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, please e-
  mail your triad point of contact (POC) at poc@bandit-kingdoms.net; for LIVING GREYHAWK campaign questions email 
  rpgahq@wizards.com. 
  BDK6-08 
   
   
  Of Ruin, Restitution, and 
  Revival 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Bandit Kingdoms Regional Adventure 
  Version 1.0 
   
  by Theo Judd 
  Circle Reviewer: Chris Tulach 
  Triad Reviewers: Casey Brown and Susan Threadgill 
  Playtesters: Eduardo Anguiano, Conor Braman, John Filipek, and Derek Mayfield 
   
  As an aged ruler lies on his deathbed, he passes on a dying revelation of a cataclysmic disaster. Now, you must race 
  against time to prevent the prophecy from coming to fruition by venturing to a place where mortals were not meant to 
  tread. All heroes who call the Bandit Kingdoms home are encouraged to participate in this adventure. Part three and the 
  conclusion of the Fate of the Avenger series. A one-round Bandit Kingdoms adventure set in realms beyond for 
  characters level 11-15 (APLs 12-16). 
   
  Resources for this adventure [and the authors of those works] include Manual of the Planes [Jeff Grubb, Bruce R. 
  Cordell, and David Noonan], Monster Manual III [Rich Burlew, Eric Cagle, Jesse Decker, Andrew J. Finch, Gwendolyn 
  F. M. Kestrel, Rich Redman, Matthew Sernett, Chris Thomasson, and P. Nathan Toomey], Planar Handbook [Bruce R. 
  Cordell and Gwendolyn F. M. Kestrel] and Spell Compendium [Matthew Sernett, Jeff Grubb, and Mike McArtor]. 
  
  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 rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. 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 (and Appendix 2 
  for the optional encounter). For your convenience, that 
  appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK LEVELS OF 
  PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  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. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Of Ruin, Restitution, and Revival 
   
  Page 2 
  
   
  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 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  the Bandit Kingdoms. Characters native to the Bandit 
  Kingdoms pay one Time Unit per round; all others pay 
  two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character 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 DC 20 
  Survival check, 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 
  There was once a brave aasimar paladin named Arryn 
  Alcor who served Barachiel, the Messenger, ruler of the 
  layer of Lunia in Celestia. Arryn Alcor was one of 
  Barachiel’s most favored servants and, for his dedication, 
  Barachiel crafted for him an intelligent blade of cold iron 
  to be used in the never-ending battle against the tanar’ri 
  and called it the knight’s herald. 
   
  For many years, Arryn labored to prevent the fiends 
  of the Abyss from running amok in the outer planes. He 
  and his troupe of loyal followers sealed key portals to the 
  Abyss and hunted down demonic leaders of the Blood 
  War to help keep the tanar’ri lords in check. In this and 
  many other endeavors they were successful, and 
  Barachiel marveled at his paladin’s devotion. 
   
  In 221 CY, Arryn and his companions tracked down 
  a band of powerful tanar’ri to a land called the Great 
  Kingdom on the world of Oerth. There they learned of a 
  fiendish plan to infiltrate House Garasteth, a noble house 
  of the expansive realm. Arryn and his comrades endeared 
  themselves to a paladin of Pholtus by the name of Valdric 
  Klavius while battling the demons, and the two quickly 
  formed a close friendship after discovering ancient kin 
  ties to each other. 
   
  For several months, Valdric and his celestial allies 
  labored to root the tanar’ri out of House Garasteth and, at 
  long last, they were successful. However, the demons’ 
  leader, a balor named Raelvumon, swore vengeance upon 
  the group and managed to escape justice. Arryn, having 
  the deepest respect for Valdric and knowing that 
  Raelvumon’s vendetta was not to be taken lightly, 
  entrusted the knight’s herald to his friend with 
  instructions to use it to battle the balor should he ever 
  return. Arryn and his followers then departed to follow 
  rumors of a fiendish mercenary group in the Gray Wastes 
  of Hades. 
   
  Many years passed on Oerth, yet Raelvumon never 
  returned. On his deathbed, Valdric gifted the mighty 
  sword to his son, Clantine, telling him the story of the 
  heroic aasimar paladin who had gifted it to him and the 
  battle against Raelvumon’s fiends. Clantine, like his 
  father before him, was a devout follower of the Blinding 
  Light. However, when the church of Pholtus fell out of 
  favor with the Overkings of Aerdy, Clantine joined with 
  his brothers in migrating to the northwestern fringes of 
  the land, citing religious persecution. 
   
  Clantine’s descendents eventually went on to help 
  found the Theocracy of the Pale, and the knight’s herald 
  Of Ruin, Restitution, and Revival 
   
  Page 3 
  
  went along with them. It was rarely used except in the 
  event of an extremely dangerous demonic attack, so 
  respectful were Valdric’s descendants of the weapon’s 
  potency. 
   
  Unfortunately, about a century ago, the Klavius 
  family joined into an apostate cult of Pholtus that lauded 
  the Ebongleam as the primary text of their faith and 
  extolled the virtues of walking hand-in-hand with 
  darkness in order to better understand the glory of the 
  light. Needless to say, the canons of the Pale rejected this 
  heretical belief outright and excommunicated the entire 
  cult, sending them to a remote and chaotic region to the 
  west that had long ago been abandoned by the Overkings 
  of Aerdy. This land eventually came to be known as the 
  Grand Theocracy of Dimre. 
   
  The last mortal owner of the knight’s herald, a 
  Dimrite priest of Pholtus named Gresson, perished in 586 
  CY after fleeing the city of Rookroost where he had 
  worked as a treasury official under the late General 
  Pernevi. The incoming ruler, Lord Marshal Arus 
  Mortoth, sent a yugoloth after the fleeing priest. 
  Although Gresson escaped, he was mortally injured by a 
  vile wound of powerful eldritch potency that confounded 
  even the magical healing attempts of the priests of 
  Dimre. Gresson did not have the knight’s herald with 
  him when he died. However, he did leave clues about its 
  location. 
   
  Meanwhile, Arryn’s situation had turned grim 
  shortly after he left Oerth. He was captured by a band of 
  demodand slavers in Hades and taken away to the 
  Tarterian Depths of Carceri where he wasted away for 
  centuries. It was not until recently that a contingent of 
  angels managed to free him. After being restored to 
  sanity by the celestial power of Barachiel, Arryn was 
  tasked with returning to Oerth to recover the knight’s 
  herald so that it could once again be used in the eternal 
  war against the tanar’ri.  
   
  Despite the powerful magic used to heal Arryn, he 
  had changed. The many years of wavering on the brink of 
  insanity and suffering under the brutal torture of the 
  demodands had altered Arryn’s outlook. While he was 
  still a strongly devoted servant of Barachiel, his mindset 
  had been altered to allow for different methodologies to 
  accomplish his tasks. He became brazen, bold, and 
  impetuous. Above all, he became obsessed with 
  recovering the knight’s herald, no matter the cost. 
   
  In BDK4-07 Of Friends, Friars, and Foes, the PCs 
  encountered Arryn Alcor for the first time in the Free 
  City of Stoink. Arryn asked the PCs to recover the journal 
  of a recently deceased distant relative of his. Although 
  the forces of Iuz’s Temple Grimacing and the priests of 
  Dimre conspired against the PCs to recover the journal, 
  for the purposes of this adventure it is presumed that the 
  journal was recovered by the PCs and delivered to Arryn. 
  The aasimar used this information to determine the 
  location of the knight’s herald. However, knowing little 
  of Oerth and concerned that the sword had been warded 
  in ways he was not able to deal with, he was unsure of 
  how to proceed. 
   
  In BDK6-02 Of Gambits, Gauntlets, and Graves, the 
  PCs met with Arryn a second time. This time, he had 
  made an agreement with the Dimrites, who provided 
  their piece of the puzzle (a magical password) to help in 
  recovering the sword. The PCs journeyed to Rookroost at 
  Arryn’s bequest with password ready to disarm any 
  magical wards left behind by Gresson before his flight. 
  However, the PCs arrived too late and discovered that the 
  sword had already been located by High Lady Xavendra 
  and High Lord Tadurinal, the co-rulers of the Northern 
  Alliance of Rookroost and Groucester.  
   
  After the PCs fought their way out of an ambush and 
  relayed the news to Arryn, he was unsure of how to 
  proceed next. Help arrived in unusual form as the evil 
  Lord Bloodhand of the Temple Grimacing arrived on the 
  scene to provide insight into the sword’s location. 
   
  In BDKI6-02 Of Weapons, War, and Woe, the 
  combined forces of Stoink and Dimre declared war upon 
  the Northern Alliance with the intent of recovering the 
  sword from where it lay in Marsakeer, being prepared for 
  a perverse ritual thought to be intended to turn it into a 
  vile weapon. As a group of powerful adventurers, 
  accompanied by Arryn, made their way into the tower 
  thought to house the sword, they encountered High Lady 
  Xavendra and her vampire cohort Veth enacting a dark 
  ritual upon the sword.  
   
  However, the entire ritual turned out to be a ruse 
  concocted to entrap Arryn by the betrayal of Lord 
  Bloodhand at a critical moment. Despite the successful 
  recovery of the sword, Arryn had been taken captive by 
  High Lady Xavendra and Veth. In addition, Lord 
  Bloodhand had escaped after nearly being slain by the 
  adventurers and vowed to smite them for their 
  opposition to Iuz. 
   
  In the ensuing time since that event, Arryn Alcor 
  has been transformed into a death knight by the fell 
  powers of the Old One and the contrived circumstances 
  of betrayal that Xavendra had so cleverly engineered. 
  Since then, Arryn has been leading the forces of the 
  Northern Alliance in victory after victory over the 
  battered and bruised forces of Dimre and Stoink. A 
  gruesome end to the war is in sight as Arryn’s forces are 
  now marshalling on the edges of the Dimre border, 
  preparing for one massive strike towards Dimre’s capital 
  of Falschheit. 
   
  Of Ruin, Restitution, and Revival 
   
  Page 4 
  
  ADVENTURE SUMMARY 
  The adventure begins with the imminent death of Szek 
  Winvid. The Szek reveals a prophecy on his deathbed 
  that spells woe for the Bluff Hills and the war effort 
  against the Northern Alliance. After deciphering the 
  prophecy, it is decided that the PCs must take the 
  knight’s herald to Gehenna’s Mount Chamada and bathe 
  the sword in its lava to make it a potent weapon against 
  the death knight Arryn Alcor and prime it for the 
  salvation of the Bluff Hills. 
   
  The PCs arrive in Gehenna on Mount Khalas and 
  must find their way to Mount Chamada. Along the way, 
  they encounter a traveling band of mercanes with their 
  bodyguards and a tanar’ri raiding party. Eventually, they 
  must locate a portal to Mount Chamada. 
   
  Upon arrival on Mount Chamada, the PCs are 
  assaulted by yugoloths who have been monitoring them. 
  The yugoloths attempt to steal the mystical sword to 
  prevent the sword from being bathed in Mount 
  Chamada’s lava. 
   
  When the PCs return from Gehenna, Falschheit is 
  under siege and they must use the knight’s herald to 
  repel the invasion. As an optional encounter, they may 
  take to the field and challenge Arryn Alcor himself to a 
  fight to the death. 
   
  PREPARATION FOR PLAY 
  This adventure is the third and final part of the Fate of 
  the Avenger series of adventures that began with BDK4-
  07 Of Friends, Friars, and Foes and continued with 
  BDK6-02 Of Gambits, Gauntlets, and Graves. Having 
  played these adventures is not vital for success in this 
  adventure, but it might increase the players’ enjoyment. 
   
  A vast majority of this adventure takes place in the 
  outer planes, specifically the Bleak Eternity of Gehenna. 
  It is therefore very important that you take time before 
  running this adventure to study up on the rules for 
  adventuring in other planes (see the DMG 147) and the 
  section on Gehenna specifically (see the DMG 162). If 
  you own the Manual of the Planes, then reading up on 
  the plane of Gehenna on page 111 of that tome might be 
  helpful, but it is by no means necessary. The most 
  important details of the plane are summarized in 
  Appendix 3. 
   
  Because Gehenna is completely mountainous, it is 
  recommended that you refresh yourself on the rules for 
  running combat in mountain terrain (DMG 89). 
  Additionally, unless the PCs are capable of flying for long 
  periods of time, they will be doing a lot of climbing on 
  Gehenna. Therefore, it is highly recommended that you 
  are proficient with rules for the Climb skill (PH 69). You 
  should not gloss over this aspect of the adventure because 
  it is crucial to setting the atmosphere and an important 
  part of the challenge the PCs will face on a world totally 
  alien to them. 
   
  This adventure introduces a new NPC to the players, 
  Feldmar, the appointed emissary to Dimre from Stoink. 
  Whether or not Feldmar interacts with the PCs is 
  dependent upon whether or not they hold favors/enmity 
  with groups in Stoink. If they are favored in Boss Renfus’ 
  eyes, then Feldmar is inclined to help them. However, if 
  they have ever gained the ire of Stoink’s organizations, 
  then Feldmar may attempt to blackmail them. 
   
  PCs who are members of the Northern Alliance 
  meta-org will have difficulty completing this adventure, 
  as it generally encourages them to work against their 
  homeland. These PCs should be informed that Dimre and 
  the Northern Alliance are currently at war, and they 
  might enjoy the adventure better with another character. 
  However, since few players are likely to have several 
  high-level characters capable of playing this adventure, 
  the following guidelines are provided for such players. 
  • 
  Provide the PC with Player Handout 1 which details 
  a meeting with the vampire Viola in Groucester. In 
  this handout, the PC is asked to infiltrate Dimre by 
  joining a party of heroes and is loaned a ring of 
  mind-shielding and a hat of disguise to aid in the 
  deception. These items must be returned at the end 
  of the adventure. 
  • 
  The PC will be expected to maintain in-character 
  secrecy about his affiliations (and possibly his 
  identity if other PCs know of his allegiances). It may 
  be difficult in some cases for the player to hide his 
  character’s identity from the other PCs, but 
  encourage them to roleplay the situation out and 
  avoid meta-gaming. The other PCs might be meta-
  gaming that the PC is spying on them, but unless 
  they have in-character evidence, discourage them 
  from acting on it. If they do not heed your warning, 
  then do not award them the discretionary 
  roleplaying award at the end of the adventure (and 
  you may wish to lecture them soundly for being 
  poor roleplayers). 
  • 
  Should the PC’s allegiance be discovered by the 
  other PCs, then they must decide how to handle the 
  situation. The PC in question will be kicked out of 
  the Northern Alliance if he aids Dimre, but if the 
  other PCs allow him to come along, they will be 
  considered co-conspirators if the Dimrites discover 
  his allegiance. In this case, the PC has basically two 
  options: 1) go along with the adventure and get 
  kicked out of his meta-org if the mission is 
  successful or, 2) receive a blank AR for his trouble. It 
  is a difficult choice to make, but this is a campaign 
  about heroes, and helping the bad guys (i.e. the 
  Of Ruin, Restitution, and Revival 
   
  Page 5 
  
  Northern Alliance) is not a choice that is 
  encouraged. Consequently this adventure makes 
  such a thing difficult. 
  • 
  The PC will NOT receive either Player Handout 2 or 
  Player Handout 3 as the PC is a known citizen of the 
  Northern Alliance, and thus, an enemy of Dimre. 
   
  PCs who have played the other adventures in this series 
  or adventures that are somewhat related might have 
  favors or plot points that can help (or hinder) them along 
  through this adventure. Before running this adventure, 
  check to see whether any of the PCs possess the 
  following plot points (in parentheses is listed the 
  encounter where these plot points may come into effect). 
   
  From BDK4-07 Of Friends, Friars, and Foes 
  • 
  Gratitude of Arryn Alcor (Encounter 9) 
  • 
  Enmity of Arryn Alcor (Encounter 9) 
  • 
  Influence 
  with 
  the 
  Theocracy 
  of 
  Dimre 
  (Introduction) 
  • 
  Enmity of the Theocracy of Dimre (Introduction) 
  From BDK5-05 The Art of Deception 
  • 
  Enmity of Boss Renfus (Encounter 2) 
  • 
  Exalted Knave of Stoink (Encounter 2) 
  • 
  Banned in Dimre (Introduction) 
  • 
  Favor of Osilin (Encounter 2) 
  From BDK5-07 Ebongleam 
  • 
  Influence with Dimre (Introduction) 
  • 
  Enmity with Dimre (Introduction) 
  • 
  Influence with the Stoink Theives’ Guild (Encounter 
  2) 
  • 
  Enmity with the Stoink Thieves’ Guild (Encounter 
  2) 
  From BDK6-02 Of Gambits, Gauntlets, and 
  Graves 
  • 
  IP 
  with 
  the 
  Grand 
  Theocracy 
  of 
  Dimre 
  (Introduction) 
  • 
  IP with the Stoink Thieves’ Guild (Encounter 2) 
   
  REGIONAL WARNING 
  If your players are unfamiliar with the Bandit Kingdoms 
  region, read the following aloud before running this 
  event: 
   
  It is important to realize at all times that the Bandit 
  Kingdoms are under the control of Iuz, the Old One, 
  a chaotic, evil deity who revels in torture, depravity 
  and trickery. Government officials tend to imitate 
  many of the attributes of their dread lord. Things that 
  you might take for granted in other lands, such as 
  freedom of worship and the rule of law, are not 
  valued by the rulers of the Combination of Free 
  Lords. You may be able to strike at Iuz, but seldom 
  can you strike at him overtly without paying the final 
  price. Be warned, life is short for those who openly 
  defy Old Wicked. 
   
  INTRODUCTION: FAVORED 
  OF DIMRE 
  Use this introduction if the PCs have at least ten 
  influence points with the Theocracy of Dimre between 
  them and none have enmity of the Theocracy of Dimre or 
  are banned (note enmity can be removed, even before 
  this scenario, with the expenditure of two influence 
  points) or at least one of the PCs is a member of the 
  Grand Theocracy of Dimre meta-org and willing to vouch 
  for the other PCs (as long as none have enmity), then 
  begin the scenario with the following: 
   
  It is not every day that a ruler dies of natural causes in 
  the Combination of Free Lords. Today is not every 
  day. 
   
  Szek Winvid, supreme head of the Church of the 
  Ebongleam and ruler of the Grand Theocracy of 
  Dimre, has suffered a terrible stroke that shall soon 
  claim his life. In light of your continual devotion to 
  the path of the Ebongleam and assistance to the 
  Grand Theocracy of Dimre, you have been summoned 
  to the Masak, the most sacred temple to the followers 
  of the Ebongleam, to hear the dying rulers’ last words. 
  It seems the priests of the Ebongleam desire as many 
  witnesses as possible for this sacred day. 
   
  The Masak is a behemoth of basalt and granite, 
  unremarkable save for its sheer size and towering 
  features. Everywhere you look, you see quiet and stoic 
  priests of the Ebongleam going about their business 
  with nary a tear in their eyes. Truly, they are a 
  hardened lot. 
   
  As you approach, you are greeted by a tonsured 
  man. “Welcome, visitors,” the man says, “May the 
  Blinding Light be upon you. I am Father Hodge. We 
  have been expecting you and I must urge haste. His 
  Royal Highness does not have much time I fear, and 
  his recent words have been interesting to say the 
  least.” 
   
  Allow the PCs to introduce each other. Father Hodge will 
  answer any questions they have to the best of his ability, 
  but he desires to have the PCs meet with Szek Winvid as 
  soon as possible.  
   
  Father Hodge can relay the following information if 
  the PCs are querulous: 
  • 
  The Szek has been ill for the past year. This latest 
  stroke is but the third. 
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  • 
  After the last stroke, the Szek began having visions 
  that have most of his advisors concerned. The PCs 
  have been summoned to hear his final words. 
  • 
  The Szek requested the PCs by name. Apparently 
  some premonition told him they would be in the 
  region and willing to serve. 
  • 
  The Szek’s prophecies have been grim. Many priests 
  are expecting the revelations to require some heroic 
  task to be performed, a task that will undoubtedly 
  fall to the highly qualified PCs. 
  • 
  The war with the Northern Alliance has not gone 
  well. Ever since the Battle of Marsakeer last spring, 
  the combined Dimre/Stoink army has been on the 
  retreat. The fallen paladin Arryn Alcor now leads the 
  armies of High Lord Tadurinal on a course for 
  Falschheit. Most recent news puts him less than a 
  day away from the Dimrite border, meaning that 
  time is short. 
   
  Once the PCs are prepared to meet with the Szek, go to 
  Encounter 1a. 
   
  INTRODUCTION: HEATHENS 
  If the PCs do not have at least ten influence points with 
  the Theocracy of Dimre between them, then PCs without 
  enmity or who are not banned receive a missive (Player 
  Handout 2). PCs with enmity or who are banned receive 
  a separate missive (Player Handout 3). Read the 
  following: 
   
  It is not every day that a ruler dies of natural causes in 
  the Combination of Free Lords. Today is not every 
  day. 
   
  Szek Winvid, supreme head of the Church of the 
  Ebongleam and ruler of the Grand Theocracy of 
  Dimre, suffered a terrible stroke that just today 
  claimed his life. You have been summoned to the 
  Masak, the most sacred temple to the followers of the 
  Ebongleam, in hopes that your expertise might help 
  decipher his prophetic dying words. 
   
  The Masak is a behemoth of basalt and granite, 
  unremarkable save for its sheer size and towering 
  features. Everywhere you look, you see quiet and stoic 
  priests of the Ebongleam going about their business 
  with nary a tear in their eyes. Truly, they are a 
  hardened lot. 
   
  As you approach, you are greeted by a tonsured 
  man. “Welcome, visitors,” the man says, “May the 
  Blinding Light be upon you. I am Father Hodge. We 
  have been expecting you. The Rector wishes to speak 
  with you soon.” 
   
  Father Hodge can inform the PCs of the same general 
  things as above, except that the Szek is already dead. 
  Once the PCs are prepared to meet with Rector Osilin, 
  skip Encounter 1a and go to Encounter 1b. 
   
  ENCOUNTER 1A: LAST 
  WORDS 
  This encounter is ONLY for parties that have at least ten 
  influence points with Dimre (and no enmity) or those 
  including a member of the Dimre meta-org who is 
  willing to vouch for the other PCs. Begin by reading or 
  paraphrasing the following: 
   
  Following Father Hodge through the Masak, now you 
  see many anguished faces. Wearing grey sackcloth 
  typically indicative of mourning, these appear to be 
  influential citizens of Dimre. Father Hodge leads you 
  past them to a small chamber. 
   
  As you enter, you see the center of the room is 
  dominated with a grand bed whereupon lies a man of 
  particularly advanced years. His left eye is milky 
  white and wanders. His skin is wretched and scarred 
  throughout. Liver spots are dappled all over all 
  exposed flesh, which is hanging off his bones. He 
  barely manages to muster enough energy to notice 
  your arrival in the room. Father Hodge nods towards 
  the man and whispers, “His Holiness, the Szek of 
  Dimre, may Pholtus soon give him peace.” 
   
  Upon a stool by the bed is a man with a light 
  brown beard and dark eyes. His skin is tanned but 
  shows few signs of ritual scarring, unlike many of the 
  other priests here. Also in the room is a contingent of 
  the Holy Guard. 
   
  The man at the stool rises as you enter, tears 
  streaming down his face. As he dries his eyes, he 
  greets you, “Peace upon you in the name of the 
  Blinding Light. I am Lord Inquisitor Osilin Danris. I 
  thank you for coming. His Royal Highness barely has 
  the energy to speak, but he greatly desired your 
  presence before he exhaled his last breath. Please, 
  come close to his bedside so that he might speak with 
  you, for his voice is weak.” 
   
  The PCs are in the presence of a very powerful and 
  important man. The Szek has been the uninterrupted 
  ruler of Dimre for over 40 years and his position as head 
  of the Church of the Ebongleam makes him the most 
  revered man in the country. The PCs are expected to 
  kneel and show proper deference in his presence. 
  Members of the Dimre meta-org automatically know this. 
  If they fail to demonstrate proper respect, allow them a 
  DC 15 Knowledge (local: Iuz’s Border States) or 
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  Page 7 
  
  Knowledge (nobility and royalty) check to recognize 
  what is expected of them. Failure to show respect is 
  punishable by immediate expulsion from the Masak for 
  non-members of the meta-org and immediate demotion 
  for members (if the lowest rank, their tenure in the meta-
  org is reset to 0). This also effectively ends the adventure 
  so encourage the PCs to behave properly. 
   
  After they have shown deference, continue with the 
  following: 
   
  The aged Szek opens his eyes an almost imperceptible 
  bit more and tilts his head in a languid fashion. The 
  left side of his face is droopy, and when he speaks, 
  only the right side of his lips move. 
   
  “Look upon me and hear the words of the 
  Blinding Light,” he begins in a coughing sputter. 
   
  “I have foreseen much in my last days. My lord 
  has presented me with visions of the future so that I 
  might warn my children. He has led you to me, that 
  you might aid in our cause.” 
   
  The old man lets out a wheeze before beginning 
  again, clearly fading by the minute. “I have foreseen a 
  disastrous outcome to our war with the hated 
  Northern Alliance. The fallen paladin, Arryn Alcor, 
  our one-time ally, has embraced darkness far beyond 
  that which is tolerable to even our teachings. Truly, 
  he has become darkness itself. Now he leads our 
  enemies against us, and there is little time for my 
  countrymen. 
   
