement: By character class 
  Level Adjustment: +18 
  Sillits are the leaders, planners and schemers of the nerras.  Unless urgent business takes them to the Material Plane, 
  sillits rarely leave the safety of the Plane of Mirrors. Physically, sillits look like other nerras.  They have a humanoid 
  shape covered with mirrorlike skin and their faces are completely smooth.  Unlike varoots and kalareems, sillits prefer 
  to wear clothing such as fine silk robes of shiny black with large hoods.   
  Combat 
  Sillits do not like melee combat and engage opponents only if absolutely necessary.  They make extensive use of their 
  spell-like abilities and mirror jump ability to get out of situations that can be avoided, but they wield their shard swords 
  with deadly accuracy if called upon. A sillit can be summoned using a summon monster VI spell. 
  Shard Spray (Su):  Three times per day, a sillit can release a shard spray.  Ti is exactly as the kalareem’s shard spray 
  described above, but it deals 1d6 points of damage per level of the sillit (maximum 5d6). 
  Spell-Like Abilities: At will – disguise self, false vision, mirror image; 3/day – mislead. Caster level 16
  th; save DC 
  14+spell level. 
  Nerra, Varoot  
  Medium-Size Outsider (Extraplanar) 
  Hit Dice: 1d8+1 (5 hp) 
  Initiative: +6 
  Speed: 30 ft. (6 squares) 
  Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 
  Base Attack/Grapple: +1/+1 
  Attack: Shard longsword +3 melee (1d8+2 plus wounding), or shard dagger +5 ranged (1d4+2 plus wounding) 
  Full Attack: Shard longsword +3 melee (1d8+2 plus wounding), or shard dagger +5 ranged (1d4+2 plus wounding) 
  Space/Reach: 5 ft. / 5 ft. 
  Special Attacks: Spell-like abilities 
  Special Qualities: Cold resistance 5, electricity resistance 5, fire resistance 5, mirror jump, outsider traits, reflective spell 
  resistance 13, sonic vulnerability 
  Saves: Fort +3, Ref +4, Will +4 
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  Abilities: Str 10, Dex 15, Con 12, Int 11, Wis 14, Cha 17 
  Skills: Bluff +7, Diplomacy +7, Disguise +7 (+9 acting), Gather Information +7, Intimidate +5, Listen +6, Knowledge (any 
  one) +4, Sense Motive +6, Sleight of Hand +8, Spot +6 
  Feats: Exotic Weapon Proficiency (shard longsword)
  B, Exotic Weapon Proficiency (shard dagger)
  B, Improved Initiative 
  Environment: Any land and underground (Plane of Mirrors) 
  Organization: Company (2-4 3
  rd-level rogues plus 2 7
  th-level rogues) 
  Challenge Rating: 1 
  Treasure: Standard 
  Alignment: Always neutral 
  Advancement: By character class 
  Level Adjustment: +3 
  Varoots are the most common nerras to be found both on the Plane of Mirrors and the Material Plane.  They are experts 
  at spying, infiltration, and subterfuge. In their natural form, varoots have a basic humanoid shape that is covered with a 
  mirrorlike sheen that reflects everything around them.  Their facial features are smooth and rather indistinct.  Varoots 
  wear clothing only when they are mimicking a target. 
   
  When wandering the Material Plane on one of their missions, varoots move about while under a disguise self 
  effect, and they typically take the form of their target or someone close to them. 
  Combat 
  Varoots dislike getting into combat since they see it as a failure to be stealthy or deceptive enough.  When they do have 
  to fight, they prefer to create a mirror image to confuse their opponent or use disguise self to mimic an opponent’s ally. 
  Varoots wield razor-sharp shard weapons. A typical tactic involves striking with a shard weapon, then retreating for a 
  few rounds while the opponent bleeds. A varoot can be summoned using a summon monster II spell. 
  Spell-Like Abilities: 3/day – disguise self; 1/day – mirror image. Caster level 12
  th; save DC 13+spell level. 
   