  “In addition, I have seen that the terror in the 
  Bluff Hills is a harbinger of entropy and chaos. I 
  foresee a dark scheme that will bring fell power 
  throughout the entire Combination of Free Lords.” 
   
  As if drained, the old man’s eyes close. A full 
  minute goes by before they re-open. Barely audible, 
  the dying man continues, “I have also foreseen 
  another outcome. If a weapon of purity can be bathed 
  in the mount of flame under the living moon, then 
  the dark scourge can fall and disaster averted. These 
  things I have foreseen by the divine inspiration of 
  Pholtus himself. This is a parting gift to you and the 
  people of Oerth.” 
   
  Again the old man pauses to gather his strength. 
  After a moment, he motions for the Lord Inquisitor to 
  approach. Osilin does so reverentially, with tears in 
  his eyes. 
   
  “Osilin, my son, Pholtus knows where your true 
  loyalty lies. Do not let me down. Though the decision 
  shall be left to the council, let it be known to all 
  present that I favor Lord Inquisitor Osilin Danris to 
  be my successor, Favored of Pholtus, and leader of the 
  Grand Theocracy of Dimre. In Pholtus’ name.” 
   
  “In Pholtus’ name,” the other priests in the room 
  intone while Osilin stares at the dying man in shock. 
  With that, Szek Winvid passes to a better place.  
   
  At this, the aging ruler’s eyes roll back in his head and he 
  breathes his last breath as the priests of the Ebongleam in 
  the chamber begin the death chant (think Gregorian 
  chant but much darker). Attempts to revive the Szek fail 
  as he has died of old age. The priests realize this and allow 
  him die in peace. Nothing short of divine intervention 
  can prolong his life now, nor would the Szek accept any 
  such help.  
   
  Continue with the following: 
   
  After several minutes of chanting, Osilin rises and 
  addresses your group, “This is a sad day for the 
  faithful. Unfortunately, we have dark times ahead and 
  there is much to discuss. Please come with me. The 
  rest of you, you know your orders. Prepare the Szek’s 
  body for the ritual pyre.” 
   
   
  ENCOUNTER 1B: LAST WILL 
  This encounter is for parties that do not have at least ten 
  influence points with Dimre or a member of the Dimre 
  meta-org or those with enmity of Dimre. Begin by 
  reading or paraphrasing the following: 
   
  Following Father Hodge through the Masak, you see 
  many anguished faces. Many appear grief-stricken 
  and are wearing not the common white and yellow 
  vestments of Pholtus, but grey sackcloth typically 
  indicative of mourning. Father Hodge leads you 
  through the somber scene to a small chamber. 
   
  Standing outside the chamber is a man with a 
  light brown beard and dark eyes. His skin is tanned 
  but shows few signs of ritual scarring, unlike many 
  other priests here. He looks up as you arrive, tears 
  streaming down his face. As he dries his eyes, he 
  greets you, “Peace upon you in the name of the 
  Blinding Light. I am Lord Inquisitor Osilin Danris.” 
   
  Allow the PCs to introduce themselves to the Lord 
  Inquisitor. Some of them may have helped him out in the 
  past, in which case he recognizes them.  
   
  Continue with the following: 
    
  “The Szek has breathed his last. His soul now rests in 
  the Light. We can all but hope for such a peaceful 
  ending.  
   
  In his final moments, the Szek spoke of a vision 
  of the future. He foresaw a ruinous outcome to the 
  war with the Northern Alliance, prophesying that the 
  fallen paladin Arryn Alcor would be victorious over 
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  Page 8 
  
  us. In addition, he believes that the terror in the Bluff 
  Hills is a harbinger of entropy and chaos, and that a 
  dark scheme will bring fell power throughout the 
  land. 
   
  “However, he foresaw an alternative. If a weapon 
  of purity could be bathed in the mount of flame 
  under the living moon, then he said the dark scourge 
  can fall and disaster could be averted. Thus, the 
  Blinding Light has brought you to us. Please come 
  with me.” 
   
  ENCOUNTER 2: WHAT TO 
  DO? 
  Osilin leads the PCs to a small meeting hall. Read or 
  paraphrase the following: 
   
  Osilin leads your group to a small chamber. In the 
  center is a circular table surrounded with chairs. 
  Sitting at the center of the table is a gleaming 
  longsword upon a golden-laced pillow. Osilin takes a 
  seat, asking you to do the same. 
   
  Lord Inquisitor Osilin Danris: male human Clr11 of 
  Pholtus. 
   
  This encounter is free-form roleplay. In it, Osilin explains 
  the following key points: 
  • 
  The fallen paladin Arryn Alcor now leads the 
  Northern Alliance armies and just recently crossed 
  the Dimrite border. There is little time until he 
  arrives at Falschheit itself. Once he does, the fall of 
  Dimre is all but inevitable. Osilin estimates it will be 
  no more than four days before he arrives. 
  • 
  Secondly, That Which Slept has taken residence in 
  the Bluff Hills and attacked Groucester earlier this 
  year claiming for itself Xavendra’s shadowstaff. The 
  Szek’s last words have led him to fear That Which 
  Slept is planning to use the shadowstaff in a 
  diabolical ritual. 
  • 
  The Szek’s prophecy seems to hold the only key to 
  averting either disaster. The weapon of purity he 
  speaks of undoubtedly refers to the knight’s herald 
  (resting upon the table), a powerful sword created by 
  Barachiel the Messenger, a celestial paragon who 
  rules over the lowest layer of Celestia. The sword was 
  captured from High Lady Xavendra at the Battle of 
  Marsakeer in Coldeven of this year, the same place 
  where Arryn Alcor fell. 
   
  The PCs will have to do some hard thinking. If they wish 
  to use divinations such as commune or contact other 
  plane, use the following guidelines to lead them in the 
  right direction. Osilin is capable of casting any cleric 
  spell of 5th level or lower, which he gladly does for free 
  (considering the circumstances) if the PCs request it. 
   
  • 
  The disastrous outcome the Szek foresaw was Arryn 
  Alcor’s razing of Falschheit. If Arryn Alcor is not 
  stopped, he will annihilate the Grand Theocracy of 
  Dimre. 
  • 
  Arryn Alcor is a death knight loyal to Tadurinal and 
  Iuz. His transformation was a result of his betrayal 
  by the assassin Lord Bloodhand when he attempted 
  to reclaim the knight’s herald at the Battle of 
  Marsakeer. The divine power of Iuz infused Arryn 
  with undeath at the moment of his betrayal. 
  • 
  That Which Slept cannot be killed, at least not 
  through mortal means. It is planning a ritual within 
  a month that will release an enormous burst of 
  negative energy throughout the Bluff Hills and 
  adjacent regions. The consequences will be 
  disastrous. 
  • 
  The only hope for defeating Arryn Alcor and 
  averting the disaster in the Bluff Hills is the knight’s 
  herald. However, the sword must be primed first by 
  bathing in the lava of Mount Chamada, the second 
  layer of the Bleak Eternity of Gehenna. 
  • 
  The “weapon of purity” the Szek referred to is the 
  knight’s herald. 
  • 
  The “mount of flame under the living moon” the 
  Szek referred to is Mount Chamada and its satellite, 
  Nimicri. 
  • 
  Bathing the knight’s herald in the lava of Mount 
  Chamada will not assure that Arryn Alcor is stopped 
  for good, nor will it assure that the disaster in the 
  Bluff Hills will be prevented. It merely makes 
  accomplishing such goals possible. 
   
  The PCs can potentially learn information through the 
  use of Knowledge checks. 
   
  • 
  A DC 25 Knowledge (arcana) check indicates that 
  bathing a holy avenger in the lava of an evil-aligned 
  plane is likely to destroy the sword and release a 
  burst of positive energy at the same time. The 
  knight’s herald can probably withstand it, however, 
  if indeed it was crafted by a celestial paragon. 
  • 
  A DC 15 Knowledge (local: Iuz’s Border States) 
  check indicates that the “terror in the Bluff Hills” 
  the Szek referred to is That Which Slept. 
  • 
  A DC 30 Knowledge (the planes) check indicates 
  that the “mount of flame under the living moon” the 
  Szek referred to is Mount Chamada and its satellite, 
  Nimicri. (This allows the PCs to roll an additional 
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  Page 9 
  
  Knowledge [the planes] check to know things about 
  Gehenna; see below.) 
  • 
  A DC 20 Knowledge (the planes) check indicates 
  that Gehenna is an evil-aligned plane home to many 
  fiendish creatures. It contains four layers, each an 
  enormous volcanic mountain. Travel is extremely 
  treacherous and natural hazards abound. 
  • 
  A DC 25 Knowledge (the planes) check indicates 
  that Gehenna is the home of the yugoloths, fiendish 
  creatures that serves as mercenaries for the eternal 
  conflict between demons and devils. They often 
  work for other parties as well. 
  • 
  A DC 30 Knowledge (the planes) check indicates 
  that Gehenna is often raided by tanar’ri and baatezu 
  for various reasons. However, it is just as often 
  visited by those wishing to establish ties or forge 
  pacts with the yugoloths. The first layer of Khalas 
  holds gates to many other outer planes and is often 
  used as a nexus point for planar travelers. 
   
  By the conclusion of the discussion, the PCs should be 
  able to put together the following: to defeat Arryn Alcor 
  and prevent a disaster in the Bluff Hills, they must take 
  the knight’s herald to Mount Chamada and bathe it in 
  lava. Although Osilin and the Dimrite priests must 
  remain behind to see to the defense of Dimre in case the 
  PCs fail, Osilin can provide tools to aid them in the quest: 
  • 
  The PCs must take the knight’s herald to accomplish 
  the mission in any event (see Player Handout 4). It 
  will be of great use to the PCs if they have a paladin 
  in their party. The sword favors a lawful good 
  wielder, preferably a paladin, or failing that, a knight 
  of the chalice. The wielder may only use the powers 
  of the sword if it has taken control of the wielder, or 
  if the wielder is a paladin in good standing. 
  Otherwise it functions as a +2 cold iron longsword. 
  Regardless, the sword’s holy avenger abilities will 
  only function if the wielder is a paladin. 
  • 
  If the PCs were eligible to hear the Szek’s last words, 
  Osilin provides them with a staff of healing with 10 
  charges to use at their discretion. He expects it 
  returned if not used. 
  • 
  Osilin can allow the PCs to borrow a planar key to 
  the Khalas, the first layer of Gehenna and a well-
  travelled planar nexus. It will be up to the PCs to 
  find a way to reach Chamada from Khalas. 
  • 
  Osilin can provide the PCs with two scrolls of plane 
  shift (arcane or divine). He can also provide them 
  with a scroll of teleport or scroll of greater teleport 
  (both CL 15) to get them back to the Masak 
  immediately upon their return to the Material Plane. 
  Osilin expects to be reimbursed for the cost of these 
  scrolls unless they are returned unused. 
  • 
  To aid in navigating the treacherous portals of 
  Khalas, a Dimrite wizard offers to teach any wizard 
  PCs the spell analyze portal (see Appendix 4). The 
  PC must pay the normal scribing cost. Also note it 
  takes 24 hours for a wizard to scribe a spell into his 
  spellbook (PH 179). 
  • 
  Osilin will loan each PC a climber’s kit and a special 
  fire-resistant rope (see Special AR section) to aid 
  them in traversing the difficult terrain of Gehenna. 
  • 
  PCs with an unspent Favor of Osilin may exchange it 
  for Osilin’s dust of disappearance (cross off the favor 
  as if used). He has only one. This does not need to be 
  returned. 
  • 
  PCs with Influence of the Stoink Thieves’ Guild are 
  loaned a potion of resist fire 10, sent by the guild to 
  aid them in the mission. It must be returned if not 
  used. 
  • 
  PCs with Exalted Knave of Stoink or members of the 
  Stoink Thieves’ Guild are loaned a ring of climbing, 
  sent by Boss Renfus to aid them. PCs who have both 
  are loaned a ring of improved climbing. It must be 
  returned at the end of the adventure. 
  • 
  PCs with Enmity of Boss Renfus or Enmity of the 
  Stoink Thieves’ Guild are sent what is purported to 
  be a ring of feather fall from an anonymous priest; 
  however, it is actually a ring of clumsiness sent by a 
  Stoink spy. Even though the two countries are 
  presently allies, they do not trust each other 
  completely and both have spies in each other’s 
  nations. (Boss Renfus is hoping the PC will suffer 
  some mishap as a result of the cursed item.) 
   
  Once the PCs have made all the preparations they would 
  like and are ready to travel to Gehenna, go to Encounter 
  3. 
   
  Development: In the unlikely event a PC possesses a 
  planar key to Chamada, they can bypass a large portion of 
  this adventure. In this case, simply run Encounter 7 
  when they arrive on Chamada to give them a challenge. 
   
  Allow the PCs to time preparing before they leave 
  for Khalas, but Osilin urges them to hurry, for he fears 
  that Arryn Alcor’s forces will arrive soon. 
   
  ENCOUNTER 3: A REALM 
  BEYOND 
  When the PCs arrive on Khalas, read or paraphrase the 
  following: 
   
  You look upon a bleak and desolate landscape. Above 
  you looms a black sky, dark as a starless night on 
  Oerth. Beneath you is a rugged mix of steep slopes, 
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  rocky passes, volcanic craters, and rivers of magma. 
  Pillars of smoke rise into the air in as many directions 
  as you can see, and the heat is intense. The ground 
  itself radiates a substantial glow almost reminiscent 
  of sunlight, but projecting no more than 60 feet into 
  the air to normal human eyes. The eerie lighting 
  conditions cause your shadows to rise upward giving 
  the entire place a disturbing look. 
   
  It seems that no matter where you gaze, there is 
  an incline to the ground. Slopes as steep as 45 degrees 
  are common and flat ledges are rare indeed. Even 
  sheer slopes seem more typical than level ground. 
  Overland travel will certainly be difficult in this 
  place. 
   
  As the PCs travel through the Bleak Eternity of Gehenna, 
  they will have a random encounter every 1d6 miles of 
  travel (note the encounters occur at distance intervals, 
  not time; this means faster PCs will have an advantage). 
  Naturally, the PCs will have to travel until they locate a 
  portal to Chamada. 
   
  If the PCs are resting, they will have one random 
  non-crater encounter in the middle of the night, however 
  they may choose the terrain as they would have picked 
  the spot to set up camp. (Be sure to adjudicate special 
  situations, such as the PCs using Mordenkainen’s 
  magnificent mansion, to the best of your ability.) 
   
  To determine the type of encounter, roll 1d6 and 
  consult the Encounter Table. To determine the type of 
  terrain, roll 1d6 and consult the Terrain Table (see 
  Appendix 3 for details on the terrain of Gehenna). Any 
  encounter should include at least a few channels of lava 
  nearby (see DMG 304 for details on lava effects). 
   
  The PCs will need to make travel arrangements to 
  account for how they will be dealing with slopes as 
  difficult as sheer cliffs. Calculate their movement rate 
  while climbing (PH 164) and track the time it takes them 
  to move from each encounter to the next, as they have a 
  limited span of time if they wish to make it back in time 
  to stop Arryn Alcor. They have four days from the point 
  at which they met with Osilin; bear in mind some of this 
  time they may have already used making preparations. 
   
  ENCOUNTER TABLE 
  • 
  1: The PCs find a crater that serves as a portal to 
  Chamada (Encounter 4). 
  • 
  2: The PCs find a crater that serves as a portal to 
  another plane, determined randomly (Encounter 4). 
  See the Dungeon Master’s Guide, page 151, for 
  random planar destinations. Roll once for each such 
  portal (the portals are not random themselves, just 
  the determination of the destination of the portal). 
  • 
  3: The PCs find a crater that appears to be bottomless 
  (Encounter 4). 
  • 
  4: The PCs encounter a traveling band of mercane 
  traders (Encounter 5). Once this encounter has been 
  rolled, ignore it for future rolls. 
  • 
  5: The PCs encounter a tanar’ri raiding party looking 
  to pillage yugoloth lands (Encounter 6). Once this 
  encounter has been rolled, ignore it for future rolls. 
  • 
  6: The PCs run afoul of a yugoloth hunting party that 
  has been forewarned of their arrival by High Lord 
  Tadurinal (Encounter 7). Once this encounter has 
  been rolled, ignore it for future rolls. 
   
  TERRAIN TABLE 
  • 
  1-3: This area is an ordinary slope. DC 0 Climb 
  checks are required to move about and the angle of 
  incline is slight. 
  • 
  4-5: This area is a steep slope. DC 15 Climb checks 
  are required to move about and the angle of incline 
  is steep (roughly 45 degrees). 
  • 
  6: This area is a sheer cliff. DC 25 Climb checks are 
  required to move about and the angle of incline is 
  vertical (90 degrees). 
   
  Development: The outer planes are a dangerous place. If 
  the PCs loiter around for too long, they risk running into 
  further untiered encounters. Do not be heavy-handed, 
  but discourage the PCs from spending too much time in 
  this hostile environment using the Hellish Encounters 
  table (DMG 167) if necessary. They cannot earn XP for 
  any encounters fought beyond those detailed in 
  Encounters 5 through 7, but Gehenna is a living world of 
  its own, and a deadly one at that, so it should be portrayed 
  as such. 
   
  Note it is possible that PCs could get lucky and roll 
  for a portal to Chamada on the first roll. If this occurs, 
  have them encounter the yugoloths (Encounter 7) 
  immediately upon their arrival in Chamada. 
   
  If the PCs fail in their mission at any point, either by 
  dying or being forced to flee from Gehenna without the 
  means to return, go to Conclusion. 
   
  ENCOUNTER 4: THE CRATERS 
  The PCs encounter a crater that may lead to another 
  place, or may simply be a very deep chasm. Read or 
  paraphrase the following: 
   
  You have come to a great fissure in the ground. It 
  seems to lead down for an unfathomable distance into 
  blackness. 
   
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  Page 11 
  
  The type of crater encountered is dependent upon the 
  type rolled in Encounter 3. There is a 70% chance that 
  this crater has a sign (written in Abyssal) indicating the 
  nature of the crater, but if the crater is actually a deep pit, 
  then there is a 50% chance that the sign falsely proclaims 
  it is actually a portal to Chamada (a cruel joke of the 
  yugoloths). 
   
  Use the following guidelines for how the PCs 
  interact with the craters: 
  • 
  If the crater is a portal to Chamada or a portal to 
  another plane, the analyze portal spell can determine 
  its nature as described in the spell. Such portals are 
  transparent and appear to merely be bottomless pits 
  obscured by smoke. The portal arrests a character’s 
  momentum as the character passes through it so 
  characters take no falling damage when they exit on 
  the other side. 
  • 
  Detect magic, arcane sight, and similar divination 
  reveal only strong conjuration auras on portals and 
  nothing on bottomless pits. 
  • 
  If a character jumps into a “bottomless” pit (which 
  may occur if he thinks it is a portal), then the 
  character plummets down 400 feet before he hits the 
  ground, taking 20d6 damage in the process if he 
  cannot arrest his fall somehow. 
  • 
  Portals to Chamada are one-way, meaning the PCs 
  cannot go back to Khalas. Portals to other planes are 
  two-way. 
   
  If the PCs find a portal to Chamada and enter it, go to 
  Encounter 8. 
   
  Development: If the PCs somehow end up stepping 
  through the wrong portal and wind up on another plane, 
  there is a 30% that they will find an encounter on the 
  other side. If an encounter is rolled, use the planar 
  encounter tables in the Dungeon Master’s Guide (pages 
  151-167) to determine an appropriate encounter. The PCs 
  may not receive XP or treasure (other than items listed in 
  a monster’s Monster Manual entry) for this encounter. 
   
  ENCOUNTER 5: THE TRADERS 
  The PCs encounter a mercane trading group bound for 
  the Crawling City of Khalas. Roll 4d10x10 (divide by 2 to 
  account for reduced visibility) to determine the 
  encounter starting distance. Have each PC make two 
  Spot checks. One is to see if they notice the traders. The 
  other you should record for later use (see below). Read or 
  paraphrase the following: 
   
  Ahead you see a group of travelers making their way 
  across the bleak landscape much as yourself. Several 
  of their number are using climbing gear and tools to 
  traverse the treacherous terrain while a pair of much 
  larger figures with blue skin glide effortlessly 
  through the air above them. 
   
  Mercane Traders: This is the party of the mercane 
  Ezshar, his life companion Lotumbrix, a priestess of 
  Boccob, and their tiefling bodyguards. Ezshar is a 
  merchant from Sigil who is currently working on 
  establishing a trading post in the Crawling City of 
  Khalas. He is certain his group is close to its location, but 
  being a mobile city, it has a tendency to move about from 
  time to time, and visibility on Gehenna is not what it 
  could be. Consequently, they have at least several hours 
  of exploration ahead of them. 
   
  Ezshar is more than willing to converse with the PCs 
  if they approach him peacefully. In this event, he 
  introduces himself with a handshake and insists each of 
  his compatriots do the same (he learned the handshake 
  bit long ago and found it puts many prime material plane 
  residents at ease). Otherwise, his group mostly ignores 
  the PCs, keeping an eye on them solely for safety’s sake. 
  His initial attitude is Indifferent. At this point he is 
  willing to chit-chat or sell any spells he or Lotumbrix 
  have prepared for standard prices (see PH 129), although 
  he refuses to do so if he believes the PCs are planning a 
  sneak attack. If the PCs improve his attitude to Friendly 
  or better, he offers to provide them with contacts on the 
  Material Plane who can sell them a number of items. If 
  the PCs reduce his attitude to Unfriendly, he quickly 
  urges his group on, and is sure to avoid them. If the PCs 
  reduce his attitude to Hostile, he attacks, seeing them as 
  threats to his business venture. 
   
  If (and only if) the PCs approach to speak with 
  Ezshar, then the thief attempts to filch at least one item 
  from each PC using Sleight of Hand. If the traders spot 
  the PCs before they PCs spot them, then the thief will be 
  hiding in the shadows and cover provided by this dark 
  terrain when they approach. Otherwise, she simply tries 
  to ply her trade while introducing herself with the rest. 
  Use the Spot rolls taken from the PCs above to determine 
  whether they notice her Sleight of Hand. 
   
  If the thief is successful, then finish the encounter 
  normally. Right before the next encounter, ask to 
  examine each of their character sheets. Select one item 
  from each character that should be in plain view (note 
  that items in a bag of holding are not safe as a bag of 
  holding itself is likely to be a snatched item) that seems 
  valuable and inform the PC that the item has been 
  permanently lost. 
   
  If the thief is caught in the act, she desists 
  immediately and backs away, claiming that the brush was 
  merely an accident (using Bluff) if accused. If she is 
  accused, Ezshar immediately becomes Unfriendly. The 
  Of Ruin, Restitution, and Revival 
   
  Page 12 
  
  situation can be diffused with a fast Diplomacy check (-10 
  to check) that makes him Indifferent or better, but he 
  refuses to allow the PCs to search his bodyguard for 
  missing items unless the Diplomacy check improved his 
  attitude to Friendly or better. If the items are discovered 
  on the thief, he orders the items returned and promises 
  the thief will be punished, but he becomes immediately 
  Hostile if the PCs insist on meting out punishment 
  themselves. 
   
  APL 12 (EL 12) 
   
  Ezshar: male mercane Wiz9; hp 102; Appendix 1. 
   
  Lotumbrix: female mercane Clr7 of Boccob; hp 133; 
  Appendix 1. 
   
  Bodyguards (3): male tiefling Ftr5; hp 42 each; 
  Appendix 1. 
   
  Thief: male tiefling Rog5; hp 25; Hide +14, Sleight of 
  Hand +17; Appendix 1. 
   
  APL 14 (EL 14) 
   
  Ezshar: male mercane Wiz11; hp 113; Appendix 1. 
   
  Lotumbrix: female mercane Clr9 of Boccob; hp 152; 
  Appendix 1. 
   
  Bodyguards (3): male tiefling Ftr7; hp 57 each; 
  Appendix 1. 
   
  Thief: male tiefling Rog7; hp 34; Hide +16, Sleight of 
  Hand +21; Appendix 1. 
   
  APL 16 (EL 16) 
   
  Ezshar: male mercane Wiz13; hp 124; Appendix 1. 
   
  Lotumbrix: female mercane Clr11 of Boccob; hp 
  171; Appendix 1. 
   
  Bodyguards (3): male tiefling Ftr9; hp 72 each; 
  Appendix 1. 
   
  Thief: male tiefling Rog9; hp 43; Hide +18, Sleight of 
  Hand +23; Appendix 1. 
   
  Tactics: If fighting breaks out, the mercanes and tieflings 
  use straightforward tactics. Ezshar blasts the PCs with 
  area effect spells to maximal effect, using his most 
  powerful spells first, particularly spells like dismissal and 
  banishment. Lotumbrix supports the group with 
  defensive and battlefield control spells (like prayer and 
  invisibility purge) and only uses spells that enhance her 
  fighting ability (like divine power as a last resort). The 
  tieflings drink their potions of fly and then move to flank 
  wherever possible. The thief uses Tumble to gain a 
  flanking position when possible. 
   
  Note that the tieflings are currently under the effect 
  of spells they purchased shortly before leaving Sigil. You 
  should use their powered-up suites where appropriate. 
  The mercanes have also cast some defensive spells that 
  are noted in their stat blocks. 
   
  Treasure: The PCs can gain the following treasure here if 
  they loot the mercanes and their bodyguards. Each 
  treasure entry is broken down by individual creature: 
   
  APL 12: Loot (Ezshar) 70 gp, (Lotumbrix) 120 gp, 
  (bodyguard) 219 gp, (thief) 95 gp; Magic (Ezshar) 1,354 
  gp, (Lotumbrix) 468 gp, (bodyguard) 87 gp, (thief) 149 gp; 
  (Ezshar) amulet of natural armor +1 (166 gp), bracers of 
  armor +2 (333 gp), ring of protection +1 (166 gp), potion 
  of cure serious wounds (4 @ 62 gp each), travelling 
  spellbook (441 gp), (Lotumbrix) +1 full plate (220 gp), 
  potion of cure serious wounds (4 @ 62 gp each), 
  (bodyguard) potion of fly (62 gp), potion of cure 
  moderate wounds (25 gp), (thief) potion of cat’s grace (25 
  gp), potion of cure serious wounds (62 gp), potion of fly 
  (62 gp); Total 3,174 gp. 
   
  APL 14: Loot (Ezshar) 70 gp, (Lotumbrix) 118 gp, 
  (bodyguard) 66 gp, (thief) 66 gp; Magic (Ezshar) 2,178 gp, 
  (Lotumbrix) 1,064 gp, (bodyguard) 538 gp, (thief) 405 gp; 
  amulet of natural armor +1 (166 gp), bracers of armor +2 
  (333 gp), ring of protection +2 (666 gp), traveling 
  spellbook (516 gp), pearl of power (1st) (3 @ 83 gp each), 
  potion of cure serious wounds (4 @ 62 gp each), 
  (Lotumbrix) +1 full plate (220 gp), +1 heavy steel shield 
  (97 gp), periapt of wisdom +2 (333 gp), ring of protection 
  +1 (166 gp), potion of cure serious wounds (4 @ 62 gp 
  each), (bodyguard) +1 full plate (220 gp), +1 bastard sword 
  (194 gp), potion of fly (62 gp), potion of cure serious 
  wounds (62 gp), (thief) +1 studded leather armor (97 gp), 
  +1 buckler (97 gp), potion of cat’s grace (25 gp), potion of 
  cure serious wounds (2 @ 62 gp each), potion of fly (62 
  gp); Total 5,713 gp. 
   
  APL 16: Loot (Ezshar) 58 gp, (Lotumbrix) 118 gp, 
  (bodyguard) 6 gp, (thief) 7 gp; Magic (Ezshar) 3,241 gp, 
  (Lotumbrix) 2,064 gp, (bodyguard) 959 gp, (thief) 768 gp; 
  (Ezshar) amulet of natural armor +1 (166 gp), bracers of 
  armor +3 (750 gp), ring of protection +2 (666 gp), 
  headband of intellect +2 (333 gp), +1 falchion (204 gp), 
  traveling spellbook (625 gp), pearl of power (1st) (3 @ 83 
  gp each), potion of cure serious wounds (4 @ 62 gp each), 
  (Lotumbrix) +1 full plate (220 gp), +1 heavy steel shield 
  (97 gp), ring of protection +1 (166 gp), periapt of wisdom 
  +4 (1,333 gp), potion of cure serious wounds (4 @ 62 gp 
  each), (bodyguard) +1 full plate (220 gp), +1 heavy steel 
  shield (97 gp), +1 bastard sword (194 gp), +1 composite 
  longbow (+3 Str bonus) (225 gp), cloak of resistance +1 
  (83 gp), potion of fly (62 gp), potion of cure serious 
  wounds (62 gp), potion of cure light wounds (4 @ 4 gp 
  each), (thief) +1 studded leather armor (97 gp), +1 buckler 
  (97 gp), +1 rapier (193 gp), +1 hand crossbow (200 gp), 
  potion of cat’s grace (25 gp), potion of cure serious 
  wounds (2 @ 62 gp each), potion of fly (62 gp); Total 
  9,151 gp. 
   
  Of Ruin, Restitution, and Revival 
   
  Page 13 
  
  Development: If the PCs are defeated or forced to flee, 
  any killed or captured PCs cannot be recovered. The 
  character is permanently retired from the campaign. This 
  overrides even WCI scores high enough to warrant 
  recovery of dead remains as the WCI meta-org does not 
  extend into Gehenna. 
   
  ENCOUNTER 6: THE RAIDERS 
  The PCs encounter a group of tanar’ri raiders. They attack 
  the PCs on sight and fight to the death. 
   
  Roll 4d10x10 (divide by 2 to account for reduced 
  visibility) to determine the encounter starting distance. 
  Have each PC make a Spot check to see if they notice the 
  demons. 
   
  APL 12 (EL 14) 
   
  Hezrou: hp 138; Monster Manual 44. 
   
  Bulezaus (4): hp 115 each; Appendix 1. 
   
  APL 14 (EL 16) 
   
  Glabrezu: hp 174; Monster Manual 43. 
   
  Advanced Bulezaus (4): hp 161 each; Appendix 1. 
   
  APL 16 (EL 18) 
   
  Mature Nabassu: hp 202; Appendix 1. 
   
  Advanced Bulezaus (4): hp 207 each; Appendix 1. 
   
  Tanar’ri Raiders: These demons have come from the 
  Abyss to raid yugoloth outposts. They are filled with 
  bloodlust and more than happy to attack the PCs out of 
  sheer desire for conflict. Diplomacy checks with them 
  automatically fail. Each demon (except those capable of 
  natural flight) is also equipped with a potion of fly, which 
  it consumes on the first round of combat to gain a tactical 
  advantage. 
   
  Tactics: If the demons notice the PCs first, they quaff 
  their potions of fly and attempt to Hide and Move 
  Silently to sneak up on the PCs so they can unleash a 
  spell or partial charge as a surprise action. The hazy 
  smoke that pervades Khalas easily provides them with 
  the means to Hide. 
   
  During normal combat, they drink their potions of 
  fly if they have not yet had the chance and take to battle 
  with relish. The bulezaus set up for optimal charge 
  attacks, attempting to gain altitude first for a dive attack 
  (flying 
  creatures 
  move 
  at 
  double 
  speed 
  while 
  descending). The hezrou or glabrezu use their pell-like 
  abilities and close to melee as a last resort or if their spell-
  like abilities are proving ineffective. The nabassu uses 
  blasphemy to maximal effect on the first round and then 
  moves to position itself to take greatest advantage of its 
  gaze attack. Thereafter, it uses energy drain and 
  enervation to soften the PCs up before finishing them off 
  with its natural attacks. It attempts to establish a vampiric 
  link with any particularly powerful melee combatants. 
   
  Treasure: The PCs can gain the following treasure here if 
  they loot the demons: 
   
  APL 12: Magic 780 gp; huge +1 ranseur (4 @ 195 gp 
  each); Total 780 gp. 
   
  APL 14: Magic 780 gp; huge +1 ranseur (4 @ 195 gp 
  each); Total 780 gp. 
   
  APL 16: Magic 780 gp; huge +1 ranseur (4 @ 195 gp 
  each); Total 780 gp. 
   
  Development: If the PCs are defeated or forced to flee, 
  any killed or captured PCs cannot be recovered. The 
  character is permanently retired from the campaign. This 
  overrides even WCI scores high enough to warrant 
  recovery of dead remains as the WCI meta-org does not 
  extend into Gehenna. 
   
  ENCOUNTER 7: THE 
  BLOCKADERS 
  The PCs encounter a group of yugoloth hunters who are 
  pursuing them based on a tip-off from High Lord 
  Tadurinal; Tadurinal’s spies in Dimre learned of the 
  mission and he contracted the yugoloths to stop the PCs 
  at all costs. They attack the PCs on sight and fight to the 
  death. 
   
  Roll 4d10x10 (divide by 2 to account for reduced 
  visibility) to determine the encounter starting distance. 
  Have each PC make a Spot check to see if they notice the 
  yugoloths. 
   
  APL 12 (EL 16) 
   
  Nycaloths (3): hp 161 each; Appendix 1. 
   
  Ultraloths (2): hp 171 each; Appendix 1. 
   
  APL 14 (EL 18) 
   
  Nycaloths (3): hp 161 each; Appendix 1. 
   
  Ultraloth: hp 171; Appendix 1. 
   
  Nycaloth Commander: hp 362; Appendix 1. 
   
  APL 16 (EL 20) 
   
  Nycaloths (6): hp 161 each; Appendix 1. 
   
  Ultraloths (2): hp 171 each; Appendix 1. 
   
  Nycaloth Commanders (2): hp 362 each; Appendix 
  1. 
   
  Tactics: If the yugoloths notice the PCs first, they try to 
  summon more yugoloths and refresh their spells in 
  effect. 
  Of Ruin, Restitution, and Revival 
   
  Page 14 
  
   
  At all APLs, the nycaloths have mirror image and see 
  invisibility active and the ultraloths have alter self (pit 
  fiend) and see invisibility active. The effect of these has 
  been noted where necessary in a powered-up suite in 
  their stat blocks. 
   
  Note: The PCs might really think that they are facing 
  multiple pit fiends and complain, toss dice, etc. Do not 
  laugh, or calm their fears, but play the encounter out to 
  its conclusion. It is conceivable that the PCs might flee. If 
  they do, they do not receive any XP for this encounter. 
  Of course, the yugoloths will pursue the PCs to the best 
  of their ability so flight should not be an easy option. 
   
  Treasure: The PCs can gain the following treasure here if 
  they loot the yugoloths. Each treasure entry is broken 
  down by individual creature: 
   
  APL 12: Magic 5,131 gp; +2 greataxe (3 @ 693 gp 
  each), +3 longsword (2 @ 1,526 gp each); Total 5,131 gp. 
   
  APL 14: Magic 4,664 gp; +2 breastplate (366 gp), +2 
  greataxe (4 @ 693 gp each), +3 longsword (1,526 gp); Total 
  4,664 gp. 
   
  APL 16: Magic 9,328 gp; +2 breastplate (2 @ 366 gp 
  each), +2 greataxe (8 @ 693 gp each), +3 longsword (2 @ 
  1,526 gp each); Total 9,328 gp. 
   
  Development: If the PCs are defeated or forced to flee, 
  any killed or captured PCs cannot be recovered. The 
  character is permanently retired from the campaign. This 
  overrides even WCI scores high enough to warrant 
  recovery of dead remains as the WCI meta-org does not 
  extend into Gehenna. 
   
  ENCOUNTER 8: THE RITUAL 
  The PCs arrive in Chamada. Upon arrival, each character 
  must make a DC 20 Reflex save to avoid landing in lava 
  (see DMG 304). Read or paraphrase the following: 
   
  If Khalas was bleak, then Chamada is terrifying. 
  Gouts of flame and magma shoot upward around you 
  in all directions. You find yourself on a very small 
  island of land in a veritable sea of flowing lava. The 
  heat here is intense and the smoke almost unbearable. 
  In the sky above you is a dull gray satellite, the moon 
  Nimicri. It gazes down upon you almost as if in pity. 
   
  The PCs are not likely to have any encounters here unless 
  they came here before meeting any other creatures. In 
  the latter case, they will have to fight the yugoloths here 
  before they can complete the ritual. 
   
  To accomplish the ritual with the knight’s herald is a 
  simple but dangerous task. The sword must be 
  completely immersed in the lava of Chamada for one full 
  round. If a PC is holding the weapon, this exposes the PC 
  to the complete hazards associated with being immersed 
  in lava (20d6 fire damage and half damage for 1d3 rounds 
  thereafter). Note that resistance or immunity to fire 
  confers immunity to lava and magma upon the PC 
  however. The sword has existed for longer than any of 
  the PCs and is completely willing to sacrifice itself for a 
  noble cause. Hence, it requires no persuasion to get the 
  sword into the lava. 
   
  Once the ritual is complete, the knight’s herald 
  shows a distinct crack down its center, but otherwise 
  appears intact. It speaks to its wielder at this point: 
   
  “I feel changed,” the sword says, “I have been suffused 
  with a great surge of energy. But my power is 
  weakening, and my ability to contain my own magic 
  shall soon fail. Before I am sundered, I feel that I will 
  be capable of two great bursts of positive energy. You 
  must quickly return me to the Prime Material Plane 
  so that I may be used to deal a crushing blow to the 
  forces of evil.” 
   
  Once the PCs return to the Prime Material Plane and 
  make their way back to the Masak, proceed to Encounter 
  9. 
   
  ENCOUNTER 9: THE TRAITOR 
  Assuming the PCs arrive back at the Masak in time, they 
  witness a horrific scene. Read or paraphrase the 
  following: 
   
  As you arrive in Falschheit you are met with a grim 
  scene. On the horizon is a terrible army of humanoids 
  and shambling creatures a mere shadow of their 
  former lives. Great hulking giants tow catapults and 
  other siege weaponry forward while fiends fly about 
  in the air cackling with glee. The stalwart defenders 
  of Dimre move about on the bulwarks and ramparts of 
  Falschheit, hastily preparing for what is certain to be 
  a decisive battle. 
   
  The knight’s herald then speaks, “This is what I 
  came to do. Take me to the highest hill and hold me 
  aloft!” 
   
  Following the sword’s instructions, you race to 
  the highest hill in sight. As you do, a group of fiends 
  seems to have noticed your approach. They have 
  broken off from the main group and are headed in 
  your direction along with a sizable contingent of 
  undead and humanoids. 
   
  “It is time,” says the sword, “your valiant deeds 
  have made this possible. Now behold, servants of evil, 
  and witness the true and awesome might of celestial 
  power!” 
  Of Ruin, Restitution, and Revival 
   
  Page 15 
  
   
  As the sword speaks, the crack in its center glows 
  with magnificent radiance and breaks over the land 
  with a thunderous roar. A deafening ring breaks out 
  over the plains and strikes the army of the Northern 
  Alliance with full force. Many fiends recoil in pain 
  and hold up their claws to cover their eyes. Countless 
  undead wail and moan as if in suffering before 
  collapsing to the ground. Even the humanoids cry in 
  panic at the sight and turn tail and flee. 
   
  From the walls of Falschheit comes a thunderous 
  roar, “All in the name of the Blinding Light!” 
   
  You can see General Aegon Santagar in shining 
  gold plate armor lead a charge of Dimrite knights out 
  of the main gate to meet the remaining foes head on. 
  Now it seems, they have a fighting chance. 
   
  The blast of positive energy from the sword has 
  decimated the forces of the Northern Alliance. From 
  the back ranks of the Northern Alliance army, you 
  can see a figure in blackened armor atop a fiery steed 
  marshalling what few troops he can and mustering 
  for retreat. In this moment, you spot an opportunity. 
  The path to dark figure commanding the Northern 
  Alliance is relatively clear and you are far closer than 
  General Santagar’s men. It might be risky, but you 
  have now have a chance to charge the infamous fallen 
  paladin Arryn Alcor and end this conflict for good. 
   
  Attacking Arryn Alcor is an optional encounter. The PCs 
  must all agree to spend one additional TU (two for out-of-
  region characters) to do so. If they do, then they may take 
  the fight directly to the death knight before he escapes 
  and possibly even defeat him. 
   
  If the PCs do not wish to fight Arryn Alcor, go to 
  Conclusion. The PCs do not spend any additional TUs if 
  they choose not to fight him. 
   
  If the PCs wish to fight, begin the encounter at a 
  distance of 300 feet. The encounter takes place on open 
  plains (see DMG 91). 
   
  All APLs (EL 22*) 
   
  Arryn 
  Alcor: 
  male 
  aasimar 
  death 
  knight 
  Pal8/Blackguard 10; hp 125; Appendix 2. 
   
  Black Strider, Advanced Nightmare: hp 98 each; 
  Appendix 2. 
   
  Elite Spellstitched Wights (9): hp 48 each; 
  Appendix 2. 
  *The EL for this encounter has been increased by 1 
  because Arryn Alcor has the aid of more minions than 
  usual for a death knight and Xavendra has cast several 
  additional spells on them and bolstered them all. 
   
  Tactics: Arryn opens up with his abyssal blast targeted on 
  as many PCs as possible. He then uses Ride-By Attack 
  atop his nightmare companion to do hit-and-run attacks 
  against the PCs. Arryn singles out PCs who have his 
  Enmity, seeking to redress past wrongs. He will stop to 
  deliver a coup de grace to an unconscious PC with his 
  Enmity if possible. The bodies of any such PCs captured 
  are unrecoverable; this overrides the general rules for the 
  WCI meta-org as well. Arryn will target PCs with his 
  Favor last, as some small part of his humanity recognizes 
  these PCs once did him a favor. The bodies of any such 
  PCs captured can be recovered at the end of the 
  adventure, as Arryn ensures the body is “lost in 
  transport.” 
   
  The spellstitched wights are divided into three 
  groups of three, each with slightly different spell-like 
  abilities (differentiated in the stat block). They open with 
  a volley of fireball and lightning bolt spells while moving 
  in to close range. In following rounds they use ray of 
  enfeeblement on melee combatants and archers and use 
  scorching ray, Melf’s acid arrow, and magic missile on 
  spellcasters. Note that the wights have been bolstered by 
  Xavendra and are effectively 22 HD creatures for the 
  purposes of turning. 
   
  Treasure: The PCs can gain the following treasure here if 
  they loot Arryn Alcor. However, if the PCs are willing to 
  forego looting him and instead cast resurrection on him, 
  they can earn the Favor of Barachiel instead (see below): 
   
  All APLs: Loot 262 gp; Magic 10,301 gp; +4 mithral 
  full plate (2,208 gp), +2 arrow deflecting heavy steel 
  shield (764 gp), +2 unholy bastard sword (2,694 gp), ring 
  of protection +3 (1,500 gp), gloves of dexterity +2 (333 
  gp), necklace of fireballs type V (470 gp), pearl of power 
  (1st) (3 @ 83 gp each), pearl of power (3rd) (750 gp), 
  winged boots (1,333 gp); Total 10,563 gp. 
   
  Development: If Arryn Alcor is defeated, the Dimrites 
  win the day. The Northern Alliance forces rout and the 
  Dimrites secure their borders. The PCs basically have two 
  options for dealing with Arryn Alcor’s remains. They can 
  loot his corpse and leave him to carrion (a fitting end for 
  a traitor) or they can choose mercy and have him 
  resurrected. If the PCs pay for the full cost of the 
  resurrection and return all of Arryn Alcor’s items to him, 
  then he returns to Celestia to serve penitence for his 
  misdeeds, and the PCs earn the Favor of Barachiel. This 
  can ONLY be earned if the PCs do NOT loot Arryn’s 
  corpse AND they pay for raising him from the dead. 
  Barachiel will not reward anything less than pure 
  selflessness and nobility. 
   
  CONCLUSION 
  If the PCs successfully return the sword to Falschheit 
  after performing the ritual but did not attack Arryn 
  Alcor, then the Northern Alliance army is defeated, for 
  Of Ruin, Restitution, and Revival 
   
  Page 16 
  
  now. Arryn Alcor retreats, vowing vengeance against the 
  PCs. The PCs earn three IPs with Dimre, and Hero of 
  Dimre. If they defeated Ezshar in combat and recovered 
  his spellbook, they gain access to that as well. Otherwise 
  the PCs gain item access based on the foes they defeated 
  or the items they were given access to at the beginning. 
   
  If the PCs successfully return the sword to 
  Falschheit after performing the ritual and attack Arryn 
  Alcor, but fail to defeat him, then the Northern Alliance 
  army is defeated, for now. Arryn Alcor retreats, vowing 
  vengeance against the PCs. The PCs earn three IPs with 
  Dimre, and Hero of Dimre. If they defeated Ezshar in 
  combat and recovered his spellbook, they gain access to 
  that as well. Otherwise the PCs gain item access based on 
  the foes they defeated or the items they were given access 
  to at the beginning. 
   
  If the PCs successfully return the sword to 
  Falschheit after performing the ritual and attack Arryn 
  Alcor, defeating him soundly, then the Northern 
  Alliance army is defeated and sent into disarray. It will 
  take them months to recover from the loss of their 
  greatest general and the tide of war swings towards the 
  Dimre/Stoink alliance. The PCs earn four IPs with Dimre 
  (including one on the bonus AR), Hero of Dimre, and 
  Slayer of Arryn Alcor. If they defeated Ezshar in combat 
  and recovered his spellbook, they gain access to that as 
  well. Otherwise the PCs gain item access based on the 
  foes they defeated or the items they were given access to 
  at the beginning. If the PCs loot Arryn Alcor’s corpse, 
  they gain access to his items, but they DO NOT gain the 
  Favor of Barachiel. If the PCs do not loot Arryn Alcor’s 
  corpse and instead pay for him to be resurrected out of 
  their own pockets (note that over cap gold cannot be 
  used for this and at least a resurrection spell is required), 
  then they earn the Favor of Barachiel. 
   
  If the PCs fail to return the sword to Falschheit or 
  fail to perform the ritual, then Arryn Alcor overruns the 
  Dimrite capital and the Theocracy of Dimre falls. Stoink 
  quickly capitulates and agrees to a fairly disadvantageous 
  treaty. The PCs earn Failure. If they defeated Ezshar in 
  combat and recovered his spellbook, they gain access to 
  that as well. Otherwise the PCs gain item access based on 
  the foes they defeated or the items they were given access 
  to at the beginning. 
   
  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 5 
  Negotiate for trading rights with Ezshar 
  APL 12  
  180 XP 
  APL 14  
  210 XP 
  APL 16  
  240 XP 
   
  -OR- 
   
  Defeat the traders in combat 
  APL 12  
  360 XP 
  APL 14  
  420 XP 
  APL 16  
  480 XP 
   
  Encounter 6 
  Defeat the tanar’ri raiders in combat 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  Encounter 7 
  Defeat the yugoloths in combat 
  APL 12  
  480 XP 
  APL 14  
  540 XP 
  APL 16  
  600 XP 
   
  Encounter 8 
  Arrive safely in Chamada 
  APL 12  
  105 XP 
  APL 14  
  120 XP 
  APL 16  
  135 XP 
   
  Encounter 9 
  Return to the Masak after completing the ritual 
  APL 12  
  105 XP 
  APL 14  
  120 XP 
  APL 16  
  135 XP 
   
  Discretionary roleplaying award 
  APL 12  
  105 XP 
  APL 14  
  120 XP 
  APL 16  
  135 XP 
   
  Total possible experience: 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 XP 
  APL 16  
  2,025 XP 
   
  OPTIONAL ENCOUNTER 
  Encounter 9 
  Destroy Arryn Alcor 
  All APLs  
  660 XP 
   
  Of Ruin, Restitution, and Revival 
   
  Page 17 
  
  Discretionary roleplaying award 
  APL 12  
  127 XP 
  APL 14  
  180 XP 
  APL 16  
  202 XP 
   
  Total possible experience: 
  APL 12  
  817 XP 
  APL 14  
  840 XP 
  APL 16  
  862 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.   
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 5: The Traders 
   
  APL 12: Loot (Ezshar) 70 gp, (Lotumbrix) 120 gp, 
  (bodyguard) 219 gp, (thief) 95 gp; Magic (Ezshar) 1,354 
  gp, (Lotumbrix) 468 gp, (bodyguard) 87 gp, (thief) 149 gp; 
  (Ezshar) amulet of natural armor +1 (166 gp), bracers of 
  armor +2 (333 gp), ring of protection +1 (166 gp), potion 
  of cure serious wounds (4 @ 62 gp each), travelling 
  spellbook (441 gp), (Lotumbrix) +1 full plate (220 gp), 
  potion of cure serious wounds (4 @ 62 gp each), 
  (bodyguard) potion of fly (62 gp), potion of cure 
  moderate wounds (25 gp), (thief) potion of cat’s grace (25 
  gp), potion of cure serious wounds (62 gp), potion of fly 
  (62 gp); Total 3,174 gp. 
   
  APL 14: Loot (Ezshar) 70 gp, (Lotumbrix) 118 gp, 
  (bodyguard) 66 gp, (thief) 66 gp; Magic (Ezshar) 2,178 gp, 
  (Lotumbrix) 1,064 gp, (bodyguard) 538 gp, (thief) 405 gp; 
  amulet of natural armor +1 (166 gp), bracers of armor +2 
  (333 gp), ring of protection +2 (666 gp), traveling 
  spellbook (516 gp), pearl of power (1st) (3 @ 83 gp each), 
  potion of cure serious wounds (4 @ 62 gp each), 
  (Lotumbrix) +1 full plate (220 gp), +1 heavy steel shield 
  (97 gp), periapt of wisdom +2 (333 gp), ring of protection 
  +1 (166 gp), potion of cure serious wounds (4 @ 62 gp 
  each), (bodyguard) +1 full plate (220 gp), +1 bastard sword 
  (194 gp), potion of fly (62 gp), potion of cure serious 
  wounds (62 gp), (thief) +1 studded leather armor (97 gp), 
  +1 buckler (97 gp), potion of cat’s grace (25 gp), potion of 
  cure serious wounds (2 @ 62 gp each), potion of fly (62 
  gp); Total 5,713 gp. 
   