  Harpoon Spider 
  Large Aberration 
  Hit Dice: 5d8+20 plus 5 (47 hp) 
  Initiative: +4 
  Speed: 40 ft. (8 squares), climb 20 ft. 
  Armor Class: 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12 
  Base Attack/Grapple: +3/+10 
  Attack: Bite +5 melee (1d8+3 plus poison), or fang +6 ranged (1d4+1 plus harpooning) 
  Full Attack: Bite +5 melee (1d8+3 plus poison), or 2 fangs +6 ranged (1d4+1 plus harpooning) 
  Space/Reach: 10 ft. / 5 ft. 
  Special Attacks: Harpooning, poison 
  Special Qualities: Darkvision 120ft., evasion, spines, web movement 
  Saves: Fort +5, Ref +5, Will +5 
  Abilities: Str 17, Dex 19, Con 18, Int 14, Wis 12, Cha 9 
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  Skills: Balance +8, Climb +16, Hide +8, Jump +21, Spot +7, Tumble +13 
  Feats: Combat Reflexes, Improved Toughness, Improved Trip
  B
  Environment: Underground 
  Organization: Solitary, pair or nest (2-5 plus 1-2 ettercaps and 2-4 Medium monstrous spiders) 
  Challenge Rating: 4 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: 6-8 HD (Large); 9-15 HD (Huge) 
  Level Adjustment: — 
  A creature the size of a large horse looms before you.  It resembles a spider, except it has ten legs rather than eight, its 
  body is covered with sharp spines, and its eight eyes look like they belong more on a human than a spider face.  Two 
  massive mandibles flex slowly as it glares. 
  A subterranean creature, the harpoon spider is a lightning fast predator much feared by other denizens of its demesne. 
   
  Close examination reveals that harpoon spider isn’t a true spider at all, but something far more sinister. It 
  superficially resembles an enormous black widow, except that hundreds of razor-sharp spines over its body.  Each of its 
  ten legs terminates in a tiny clawed hand, and its eight eyes are humanlike.  It can extend either of its large manibles on 
  a long leathery tendril with surprising force. A harpoon spider measures around 8 feet long and weighs nearly 1,400 
  pounds. 
   
  Harpoon spiders are quite intelligent and can often be found nesting with ettercaps and monstrous spiders. 
  Harpoon spiders use these creatures to bolster the defenses of their lair. They have a particularly morbid sense of humor 
  and enjoy playing with their food while it ripens on their spines. 
   
  Harpoon spiders peak Common and Undercommon in whispery voices. 
  Combat 
  A harpoon spider is a hunter, often stalking victims in a large territory around its lair.  In combat, it uses its harpoon 
  fangs and Improved Trip feat (see below) to reel in prey, then administers a bite once its opponent has been brought 
  close. If the terrain permits, the spider prefers to attack victims from high vantage points (such as ledges). 
  Harpooning (Ex):  As ranged attacks, a harpoon spider can fire one or two fangs up to 20 feet (no range increment).  
  The spider can fire at two different targets if it chooses.  A successful hit deals 1d4+1 points of damage as the harpoon 
  hooks the flesh of the target and immediately exudes a thick, sticky glue.  The spider can reel in a harpoon as a free 
  action; treat this as a trip attack (+10 bonus) against any creature attached to the fang.  Failure indicates that the harpoon 
  rips free (and deals another 1d4+1 points of damage to the victim).  Success indicates that the victim is pulled off its feet 
  and dragged back to the spider, who can immediately make a free bite attack against the victim.  A harpoon spider can 
  only pull a creature smaller than itself in this manner.  Attempts to retract a creature of its own size or larger 
  automatically causeth fang to rip free as if the trip attack failed.  The glue excuded by the spiders fangs decomposes 
  quickly, and at the end of the spider’s turn the fang automatically detaches. 
  Poison (Ex):  Injury Fortitude DC 16, initial damage 1d6 Dex, secondary damage 2d6 Dex.  The save DC is Constitution-
  based. 
  Spines (Ex):  Any creature striking a harpoon spider with its body or a handheld weapon must make a DC 16 Reflex 
  save or take 1d6 points of piercing damage from the spider’s spines.  (Creatures wielding reach weapons, such as 
  longspears, are not subject to this damage.)  The spines also deal an extra 1d6 points of damage on a successful grapple 
  check (much like armor spikes).  The save DC is Dexterity-based. 
   