  APL 16: Loot (Ezshar) 58 gp, (Lotumbrix) 118 gp, 
  (bodyguard) 6 gp, (thief) 7 gp; Magic (Ezshar) 3,241 gp, 
  (Lotumbrix) 2,064 gp, (bodyguard) 959 gp, (thief) 768 gp; 
  (Ezshar) amulet of natural armor +1 (166 gp), bracers of 
  armor +3 (750 gp), ring of protection +2 (666 gp), 
  headband of intellect +2 (333 gp), +1 falchion (204 gp), 
  traveling spellbook (625 gp), pearl of power (1st) (3 @ 83 
  gp each), potion of cure serious wounds (4 @ 62 gp each), 
  (Lotumbrix) +1 full plate (220 gp), +1 heavy steel shield 
  (97 gp), ring of protection +1 (166 gp), periapt of wisdom 
  +4 (1,333 gp), potion of cure serious wounds (4 @ 62 gp 
  each), (bodyguard) +1 full plate (220 gp), +1 heavy steel 
  shield (97 gp), +1 bastard sword (194 gp), +1 composite 
  longbow (+3 Str bonus) (225 gp), cloak of resistance +1 
  (83 gp), potion of fly (62 gp), potion of cure serious 
  wounds (62 gp), potion of cure light wounds (4 @ 4 gp 
  each), (thief) +1 studded leather armor (97 gp), +1 buckler 
  (97 gp), +1 rapier (193 gp), +1 hand crossbow (200 gp), 
  potion of cat’s grace (25 gp), potion of cure serious 
  wounds (2 @ 62 gp each), potion of fly (62 gp); Total 
  9,151 gp. 
   
  Of Ruin, Restitution, and Revival 
   
  Page 18 
  
  Encounter 6: The Raiders 
   
  APL 12: Magic 780 gp; huge +1 ranseur (4 @ 195 gp 
  each); Total 780 gp. 
   
  APL 14: Magic 780 gp; huge +1 ranseur (4 @ 195 gp 
  each); Total 780 gp. 
   
  APL 16: Magic 780 gp; huge +1 ranseur (4 @ 195 gp 
  each); Total 780 gp. 
   
  Encounter 7: The Blockaders 
   
  APL 12: Magic 5,131 gp; +2 greataxe (3 @ 693 gp 
  each), +3 longsword (2 @ 1,526 gp each); Total 5,131 gp. 
   
  APL 14: Magic 4,664 gp; +2 breastplate (366 gp), +2 
  greataxe (4 @ 693 gp each), +3 longsword (1,526 gp); Total 
  4,664 gp. 
   
  APL 16: Magic 9,328 gp; +2 breastplate (2 @ 366 gp 
  each), +2 greataxe (8 @ 693 gp each), +3 longsword (2 @ 
  1,526 gp each); Total 9,328 gp. 
   
  Total Possible Treasure 
   
  APL 12: Loot: 942 gp; Magic: 7,969 gp; Total: 8,911 
  gp (3,300 gp cap) 
   
  APL 14: Loot: 452 gp; Magic: 10,705 gp; Total: 11,157 
  gp (6,600 gp cap) 
   
  APL 16: Loot: 201 gp; Magic: 18,968 gp; Total: 19,169 
  gp (9.900 gp cap) 
   
  Special 
  Failure: For failing to save Dimre, you suffer a -1 failure 
  penalty to your leadership score. 
   
  IP with Dimre [ ] [ ] [ ] 
   
  Hero of Dimre: You saved the Theocracy of Dimre from 
  certain destruction. IPs may be spent on a one-for-one 
  basis to gain the following: 
  • 
  Erase Enmity or Banned plot point regarding Dimre 
  (mandatory if you have these) 
  • 
  +2 great renown bonus to your leadership score 
  when recruiting a cohort from Dimre 
  • 
  Ignore the time requirement for the next tier in any 
  path of the Dimre meta-org (may only be chosen 
  once) 
  • 
  Ignore the entrance requirements for the first or 
  next tier in any path of the Dimre meta-org (may 
  only be chosen once) 
  • 
  Gain Bandit Kingdoms regional access to one of the 
  following (cross off all others): up to +4 armor 
  enhancement, up to +4 shield enhancement, up to +4 
  weapon enhancement, bane (undead) enhancement, 
  blinding enhancement, fire resistance enhancement, 
  mantle of faith, pearl of power (2nd), pearl of power 
  (4th), periapt of wisdom +6, phylactery of undead 
  turning, potion of resist energy (fire) 30, ring of 
  freedom of movement, ring of shooting stars, staff of 
  life, strand of prayer beads (lesser), sun blade, tome 
  of understanding +1. 
  • 
  25% discount on raise dead (1 IP) or resurrection (2 
  IPs) 
   
  Contemplative: Having met with the knight’s herald, 
  you meet the special requirement of the contemplative 
  prestige class for followers of Heironeous, Mayaheine, 
  Pholtus, or St. Cuthbert. 
   
  Ezshar’s Least Spellbook: 0—detect magic, message, ray 
  of frost, resistance; 1st—grease, mage armor, magic 
  missile, ray of enfeeblement, shield; 2nd—false life, 
  glitterdust, mirror image, scorching ray, Tasha’s hideous 
  laughter; 3rd—fireball, haste, lightning bolt, suggestion; 
  4th—confusion, 
  fear, 
  fire 
  shield; 
  5th—dismissal, 
  overland flight. Market Price 2,650 gp. 
   
  Ezshar’s Lesser Spellbook: as above plus 3rd—dispel 
  magic; 6th—chain lightning. Market Price 3,100 gp. 
   
  Ezshar’s Greater Spellbook: as above plus 6th—greater 
  dispel magic; 7th—banishment. Market Price 3,750 gp. 
   
  OPTIONAL ENCOUNTER 
  Encounter 9: The Traitor 
   
  All APLs: Loot 262 gp; Magic 10,301 gp; +4 mithral 
  full plate (2,208 gp), +2 arrow deflecting heavy steel 
  shield (764 gp), +2 unholy bastard sword (2,694 gp), ring 
  of protection +3 (1,500 gp), gloves of dexterity +2 (333 
  gp), necklace of fireballs type V (470 gp), pearl of power 
  (1st) (3 @ 83 gp each), pearl of power (3rd) (750 gp), 
  winged boots (1,333 gp); Total 10,563 gp. 
   
  Total Possible Treasure 
   
  APL 12: Loot 262 gp; Magic 10,301 gp; Total 10,563 
  gp (3,300 gp cap) 
   
  APL 14: Loot 262 gp; Magic 10,301 gp; Total 10,563 
  gp (6,600 gp cap) 
   
  APL 16: Loot 262 gp; Magic 10,301 gp; Total 10,563 
  gp (9,900 gp cap) 
   
  Special 
  IP with Dimre [ ] 
   
  Slayer of Arryn Alcor: You have slain the vile death 
  knight Arryn Alcor. Your exploits are now known 
  throughout the land. You suffer a -4 circumstance penalty 
  on Disguise checks in the Bandit Kingdoms, but gain a +2 
  great 
  renown 
  bonus 
  to 
  your 
  leadership 
  score. 
  Additionally, your WCI score increases by +1 (Enemy of 
  the State). You gain access to the master of radiance
  LM 
  Of Ruin, Restitution, and Revival 
   
  Page 19 
  
  • 
  +3 longsword (Adventure; DMG) 
  prestige class. As good folk throughout the land seek you 
  with knowledge in hand to aid you in your endeavor, you 
  gain access to the spells blessing of the righteous
  PH2, 
  insight of good fortune
  PH2, invest light protection
  PH2, 
  invest moderate protection
  PH2, mass longstrider
  PH2, 
  radiance
  PH2, and renewed vigor
  PH2. As good folk 
  throughout the land seek to ensure you are equipped 
  well, you gain Bandit Kingdoms regional access to: 
  domain 
  draught 
  (sun)
  DMG2, 
  holy 
  surge 
  weapon 
  enhancement
  DMG2, ring of greater counterspells
  DMG2, 
  rogue's vest
  DMG2, scarab of stabilization
  DMG2, slippery mind 
  armor enhancement
  DMG2. 
  • 
  +1 ranseur, huge (Adventure; DMG) 
  • 
  Ring of climbing (Adventure; DMG) 
  • 
  Ring of climbing, improved (Adventure; DMG) 
  • 
  Ring of mind shielding (Adventure; DMG) 
  • 
  Insulated rope (Adventure; see above) 
  • 
  Scroll of plane shift, arcane (Adventure; DMG) 
  • 
  Scroll of plane shift, divine (Adventure; DMG) 
  • 
  Staff of healing (Adventure; DMG) 
   
  APL 14 (all of APL 12 plus the following): 
  • 
  +2 breastplate, large (Adventure; DMG) 
   
  • 
  Ezshar’s lesser spellbook (Adventure; see above) 
  Favor of Barachiel: For your selfless and righteous act of 
  mercy towards Arryn Alcor, you have been granted a 
  favor from the celestial paragon Barachiel. You gain a +1 
  fairness and generosity bonus to your leadership score. In 
  additional, you may use this favor once at any time 
  during a Bandit Kingdoms adventure to gain one of the 
  following benefits. Use of these abilities requires a 
  standard action. Choose the benefit now and strike 
  through this favor when used. 
  • 
  Ring of protection +2 (Adventure; DMG) 
   
  APL 16 (all of APLs 12-14 plus the following): 
  • 
  Bracers of armor +3 (Adventure; DMG) 
  • 
  Ezshar’s lesser spellbook (Adventure; see above) 
  • 
  Periapt of Wisdom +4 (Adventure; DMG) 
   
  Item Access (Optional Encounter) 
  All APLs: 
  • 
  Miracle as a spell-like ability (CL 20th) 
  • 
  +2 arrow deflecting heavy steel shield (Adventure; 
  DMG) 
  • 
  When you use this ability, a single weapon of your 
  choice deals an additional 2d6 points of electricity 
  damage with each strike for the next 24 hours. This 
  stacks with other energy damage. This is a 
  supernatural ability. 
  • 
  +4 mithral full plate (Adventure; DMG) 
  • 
  Necklace of fireballs type V (Adventure; DMG) 
  • 
  Pearl of power (1st) (Adventure; DMG) 
  • 
  Pearl of power (3rd) (Adventure; DMG) 
  • 
  When you use this ability, you can project lightning 
  up to three times for the next 24 hours. Each use is a 
  standard action. When holding a metal object, you 
  can project a stroke of lightning toward any foe 
  within 100 feet. You must make a ranged touch 
  attack to hit the target, dealing 10d6 points of 
  electricity damage with a successful attack. This is a 
  supernatural ability. 
  • 
  Ring of protection +3 (Adventure; DMG) 
  • 
  +2 unholy bastard sword (Adventure; DMG) 
  • 
  Winged boots (Adventure; DMG) 
  • 
  You may use gate as a spell-like ability (CL 20th) to 
  summon a single trumpet archon to perform an 
  immediate task (such as fighting for you in a single 
  battle) that can be accomplished within 20 rounds. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  Item Access 
  APL 12: 
  • 
  Bracers of armor +2 (Adventure; DMG) 
  • 
  Dust of disappearance (Adventure; DMG) 
  • 
  Ezshar’s least spellbook (Adventure; see above) 
  • 
  +2 greataxe, large (Adventure; DMG) 
  • 
  Hat of disguise (Adventure; DMG) 
  Of Ruin, Restitution, and Revival 
   
  Page 20 
  
  APPENDIX 1: APL 12
  ENCOUNTER 5: THE TRADERS  
   
  Ezshar: male mercane wizard 9; CR 10; Large outsider; 
  HD 7d8+21 plus 9d4+27; hp 102; Init +8; Spd 30 ft.; AC 
  21, touch 14, flat-footed 17 (+1 amulet of natural armor 
  +1, +2 bracers of armor +2, +4 natural armor, +1 ring of 
  protection +1, +4 Dex, -1 size); Base Atk +11; Grp +12;  
  Atk +11 melee (2d6+1/18-20, falchion) or +15 ranged 
  (2d6+1/x3, mwk composite longbow); Full Atk 
  +11/+6/+1 
  melee 
  (2d6+1/18-20, 
  falchion) 
  or 
  +15/+10/+5 
  ranged 
  (2d6+1/x3, 
  mwk 
  composite 
  longbow); Space/Reach 10 ft./10 ft.; SA spell-like 
  abilities; SQ telepathy; SR 25; AL LN; SV Fort +11, Ref 
  +12, Will +15; Str 12, Dex 18, Con 16, Int 28, Wis 18, 
  Cha 17.  
   
  Skills and Feats: Appraise +23, Bluff +13, 
  Concentration +22, Decipher Script +28, Diplomacy 
  +19, 
  Gather 
  Information 
  +13, 
  Intimidate +15, 
  Knowledge (arcana) +24, Knowledge (nobility & 
  royalty) +28, Knowledge (the planes) +28, Knowledge 
  (religion) +26, Listen +16, Profession (book-keeper) 
  +14, Search +19, Sense Motive +14, Sleight of Hand 
  +16, Spellcraft +30, Spot +16; Alertness, Combat 
  Reflexes, 
  Greater 
  Spell 
  Penetration, 
  Improved 
  Initiative, Quicken Spell, Scribe Scroll, Spell Focus 
  (evocation), Spell Penetration. 
   
  Languages: Common, Abyssal, Auran, Celestial, 
  Draconic, Ignan, Infernal, Terran. 
   
  Wizard Spells Prepared (4/7/6/5/4/3; CL 13 for 
  spell resistance): 0—detect magic, message, ray of frost, 
  resistance; 1st—grease (DC 20), mage armor, magic 
  missile (3), ray of enfeeblement (+14 ranged touch), 
  shield; 2nd—false life, glitterdust (DC 21), mirror 
  image, scorching ray (2; +14 ranged touch), Tasha’s 
  hideous laughter (DC 21); 3rd—fireball (DC 23), haste, 
  lightning bolt (DC 23), suggestion (2) (DC 22); 4th—
  confusion (2) (DC 23), fear (DC 23), fire shield; 5th—
  dismissal (DC 33), overland flight, quickened shield. 
   
  Active Spells: greater resistance (CL 20), false life 
  (CL 9), mage armor (CL 9), overland flight (CL 9). 
   
  Possessions: amulet of natural armor +1, bracers of 
  armor +2, ring of protection +1, falchion, masterwork 
  composite longbow (+1 Str bonus), 20 arrows, traveling 
  spellbook (all prepared spells), 4 potions of cure serious 
  wounds. 
   
  Power-Up Suite (Prepared – greater resistance, 
  false life, mage armor, overland flight):  hp 116; Spd 
  30 ft., fly 40 ft. (average); AC 23, touch 14, flat-footed 19 
  (+1 amulet of natural armor +1, +4 mage armor, +4 
  natural armor, +1 ring of protection +1, +4 Dex, -1 size); 
  SV Fort +14, Ref +15, Will +18. 
   
  Physical Description: This 12-foot tall blue-
  skinned humanoid is dressed in voluminous robes. He 
  moves with a slow, languid grace, and his hands are 
  spidery and delicate, with an extra point on each 
  finger. 
   
  Source: Manual of the Planes 179 
   
  Lotumbrix: female mercane cleric 7; CR 8; Large 
  outsider; HD 7d8+35 plus 7d8+35; hp 133; Init +1; Spd 
  20 ft.; AC 25, touch 10, flat-footed 24 (+9 armor, +2 
  shield, +4 natural armor, +1 Dex, -1 size); Base Atk +12; 
  Grp +15;  Atk +16 melee (1d8+3, mwk quarterstaff) or 
  +12 ranged (2d6+3/x3, composite longbow); Full Atk 
  +16/+11/+6 melee (1d8+3, mwk quarterstaff) or 
  +12/+7/+2 ranged (2d6+3/x3, composite longbow); 
  Space/Reach 10 ft./10 ft.; SA spell-like abilities, turn 
  undead 6/day; SQ telepathy; SR 25; AL LN; SV Fort 
  +15, Ref +8, Will +16; Str 16, Dex 12, Con 20, Int 20, 
  Wis 23, Cha 17.  
   
  Skills and Feats: Appraise +19, Bluff +13, 
  Concentration 
  +22, 
  Diplomacy 
  +26, 
  Gather 
  Information +13, Intimidate +10, Knowledge (arcana) 
  +15, Knowledge (nobility & royalty) +15, Knowledge 
  (the planes) +16, Knowledge (religion) +22, Listen +11, 
  Profession (book-keeper) +11, Search +15, Sense 
  Motive +16, Sleight of Hand +13, Spellcraft +24, Spot 
  +11; Combat Expertise, Combat Reflexes, Improved 
  Trip, Power Attack, Weapon Focus (quarterstaff). 
   
  Languages: Common, Abyssal, Celestial, Draconic, 
  Infernal, Ignan. 
   
  Cleric Spells Prepared (6/7/6/4/3): 0—create 
  water (2), detect magic, guidance (2), resistance; 1st—
  bane (DC 17), bless, divine favor, identify*, obscuring 
  mist, shield of faith (2); 2nd—align weapon, bull’s 
  strength, hold person (DC 18), invisibility*, resist 
  energy, sound burst (DC 18); 3rd—dispel magic*, 
  invisibility purge, magic circle against chaos, prayer; 
  4th—air walk, confusion* (DC 20), divine power. 
   
  Active Spells: air walk (CL 7), greater resistance 
  (CL 20). 
   
  Possessions: +1 full plate, heavy steel shield, 
  masterwork quarterstaff, composite longbow (+3 Str 
  bonus), 20 arrows, silver holy symbol of Boccob, 4 
  potions of cure serious wounds. 
   
  Power-Up Suite (Prepared – air walk, greater 
  resistance): Fort +18, Ref +11, Will +19. 
   
  Physical Description: This 12-foot tall blue-
  skinned humanoid is dressed in purple garments 
  adorned with the symbol of Boccob and carries a staff. 
  She moves with a slow, languid grace, and her hands 
  are spidery and delicate, with an extra point on each 
  finger. 
  Of Ruin, Restitution, and Revival 
   
  Page 21 
  
   
  Source: Manual of the Planes 179 
   
  Bodyguard: male tiefling fighter 5; CR 5; Medium 
  outsider (native); HD 5d10+10; hp 42; Init +1; Spd 20 
  ft.; AC 21, touch 11, flat-footed 20 (+8 armor, +2 shield, 
  +1 Dex); Base Atk +5; Grp +8;  Atk +10 melee 
  (1d10+5/19-20, mwk bastard sword) or +7 ranged 
  (1d8+3/x3, mwk composite longbow); SA darkness; SQ 
  darkvision 60 ft., resistance to cold 5, electricity 5, and 
  fire 5; AL LE; SV Fort +6, Ref +2, Will +1; Str 16, Dex 
  12, Con 14, Int 13, Wis 10, Cha 10.  
   
  Skills and Feats: Bluff +2, Climb +5, Hide -1; 
  Combat Expertise, Exotic Weapon Proficiency (bastard 
  sword), Improved Trip, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword). 
   
  Languages: Common, Infernal. 
   
  Darkness (Sp): A bodyguard can use darkness 
  once per day (CL 5th). 
   
  Active Spells: greater magic weapon (CL 12), 
  magic vestment (2) (CL 12). 
   
  Possessions: full plate, heavy steel shield, 
  masterwork bastard sword, masterwork composite 
  longbow (+3 Str bonus), 20 arrows, climber’s kit, potion 
  of fly, potion of cure moderate wounds. 
   
  Powered-Up Suite (Prepared – greater magic 
  weapon, magic vestment [2]): AC 27, touch 11, flat-
  footed 26 (+11 armor, +5 shield, +1 Dex); Atk +12 melee 
  (1d10+8/19-20, +3 bastard sword).  
   
  Physical Description: This being looks like a 
  human, but it has a faintly disturbing demeanor about 
  it and a wicked gleam in its eyes. Short horns sprout 
  from its forehead. 
   
  Thief: male tiefling rogue 5; CR 5; Medium outsider 
  (native); HD 5d6+5; hp 25; Init +4; Spd 30 ft.; AC 18, 
  touch 14, flat-footed 18 (+3 armor, +1 shield, +4 Dex); 
  Base Atk +3; Grp +2 (+12 Escape Artist);  Atk +8 melee 
  (1d6-1/18-20, mwk rapier) or +8 ranged (1d4/19-20, 
  mwk hand crossbow); SA darkness, sneak attack +3d6; 
  SQ darkvision 60 ft., evasion, resistance to cold 5, 
  electricity 5, and fire 5, trapfinding, trap sense +1, 
  uncanny dodge; AL LE; SV Fort +2, Ref +8, Will +1; Str 
  8, Dex 18, Con 13, Int 16, Wis 10, Cha 10.  
   
  Skills and Feats: Bluff +10, Climb +9, Escape Artist 
  +12, Hide +14, Jump +9, Listen +8, Move Silently +12, 
  Search +11, Sleight of Hand +17, Spot +8, Tumble +12; 
  Skill Focus (Sleight of Hand), Weapon Finesse. 
   
  Languages: Common, Infernal. 
   
  Darkness (Sp): A thief can use darkness once per 
  day (CL 5th). 
   
  Active Spells: greater magic weapon (CL 12), 
  magic vestment (2) (CL 12). 
   
  Possessions: masterwork studded leather armor, 
  masterwork buckler, masterwork rapier, masterwork 
  hand crossbow, 10 bolts, climber’s kit, potion of cat’s 
  grace, potion of cure serious wounds, potion of fly. 
   
  Powered-Up Suite (Prepared – greater magic 
  weapon, magic vestment [2]): AC 24, touch 14, flat-
  footed 24 (+6 armor, +4 shield, +4 Dex); Atk +10 melee 
  (1d6+2/18-20, +3 rapier).  
   
  Physical Description: This being looks like a 
  human, but it has a faintly disturbing demeanor about 
  it and a wicked gleam in its eyes. Short horns sprout 
  from its forehead. 
   
  ENCOUNTER 6: THE RAIDERS 
   
   
  Bulezau: CR 9; Large outsider (chaotic, evil, 
  extraplanar, tanar’ri); HD 10d8+70; hp 115; Init +2; Spd 
  30 ft.; AC 21, touch 11, flat-footed 19 (-1 size, +2 Dex, 
  +10 natural); Base Atk +10; Grp +20;  Atk +17 melee 
  (3d6+10/19-20/x3, huge +1 ranseur); Full Atk +17/+12 
  melee (3d6+10/19-20/x3, huge +1 ranseur) and +13 
  melee (1d8+3, tail) or +15 melee (2d6+6, gore) and 
  +13/+13 melee (1d6+3, 2 claws) and +13 melee (1d8+3, 
  tail); Space/Reach 10 ft./10 ft.; SA powerful charge, 
  spell-like abilities, summon tanar’ri; SQ blood frenzy, 
  damage reduction 10/cold iron or good, darkvision 60 
  ft., immunity to electricity and poison, resistance to 
  acid 10, cold 10, and fire 10, spell resistance 20, 
  telepathy 30 ft., wield oversized weapon; AL CE; SV 
  Fort +14, Ref +9, Will +8; Str 22, Dex 14, Con 24, Int 6, 
  Wis 12, Cha 10.  
   
  Skills and Feats: Climb +19, Intimidate +13, Jump 
  +19, Listen +14, Spot +14, Swim +19; Improved Critical 
  (ranseur), Multiattack, Power Attack, Weapon Focus 
  (ranseur). 
   
  Languages: Abyssal, Common. 
   
  Blood Frenzy (Ex): A bulezau that takes damage 
  in combat can fly into a frenzy in the following round, 
  attacking madly until either it or its opponent is dead. 
  It gains +2 Strength and +2 Constitution, and it takes a 
  -2 penalty to Armor Class. A bulezau cannot end its 
  frenzy voluntarily. 
   
  Powerful Charge (Ex): A bulezau typically begins 
  a battle by charging at an opponent. In addition to the 
  normal benefits and hazards of a charge, this allows a 
  bulezau to make a single gore attack with a +15 attack 
  bonus that deals 4d6+9 points of damage. 
   
  Wield Oversized Weapon (Ex): A bulezau is 
  skilled at wielding weapons one size category larger 
  than itself and does not take any penalties when 
  fighting with such weapons. 
   
  Spell-Like Abilities: At will—command (DC 11), 
  greater teleport (self plus 50 pounds of objects only), 
  see invisibility, solid fog, telekinesis (DC 15); 3/day—
  fear (DC 14); 1/day—shout (DC 14); caster level 10th. 
  Of Ruin, Restitution, and Revival 
   
  Page 22 
  
   
  Summon Tanar’ri (Sp): Once per day, a bulezau 
  can attempt to summon 1d6 dretches or 1d4 rutterkin 
  with a 50% chance of success. This ability is the 
  equivalent of a 3rd-level spell (CL 10th). 
   
  Active Spells: air walk (CL 20). 
   
  Possessions: huge +1 ranseur. 
   
  Power-Up Suite (Blood frenzy):  HD 10d8+80; 
  hp 125; AC 19, touch 9, flat-footed 17 (-1 size, +2 Dex, 
  +10 natural, -2 blood frenzy); Grp +21;  Atk +18 melee 
  (3d6+11/19-20/x3, huge +1 ranseur); Full Atk +18/+13 
  melee (3d6+11/19-20/x3, huge +1 ranseur) and +14 
  melee (1d8+3, tail) or +16 melee (2d6+7, gore) and 
  +14/+14 melee (1d6+3, 2 claws) and +14 melee (1d8+3, 
  tail); SV Fort +15; Str 24, Con 26.  
   