  As a full-round action, a harpoon spider can pick up a Medium or smaller helpless creature with its legs and impale 
  the body on its spines, dealing 2d6 points of piercing damage.  The spider can carry up to 2 Medium, 8 Small, 32 Tiny or 
  128 Diminutive or smaller creatures in this manner.  Harpoon spiders often use this method to carry their next meals. 
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  Web Movement (Ex):  Although they cannot spin webs themselves, harpoon spiders can climb around and through 
  webs with ease using their climb speed.  They are immune to the effects of a web spell. 
  Skills:  A harpoon spider has a +8 racial bonus on Climb checks and Jump checks, and it can always choose to take 10 on 
  a Climb check, even if rushed or threatened. 
  Feats:  A harpoon spider gains Improved Trip as a bonus feat, even though it does not meet the prerequisites. 
   
   
   
    
   
   
   
   
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  DM Aid #1:  Afronidious’ Tower 
   
   
  Conjuring Trouble 
   
  Page 59 
  
  DM Aid #2: Nerrexis: A Plane of Mirrors 
   
  A large part of this adventure takes place on a Plane of Mirrors that is coterminous to an alternate Material Plane (i.e., a 
  prime material plane that is not Oerth).  As the DM for this adventure you should be thoroughly familiar with this 
  appendix before running the adventure. The Planes of Mirrors are described on pages 204-205 of The Manual of the 
  Planes.  This particular Plane of Mirrors has these properties: 
  • 
  Traits – All forms of elements and energies may be found here. 
  • 
  Mildly Neutral Aligned  
  • 
  Normal Gravity 
  • 
  Normal Time 
  • 
  Finite Size – This plane consists entirely of the “building” that the PCs are in.  This building is depicted in the 
  figures below. 
  • 
  Alterable Morphic - Most planes of mirrors are static.  However, that trait has been suppressed on this plane so that 
  the Nerra could shape a prison out of it. 
  • 
  No Elemental or Energy – However, some mirrors on the plane may have a different alignment. 
  • 
  Impeded Magic – Magic functions normally on most planes of mirrors but this particular plane has been imbued 
  with a strong resistance to divination and conjuration spells as a powerful form of protection vs. detection and 
  incursion.  Specifically: 
  o 
  Conjuration [summoning], Conjuration [teleportation], Conjuration [calling] and Divination spells 
  do not function unless the caster makes a Spellcraft check (DC 15 + the level of the spell).  Other 
  Conjuration spells (e.g., Conjuration [Healing]) work normally. 
  o 
  Even if a Conjuration [summoning], Conjuration [teleportation], Conjuration [calling] or Divination 
  spell is successfully cast, the plane actively resists the spell.  In effect, this reduces the duration of the 
  spell to ¼ normal.  If a player casts such a spell upon himself or another creature, that creature senses 
  this resistance as a building pressure and, as a result, is immediately aware of the reduced duration. 
  A Gate into Nerrexis 
  The plane’s resistance to gate spells is particularly strong.  Anyone who creates a gate to this plane must continually 
  shore it up against the resistance of Nerrexis. If left untended, even a permanent gate becomes unstable, eventually 
  eroding and collapsing. The plane’s resistance to gates manifests on Nerrexis as a “bubble” centered upon the gate. 
  Creatures using a gate enter Nerrexis at the center of and inside this “bubble.” In effect, the plane has forced the gate’s 
  influence out of those areas that are outside of the bubble.  
   
  The bubble appears as a shimmering wall to those who have used the gate to enter Nerrexis. Short of a true seeing 
  spell, the bubble is not directly detectable to anyone else.  Any PC who studies the bubble for at least a minute and 
  makes a DC 15 Intelligence check can estimate how long they have until the bubble closes off a particular room or 
  corridor.  In general, the PCs have roughly an hour before it closes entirely.  This gives them enough time to explore the 
  plane but not enough time to rest. 
   
  The boundaries defined by the bubble are impenetrable by creatures and objects that have entered Nerrexis via the 
  gate. Teleportation magic of any sort simply fails unless the destination is also inside the bubble. While those who 
  entered Nerrexis via a mirror cannot normally detect the bubble directly, they can detect it indirectly by the fact that it 
  prevents passage of creatures and objects that have used the gate. Thus, a nerra carrying a sword taken from someone 
  who used a gate would find itself unable to take that sword beyond the boundary of the bubble. The effects of the 
  bubble on one creature or object can be overcome with a limited wish spell (or stronger).   
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  As the gate decays, the bubble shrinks (see the map below). This gradually forces all objects that entered Nerrexis 
  back through the gate. If a creature or object that came through the gate ends up trapped between the shrinking bubble 
  and a barrier, the bubble crushes the creature or object against the barrier with inexorable force and eventually forces it 
  (or its crushed remains) through the barrier. There are a few exceptions to this rule but none of them come into play in 
  this adventure.   
   
  The shrinking bubble is the reason the PCs must act quickly to save Afronidious’ life. The bubble create by the 
  wizard’s gate will eventually crush Afronidious against the wall of his cell. Use the fact that this bubble is visible to the 
  PCs provides a handy mechanic for illustrating the time sensitive nature of their mission.   
  Inhabitants of Nerrexis 
  The only natives of Nerrexis are the Nerra, a race of humanoids with smooth, mirrored bodies. The details on the Nerra 
  are in Appendix Six.  
  The PCs also meet humans on Nerrexis who have been kidnapped from their home plane. Humanoid prisoners (mostly 
  humans) are kept on the first floor. Other races are kept in the basement. The plane has the capacity to hold about 70 
  humanoid prisoners but currently only 29 prisoners are present.   
  From a strict rules perspective, these humans are identical to humans from the material plane.  However, as natives to 
  another plane, these humans are subtly different than those on the material plane, mostly in terms of their mannerisms 
  rather than their physical appearance. These differences are not immediately obvious but become apparent once the 
  PCs interact with them for at least one minute. 
  Physical Features of Nerrexis 
  Nerrexis resembles a two-story rectangular building. The walls floors and ceilings are all fashioned of smooth, pale grey 
  stone (DC 30 Climb). Interior walls are 8 inches thick. Exterior constitute the edges of the plane and therefore continue 
  to infinity. There are no exterior windows in the building. However, every room in the building has at least one large, 
  full-length mirror. 
  All the floors and corridors are covered in soft grey-green carpeting which lends a +4 circumstance bonus to Move 
  Silently checks. All doors are simple wooden doors and are not locked unless specifically described as locked. 
  A permanent dancing lights has been cast upon the ceiling at regular intervals in most parts of the building. As a result, 
  the light level in these parts of the building is dim but adequate for most tasks.  The low light levels provide 
  concealment at distances of 40’ or greater. 
  Conjuring Trouble 
   
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  Map of Nerrexis 
  The maps below depict the layout of Nerrexis. Each type of room is described here. Rooms which are not reachable by 
  the PCs (due to the bubble) are not detailed. The outer dashed line shows the size of the bubble when they arrives. The 
  inner dashed line shows its diameter after one hour. 
   
  A.  Scrying Chamber (Encounter 4): This is the room where the PCs first arrive (see Encounter 4). 
  B. Hallways: The hallways are all dimly lit and quiet. Prisoners are allowed to freely move about the floor they are 
  imprisoned upon and there is a 50% chance that 1d4 prisoners are in any particular hallway.  However, the 
  prisoners have an attitude of apathetic disinterest. They neither shy away from the PCs, nor speak to them unless 
  they are attacked or spoken to (respectively). They won’t betray the PCs to the nerra but they also won’t interfere 
  with the nerra if they come looking for the PCs. 
  C. Craft Room: This room is described in Encounter Nine. 
  D. Dormitory Bedroom: Each of these rooms is identical (see Encounter Six).    
  E. Bedroom with Bound Prisoner: This room is identical to area D but has a special occupant as described in 
  Encounter Seven. 
  F. Dormitory Bathroom: Each Dormitory bathroom is identical and is shared by two bedrooms.  
  G. Portal Room: This room is described in Encounter Eight. 
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  H. Guard Post: This room is used as a safe area of the nerra and as a result the door is always locked (Open Lock DC 
  25).  The nerra guards each have a key that opens the locked doors to areas I and H. This room contains a desk with 
  a large window that overlooks the hallways (parts of Area B). The room also contains several shelves with files of 
  accounting information about the facility. It also contains a mirror portal back to another location where the nerra 
  live. There are usually two nerra guards on duty at any one time (only one guard at APL 2). These guards are either 
  in this room (50% chance) or wandering the halls and checking the rooms (50% chance). Due to the arrival of 
  Afronidious, an additional nerra is present in the basement of the building (see Encounter Ten).  
  I. 
  Stairwell: The doors at both the top and bottom to this stairwell are always locked (Open Lock DC 25). The same 
  key that opens the door to the guard post (Area G) also opens these doors. 
   