  Physical Description: The demon’s flesh festers 
  with open sores. Its tall, gaunt frame is festooned with 
  patches of short bristles. It has the head of a large, 
  sickly ram with massive curved horns, rheumy eyes, 
  and froth-caked lips stretched over thin, needlelike 
  fangs. Its snakelike tail writhes, the tip a twisted tangel 
  of metallic spines. Despite its emaciated form, the beats 
  wields a great ranseur far too large for its size, and with 
  unnerving grace. 
   
  Source: Fiendish Codex I: Hordes of the Abyss 33 
   
  ENCOUNTER 7: THE BLOCKADERS 
   
  Nycaloth: CR 10; Large outsider (evil, extraplanar, 
  yugoloth); HD 14d8+98; hp 161; Init +2; Spd 40 ft., fly 
  90 ft. (good); AC 23, touch 11, flat-footed 21 (-1 size, +2 
  Dex, +12 natural); Base Atk +14; Grp +23;  Atk +15 
  melee (1d6+8 plus bleeding wounds, claw) or +18 
  melee 
  (3d6+15/x3, 
  +2 
  greataxe); 
  Full 
  Atk 
  +15/+15/+15/+15 melee (1d6+8 plus bleeding wounds, 
  4 claws) or +18/+13/+8 melee (3d6+15/x3, +2 greataxe) 
  and +10/+10 melee (1d6+8 plus bleeding wounds, 2 
  claws); Space/Reach 10 ft./10 ft.; SA bleeding wounds, 
  rake +15 (1d6+5), improved grab, liftoff, spell-like 
  abilities, summon yugoloth; SQ damage reduction 
  10/good, darkvision 60 ft., immunity to acid and 
  poison, resistance to cold 10, electricity 10, and fire 10, 
  spell resistance 24, telepathy 100 ft.; AL NE; SV Fort 
  +16, Ref +11, Will +11; Str 20, Dex 14, Con 25, Int 13, 
  Wis 10, Cha 16. 
   
  *Includes adjustments for Power Attack feat. 
   
  Skills and Feats: Bluff +13, Concentration +17, 
  Diplomacy +13, Hide +8, Intimidate +22, Jump +19, 
  Knowledge (arcana) +11, Knowledge (the planes) +11, 
  Listen +19, Move Silently +12, Search +11, Sense 
  Motive +10, Spellcraft +9, Spot +19; Alertness, Flyby 
  Attack, Iron Will, Mobility, Power Attack, Weapon 
  Focus (greataxe). 
   
  Languages: Abyssal, Draconic, Infernal. 
   
  Bleeding Wounds (Ex): A wound from a 
  nycaloth’s claw attack continues to bleed after the 
  injury was inflicted. Each wound bleeds for 1 point of 
  damage per round thereafter. Multiple claw wounds 
  result in cumulative bleeding loss (two wounds deal 2 
  points of damage per round, and so on). The bleeding 
  can be stopped only by a successful DC 15 Heal check 
  or the application of any cure spell or other healing 
  spell (heal, mass heal, and so on). 
   
  Improved Grab (Ex): To use this ability, a 
  nycaloth must hit with both claw attacks. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can attempt to 
  either deal damage with its claws, rake the grappled 
  target (see below), or use its liftoff ability (see below). 
   
  Liftoff (Ex): A nycaloth can only use this ability 
  when airborne. A nycaloth that gets a hold on a 
  nonflying opponent of Medium or smaller size can 
  ascend with the grappled creature. When carrying a 
  medium load (a creature weighing between 267 and 
  532 pounds), the nycaloth’s fly speed drops to 60 feet 
  and it takes a -3 penalty on Hide and Move Silently 
  checks; these penalties worsen to -6 with a heavy load 
  (a creature weighing between 533 and 800 pounds). A 
  nycaloth can’t carry a load of more than 800 pounds. 
   
  Rake (Ex): Attack bonus +15, damage 1d6+5. A 
  nycaloth that gets a hold can make two rake attacks 
  with its hind legs. This includes using the Power 
  Attack feat to take a -3 penalty on its attack rolls and 
  gain +3 on damage rolls. 
   
  Spell-Like Abilities: At will—deeper darkness, 
  desecrate, fear (DC 17), greater teleport (self plus 50 
  pounds of objects only), mirror image, see invisibility; 
  caster level 14th. 
   
  Summon Yugoloth (Sp): Once per day, a 
  nycaloth can attempt to summon another nycaloth or 
  1d3 mezzoloths with a 30% chance of success. 
   
  Active Spells: mirror image (CL 14), see 
  invisibility (CL 14). 
   
  Possessions: +2 greataxe. 
   
  Physical Description: Though large and obviously 
  powerful, this winged green creature still evokes a 
  sense of speed and agility. Its dog-shaped head turns 
  quickly form side to side, almost like a bird’s. The claws 
  on the ends of its powerful fingers look like more than 
  a match for all but the best armor. 
   
  Source: Monster Manual III 202 
   
  Ultraloth: CR 13; Medium outsider (evil, extraplanar, 
  yugoloth); HD 18d8+90; hp 171; Init +3; Spd 30 ft.; AC 
  21, touch 13, flat-footed 18 (+3 Dex, +8 natural); Base 
  Atk +18; Grp +19;  Atk +22 melee (1d8+4/19-20, +3 
  longsword) or +22 ranged (spell, ray); Full Atk 
  Of Ruin, Restitution, and Revival 
   
  Page 23 
  
  +22/+17/+12 melee (1d8+4/19-20, +3 longsword); SA 
  hypnotic gaze, spell-like abilities, summon yugoloth; 
  SQ damage reduction 15/good, darkvision 60 ft., 
  immunity to acid and poison, resistance to cold 10, 
  electricity 10, and fire 10, spell resistance 25, telepahy 
  100 ft.; AL NE; SV Fort +16, Ref +14, Will +15; Str 13, 
  Dex 16, Con 21, Int 16, Wis 15, Cha 19. 
   
  Skills and Feats: Bluff +22, Concentration +26 (+30 
  casting defensively), Diplomacy +23, Intimidate +27, 
  Knowledge (arcana) +24, Knowledge (the planes) +24, 
  Listen +20 , Move Silently +21, Search +21, Sense 
  Motive +21, Spellcraft +26 , Spot +22; Combat Casting, 
  Iron Will, Point Blank Shot, Precise Shot, Quicken 
  Spell-Like Ability (scorching ray), Spell Focus 
  (enchanment), Weapon Focus (ray). 
   
  Languages: Abyssal, Draconic, Infernal. 
   
  Hypnotic Gaze (Ex): Hypnotic pattern as cast by 
  an 18th-level sorcerer, no HD limit, 30 feet, Will DC 23 
  negates. The save DC is Charisma-based. 
   
  Spell-Like Abilities: At will—alter self, deeper 
  darkness, desecrate, fear (DC 18), gaseous form, greater 
  teleport (self plus 50 pounds of objects only), 
  invisibility, prying eyes, ray of enfeeblement (+22 
  ranged touch), ray of exhaustion (+22 ranged touch), 
  scorching ray (+22 ranged touch), scrying, see 
  invisibility, suggestion; 3/day—binding (DC 23), 
  enervation (+22 ranged touch), geas/quest, mass 
  suggestion (DC 21); 1/day—symbol of death (DC 22); 
  caster level 18th. 
   
  Summon Yugoloth (Sp): Once per day, an 
  ultraloth can attempt to summon 1d4 nycaloths, 1d6 
  mezzoloths, or another ultraloth with a 35% chance of 
  success. 
   
  Power-Up Suite (Prepared—alter self [pit fiend 
  form]):  Spd 40 ft., fly 60 ft. (average); AC 35, touch 12, 
  flat-footed 32 (-1 size, +3 Dex, +23 natural); Grp +23; 
  Atk +18 melee (2d8+1, claw) or +21 ranged (spell, ray); 
  Full Atk +18/+18 melee (2d8+1, 2 claws) and +13/+13 
  melee (2d6, 2 wings) and +13 melee (4d6, bite) and +13 
  melee (2d8, tail slap); Space/Reach 10 ft./10 ft. 
   
  Active Spells: alter self (pit fiend form, CL 18), see 
  invisibility (CL 18). 
   
  Possessions: +3 longsword. 
   
  Physical Description: Dark-skinned and alien-
  looking, this slim figure is fearsome to behold. Its long 
  head and bulbous eyes give its face an imposing, evil 
  look. 
   
  Source: Monster Manual III 204 
  Of Ruin, Restitution, and Revival 
   
  Page 24 
  
  APL 14 
  ENCOUNTER 5: THE TRADERS  
   
  Ezshar: male mercane wizard 11; CR 12; Large 
  outsider; HD 7d8+21 plus 11d4+33; hp 113; Init +8; Spd 
  30 ft.; AC 22, touch 15, flat-footed 18 (+1 amulet of 
  natural armor +1, +2 bracers of armor +2, +4 natural 
  armor, +2 ring of protection +2, +4 Dex, -1 size); Base 
  Atk +12; Grp +13;  Atk +12 melee (2d6+1/18-20, 
  falchion) or +16 ranged (2d6+1/x3, mwk composite 
  longbow); Full Atk +12/+7/+2 melee (2d6+1/18-20, 
  falchion) or +16/+11/+6 ranged (2d6+1/x3, mwk 
  composite longbow); Space/Reach 10 ft./10 ft.; SA 
  spell-like abilities; SQ telepathy; SR 25; AL LN; SV Fort 
  +11, Ref +12, Will +16; Str 12, Dex 18, Con 16, Int 28, 
  Wis 18, Cha 17.  
   
  Skills and Feats: Appraise +23, Bluff +13, 
  Concentration +24, Decipher Script +30, Diplomacy 
  +19, 
  Gather 
  Information 
  +13, 
  Intimidate +15, 
  Knowledge (arcana) +30, Knowledge (history) +11, 
  Knowledge (nobility & royalty) +30, Knowledge (the 
  planes) +30, Knowledge (religion) +30, Listen +16, 
  Profession (book-keeper) +14, Search +19, Sense 
  Motive +14, Sleight of Hand +16, Spellcraft +32, Spot 
  +16; Alertness, Combat Reflexes, Greater Spell 
  Penetration, Improved Initiative, Maximize Spell, 
  Quicken 
  Spell, 
  Scribe 
  Scroll, 
  Spell 
  Focus 
  (enchantment), 
  Spell 
  Focus 
  (evocation), 
  Spell 
  Penetration. 
   
  Languages: Common, Abyssal, Auran, Celestial, 
  Draconic, Ignan, Infernal, Terran. 
   
  Wizard Spells Prepared (4/7/6/6/5/4/2; CL 15 for 
  spell resistance): 0—detect magic, message, ray of frost, 
  resistance; 1st—grease (DC 20), mage armor, magic 
  missile (3), ray of enfeeblement (+14 ranged touch), 
  shield; 2nd—false life, glitterdust (DC 21), mirror 
  image, scorching ray (2; +14 ranged touch), Tasha’s 
  hideous laughter (DC 22); 3rd—dispel magic, fireball 
  (DC 23), haste, lightning bolt (DC 23), suggestion (2) 
  (DC 23); 4th—confusion (2) (DC 24), fear (DC 23), fire 
  shield, maximized magic missile; 5th—dismissal (DC 
  35), maximized scorching ray, overland flight, 
  quickened shield; 6th—chain lightning (DC 26), 
  quickened mirror image. 
   
  Active Spells: greater resistance (CL 20), false life 
  (CL 11), mage armor (CL 11), overland flight (CL 11). 
   
  Possessions: amulet of natural armor +1, bracers of 
  armor +2, ring of protection +2, falchion, masterwork 
  composite longbow (+1 Str bonus), 20 arrows, traveling 
  spellbook (all prepared spells), 3 pearls of power (1st), 4 
  potions of cure serious wounds. 
   
  Power-Up Suite (Prepared – greater resistance, 
  false life, mage armor, overland flight):  hp 128; Spd 
  30 ft., fly 40 ft. (average); AC 24, touch 15, flat-footed 20 
  (+1 amulet of natural armor +1, +4 mage armor, +4 
  natural armor, +2 ring of protection +2, +4 Dex, -1 size); 
  SV Fort +14, Ref +15, Will +19. 
   
  Physical Description: This 12-foot tall blue-
  skinned humanoid is dressed in voluminous robes. He 
  moves with a slow, languid grace, and his hands are 
  spidery and delicate, with an extra point on each 
  finger. 
   
  Source: Manual of the Planes 179 
   
  Lotumbrix: female mercane cleric 9; CR 10; Large 
  outsider; HD 7d8+35 plus 9d8+45; hp 152; Init +1; Spd 
  20 ft.; AC 27, touch 11, flat-footed 26 (+9 armor, +3 
  shield, +4 natural armor, +1 ring of protection, +1 Dex, -
  1 size); Base Atk +13; Grp +16;  Atk +17 melee (1d8+3, 
  mwk quarterstaff) or +13 ranged (2d6+3/x3, composite 
  longbow); Full Atk +17/+12/+7 melee (1d8+3, mwk 
  quarterstaff) 
  or 
  +13/+8/+3 
  ranged 
  (2d6+3/x3, 
  composite longbow); Space/Reach 10 ft./10 ft.; SA 
  spell-like abilities, turn undead 6/day; SQ telepathy; SR 
  25; AL LN; SV Fort +16, Ref +9, Will +18; Str 16, Dex 
  12, Con 20, Int 20, Wis 24, Cha 17.  
   
  Skills and Feats: Appraise +19, Bluff +13, 
  Concentration 
  +24, 
  Diplomacy 
  +28, 
  Gather 
  Information +13, Intimidate +10, Knowledge (arcana) 
  +15, Knowledge (nobility & royalty) +15, Knowledge 
  (the planes) +22, Knowledge (religion) +24, Listen +12, 
  Profession (book-keeper) +12, Search +15, Sense 
  Motive +17, Sleight of Hand +13, Spellcraft +26, Spot 
  +12; Combat Expertise, Combat Reflexes, Improved 
  Trip, Power Attack, Quicken Spell, Weapon Focus 
  (quarterstaff). 
   
  Languages: Common, Abyssal, Celestial, Draconic, 
  Infernal, Ignan. 
   
  Cleric Spells Prepared (6/7/7/6/4/3): 0—create 
  water (2), detect magic, guidance (2), resistance; 1st—
  bane (DC 18), bless, divine favor, identify*, obscuring 
  mist, shield of faith (2); 2nd—align weapon, bear’s 
  endurance, bull’s strength, hold person (DC 19), 
  invisibility*, resist energy, sound burst (DC 19); 3rd—
  dispel magic*, invisibility purge, magic circle against 
  chaos, magic vestment (2), prayer; 4th—air walk, 
  confusion* (DC 21), divine power, greater magic 
  weapon; 5th—quickened divine favor, quickened 
  shield of faith, spell resistance*. 
   
  Active Spells: air walk (CL 9), greater magic 
  weapon (CL 9), magic vestment (2) (CL 9). 
   
  Possessions: +1 full plate, +1 heavy steel shield, 
  periapt of wisdom +2, ring of protection +1, 
  masterwork quarterstaff, composite longbow (+3 Str 
  Of Ruin, Restitution, and Revival 
   
  Page 25 
  
  bonus), 20 arrows, silver holy symbol of Boccob, 4 
  potions of cure serious wounds. 
   
  Powered-Up Suite (Prepared – greater magic 
  weapon, magic vestment [2]): AC 29, flat-footed 28 
  (+10 armor, +4 shield, +4 natural armor, +1 ring of 
  protection, +1 Dex, -1 size); Atk +18 melee (1d8+5, 
  mwk quarterstaff); Full Atk +18/+13/+8 melee (1d8+5, 
  mwk quarterstaff). 
   
  Physical Description: This 12-foot tall blue-
  skinned humanoid is dressed in purple garments 
  adorned with the symbol of Boccob and carries a staff. 
  She moves with a slow, languid grace, and her hands 
  are spidery and delicate, with an extra point on each 
  finger. 
   
  Source: Manual of the Planes 179 
   
  Bodyguard: male tiefling fighter 7; CR 7; Medium 
  outsider (native); HD 7d10+14; hp 57; Init +5; Spd 20 
  ft.; AC 22, touch 11, flat-footed 21 (+9 armor, +2 shield, 
  +1 Dex); Base Atk +7; Grp +10;  Atk +12 melee 
  (1d10+6/19-20, +1 bastard sword) or +9 ranged 
  (1d8+3/x3, mwk composite longbow); Full Atk +12/+7 
  melee (1d10+6/19-20, +1 bastard sword) or +9/+4 
  ranged (1d8+3/x3, mwk composite longbow); SA 
  darkness; SQ darkvision 60 ft., resistance to cold 5, 
  electricity 5, and fire 5; AL LE; SV Fort +7, Ref +3, Will 
  +2; Str 16, Dex 12, Con 14, Int 13, Wis 10, Cha 10.  
   
  Skills and Feats: Bluff +2, Climb +7, Hide +0; 
  Combat Expertise, Exotic Weapon Proficiency (bastard 
  sword), Improved Initiative, Improved Trip, Quick 
  Draw, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword). 
   
  Languages: Common, Infernal. 
   
  Darkness (Sp): A bodyguard can use darkness 
  once per day (CL 7th). 
   
  Active Spells: greater magic weapon (CL 16), 
  magic vestment (2) (CL 16). 
   
  Possessions: +1 full plate, heavy steel shield, +1 
  bastard sword, masterwork composite longbow (+3 Str 
  bonus), 20 arrows, climber’s kit, potion of fly, potion of 
  cure serious wounds. 
   
  Powered-Up Suite (Prepared – greater magic 
  weapon, magic vestment [2]): AC 29, touch 11, flat-
  footed 28 (+12 armor, +6 shield, +1 Dex); Atk +15 melee 
  (1d10+9/19-20, +4 bastard sword); Full Atk +15/+10 
  melee (1d10+9/19-20, +4 bastard sword). 
   
  Physical Description: This being looks like a 
  human, but it has a faintly disturbing demeanor about 
  it and a wicked gleam in its eyes. Short horns sprout 
  from its forehead. 
   
  Thief: male tiefling rogue 7; CR 7; Medium outsider 
  (native); HD 7d6+7; hp 34; Init +4; Spd 30 ft.; AC 20, 
  touch 14, flat-footed 20 (+4 armor, +2 shield, +4 Dex); 
  Base Atk +5; Grp +4 (+14 Escape Artist);  Atk +10 melee 
  (1d6-1/18-20, mwk rapier) or +10 ranged (1d4/19-20, 
  mwk hand crossbow); SA darkness, sneak attack +4d6; 
  SQ darkvision 60 ft., evasion, resistance to cold 5, 
  electricity 5, and fire 5, trapfinding, trap sense +2, 
  uncanny dodge; AL LE; SV Fort +3, Ref +9, Will +2; Str 
  8, Dex 18, Con 13, Int 16, Wis 10, Cha 10.  
   
  Skills and Feats: Bluff +12, Climb +11, Escape 
  Artist +14, Hide +16, Jump +11, Listen +10, Move 
  Silently +14, Search +13, Sleight of Hand +21, Spot +10, 
  Tumble +14, Use Rope +6; Deft Hands, Skill Focus 
  (Sleight of Hand), Weapon Finesse. 
   
  Languages: Common, Infernal. 
   
  Darkness (Sp): A thief can use darkness once per 
  day (CL 7th). 
   
  Active Spells: greater magic weapon (CL 16), 
  magic vestment (2) (CL 16). 
   
  Possessions: +1 studded leather armor, +1 buckler, 
  masterwork rapier, masterwork hand crossbow, 10 
  bolts, climber’s kit, potion of cat’s grace, 2 potions of 
  cure serious wounds, potion of fly. 
   
  Powered-Up Suite (Prepared – greater magic 
  weapon, magic vestment [2]): AC 26, touch 14, flat-
  footed 26 (+7 armor, +5 shield, +4 Dex); Atk +13 melee 
  (1d6+3/18-20, +4 rapier).  
   
  Physical Description: This being looks like a 
  human, but it has a faintly disturbing demeanor about 
  it and a wicked gleam in its eyes. Short horns sprout 
  from its forehead. 
   
  ENCOUNTER 6: THE RAIDERS 
   
   
  Advanced Bulezau: CR 11; Large outsider (chaotic, 
  evil, extraplanar, tanar’ri); HD 14d8+98; hp 161; Init +2; 
  Spd 30 ft.; AC 21, touch 11, flat-footed 19 (-1 size, +2 
  Dex, +10 natural); Base Atk +14; Grp +24;  Atk +21 
  melee (3d6+10/19-20/x3, huge +1 ranseur); Full Atk 
  +21/+16/+11 
  melee 
  (3d6+10/19-20/x3, 
  huge 
  +1 
  ranseur) and +17 melee (1d8+3, tail) or +19 melee 
  (2d6+6, gore) and +17/+17 melee (1d6+3, 2 claws) and 
  +17 melee (1d8+3, tail); Space/Reach 10 ft./10 ft.; SA 
  powerful charge, spell-like abilities, summon tanar’ri; 
  SQ blood frenzy, damage reduction 10/cold iron or 
  good, darkvision 60 ft., immunity to electricity and 
  poison, resistance to acid 10, cold 10, and fire 10, spell 
  resistance 20, telepathy 30 ft., wield oversized weapon; 
  AL CE; SV Fort +16, Ref +11, Will +10; Str 23, Dex 14, 
  Con 24, Int 6, Wis 12, Cha 10.  
   
  Skills and Feats: Climb +23, Intimidate +17, Jump 
  +23, Listen +18, Spot +18, Swim +23; Combat Reflexes, 
  Improved Critical (ranseur), Multiattack, Power 
  Attack, Weapon Focus (ranseur). 
   
  Languages: Abyssal, Common. 
  Of Ruin, Restitution, and Revival 
   
  Page 26 
  
   
  Blood Frenzy (Ex): A bulezau that takes damage 
  in combat can fly into a frenzy in the following round, 
  attacking madly until either it or its opponent is dead. 
  It gains +2 Strength and +2 Constitution, and it takes a 
  -2 penalty to Armor Class. A bulezau cannot end its 
  frenzy voluntarily. 
   
  Powerful Charge (Ex): A bulezau typically begins 
  a battle by charging at an opponent. In addition to the 
  normal benefits and hazards of a charge, this allows a 
  bulezau to make a single gore attack with a +19 attack 
  bonus that deals 4d6+9 points of damage. 
   
  Wield Oversized Weapon (Ex): A bulezau is 
  skilled at wielding weapons one size category larger 
  than itself and does not take any penalties when 
  fighting with such weapons. 
   
  Spell-Like Abilities: At will—command (DC 11), 
  greater teleport (self plus 50 pounds of objects only), 
  see invisibility, solid fog, telekinesis (DC 15); 3/day—
  fear (DC 14); 1/day—shout (DC 14); caster level 10th. 
   
  Summon Tanar’ri (Sp): Once per day, a bulezau 
  can attempt to summon 1d6 dretches or 1d4 rutterkin 
  with a 50% chance of success. This ability is the 
  equivalent of a 3rd-level spell (CL 10th). 
   
  Active Spells: air walk (CL 20). 
   
  Possessions: huge +1 ranseur. 
   
  Power-Up Suite (Blood frenzy):  HD 14d8+112; 
  hp 175; AC 19, touch 9, flat-footed 17 (-1 size, +2 Dex, 
  +10 natural, -2 blood frenzy); Grp +25;  Atk +22 melee 
  (3d6+11/19-20/x3, huge +1 ranseur); Full Atk 
  +22/+17/+12 
  melee 
  (3d6+11/19-20/x3, 
  huge 
  +1 
  ranseur) and +18 melee (1d8+3, tail) or +20 melee 
  (2d6+7, gore) and +18/+18 melee (1d6+3, 2 claws) and 
  +18 melee (1d8+3, tail); SV Fort +17; Str 25, Con 26.  
   
  Physical Description: The demon’s flesh festers 
  with open sores. Its tall, gaunt frame is festooned with 
  patches of short bristles. It has the head of a large, 
  sickly ram with massive curved horns, rheumy eyes, 
  and froth-caked lips stretched over thin, needlelike 
  fangs. Its snakelike tail writhes, the tip a twisted tangel 
  of metallic spines. Despite its emaciated form, the beats 
  wields a great ranseur far too large for its size, and with 
  unnerving grace. 
   
  Source: Fiendish Codex I: Hordes of the Abyss 33 
   
  ENCOUNTER 7: THE BLOCKADERS 
   
  Nycaloth: CR 10; Large outsider (evil, extraplanar, 
  yugoloth); HD 14d8+98; hp 161; Init +2; Spd 40 ft., fly 
  90 ft. (good); AC 23, touch 11, flat-footed 21 (-1 size, +2 
  Dex, +12 natural); Base Atk +14; Grp +23;  Atk +15 
  melee (1d6+8 plus bleeding wounds, claw) or +18 
  melee 
  (3d6+15/x3, 
  +2 
  greataxe); 
  Full 
  Atk 
  +15/+15/+15/+15 melee (1d6+8 plus bleeding wounds, 
  4 claws) or +18/+13/+8 melee (3d6+15/x3, +2 greataxe) 
  and +10/+10 melee (1d6+8 plus bleeding wounds, 2 
  claws); Space/Reach 10 ft./10 ft.; SA bleeding wounds, 
  rake +15 (1d6+5), improved grab, liftoff, spell-like 
  abilities, summon yugoloth; SQ damage reduction 
  10/good, darkvision 60 ft., immunity to acid and 
  poison, resistance to cold 10, electricity 10, and fire 10, 
  spell resistance 24, telepathy 100 ft.; AL NE; SV Fort 
  +16, Ref +11, Will +11; Str 20, Dex 14, Con 25, Int 13, 
  Wis 10, Cha 16. 
   