  J. 
  Basement Hallways: These hallways are the same as on the first floor (i.e., Area B). The wall between area J and area 
  L is made entirely of reinforced glass. The area just beyond the stairwell door is described in Encounter Ten. 
  K. Afronidious’ Cell: This room is similar to the dormitory bedrooms on the first floor. However, it is specifically used 
  for new prisoners who have not yet been “educated.” It contains only a single bed and the door is kept locked. 
  When the room is occupied, a nerra inquisitor is on duty just outside the door. 
  L. Monster Pen: For some reason, the Nerra have duplicated a mated pair of harpoon spiders (see Encounter Ten). The 
  original pair is kept in this room. One wall of the room is made entirely of glass which looks out onto the hallway 
  (area J). 
  Conjuring Trouble 
   
  Page 63 
  
  DM’s Aid #3:  Process for Selecting a Replacement Member for the 
  Chamber of Four 
  1. 
  Furyondy is a monarchy.  The ultimate decision is being made by King Belvor.  However it is likely that 
  the opinions of the Chamber of Four and other selected delegations will weigh heavily on his decision. 
  2. 
  When the first Chamber members were selected, King Belvor heard input from two delegations: a 
  delegation of churches (made up of a representative of each major church in the land plus FASTC) and a 
  delegation of nobles (with one representative selected by the leader of each province). This time around, 
  Belvor has defined a third delegation: a delegation of adventurers selected and managed by the newly 
  coined Furyondy Mage Council. His intent is that the adventurers in question be dominated by wizards 
  but he's graciously left the delegation member selection up to the Council.   
  3. 
  The size of the adventurers' delegation is determined by the Mage Council but can not exceed seven 
  members. 
  4. 
  Each of these delegations interviews each candidate. Each delegate registers an opinion on each candidate 
  and these opinions are passed to the sponsoring organization (noble, church or mage council) which may 
  alter the opinions, add to them, censor them or simply pass them on as they see fit. 
  5. 
  The sponsoring organization weighs the advice of the delegation and provides a written opinion to King 
  Belvor and the Chamber of Four. This opinion outlines the delegation's opinions of the candidate and 
  makes a preliminary recommendation. 
  6. 
  Once all the candidates have been interviewed, each sponsoring organization collects a final 
  recommendation from their delegation. They, in turn, form their own final recommendation to the King 
  (also forwarded to the Chamber of Four). The sponsoring organization has the option to completely 
  ignore the input from the delegation. However, this is ultimately a poor political move since word of such 
  actions tends to get out and discredit the sponsor. 
   
  Conjuring Trouble 
   
  Page 64 
  
  Player Handout #1:  A Letter from a Recent Acquaintance 
   
   
   
  I hope this missive finds you in good health and in good spirits.  I have resumed my duties 
  with the Mage Council and (barring a few nightmares) I seem to have made a full recovery. 
   
  Perhaps the events of last month are but a lesser event in the unusual life you’ve chosen to 
  live. I assure you they remain an exceedingly poignant memory for me. I remain deeply 
  impressed with you skills both as an investigator and as a warrior and deeply grateful for your 
  assistance. I also have little doubt as to your loyalties to our king.   
   
  Thus, when the Council has asked me to hire some of your ilk for a mission I immediately 
  thought of you. I expect you are exceptionally qualified for this mission though I must confess 
  it is not likely to be a physical danger. I can assure that it is critical to the continued prosperity 
  of our country. I can also tell you that it will require individuals with exceptional 
  investigational skill:  a quality that I have clearly seen in you and your companions. I can not 
  say more in an open letter. 
   
  Therefore, I ask you to visit me at my office in Chendl in two weeks time to consider the 
  assignment. I apologize for the needed haste and hope that enclosed coin will be sufficient to 
  cover your travel expenses. 
   
  If you are unable to help me this time, please send your regrets with the courier who 
  delivered this to you. If you do come, please do not hesitate to bring along a few of your most 
  trusted companions. I have attempted to contact them as well but, as you probably are aware, 
  they are not always easy to locate. 
   
   
   
   
   
   
   
   
   
  Kind Regards, 
   
   
   
   
   
   
   
   
  Telmus 
   
   
   
  Note to Player:  Your PC is entitled to free standard upkeep for this scenario. 
  Conjuring Trouble 
   
  Page 65 
  
  Player Handout #2: Orders from the Furyondy Mage Council 
   
   
  As I am certain you are aware, the Council convened recently to discuss the continued 
  unexplained absence of Karzalin. They have concluded that despite Karzalin’s uncertain 
  condition, the country’s current political situation requires that the Chamber remain whole.  
  Therefore, we have begun an immediate search for a new arcane advisor for the king.   
   
  While you obviously lack the skill and disposition to be a candidate for this position, you 
  have demonstrated experience that will be valuable to us in searching for a replacement.  
  Therefore, you are conscripted to report to the main office in Chendl no later than two weeks 
  hence. The enclosed coin should cover your expenses. Feel free to bring a few trusted 
  companions. Please do not delay. 
   
   
   
   
   
   
   
   
   
  Sincerely, 
   
   
   
   
   
   
   
   
   
  Baranak Sil 
   
   
   
   
   
   
   
   
   
  Chief Scribe 
   
   
   
   
   
   
   
   
   
  Furyondy Mage Council 
   
   
   
   
  Note to Player:  Your PC is entitled to free standard upkeep for this scenario. 
   
   
  Conjuring Trouble 
   
  Page 66 
  
  Player Handout #3:  Orders from the Church 
   
   
   
  King Belvor has recently decreed that he will seek a replacement Karzalin, the missing fire 
  elementalist from the Chamber of Four. Candidates for the position will be interviewed by 
  multiple committees including, of course, a council of divine servants. The surprise is that King 
  Belvoir has decreed that one of the committees will consist of adventurers and it’s clear that he 
  places high value on that committee’s opinion. I suspect this is precipitated by some of the 
  events of last Winter in which the King narrowly evaded capture by an unknown agent due to 
  the assistance of a band of adventurers. 
   
  Regardless, this “adventurer committee” (as bizarre as that sounds) provides us with an 
  opportunity to improve our influence over the final decision. Putting another voice friendly to 
  our interests near the king would be of significant political value. While arcane knowledge is 
  useful, divine wisdom is essential if our fair nation is to survive! Therefore, it is imperative 
  that we weigh as much influence on the decision as we are able. 
   
  Your deeds and status as a wandering minister for our faith qualifies you to be on the 
  committee. We’ve arranged (through no small effort) for you to be a member. Please report to 
  the apprentice Telmus at the Mage Council office in Chendl with due haste. I trust the enclosed 
  coin will be sufficient to pay for your expenses. If you think it is necessary may bring a few 
  companions to aid you (at your own expense). I also need not remind you to keep this message 
  confidential.  
   
   
   
   
   
   
   
  Yours in the exalted presence, 
   
   
   
   
   
   
   
  Brother Michel de la Coure 
   
   
   
   
   
   
   
  Chief Scribe of the Church 
   
   
   
  Note to Player:  Your PC is entitled to free standard upkeep for this scenario. 
   
   
  Conjuring Trouble 
   
  Page 67 
  
  Player Handout #4:  A Message from “the Organization” 
   
  Upon returning to you room one evening, you found a letter in your coat pocket addressed to you by name. The text 
  within was written in a low clearance cipher known to most members of the Twilight Hunters. The decoded text was as 
  follows. 
   