  *Includes adjustments for Power Attack feat. 
   
  Skills and Feats: Bluff +13, Concentration +17, 
  Diplomacy +13, Hide +8, Intimidate +22, Jump +19, 
  Knowledge (arcana) +11, Knowledge (the planes) +11, 
  Listen +19, Move Silently +12, Search +11, Sense 
  Motive +10, Spellcraft +9, Spot +19; Alertness, Flyby 
  Attack, Iron Will, Mobility, Power Attack, Weapon 
  Focus (greataxe). 
   
  Languages: Abyssal, Draconic, Infernal. 
   
  Bleeding Wounds (Ex): A wound from a 
  nycaloth’s claw attack continues to bleed after the 
  injury was inflicted. Each wound bleeds for 1 point of 
  damage per round thereafter. Multiple claw wounds 
  result in cumulative bleeding loss (two wounds deal 2 
  points of damage per round, and so on). The bleeding 
  can be stopped only by a successful DC 15 Heal check 
  or the application of any cure spell or other healing 
  spell (heal, mass heal, and so on). 
   
  Improved Grab (Ex): To use this ability, a 
  nycaloth must hit with both claw attacks. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can attempt to 
  either deal damage with its claws, rake the grappled 
  target (see below), or use its liftoff ability (see below). 
   
  Liftoff (Ex): A nycaloth can only use this ability 
  when airborne. A nycaloth that gets a hold on a 
  nonflying opponent of Medium or smaller size can 
  ascend with the grappled creature. When carrying a 
  medium load (a creature weighing between 267 and 
  532 pounds), the nycaloth’s fly speed drops to 60 feet 
  and it takes a -3 penalty on Hide and Move Silently 
  checks; these penalties worsen to -6 with a heavy load 
  (a creature weighing between 533 and 800 pounds). A 
  nycaloth can’t carry a load of more than 800 pounds. 
   
  Rake (Ex): Attack bonus +15, damage 1d6+5. A 
  nycaloth that gets a hold can make two rake attacks 
  with its hind legs. This includes using the Power 
  Attack feat to take a -3 penalty on its attack rolls and 
  gain +3 on damage rolls. 
   
  Spell-Like Abilities: At will—deeper darkness, 
  desecrate, fear (DC 17), greater teleport (self plus 50 
  pounds of objects only), mirror image, see invisibility; 
  caster level 14th. 
  Of Ruin, Restitution, and Revival 
   
  Page 27 
  
   
  Summon Yugoloth (Sp): Once per day, a 
  nycaloth can attempt to summon another nycaloth or 
  1d3 mezzoloths with a 30% chance of success. 
   
  Active Spells: mirror image (CL 14), see 
  invisibility (CL 14). 
   
  Possessions: +2 greataxe. 
   
  Physical Description: Though large and obviously 
  powerful, this winged green creature still evokes a 
  sense of speed and agility. Its dog-shaped head turns 
  quickly form side to side, almost like a bird’s. The claws 
  on the ends of its powerful fingers look like more than 
  a match for all but the best armor. 
   
  Source: Monster Manual III 202 
   
  Nycaloth Commander: CR 17; Large outsider (evil, 
  extraplanar, yugoloth); HD 25d8+250; hp 362; Init +2; 
  Spd 30 ft. in +2 breastplate, fly 60 ft. (good); Base Spd 
  40 ft., fly 90 ft. (good); AC 33, touch 10, flat-footed 31 (-
  2 size, +2 Dex, +7 +2 breastplate, +16 natural); Base Atk 
  +25; Grp +40;  Atk +27 melee (1d8+10 plus bleeding 
  wound, claw) or +30 melee (4d6+18/19-20/x3, +2 
  greataxe); Full Atk +27/+27/+27/+27 melee (1d8+10 
  plus bleeding wound, 4 claws) or +30/+25/+20/+15 
  melee (4d6+18/19-20/x3, +2 greataxe) and +22/+22 
  melee (1d8+10 plus bleeding wound, 2 claws); 
  Space/Reach 10 ft./10 ft.; SA bleeding wounds, rake 
  +27 (1d8+6), improved grab, liftoff, spell-like abilities, 
  summon yugoloth; SQ damage reduction 10/good, 
  darkvision 60 ft., immunity to acid and poison, 
  resistance to cold 10, electricity 10, and fire 10, spell 
  resistance 24, telepathy 100 ft.; AL NE; SV Fort +24, 
  Ref +16, Will +17; Str 24, Dex 14, Con 30, Int 12, Wis 
  13, Cha 18. 
   
  *Includes adjustments for Power Attack feat. 
   
  Skills and Feats: Bluff +, Concentration +25, 
  Diplomacy +23, Hide +9, Intimidate +30, Jump +24, 
  Knowledge (arcana) +17, Knowledge (the planes) +17, 
  Listen +26, Move Silently +17, Search +17, Sense 
  Motive +17, Spellcraft +17, Spot +26; Alertness, 
  Awesome Blow, Cleave, Flyby Attack, Improved Bull 
  Rush, Improved Critical (greataxe), Iron Will, 
  Mobility, Power Attack, Weapon Focus (greataxe). 
   
  Languages: Abyssal, Draconic, Infernal. 
   
  Bleeding Wounds (Ex): A wound from a 
  nycaloth commander’s claw attack continues to bleed 
  after the injury was inflicted. Each wound bleeds for 1 
  point of damage per round thereafter. Multiple claw 
  wounds result in cumulative bleeding loss (two 
  wounds deal 2 points of damage per round, and so on). 
  The bleeding can be stopped only by a successful DC 
  15 Heal check or the application of any cure spell or 
  other healing spell (heal, mass heal, and so on). 
   
  Improved Grab (Ex): To use this ability, a 
  nycaloth commander must hit with both claw attacks. 
  It can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it wins 
  the grapple check, it establishes a hold and can attempt 
  to either deal damage with its claws, rake the grappled 
  target (see below), or use its liftoff ability (see below). 
   
  Liftoff (Ex): A nycaloth commander can lift Large 
  or smaller opponents. A medium load is between 933 
  and 1,865 pounds. A heavy load is between 1,866 and 
  2,800 pounds. A nycaloth commander can’t carry a load 
  of more than 2,800 pounds. 
   
  Rake (Ex): Attack bonus +27, damage 1d8+6. A 
  nycaloth commander that gets a hold can make two 
  rake attacks with its hind legs. This includes using the 
  Power Attack feat to take a -3 penalty on its attack rolls 
  and gain +3 on damage rolls. 
   
  Spell-Like Abilities: At will—deeper darkness, 
  desecrate, fear (DC 18), greater teleport (self plus 50 
  pounds of objects only), mirror image, see invisibility; 
  caster level 14th. 
   
  Summon Yugoloth (Sp): Once per day, a 
  nycaloth commander can attempt to summon another 
  nycaloth or 1d3 mezzoloths with a 30% chance of 
  success. 
   
  Active Spells: mirror image (CL 14), see 
  invisibility (CL 14). 
   
  Possessions: +2 greataxe, +2 breastplate. 
   
  Physical Description: Though large and obviously 
  powerful, this winged green creature still evokes a 
  sense of speed and agility. Its dog-shaped head turns 
  quickly form side to side, almost like a bird’s. The claws 
  on the ends of its powerful fingers look like more than 
  a match for all but the best armor. 
   
  Source: Monster Manual III 202 
   
  Ultraloth: CR 13; Medium outsider (evil, extraplanar, 
  yugoloth); HD 18d8+90; hp 171; Init +3; Spd 30 ft.; AC 
  21, touch 13, flat-footed 18 (+3 Dex, +8 natural); Base 
  Atk +18; Grp +19;  Atk +22 melee (1d8+4/19-20, +3 
  longsword) or +22 ranged (spell, ray); Full Atk 
  +22/+17/+12 melee (1d8+4/19-20, +3 longsword); SA 
  hypnotic gaze, spell-like abilities, summon yugoloth; 
  SQ damage reduction 15/good, darkvision 60 ft., 
  immunity to acid and poison, resistance to cold 10, 
  electricity 10, and fire 10, spell resistance 25, telepahy 
  100 ft.; AL NE; SV Fort +16, Ref +14, Will +15; Str 13, 
  Dex 16, Con 21, Int 16, Wis 15, Cha 19. 
   
  Skills and Feats: Bluff +22, Concentration +26 (+30 
  casting defensively), Diplomacy +23, Intimidate +27, 
  Knowledge (arcana) +24, Knowledge (the planes) +24, 
  Listen +20 , Move Silently +21, Search +21, Sense 
  Motive +21, Spellcraft +26 , Spot +22; Combat Casting, 
  Iron Will, Point Blank Shot, Precise Shot, Quicken 
  Spell-Like Ability (scorching ray), Spell Focus 
  (enchanment), Weapon Focus (ray). 
  Of Ruin, Restitution, and Revival 
   
  Page 28 
  
   
  Languages: Abyssal, Draconic, Infernal. 
   
  Hypnotic Gaze (Ex): Hypnotic pattern as cast by 
  an 18th-level sorcerer, no HD limit, 30 feet, Will DC 23 
  negates. The save DC is Charisma-based. 
   
  Spell-Like Abilities: At will—alter self, deeper 
  darkness, desecrate, fear (DC 18), gaseous form, greater 
  teleport (self plus 50 pounds of objects only) 
  invisibility, prying eyes, ray of enfeeblement (+22 
  ranged touch), ray of exhaustion (+22 ranged touch), 
  scorching ray (+22 ranged touch), scrying, see 
  invisibility, suggestion; 3/day—binding (DC 23), 
  enervation (+22 ranged touch), geas/quest, mass 
  suggestion (DC 21); 1/day—symbol of death (DC 22); 
  caster level 18th. 
   
  Summon Yugoloth (Sp): Once per day, an 
  ultraloth can attempt to summon 1d4 nycaloths, 1d6 
  mezzoloths, or another ultraloth with a 35% chance of 
  success. 
   
  Power-Up Suite (Prepared—alter self [pit fiend 
  form]):  Spd 40 ft., fly 60 ft. (average); AC 35, touch 12, 
  flat-footed 32 (-1 size, +3 Dex, +23 natural); Grp +23; 
  Atk +18 melee (2d8+1, claw) or +21 ranged (spell, ray); 
  Full Atk +18/+18 melee (2d8+1, 2 claws) and +13/+13 
  melee (2d6, 2 wings) and +13 melee (4d6, bite) and +13 
  melee (2d8, tail slap); Space/Reach 10 ft./10 ft. 
   
  Active Spells: alter self (pit fiend form, CL 18), see 
  invisibility (CL 18). 
   
  Possessions: +3 longsword. 
   
  Physical Description: Dark-skinned and alien-
  looking, this slim figure is fearsome to behold. Its long 
  head and bulbous eyes give its face an imposing, evil 
  look. 
   
  Source: Monster Manual III 204 
   
  Of Ruin, Restitution, and Revival 
   
  Page 29 
  
  APL 16 
  ENCOUNTER 5: THE TRADERS  
   
  Ezshar: male mercane wizard 13; CR 14; Large 
  outsider; HD 7d8+21 plus 13d4+39; hp 124; Init +8; Spd 
  30 ft.; AC 23, touch 15, flat-footed 19 (+1 amulet of 
  natural armor +1, +3 bracers of armor +3, +4 natural 
  armor, +2 ring of protection +2, +4 Dex, -1 size); Base 
  Atk +13; Grp +14;  Atk +14 melee (2d6+2/18-20, +1 
  falchion) or +17 ranged (2d6+1/x3, mwk composite 
  longbow); Full Atk +14/+9/+4 melee (2d6+2/18-20, +1 
  falchion) or +17/+12/+7 ranged (2d6+1/x3, mwk 
  composite longbow); Space/Reach 10 ft./10 ft.; SA 
  spell-like abilities; SQ telepathy; SR 25; AL LN; SV Fort 
  +12, Ref +13, Will +17; Str 12, Dex 18, Con 16, Int 30, 
  Wis 18, Cha 18.  
   
  Skills and Feats: Appraise +24, Bluff +14, 
  Concentration +26, Decipher Script +33, Diplomacy 
  +20, 
  Gather 
  Information 
  +14, 
  Intimidate +16, 
  Knowledge (arcana) +33, Knowledge (history) +20, 
  Knowledge (nobility & royalty) +33, Knowledge (the 
  planes) +33, Knowledge (religion) +33, Listen +16, 
  Profession (book-keeper) +14, Search +20, Sense 
  Motive +14, Sleight of Hand +16, Spellcraft +35, Spot 
  +16; Alertness, Combat Reflexes, Greater Spell 
  Penetration, Improved Initiative, Maximize Spell, 
  Quicken 
  Spell, 
  Scribe 
  Scroll, 
  Spell 
  Focus 
  (enchantment), 
  Spell 
  Focus 
  (evocation), 
  Spell 
  Penetration. 
   
  Languages: Common, Abyssal, Auran, Celestial, 
  Draconic, Ignan, Infernal, Terran. 
   
  Wizard Spells Prepared (4/7/7/6/6/5/4/2; CL 17 
  for spell resistance): 0—detect magic, message, ray of 
  frost, resistance; 1st—grease (DC 21), mage armor, 
  magic missile (3), ray of enfeeblement (+14 ranged 
  touch), shield; 2nd—false life, glitterdust (DC 22), 
  mirror image, scorching ray (2; +14 ranged touch), 
  Tasha’s hideous laughter (2; DC 23); 3rd—dispel magic, 
  fireball (DC 24), haste, lightning bolt (DC 24), 
  suggestion (2) (DC 24); 4th—confusion (2) (DC 25), 
  fear (DC 24), fire shield, maximized magic missile (2); 
  5th—dismissal (DC 38), maximized scorching ray, 
  overland flight, quickened magic missile, quickened 
  shield; 6th—chain lightning (DC 27), greater dispel 
  magic, maximized fireball (DC 24), quickened mirror 
  image; 7th—banishment (DC 27), quickened lightning 
  bolt (DC 24). 
   
  Active Spells: false life (CL 13), heroes’ feast (CL 
  11), mage armor (CL 13), overland flight (CL 13), 
  superior resistance (CL 20). 
   
  Possessions: amulet of natural armor +1, bracers of 
  armor +3, ring of protection +2, headband of intellect 
  +2, +1 falchion, masterwork composite longbow (+1 Str 
  bonus), 20 arrows, traveling spellbook (all prepared 
  spells), 3 pearls of power (1st), 4 potions of cure serious 
  wounds. 
   
  Power-Up Suite (Prepared – false life, heroes’ 
  feast, mage armor, overland flight, superior 
  resistance):  hp 148; Spd 30 ft., fly 40 ft. (average); AC 
  24, touch 15, flat-footed 20 (+1 amulet of natural armor 
  +1, +4 mage armor, +4 natural armor, +2 ring of 
  protection +2, +4 Dex, -1 size); Atk +15 melee 
  (2d6+2/18-20, +1 falchion) or +18 ranged (2d6+1/x3, 
  mwk composite longbow); Full Atk +15/+10/+5 melee 
  (2d6+2/18-20, +1 falchion) or +18/+13/+8 ranged 
  (2d6+1/x3, mwk composite longbow); SQ immunity to 
  fear and poison; SV Fort +18, Ref +19, Will +24. 
   
  Physical Description: This 12-foot tall blue-
  skinned humanoid is dressed in voluminous robes. He 
  moves with a slow, languid grace, and his hands are 
  spidery and delicate, with an extra point on each 
  finger. 
   
  Source: Manual of the Planes 179 
   
  Lotumbrix: female mercane cleric 11; CR 12; Large 
  outsider; HD 7d8+35 plus 11d8+55; hp 171; Init +5; Spd 
  20 ft.; AC 27, touch 11, flat-footed 26 (+9 armor, +3 
  shield, +4 natural armor, +1 ring of protection +1, +1 
  Dex, -1 size); Base Atk +15; Grp +18;  Atk +19 melee 
  (1d8+3, mwk quarterstaff) or +15 ranged (2d6+3/x3, 
  composite longbow); Full Atk +19/+14/+9 melee 
  (1d8+3, mwk quarterstaff) or +15/+10/+5 ranged 
  (2d6+3/x3, composite longbow); Space/Reach 10 ft./10 
  ft.; SA spell-like abilities, turn undead 6/day; SQ 
  telepathy; SR 25; AL LN; SV Fort +17, Ref +9, Will +20; 
  Str 16, Dex 12, Con 20, Int 20, Wis 26, Cha 17.  
   
  Skills and Feats: Appraise +19, Bluff +13, 
  Concentration 
  +26, 
  Diplomacy 
  +30, 
  Gather 
  Information +13, Intimidate +10, Knowledge (arcana) 
  +17, Knowledge (nobility & royalty) +15, Knowledge 
  (the planes) +26, Knowledge (religion) +26, Listen +13, 
  Profession (book-keeper) +13, Search +15, Sense 
  Motive +18, Sleight of Hand +13, Spellcraft +28, Spot 
  +13; Combat Expertise, Combat Reflexes, Improved 
  Initiative, Improved Trip, Power Attack, Quicken 
  Spell, Weapon Focus (quarterstaff). 
   
  Languages: Common, Abyssal, Celestial, Draconic, 
  Infernal, Ignan. 
   
  Cleric Spells Prepared (6/8/7/7/6/4/3): 0—create 
  water (2), detect magic, guidance (2), resistance; 1st—
  bane (DC 19), bless, divine favor, identify*, obscuring 
  mist, sanctuary (DC 19), shield of faith (2); 2nd—align 
  weapon, bear’s endurance, bull’s strength, hold person 
  (DC 20), invisibility*, resist energy, sound burst (DC 
  20); 3rd—dispel magic*, invisibility purge, magic circle 
  Of Ruin, Restitution, and Revival 
   
  Page 30 
  
  against chaos, magic vestment (2), prayer, protection 
  from energy; 4th—air walk, confusion* (DC 22), death 
  ward, divine power, greater magic weapon, spell 
  immunity; 5th—quickened divine favor, quickened 
  shield of faith, slay living (DC 23), spell resistance*; 
  6th—antilife shell, antimagic field*, heroes’ feast. 
   
  Active Spells: air walk (CL 11), greater magic 
  weapon (CL 11), heroes’ feast (CL 11), magic vestment 
  (2) (CL 11), superior resistance (CL 20). 
   
  Possessions: +1 full plate, +1 heavy steel shield, 
  ring of protection +1, periapt of wisdom +4, 
  masterwork quarterstaff, composite longbow (+3 Str 
  bonus), 20 arrows, silver holy symbol of Boccob, 4 
  potions of cure serious wounds. 
   
  Powered-Up Suite (Prepared – air walk, greater 
  magic weapon, heroes’ feast, magic vestment [2], 
  superior resistance): AC 29, flat-footed 28 (+10 armor, 
  +4 shield, +4 natural armor, +1 ring of protection +1, +1 
  Dex, -1 size); Atk +21 melee (1d8+5, mwk quarterstaff); 
  Full Atk +21/+16/+11 melee (1d8+5, mwk quarterstaff); 
  SQ immunity to fear and poison; SV Fort +23, Ref +15, 
  Will +27. 
   
  Physical Description: This 12-foot tall blue-
  skinned humanoid is dressed in purple garments 
  adorned with the symbol of Boccob and carries a staff. 
  She moves with a slow, languid grace, and her hands 
  are spidery and delicate, with an extra point on each 
  finger. 
   
  Source: Manual of the Planes 179 
   
  Bodyguard: male tiefling fighter 9; CR 9; Medium 
  outsider (native); HD 9d10+18; hp 72; Init +5; Spd 20 
  ft.; AC 23, touch 11, flat-footed 22 (+9 armor, +3 shield, 
  +1 Dex); Base Atk +9; Grp +12;  Atk +15 melee 
  (1d10+6/17-20, +1 bastard sword) or +11 ranged 
  (1d8+4/x3, +1 composite longbow); Full Atk +15/+10 
  melee (1d10+6/17-20, +1 bastard sword) or +11/+6 
  ranged (1d8+4/x3, +1 composite longbow); SA 
  darkness; SQ darkvision 60 ft., resistance to cold 5, 
  electricity 5, and fire 5; AL LE; SV Fort +9, Ref +5, Will 
  +4; Str 17, Dex 12, Con 14, Int 13, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +2, Climb +9, Hide +1; 
  Combat Expertise, Exotic Weapon Proficiency (bastard 
  sword), Greater Weapon Focus (bastard sword), 
  Improved Critical (bastard sword), Improved Initiative, 
  Improved Trip, Quick Draw, Weapon Focus (bastard 
  sword), Weapon Specialization (bastard sword). 
   
  Languages: Common, Infernal. 
   
  Darkness (Sp): A bodyguard can use darkness 
  once per day (CL 9th). 
   
  Active Spells: greater magic weapon (2) (CL 20), 
  heroes’ feast (CL 11), magic vestment (2) (CL 20). 
   
  Possessions: +1 full plate, +1 heavy steel shield, +1 
  bastard sword, +1 composite longbow (+3 Str bonus), 
  20 arrows, climber’s kit, cloak of resistance +1, potion 
  of fly, potion of cure serious wounds, 4 potions of cure 
  light wounds. 
   
  Powered-Up Suite (Prepared – greater magic 
  weapon [2], heroes’ feast, magic vestment [2]): hp 
  81; AC 31, touch 11, flat-footed 30 (+13 armor, +7 
  shield, +1 Dex); Atk +20 melee (1d10+10/17-20, +5 
  bastard sword) or +16 ranged (1d8+8/x3, +5 composite 
  longbow); Full Atk +20/+15 melee (1d10+10/17-20, +5 
  bastard sword) or +16/+11 ranged (1d8+8/x3, +5 
  composite longbow); SQ immunity to fear and poison; 
  SV Will +5. 
   
  Physical Description: This being looks like a 
  human, but it has a faintly disturbing demeanor about 
  it and a wicked gleam in its eyes. Short horns sprout 
  from its forehead. 
   
  Thief: male tiefling rogue 9; CR 9; Medium outsider 
  (native); HD 9d6+18; hp 52; Init +4; Spd 30 ft.; AC 20, 
  touch 14, flat-footed 20 (+4 armor, +2 shield, +4 Dex); 
  Base Atk +6; Grp +5 (+16 Escape Artist);  Atk +11 melee 
  (1d6/18-20, +1 rapier) or +11 ranged (1d4+1/19-20, +1 
  hand crossbow); Full Atk +11/+6 melee (1d6/18-20, +1 
  rapier) or +9/+4 melee (1d6/18-20, +1 rapier) and +8 
  melee (1d6-1/19-20, short sword); SA darkness, sneak 
  attack +5d6; SQ darkvision 60 ft., evasion, resistance to 
  cold 5, electricity 5, and fire 5, trapfinding, trap sense 
  +2, uncanny dodge; AL LE; SV Fort +5, Ref +10, Will 
  +3; Str 8, Dex 18, Con 14, Int 16, Wis 10, Cha 10.  
   
  Skills and Feats: Bluff +14, Climb +13, Escape 
  Artist +16, Hide +18, Jump +13, Listen +12, Move 
  Silently +16, Search +15, Sleight of Hand +23, Spot +12, 
  Tumble +14, Use Rope +6; Deft Hands, Skill Focus 
  (Sleight of Hand), Two-Weapon Fighting, Weapon 
  Finesse. 
   
  Languages: Common, Infernal. 
   
  Darkness (Sp): A thief can use darkness once per 
  day (CL 9th). 
   
  Active Spells: greater magic weapon (2) (CL 20), 
  heroes’ feast (CL 11), magic vestment (2) (CL 20). 
   
  Possessions: +1 studded leather armor, +1 buckler, 
  +1 rapier, short sword, +1 hand crossbow, 10 bolts, 
  climber’s kit, potion of cat’s grace, 2 potions of cure 
  serious wounds, potion of fly. 
   
  Powered-Up Suite (Prepared – greater magic 
  weapon [2], heroes’ feast, magic vestment [2]): hp 
  61; AC 28, touch 14, flat-footed 28 (+8 armor, +6 shield, 
  +4 Dex); Atk +15 melee (1d6+4/18-20, +5 rapier); Full 
  Atk +15/+10 melee (1d6+4/18-20, +5 rapier) or +13/+8 
  melee (1d6+4/18-20, +5 rapier) and +8 melee (1d6-1/19-
  20, short sword); SQ immunity to fear and poison; SV 
  Will +4.  
   
  Physical Description: This being looks like a 
  human, but it has a faintly disturbing demeanor about 
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  Page 31 
  
  it and a wicked gleam in its eyes. Short horns sprout 
  from its forehead. 
   
  ENCOUNTER 6: THE RAIDERS 
   
   
  Advanced Bulezau: CR 13; Large outsider (chaotic, 
  evil, extraplanar, tanar’ri); HD 18d8+126; hp 207; Init 
  +2; Spd 30 ft.; AC 23, touch 11, flat-footed 21 (-1 size, +2 
  Dex, +12 natural); Base Atk +18; Grp +29;  Atk +26 
  melee (3d6+11/19-20/x3, huge +1 ranseur); Full Atk 
  +26/+21/+16 
  melee 
  (3d6+11/19-20/x3, 
  huge 
  +1 
  ranseur) and +22 melee (1d8+3, tail) or +24 melee 
  (2d6+7, gore) and +22/+2 melee (1d6+3, 2 claws) and 
  +22 melee (1d8+3, tail); Space/Reach 10 ft./10 ft.; SA 
  powerful charge, spell-like abilities, summon tanar’ri; 
  SQ blood frenzy, damage reduction 10/cold iron or 
  good, darkvision 60 ft., immunity to electricity and 
  poison, resistance to acid 10, cold 10, and fire 10, spell 
  resistance 20, telepathy 30 ft., wield oversized weapon; 
  AL CE; SV Fort +18, Ref +13, Will +12; Str 24, Dex 14, 
  Con 24, Int 6, Wis 12, Cha 10.  
   
  Skills and Feats: Climb +28, Intimidate +21, Jump 
  +28, Listen +22, Spot +22, Swim +28; Combat Reflexes, 
  Improved Critical (ranseur), Improved Natural Armor 
  (2), Multiattack, Power Attack, Weapon Focus 
  (ranseur). 
   
  Languages: Abyssal, Common. 
   
  Blood Frenzy (Ex): A bulezau that takes damage 
  in combat can fly into a frenzy in the following round, 
  attacking madly until either it or its opponent is dead. 
  It gains +2 Strength and +2 Constitution, and it takes a 
  -2 penalty to Armor Class. A bulezau cannot end its 
  frenzy voluntarily. 
   
  Powerful Charge (Ex): A bulezau typically begins 
  a battle by charging at an opponent. In addition to the 
  normal benefits and hazards of a charge, this allows a 
  bulezau to make a single gore attack with a +24 attack 
  bonus that deals 4d6+10 points of damage. 
   
  Wield Oversized Weapon (Ex): A bulezau is 
  skilled at wielding weapons one size category larger 
  than itself and does not take any penalties when 
  fighting with such weapons. 
   
  Spell-Like Abilities: At will—command (DC 11), 
  greater teleport (self plus 50 pounds of objects only), 
  see invisibility, solid fog, telekinesis (DC 15); 3/day—
  fear (DC 14); 1/day—shout (DC 14); caster level 10th. 
   
  Summon Tanar’ri (Sp): Once per day, a bulezau 
  can attempt to summon 1d6 dretches or 1d4 rutterkin 
  with a 50% chance of success. This ability is the 
  equivalent of a 3rd-level spell (CL 10th). 
   
  Active Spells: air walk (CL 20). 
   
  Possessions: huge +1 ranseur. 
   
  Power-Up Suite (Blood frenzy):  HD 18d8+144; 
  hp 225; AC 21, touch 9, flat-footed 19 (-1 size, +2 Dex, 
  +12 natural, -2 blood frenzy); Grp +30;  Atk +27 melee 
  (3d6+13/19-20/x3, huge +1 ranseur); Full Atk 
  +27/+22/+17 
  melee 
  (3d6+13/19-20/x3, 
  huge 
  +1 
  ranseur) and +23 melee (1d8+4, tail) or +25 melee 
  (2d6+8, gore) and +23/+23 melee (1d6+4, 2 claws) and 
  +23 melee (1d8+4, tail); SV Fort +19; Str 26, Con 26.  
   
  Physical Description: The demon’s flesh festers 
  with open sores. Its tall, gaunt frame is festooned with 
  patches of short bristles. It has the head of a large, 
  sickly ram with massive curved horns, rheumy eyes, 
  and froth-caked lips stretched over thin, needlelike 
  fangs. Its snakelike tail writhes, the tip a twisted tangel 
  of metallic spines. Despite its emaciated form, the beats 
  wields a great ranseur far too large for its size, and with 
  unnerving grace. 
   
  Source: Fiendish Codex I: Hordes of the Abyss 33 
   
  Mature Nabassu: CR 15; Medium outsider (chaotic, 
  evil, extraplanar, tanar’ri); HD 15d8+135; hp 202; Init 
  +9; Spd 40 ft., fly 90 ft. (good); AC 31, touch 15, flat-
  footed 26 (+5 Dex, +16 natural); BAB/Grp +15/+24; Atk 
  +24 melee (2d8+9/19-20, bite); Full Atk +24 melee 
  (2d8+9/19-20, bite) and +19/+19 melee (1d8+4, 2 
  claws); SA death-stealing gaze, feed, sneak attack +6d6, 
  spell-like abilities, summon tanar’ri, vampiric link; SQ 
  camouflage, damage reduction 10/cold iron or good, 
  darkvision 60ft., immunity to electricity and poison, 
  regeneration 5, resistance to acid 10, cold 10, and fire 
  10, telepathy 100 ft.; SR 26; AL CE; SV Fort +20, Ref 
  +14, Will +16; Str 28, Dex 20, Con 28, Int 20, Wis 21, 
  Cha 23. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +7, 
  Bluff 
  +24, 
  Concentration +27, Diplomacy +8, Gather Information 
  +8, Hide +23 (+31 in underground or barren 
  environments), Intimidate +26, Jump +15, Knowledge 
  (arcana) +23, Knowledge (local: Iuz’s Border States) 
  +23, Knowledge (religion) +23, Knowledge (the planes) 
  +23, Listen +23, Move Silently +23, Spot +23, Tumble 
  +25, Use Magic Device +24; Ability Focus (death-
  stealing gaze), Combat Casting, Great Fortitude, 
  Improved Critical (bite), Improved Initiative, Iron 
  Will. 
   
  Languages: Abyssal, Common. 
   
  Camouflage (Ex): As the juvenile nabassu (see 
  above). 
   
  Death-Stealing Gaze (Su): 30 feet, Fort DC 25 
  negates, bestows 1d4 negative level. Any humanoid 
  creature drained to 0 levels by the mature nabassu’s 
  death-stealing 
  gaze 
  dies 
  and 
  is 
  immediately 
  transformed into a ghoul (MM 119) under the 
  nabassu’s permanent command. The death-stealing 
  gaze has no effect on creatures that are not humanoids. 
   
  As a standard action, a nabassu can actively use its 
  gaze to kill a single creature within range, regardless of 
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  the creature’s type. A creature that fails the DC 25 
  Fortitude save against this killing gaze is immediately 
  slain. This is a death effect. 
   
  The save DC for either version of the gaze is 
  Charisma-based and includes the +2 bonus from the 
  nabassu’s Ability Focus feat. 
   
  Feed (Su): A mature nabassu can feed on the body 
  of a helpless living humanoid, devouring both its flesh 
  and life force. To do so, the nabassu makes a coup de 
  grace attack against the humanoid creature; this 
  provokes an attack of opportunity from any creatures 
  that threaten it. If the victim is slain by the coup de 
  grace, a significant physical portion of its body is eaten 
  by the nabassu while the remaining portions quickly 
  rot away to a foul-smelling paste. This prevents any 
  form of raising of resurrection that requires part of the 
  corpse. A wish, miracle, or true resurrection can restore 
  a devoured victim to life. 
   
  A mature nabassu that devours a humanoid in this 
  fashion gains the effects of a death knell spell (CL 
  20th). 
   
  Regeneration (Ex): Damage caused by good-
  aligned weapons deal lethal damage to a mature 
  nabassu. 
   
  Sneak Attack (Ex): A mature nabassu can make a 
  sneak attack as a rogue, dealing an extra 6d6 points of 
  damage whenever a foe is denied his or her Dexterity 
  bonus, or when the mature nabassu is flanking. 
   
  Spell-Like 
  Abilities: 
  At 
  will—darkness, 
  enervation (+20 ranged touch), ethereal jaunt, greater 
  dispel magic, greater teleport (self plus 50 pounds of 
  objects only), hold monster (DC 20), obscuring mist, 
  silence (DC 18), true seeing, unholy aura (DC 24), 
  unholy blight (DC 20); 3/day—blasphemy (DC 23), 
  energy drain (+20 ranged touch; DC 25); caster level 
  15th. 
   
  Summon Tanar’ri (Sp): Once per day, a mature 
  nabassu can summon 2d4 babaus or 1d4 hezrous with a 
  70% chance of success, or one glabrezu with a 30% 
  chance of success. This ability is the equivalent of a 
  7th-level spell (CL 15th). 
   
  Vampiric Link (Su): As a standard action, a 
  mature nabassu can establish a vampiric link between 
  itself and any living creature within 30 feet that it can 
  see. The targeted creature can resist the link with a DC 
  23 Will save; otherwise the link remains in place until 
  the target moves out of range or the nabassu targets a 
  different creature. A creature affected by a vampiric 
  link finds that whenever he damages a nabassu, be it 
  with spell or weapon, he takes the same amount of 
  damage. Additionally, if the creature targets the 
  nabassu with a spell, the effects of that spell are 
  duplicated and affect the caster as well, even if the spell 
  fails to penetrate the nabassu’s spell resistance or the 
  nabassu makes its saving throw. This is a necromancy 
  effect. The save DC is Charisma-based. 
   
  Physical Description: The demon’s body is tall and 
  sinewy. The head is long, with small horns and ears 
  like a bat’s. Its teeth are practically tusks, set in a mouth 
  that seems too large for its head. Its eyes glow with a 
  hateful yellow light. Its long fingers end in equally 
  long talons, and scales cover its wings and skin. Tufts 
  of black fur stud the tops of its shoulders. The demon’s 
  back and arms are dull black, while the chest and belly 
  are a sickly dirty gray. 
   
  Source: Fiendish Codex I: Hordes of the Abyss 49 
   
  ENCOUNTER 7: THE BLOCKADERS 
   
  Nycaloth: CR 10; Large outsider (evil, extraplanar, 
  yugoloth); HD 14d8+98; hp 161; Init +2; Spd 40 ft., fly 
  90 ft. (good); AC 23, touch 11, flat-footed 21 (-1 size, +2 
  Dex, +12 natural); Base Atk +14; Grp +23;  Atk +15 
  melee (1d6+8 plus bleeding wounds, claw) or +18 
  melee 
  (3d6+15/x3, 
  +2 
  greataxe); 
  Full 
  Atk 
  +15/+15/+15/+15 melee (1d6+8 plus bleeding wounds, 
  4 claws) or +18/+13/+8 melee (3d6+15/x3, +2 greataxe) 
  and +10/+10 melee (1d6+8 plus bleeding wounds, 2 
  claws); Space/Reach 10 ft./10 ft.; SA bleeding wounds, 
  rake +15 (1d6+5), improved grab, liftoff, spell-like 
  abilities, summon yugoloth; SQ damage reduction 
  10/good, darkvision 60 ft., immunity to acid and 
  poison, resistance to cold 10, electricity 10, and fire 10, 
  spell resistance 24, telepathy 100 ft.; AL NE; SV Fort 
  +16, Ref +11, Will +11; Str 20, Dex 14, Con 25, Int 13, 
  Wis 10, Cha 16. 
   
  *Includes adjustments for Power Attack feat. 
   
  Skills and Feats: Bluff +13, Concentration +17, 
  Diplomacy +13, Hide +8, Intimidate +22, Jump +19, 
  Knowledge (arcana) +11, Knowledge (the planes) +11, 
  Listen +19, Move Silently +12, Search +11, Sense 
  Motive +10, Spellcraft +9, Spot +19; Alertness, Flyby 
  Attack, Iron Will, Mobility, Power Attack, Weapon 
  Focus (greataxe). 
   
  Languages: Abyssal, Draconic, Infernal. 
   
  Bleeding Wounds (Ex): A wound from a 
  nycaloth’s claw attack continues to bleed after the 
  injury was inflicted. Each wound bleeds for 1 point of 
  damage per round thereafter. Multiple claw wounds 
  result in cumulative bleeding loss (two wounds deal 2 
  points of damage per round, and so on). The bleeding 
  can be stopped only by a successful DC 15 Heal check 
  or the application of any cure spell or other healing 
  spell (heal, mass heal, and so on). 
   
  Improved Grab (Ex): To use this ability, a 
  nycaloth must hit with both claw attacks. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
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  Page 33 
  
  grapple check, it establishes a hold and can attempt to 
  either deal damage with its claws, rake the grappled 
  target (see below), or use its liftoff ability (see below). 
   
  Liftoff (Ex): A nycaloth can only use this ability 
  when airborne. A nycaloth that gets a hold on a 
  nonflying opponent of Medium or smaller size can 
  ascend with the grappled creature. When carrying a 
  medium load (a creature weighing between 267 and 
  532 pounds), the nycaloth’s fly speed drops to 60 feet 
  and it takes a -3 penalty on Hide and Move Silently 
  checks; these penalties worsen to -6 with a heavy load 
  (a creature weighing between 533 and 800 pounds). A 
  nycaloth can’t carry a load of more than 800 pounds. 
   
  Rake (Ex): Attack bonus +15, damage 1d6+5. A 
  nycaloth that gets a hold can make two rake attacks 
  with its hind legs. This includes using the Power 
  Attack feat to take a -3 penalty on its attack rolls and 
  gain +3 on damage rolls. 
   
  Spell-Like Abilities: At will—deeper darkness, 
  desecrate, fear (DC 17), greater teleport (self plus 50 
  pounds of objects only), mirror image, see invisibility; 
  caster level 14th. 
   
  Summon Yugoloth (Sp): Once per day, a 
  nycaloth can attempt to summon another nycaloth or 
  1d3 mezzoloths with a 30% chance of success. 
   
  Active Spells: mirror image (CL 14), see 
  invisibility (CL 14). 
   
  Possessions: +2 greataxe. 
   
  Physical Description: Though large and obviously 
  powerful, this winged green creature still evokes a 
  sense of speed and agility. Its dog-shaped head turns 
  quickly form side to side, almost like a bird’s. The claws 
  on the ends of its powerful fingers look like more than 
  a match for all but the best armor. 
   
  Source: Monster Manual III 202 
   
  Nycaloth Commander: CR 17; Large outsider (evil, 
  extraplanar, yugoloth); HD 25d8+250; hp 362; Init +2; 
  Spd 30 ft. in +2 breastplate, fly 60 ft. (good); Base Spd 
  40 ft., fly 90 ft. (good); AC 33, touch 10, flat-footed 31 (-
  2 size, +2 Dex, +7 +2 breastplate, +16 natural); Base Atk 
  +25; Grp +40;  Atk +27 melee (1d8+10 plus bleeding 
  wound, claw) or +30 melee (4d6+18/19-20/x3, +2 
  greataxe); Full Atk +27/+27/+27/+27 melee (1d8+10 
  plus bleeding wound, 4 claws) or +30/+25/+20/+15 
  melee (4d6+18/19-20/x3, +2 greataxe) and +22/+22 
  melee (1d8+10 plus bleeding wound, 2 claws); 
  Space/Reach 10 ft./10 ft.; SA bleeding wounds, rake 
  +27 (1d8+6), improved grab, liftoff, spell-like abilities, 
  summon yugoloth; SQ damage reduction 10/good, 
  darkvision 60 ft., immunity to acid and poison, 
  resistance to cold 10, electricity 10, and fire 10, spell 
  resistance 24, telepathy 100 ft.; AL NE; SV Fort +24, 
  Ref +16, Will +17; Str 24, Dex 14, Con 30, Int 12, Wis 
  13, Cha 18. 
   
  *Includes adjustments for Power Attack feat. 
   
  Skills and Feats: Bluff +, Concentration +25, 
  Diplomacy +23, Hide +9, Intimidate +30, Jump +24, 
  Knowledge (arcana) +17, Knowledge (the planes) +17, 
  Listen +26, Move Silently +17, Search +17, Sense 
  Motive +17, Spellcraft +17, Spot +26; Alertness, 
  Awesome Blow, Cleave, Flyby Attack, Improved Bull 
  Rush, Improved Critical (greataxe), Iron Will, 
  Mobility, Power Attack, Weapon Focus (greataxe). 
   
  Languages: Abyssal, Draconic, Infernal. 
   
  Bleeding Wounds (Ex): A wound from a 
  nycaloth commander’s claw attack continues to bleed 
  after the injury was inflicted. Each wound bleeds for 1 
  point of damage per round thereafter. Multiple claw 
  wounds result in cumulative bleeding loss (two 
  wounds deal 2 points of damage per round, and so on). 
  The bleeding can be stopped only by a successful DC 
  15 Heal check or the application of any cure spell or 
  other healing spell (heal, mass heal, and so on). 
   
  Improved Grab (Ex): To use this ability, a 
  nycaloth commander must hit with both claw attacks. 
  It can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it wins 
  the grapple check, it establishes a hold and can attempt 
  to either deal damage with its claws, rake the grappled 
  target (see below), or use its liftoff ability (see below). 
   
  Liftoff (Ex): A nycaloth commander can lift Large 
  or smaller opponents. A medium load is between 933 
  and 1,865 pounds. A heavy load is between 1,866 and 
  2,800 pounds. A nycaloth commander can’t carry a load 
  of more than 2,800 pounds. 
   
  Rake (Ex): Attack bonus +27, damage 1d8+6. A 
  nycaloth commander that gets a hold can make two 
  rake attacks with its hind legs. This includes using the 
  Power Attack feat to take a -3 penalty on its attack rolls 
  and gain +3 on damage rolls. 
   
  Spell-Like Abilities: At will—deeper darkness, 
  desecrate, fear (DC 18), greater teleport (self plus 50 
  pounds of objects only), mirror image, see invisibility; 
  caster level 14th. 
   
  Summon Yugoloth (Sp): Once per day, a 
  nycaloth commander can attempt to summon another 
  nycaloth or 1d3 mezzoloths with a 30% chance of 
  success. 
   
  Active Spells: mirror image (CL 14), see 
  invisibility (CL 14). 
   
  Possessions: +2 greataxe, +2 breastplate. 
   
  Physical Description: Though large and obviously 
  powerful, this winged green creature still evokes a 
  sense of speed and agility. Its dog-shaped head turns 
  quickly form side to side, almost like a bird’s. The claws 
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  Page 34 
  
  on the ends of its powerful fingers look like more than 
  a match for all but the best armor. 
   
  Source: Monster Manual III 202 
   
  Ultraloth: CR 13; Medium outsider (evil, extraplanar, 
  yugoloth); HD 18d8+90; hp 171; Init +3; Spd 30 ft.; AC 
  21, touch 13, flat-footed 18 (+3 Dex, +8 natural); Base 
  Atk +18; Grp +19;  Atk +22 melee (1d8+4/19-20, +3 
  longsword) or +22 ranged (spell, ray); Full Atk 
  +22/+17/+12 melee (1d8+4/19-20, +3 longsword); SA 
  hypnotic gaze, spell-like abilities, summon yugoloth; 
  SQ damage reduction 15/good, darkvision 60 ft., 
  immunity to acid and poison, resistance to cold 10, 
  electricity 10, and fire 10, spell resistance 25, telepahy 
  100 ft.; AL NE; SV Fort +16, Ref +14, Will +15; Str 13, 
  Dex 16, Con 21, Int 16, Wis 15, Cha 19. 
   
  Skills and Feats: Bluff +22, Concentration +26 (+30 
  casting defensively), Diplomacy +23, Intimidate +27, 
  Knowledge (arcana) +24, Knowledge (the planes) +24, 
  Listen +20 , Move Silently +21, Search +21, Sense 
  Motive +21, Spellcraft +26 , Spot +22; Combat Casting, 
  Iron Will, Point Blank Shot, Precise Shot, Quicken 
  Spell-Like Ability (scorching ray), Spell Focus 
  (enchanment), Weapon Focus (ray). 
   
  Languages: Abyssal, Draconic, Infernal. 
   
  Hypnotic Gaze (Ex): Hypnotic pattern as cast by 
  an 18th-level sorcerer, no HD limit, 30 feet, Will DC 23 
  negates. The save DC is Charisma-based. 
   
  Spell-Like Abilities: At will—alter self, deeper 
  darkness, desecrate, fear (DC 18), gaseous form, greater 
  teleport (self plus 50 pounds of objects only) 
  invisibility, prying eyes, ray of enfeeblement (+22 
  ranged touch), ray of exhaustion (+22 ranged touch), 
  scorching ray (+22 ranged touch), scrying, see 
  invisibility, suggestion; 3/day—binding (DC 23), 
  enervation (+22 ranged touch), geas/quest, mass 
  suggestion (DC 21); 1/day—symbol of death (DC 22); 
  caster level 18th. 
   
  Summon Yugoloth (Sp): Once per day, an 
  ultraloth can attempt to summon 1d4 nycaloths, 1d6 
  mezzoloths, or another ultraloth with a 35% chance of 
  success. 
   
  Power-Up Suite (Prepared—alter self [pit fiend 
  form]):  Spd 40 ft., fly 60 ft. (average); AC 35, touch 12, 
  flat-footed 32 (-1 size, +3 Dex, +23 natural); Grp +23; 
  Atk +18 melee (2d8+1, claw) or +21 ranged (spell, ray); 
  Full Atk +18/+18 melee (2d8+1, 2 claws) and +13/+13 
  melee (2d6, 2 wings) and +13 melee (4d6, bite) and +13 
  melee (2d8, tail slap); Space/Reach 10 ft./10 ft. 
   
  Active Spells: alter self (pit fiend form, CL 18), see 
  invisibility (CL 18). 
   
  Possessions: +3 longsword. 
   
  Physical Description: Dark-skinned and alien-
  looking, this slim figure is fearsome to behold. Its long 
  head and bulbous eyes give its face an imposing, evil 
  look. 
   
  Source: Monster Manual III 204 
  Of Ruin, Restitution, and Revival 
   
  Page 35 
  
  APPENDIX 2: OPTIONAL ENCOUNTER 
  ENCOUNTER 9: THE TRAITOR 
   
   
  Arryn Alcor: Male aasimar death knight fallen paladin 
  8/blackguard 10; CR 21; Medium undead; HD 18d10; 
  hp 112; Init +3 (+9 with motivate Dexterity); Spd 20 ft., 
  fly 40 ft. (good); AC 37, touch 16, flat-footed 35 (+3 
  Dex, +5 natural, +12 +4 mithral full plate, +4 +2 heavy 
  steel shield, +3 ring of protection +3); BA/G +18/+24; 
  Atk +26 melee (1d10+8/19-20, +2 unholy bastard 
  sword) or +24 melee (1d8+8 plus 1 Con, touch); Full 
  Atk +26/+21/+16 melee (1d10+8/19-20, +2 unholy 
  bastard sword); SA abyssal blast 1/day, command 
  undead 11/day, smite good 3/day, sneak attack +3d6; 
  SQ aura of despair, aura of evil, DR 15/magic, dark 
  blessing, daylight, detect good, fiendish servant, 
  immunity to cold, electricity, polymorph, and turning, 
  outsider traits, poison use, resistance to acid 5, undead 
  traits; SR 28; AL CE; SV Fort +21, Ref +16, Will +18; Str 
  22, Dex 17, Con -, Int 15, Wis 21, Cha 26. 
   
  Skills and Feats: Concentration +10, Diplomacy 
  +19, Handle Animal +13, Intimidate +18, Knowledge 
  (nobility and royalty) +5, Knowledge (religion) +15, 
  Listen +7, Ride +26 (+32 with motivate Dexterity), 
  Sense Motive +16, Spot +7; Craft Magic Arms and 
  Armor, Craft Wondrous Item, Exotic Weapon 
  Proficiency 
  (bastard 
  sword), 
  Mounted 
  Combat, 
  Negotiator, Power Attack, Ride-By Attack, Spirited 
  Charge. 
   
  Languages: Common, Celestial, Draconic, Elven. 
   
  Abyssal Blast (Su): 1/day, 20-ft. radius spread, 
  range 1,120 ft., 18d6 fire/divine, DC 27 Reflex half. 
   
  Aura of Despair (Su): 10 ft., enemies take -2 
  penalty on saving throws. 
   
  Daylight (Sp): Arryn can use daylight once per 
  day as a 18th-level sorcerer. 
   
  Fear Aura (Su): 15 ft., 5 HD or less, DC 27 Will 
  negates, fear. 
   
  Smite Good (Su): 3/day, +8 to attack, +10 to 
  damage against a good foe. 
   
  Blackguard Spells Prepared (4/3/3/2); 1st—
  corrupt weapon, doom (DC 16), inflict light wounds (2) 
  (DC 16); 2nd—bull’s strength, death knell, eagle’s 
  splendor; 3rd—inflict serious wounds (DC 18), 
  protection 
  from 
  energy 
  (2); 
  4th—freedom 
  of 
  movement, inflict critical wounds (DC 19). 
   
  Active Spells: bull’s strength (CL 10), corrupt 
  weapon (CL 10), eagle’s splendor (CL 10), freedom of 
  movement (CL 10), greater magic weapon (bastard 
  sword, CL 22), heroes’ feast (CL 18), magic vestment 
  (full plate, CL 22), magic vestment (shield, CL 22), 
  protection from energy (acid) (CL 10), protection from 
  energy (fire) (CL 10), protection from energy (sonic) 
  (CL 10), spell resistance (CL 22), superior resistance 
  (CL 18). 
   