  To date our organization has had little success locating the wizard Karzalin. We do suspect, 
  however, that he has joined with forces unfriendly to our king and is therefore freely sharing 
  state secrets with an enemy when we could least afford to give them up. Mistakes like this are 
  expensive and we’d like to avoid them in the future.   
  Hence, we’ve giving you a new assignment.  We’ve arranged to have a few “friends” involved 
  in the selection of the new member of the Chamber of Four. In particular, you’ve been 
  “selected” for one of the interview committees. You should receive an official missive shortly 
  from the Mage Council. Respond in the affirmative and show up on time. You will find 
  sufficient coin to cover your expenses waiting for you at the safehouse in Worlende. 
  The first wizard you are interviewing is a gnome known as Afronidious the Daft. We have 
  reason to believe that Afronidious was witness to a critical event that occurred about two 
  months ago. Be on the lookout for an opportunity to investigate this. In particular, find out if 
  Afronidious keeps a journal and if so, search it for information about this event. But above all, 
  be discreet! If you are compromised we lose far more than we would gain if you are successful. 
  Memorize any information you find and report to your main contact in Chendl.  
  Also keep an eye on any fellow committee members. Unless you know them and trust them, 
  their allegiance is suspect. Bring a few trusted swordarms with you if you would like but try to 
  avoid anyone who can’t keep a low profile.  
  Destroy this letter when you are finished reading it. 
   
  As promised, the invitation from the Mage Council arrived less than 24 hours later… 
   
   
   
   
  Note to Player:  Your PC is entitled to free standard upkeep for this scenario. 
   
  Conjuring Trouble 
   
  Page 68 
  
  Player Handout #5:  A Short Letter 
   
   
   
  The Furyondy Mage Council has recently undertaken a project of great importance to the 
  country. Your purported skills in the area of “special investigations” qualify you to apply to 
  assist us with this endeavor. We expect this assignment will require approximately two weeks 
  of your time and should not place you in undue peril.  Payment will be commensurate with 
  services rendered. If you are successful, you may be asked to perform other tasks for us in the 
  future. The Mage Council is known for its generosity to its retainers.   
   
  If you are interested, please report to the scribe Telmus at the Mage Council headquarters in 
  Chendl no later than two weeks hence. If you know of other candidates whom you feel may 
  meet our needs you may extend this invitation them as well.   
   
   
   
   
   
   
   
   
   
  Sincerely, 
   
   
   
   
   
   
   
   
   
  Baranak Sil 
   
   
   
   
   
   
   
   
   
  Chief Scribe 
   
   
   
   
   
   
   
   
   
  Furyondy Mage Council 
   
  Conjuring Trouble 
   
  Page 69 
  
  Critical Event Summary 
  FUR6-07 – Conjuring Trouble 
  (Return to HQ or to Michelle Sharp) 
  Please be sure to answer all questions.  Thanks. 
   
  1. 
  Circle the meta organizations that one or more PCs were members of: 
   
  Furyondy Mage Council 
   
  Twilight Hunters  Church of Heironeous 
   
   
  Church 
  of St. Cuthbert 
   
  Church of Rao 
   
  Church of Mayaheine 
   
   
  FASTC 
  2. 
  Was there any intra-party conflict due to the secondary missions given by the metaorgs? 
   
  Yes  
   
   
  No 
  3. 
  Did any of the PCs find the information in Afronidious’ journal? Yes 
   
  No 
  4. 
  Did the PCs do anything to insult Afronidious? 
   
   
  Yes 
   
  No 
  5. 
  Who was rescued from Nerrexis? (circle all that apply)   
   
   
  Afronidious  
   
   
   
  Odyssila (gnome artisan) 
   
   
  Mergha (human gladiator/wrestler) One or more human prisoners 
  6. 
  Did anyone win the Affection of Odyssila? 
   
   
  Yes 
   
  No 
  7. 
  Did the PCs interview Afronidious?    
   
   
  Yes 
   
  No 
  a. 
  If yes, did the PCs ask Afronidious any significant questions in the interview that weren't addressed 
  in the module?  
  i. If yes, List question and general answer:  
   
   
  b. 
  What was the party's majority consensus on Afronidious' suitability (circle one): 
   
   
  A good candidate  A poor candidate   Equal votes for and against  
  8. 
  What NPC would the players most like to see appear in future modules?  
   
  9. 
  Comments (Optional).  Please explain any unusual circumstances 
   
   
  Conjuring Trouble 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/596/Normal Scenarios/FUR6-07 - Conjuring Trouble (APL 2-8)/FUR6-07 - Conjuring Trouble.pdf