  Possessions: +4 mithral full plate, +2 arrow 
  deflecting heavy steel shield, +2 unholy bastard sword, 
  ring of protection +3, gloves of dexterity +2, necklace 
  of fireballs type V, 3 pearls of power (1st), pearls of 
  power (3rd), winged boots. 
   
  Powered-Up Suite (Prepared – bull’s strength, 
  eagle’s splendor, greater magic weapon, heroes’ 
  feast, magic vestment [2], spell resistance, superior 
  resistance): hp 125; AC 41, touch 16, flat-footed 38 (+3 
  Dex, +5 natural, +13 +5 mithral full plate, +7 +5 heavy 
  steel shield, +3 ring of protection +3); BA/G +18/+26; 
  Atk +32 melee (1d10+13/19-20, +5 unholy bastard 
  sword) or +27 melee (1d8+10 plus 1 Con, touch); Full 
  Atk +32/+27/+22 melee (1d10+13/19-20, +5 unholy 
  bastard sword); SA command undead 13/day; SR 34; 
  SV Fort +29, Ref +24, Will +26; Str 26, Cha 30. 
   
  Smite Good (Su): 3/day, +10 to attack, +10 to 
  damage against a good foe. 
   
  Black Strider, Advanced Nightmare: Male nightmare 
  marshal 1; CR -; Large outsider (evil, extraplanar); HD 
  9d8+45; hp 85; Init +1 (+7 with motivate Dexterity); 
  Spd 30 ft., fly 60 ft. (good); unarmored base speed 40 ft., 
  fly 90 ft. (good); AC 32, touch 10, flat-footed 32 (+1 
  Dex, +14 natural, -1 size, +8 full plate); Base Atk +8; Grp 
  +18; Atk +14 melee (2d6+6 plus 1d4 fire, hoof); Full Atk 
  +14/+14 melee (2d6+6 plus 1d4 fire, 2 hooves) and +9 
  melee (1d8+3, bite); SA flaming hooves, smoke; SQ 
  astral 
  projection, 
  empathic 
  link, 
  etherealness, 
  improved evasion, minor aura, share saving throws, 
  share spells; AL NE; SV Fort +18, Ref +7, Will +10; Str 
  22, Dex 12, Con 20, Int 12, Wis 14, Cha 18.  
   
  Skills and Feats: Concentration +16, Diplomacy 
  +9, Intimidate +16, Knowledge (the planes) +13, Listen 
  +16, Move Silently +7, Search +12, Sense Motive +14, 
  Spot +15, Survival +14 (+16 on other planes and 
  following tracks); Alertness, Improved Natural Attack 
  (hoof), Run, Skill Focus (Diplomacy)
  B, Weapon Focus 
  (hoof). 
   
  Languages: Abyssal, Common. 
   
  Flaming Hooves (Su): A blow from Black 
  Strider’s hooves sets combustible material alight. 
   
  Smoke (Su): free action 1/round, duration 1 
  round, 15 ft. cone, DC 19 Fort. save negates, -2 penalty 
  on all attack and damage rolls for 1d6 minutes, 
  concealment within 5 ft., total concealment at 10 ft.+, 
  does not obscure Black Strider’s vision. 
   
  Astral Projection and Etherealness (Su): These 
  abilities as just like the spells of the same names (caster 
  level 20th); Black Strider can use either at will. 
  Of Ruin, Restitution, and Revival 
   
  Page 36 
  
   
  Minor Aura (Ex): Black Strider may project one 
  minor aura at a time. 
   
  Projecting an aura is a swift action. The aura 
  remains in effect until Black Strider uses a free action 
  to dismiss it or activates another aura of the same kind 
  (major or minor). Black Strider can have an aura active 
  continually; thus, an aura can be in effect at the start of 
  a combat encounter even before Black Strider takes his 
  first turn. 
   
  Activating an aura involves haranguing, ordering, 
  directing, encouraging, cajoling, or calming allies. 
  Black Strider sizes up the enemy, allies, and the terrain, 
  then gives allies the direction that they can use to do 
  their best. 
   
  Unless otherwise noted, Black Strider’s aura 
  affects all allies within 60 feet (including himself) who 
  can hear him. An ally must have an Intelligence score 
  of 3 or higher and be able to understand his language 
  to gain the bonus. Black Strider’s aura is dismissed if he 
  is dazed, unconscious, stunned, paralyzed, or otherwise 
  unable to be heard or understood by his allies. 
   
  Motivate Dexterity: Bonus on Dexterity checks, 
  Dexterity-based skill checks, and initiative checks. 
   
  Active Spells: bull’s strength (CL 10), eagle’s 
  splendor (CL 10), freedom of movement (CL 10), 
  heroes’ feast (CL 18), magic vestment (full plate, CL 
  22), protection from energy (acid) (CL 10), protection 
  from energy (fire) (CL 10), protection from energy 
  (sonic) (CL 10). 
   
  Possessions: masterwork full plate barding. 
   
  Powered-Up Suite (Prepared – bull’s strength, 
  eagle’s splendor, heroes’ feast, magic vestment): hp 
  98; AC 37, touch 10, flat-footed 37 (+1 Dex, +14 natural, 
  -1 size, +13 +5 full plate); Grp +20; Atk +17 melee 
  (2d6+8 plus 1d4 fire, hoof); Full Atk +17/+17 melee 
  (2d6+8 plus 1d4 fire, 2 hooves) and +12 melee (1d8+4, 
  bite); SQ immunity to fear and poison; SV Will + 11; 
  Str 26, Cha 22.  
   
  Skills and Feats: Diplomacy +11, Intimidate +18. 
   
  Elite Spellstitched Wight: CR 5; Medium undead; 
  HD 4d12; hp 26; Init +3 (+9 with motivate Dexterity); 
  Spd 30 ft.; AC 17, touch 13, flat-footed 14 (+3 Dex, +4 
  natural); Base Atk +2; Grp +4; Atk +4 melee (1d4+2 plus 
  energy drain, slam); SA create spawn, energy drain (DC 
  16), spell-like abilities; SQ DR 5/magic, turn resistance 
  +2, undead traits; SR 19; AL LE; SV Fort +1, Ref +4, 
  Will +6; Str 15, Dex 17, Con -, Int 10, Wis 14, Cha 18.  
   
  Skills and Feats: Hide +10 (+16 with motivate 
  Dexterity), Listen +8, Move Silently +18 (+24 with 
  motivate Dexterity), Spot +8; Alertness, Blind-Fight. 
   
  Languages: Common. 
   
  Spell-Like Abilities: +5 ranged touch; 3/day—
  scorching ray; 2/day—haste, lightning bolt (DC 17), 
  magic missile, ray of enfeeblement; 1/day—false life. 
  Caster level 4th. 
   
  OR 3/day—scorching ray; 2/day—fireball (DC 
  17), greater mage armor, magic missile, ray of 
  enfeeblement; 1/day—false life. 
   
  OR 3/day—scorching ray; 2/day—fireball (DC 
  17), haste, magic missile, ray of enfeeblement; 1/day—
  false life. 
   
  Active Spells: false life (CL 4), greater mage armor 
  (CL 4), haste (CL 4), heroes’ feast (CL 18). 
   
  Powered-Up Suite (Prepared – false life, greater 
  mage armor, haste, heroes’ feast): hp 48; Init +3; Spd 
  60 ft.; AC 24, touch 14, flat-footed 20 (+3 Dex, +4 
  natural, +1 haste, +6 greater mage armor); Atk +6 melee 
  (1d4+2 plus energy drain, slam); Full Atk +6/+6 melee 
  (1d4+2 plus energy drain, slam); SV Ref +5. 
  Of Ruin, Restitution, and Revival 
   
  Page 37 
  
  APPENDIX 3: THE BLEAK ETERNITY OF GEHENNA 
  It is a plane without charity, mercy, or pity. 
   
  It is the Oven of Perdition, the Fourfould Furnaces. 
   
  It is where yugoloths cavort on endless volcanic slopes. Gehenna’s top layer borders Hades and the Nine Hells, so it 
  is not a pleasant place. Floating in an impenetrable, infinite void are volcanic mountains seemingly without base or 
  peak. They are only finite in the strictest sense of the word, measuring hundreds of thousands of miles in each 
  direction. A single volcanic mountain dominates each of the four layers of Gehenna, though lesser volcanic earthbergs 
  drift and sometimes smash into the greater mountains. 
   
  There is no naturally occurring level place in any of the layers; all the slopes are at least 45 degrees, and many are 
  akin to sheer cliffs. Gehenna’s fiendish inhabitants have carved artificial ledges, some large enough to entire cities, and 
  switchback paths to connect them. But those edifices are not carved by native yugoloths or deities have a tendency to 
  break apart, sending their builders on a long, sliding fall down the mountain. 
   
  Gehenna’s four layers are Khalas, Chamada, Mungoth, and Krangath. Each layer is differentiated from the other by 
  its degree of volcanic activity. 
   
  Powerful entities that possess realms on Gehenna include many lords of the yugoloths, as well as Melif the Lich-
  Lord and Memnor, deity of evil fire cloud giants. The realm of Maanzicorian, an illithid deity, was once located here. 
  But Maanzicorian was slain by Tenebrous, the name taken by the demon lord Orcus when he first returned from 
  supposed annihilation. Accordingly, Maanzicorian’s realm has started to crumble, its deity gone. 
   
  GEHENNA TRAITS 
  Gehenna has the following traits (for a description of planar traits see the DMG page 147). 
  • 
  Normal Gravity: Gravity is similar to the Material Plane, but naturally occurring volcanic mountains seem to float 
  free in an infinitely larger void. Gravity is normal on the steep slopes of a mountain, and a fall tumbles victims 
  many miles until a chance ledge catches them, or continued rolling abrasions of the fall completely shred the 
  victim. 
  • 
  Normal Time. 
  • 
  Infinite Size: The impenetrable void of Gehenna is infinite, but each volcanic mountain is finite. Each is far larger 
  than the largest known land mass on the Material Plane, however. 
  • 
  Divinely Morphic: Memnor and other deities can alter Gehenna’s mountainous landscape. Ordinary creatures 
  find Gehenna is as alterable as the Material Plane. 
  • 
  No Elemental or Energy Traits. 
  • 
  Mildly Evil-Aligned: Good characters on Gehenna suffer a -2 penalty on all Charisma-based checks. 
  • 
  Normal Magic. 
   
  GEHENNA LINKS 
  Like all the lower planes, Gehenna has the River Styx flowing through at least its first layer, Khalas. In fact, it is the 
  biggest river on the layer, and it hurtles through gorges and canyons with breaktaking speed. Its cataracts are legendary, 
  and the occasional ledge creates waterfalls of epic, if polluted proportion. Attempting to change planes via the Styx is a 
  very dangerous thing indeed, on Gehenna. 
   
  Portals to other planes are fairly common, as are portals between layers of Gehenna. They usually appear as 
  bottomless black chasms. Sometimes they are marked as portals, but sometimes yugoloths mark actual bottomless 
  chasms as portals by mistake or with malice. 
   
  MOVEMENT AND COMBAT 
  Movement on Gehenna is much like movement on the Material Plane, though the mountainous, sloping nature of 
  Gehenna imposes constant dangers. 
   
  Falling on Gehenna 
  Because every natural surface on Gehenna slopes at least 45 degrees (except for the occasional ledges and artificial 
  constructions), moving from place to place is dangerous. 
  Of Ruin, Restitution, and Revival 
   
  Page 38 
  
   
  The description of the Climb skill in Chapter 4 of the Player’s Handbook describes how characters move about on 
  Gehenna’s slopes. The DC for Climb checks on Gehenna varies from 0 for ordinary slopes to 15 for steep areas and 25 
  for sheer cliffs. 
   
  Creatures can move one-quarter speed as a move-equivalent action on the sloping surfaces, or at one-half speed as a 
  full-round action. Attempting to move faster incurs a -5 penalty on the Climb check, as described in the Player’s 
  Handbook. 
   
  Those who fail their Climb checks make no progress. If they fail their Climb checks by 5 or more, they fall. If a fall 
  occurs, the victim rolls, bounces, and rebounds off the endless steep slope of Gehenna. Falling characters get a chance to 
  catch themselves by making a Climb check (DC 10 on a slope, 35 in a steep area, and 45 on a cliff). 
   
  If the fall occurs in a random location, the victim comes to a stop on a natural ledge some 10d10+100 feet farther 
  below and takes 10d6 points of damage from the bouncing and bone-jarring descent. In some locations on Gehenna, a 
  victim’s fall could end sooner—in a river of lava. 
   
  Gehenna Combat 
  Combat on Gehenna is much like it is between two climbing foes on the Material Plane. Anyone on the surface of 
  Gehenna’s mountains loses his Dexterity bonus to AC and cannot use a shield. Attackers get a +2 bonus to attack 
  climbers, even if they’re climbing themselves. 
   
  A climber who takes damage must immediately make a new Climb check against the DC of the slope. If the 
  climber fails, he immediately falls, taking damager as described in Falling on Gehenna, above. 
   
  FEATURES OF GEHENNA 
  Each layer of Gehenna (called a mount) is slightly different, but each burns with an evil will. The lava flows seem to 
  seek out the casual traveler, and fissures open under a visitor’s feet as if the ground itself hungers. As on Carceri, the 
  slopping earth itself provides light, so shadows stretch upward. 
   
  Khalas 
  The air of Gehenna’s first and lowest layer has a crimson tint near the ground, due to the magma flows and pyroclastic 
  ash, but it quickly fades to black no more than a few dozen feet overhead. Strangely, the next mount, Chamada, is visible 
  in the darkness overhead, though it is so far away that it burns like a small, bloody moon. 
   
  The slopes of Khalas are streaked with waterfalls and cloaked in steam. The falls never find the bottom of the layer, 
  either evaporating or disappearing into fissures. The mightiest waterfalls are those made by the River Styx as it makes its 
  tumultuous passage across this forbidding layer. 
   
  Chamada 
  The second mount of Gehenna is the most savage. The slopes burn with constantly flowing magma so thick that solid, 
  cool ground is rare, and so bright that the glare blots out the sky itself. Cascading lava rivers sometimes harden and 
  briefly dam the fiery flow, only to explosively burst forth in new directions. Vents unexpectedly open, spewing fresh 
  ejecta, and miniature volcanoes are common. The air itself is usually filled with feather-soft gray ash, which falls 
  everywhere like dread snow, often dropping visibility to zero. 
   
  Nimicri: From the slopes of Chamada, Nimicri appears as a small moon about 2,000 feet in diameter. It floats in 
  splendid isolation above the burning mount, covered with spires, steeples, and less dramatic structures connected by a 
  weblike network of streets. Everything is clean, the buildings are comfortable and in excellent repair, and every citizen 
  of Nimicri is quite polite. Excellent goods of all sorts can be had at the trading post, and Nimicri is an established stop 
  along several trading routes that crisscross the Outer Planes. 
   
  What most visitors never realize is that Nimicri—buildings, people and all—is one vast creature that mimics a 
  town. Sometimes Nimicri absorbs a visitor into itself completely, but other times it allows visitors to leave completely 
  unharmed. If even a single drop of a visitor’s blood spills onto any surface in the city, Nimicri is able to duplicate that 
  visitor exactly, including memories up to the point when the blood was spilled. If a “citizen” of Nimicri is ever forcibly 
  removed from the town, it immediately dies like a limb severed from a body. 
   
  For more information on the plane of Gehenna, see the Manual of the Planes, pages 111-114. 
   
  Source: Manual of the Planes 111 
  Of Ruin, Restitution, and Revival 
   
  Page 39 
  
  APPENDIX 4: NEW RULES 
  SPELLS 
  Analyze Portal 
  Divination 
  Level: Bard 3, Portal 2, sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: 60 ft. 
  Area: Cone-shaped emanation from you to the extreme 
  of the range 
  Duration: Concentration, up to 1 round/level (D) 
  Saving Throw: See text 
  Spell Resistance: No 
   
  Seeing with a magic eye, you sense the portal. Studying 
  it, knowledge about the portal comes into your mind as 
  though it was a memory you could not recall until now. 
   
  You can tell whether an area contains a magical portal 
  or the effect of a gate spell. If you study an area for 1 
  round, you know the sizes and locations of any such 
  portals in the area. Once you find a portal, you can 
  study it. (If you find more than one portal, you can 
  study only one at a time.) 
   
  Each round you study a portal, you can discover 
  one property off the portal, in this order. 
   
  • 
  Any key or command word needed to activate the 
  portal. 
  • 
  Any special circumstances governing the portal’s 
  use (such as specific times when it can be 
  activated). 
  • 
  Whether the portal is one-way or two-way. 
  • 
  A glimpse of the area where the portal leads. You 
  can look at the area where the portal leads for 1 
  round; the range of your vision is the spell’s range. 
  Analyze portal does not allow other divination 
  spells or spell-like abilities to extend through the 
  portal. For example, you cannot also use detect 
  magic or detect evil to study the area where the 
  portal leads while viewing the area with analyze 
  portal. 
   
  For each property, you make a caster level check (1d20 
  + caster level) against DC 17. If you fail, you can try 
  again in the next round. 
   
  Analyze portal has only a limited ability to reveal 
  unusual properties as follows. 
   
  • 
  Random Portals: The spell reveals only that the 
  portal is random and whether it can be activated 
  now. It does not reveal when the portal starts or 
  stops functioning. 
  • 
  Variable Portals: The spell reveals only that the 
  portal is variable. If you study the portal’s 
  destination, the spell reveals on the destination to 
  which the portal is currently set. 
  • 
  Creature-Only Portals: The spell reveals this 
  property. If you study the portal’s destination, the 
  spell reveals where the portal sends creatures. If it 
  is the kind of portal that sends creatures to one 
  place and their equipment to another place, the 
  spell does not reveal where the equipment goes. 
  • 
  Malfunctioning Portals: The spell reveals only that 
  the portal is malfunctioning, not what sort of 
  malfunction the portal produces. 
   
  Material Components: A crystal lens and a small 
  mirror. 
   
  Source: Spell Compendium 10 
   
  Mage Armor, Greater 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  An invisible sheen of armor-shaped force surrounds 
  you. 
   
  This spell functions like mage armor (PH 249), except 
  that it requires no material component and its tangible 
  field of force provides a +6 armor bonus to Armor 
  Class. 
   
  Source: Spell Compendium 136 
   
  Resistance, Greater 
  Abjuration 
  Level: Bard 4, cleric 4, druid 4, sorcerer/wizard 4 
  Duration: 24 hours 
   
  Just as you touch the spell’s subject, a feeling of peace 
  and watchful guardianship fills your being. 
   
  This spell functions like resistance (PH 272), except as 
  noted here. You grant the subject a +3 resistance bonus 
  on saves. 
  Of Ruin, Restitution, and Revival 
   
  Page 40 
  
   
  Source: Spell Compendium 174 
   
  Resistance, Superior 
  Abjuration 
  Level: Bard 6, cleric 6, druid 6, sorcerer/wizard 4 
  Duration: 24 hours 
   
  As you finish casting the spell, you feel imbued with 
  the feeling that something greater than yourself is 
  protecting you. When you touch your intended subject 
  and release the spell, the feeling disappears. 
   
  This spell functions like resistance (PH 272), except as 
  noted here. You grant the subject a +6 resistance bonus 
  on saves. 
   
  Source: Spell Compendium 174 
  Of Ruin, Restitution, and Revival 
   
  Page 41 
  
  PLAYER HANDOUT 1 
  A week ago, you were summoned in Groucester to appeal before her prominence, Viola the Dark. The vampire priestess 
  met with you under cover of night in a distant location in the Bluff Hills, far from the safety of Groucester’s walls. The 
  information she revealed to you was intriguing. 
   
  “The war effort against the Pholtan bastards and those pitiful wasps of Stoink goes well. Our illustrious general, 
  Arryn Alcor, has been leading the forces of the Northern Alliance to victory upon victory and within a few short weeks 
  we will lay siege to Falschhiett itself. However, there are ill portents on the horizon. The leaders of the Northern 
  Alliance have divined that the knight’s herald can still be used to stop Arryn Alcor if a certain ritual is performed. We 
  must first learn the nature of this ritual and then stop it at all costs. You are to infiltrate the Grand Theocracy of Dimre 
  with a party of adventurers and mercenaries to volunteer to undertake the task. However, you will be a double agent. Do 
  everything within your power to prevent the ritual from coming to fruition, and if there is any way you can hasten 
  Arryn Alcor’s arrival in the Dimrite capital, please do so. 
   
  “The Pale Lady will reward your efforts richly if you succeed. However, if you fail, know that the wrath of the 
  Northern Alliance and the entire Empire of Iuz will fall upon you. You will never be welcome in the Northern 
  Alliance’s lands again, and my mistress will do everything within her power to see that you are hunted down. Do not 
  fail.” 
   
  With that, Viola fades away from view, dissolving into a barely discernable mist before disappearing altogether. 
  Where she stood sits a hat and a single ring. 
  Of Ruin, Restitution, and Revival 
   
  Page 42 
  
  PLAYER HANDOUT 2 
  The following letter was delivered to you by a young page. 
   
  Dear Friend, 
   
  Greetings to you. Your exploits are known throughout the land and your skill is unmatched. I have dire need of 
  your talents. I represent the Grand Theocracy of Dimre, but more importantly, I have portents of an imminent disaster 
  that we must act upon quickly to prevent. Please hasten to the city of Falschheit so that we may speak of more. The fate 
  of the entire Bandit Kingdoms may rest upon your shoulders. Please come. 
   
  May the Blinding Light seek the darkness wherever it lies, 
  Osilin Danris 
  Lord Inquisitor of Internal Affairs 
  Grand Theocracy of Dimre 
   
  Of Ruin, Restitution, and Revival 
   
  Page 43 
  
  PLAYER HANDOUT 3 
  The following letter was delivered to you by a young page. 
   
  To the Enemy of the Theocracy, 
   
  Your foul deeds, vile greed, and hideous corruption are known throughout the land. However, your skill is 
  unmatched, and I have dire need of your talents. I represent the Grand Theocracy of Dimre, but more importantly, I 
  have portents of an imminent disaster that we must act upon quickly to prevent. If you answer this call, any crimes you 
  have committed against the state will be erased in thanks for your participation. However, we will take precautions to 
  ensure you do not betray our trust. Please hasten to the city of Falschheit so that we may speak of more. The fate of the 
  entire Bandit Kingdoms may rest upon your shoulders. Please come. 
   
  May the Blinding Light seek the darkness wherever it lies, 
  Osilin Danris 
  Lord Inquisitor of Internal Affairs 
  Grand Theocracy of Dimre 
  Of Ruin, Restitution, and Revival 
   
  Page 44 
  
  PLAYER HANDOUT 4 
  Knight’s Herald: holy avenger minor artifact; AL LG; Int 10, Wis 18, Cha 18; Speech, telepathy, darkvision 120 ft., 
  hearing, blindsense, read magic, read all languages, Caster level 20; Ego score 34. 
       Languages: Celestial. 
       Lesser Powers: bless 3/day, cure moderate wounds 3/day, detect evil at will, 23 ranks in Knowledge (the planes). 
       Greater Powers: dispel evil 1/day, flame strike 1/day.  
       Dedicated Power: When fighting a demon, the wielder gains a +2 sacred bonus to attacks, saves, and checks. 
       Artifact Powers: If the wielder is a paladin, they gain a +10 Enhancement bonus to Charisma as long as the Knight’s 
  Herald is in their possession. 
       Personality: Crafted by Barachiel, the Messenger, for his servant Arryn Alcor, this blade is over 500 years old. 
  Knight’s Herald is an exquisitely crafted, shimmering, cold iron blade that radiates a pure, white light as a torch when 
  unsheathed. Haughty and proud, Knight’s Herald’s special purpose is to slay demons. In addition, it attempts to assert 
  control over the wielder if the wielder ever attempts a Chaotic or Evil act. Otherwise, it incessantly uses its telepathy 
  ability to suggest that the wielder take great pains to hunt demons and takes numerous occasions to imply that the 
  wielder is not being as righteous as he or she could be. It is constantly searching out evil and refuses to back down from 
  a fight against any creature with an evil aura of strong power or greater. Should its wielder back down from such a fight, 
  an ego battle ensues. 
       Only a paladin can unlock its true powers, but it will communicate with lawful good, lawful neutral, or neutral good 
  divine spellcasters, asking them to deliver it into the hands of a suitable paladin wielder, or encouraging them to 
  become paladins themselves in order to realize their potential. In the hands of all others, the Knight’s Herald silently 
  functions as a +2 cold iron longsword while attempting to force them into delivering it to a paladin (see Items Against 
  Characters, DMG pg. 271). Knight’s Herald prefers to be wielded by its originally intended owner, Arryn Alcor 
  (although as he is presently evil, the sword is not willing to serve him in his current state).  
       All characters of non-Lawful Good alignment suffer three negative levels if they handle this artifact. A character who 
  is Evil instead suffers four negative levels if he handles this artifact. Although these negative levels never result in actual 
  level loss, they remain as long as the sword is in hand and cannot be overcome in any way (including restoration spells). 
  The negative levels disappear when the sword is stowed or leaves the wielder’s possession. Knight’s Herald cannot be 
  fooled through the use of the Use Magic Device skill. Strong evocation [good, law]; CL 20th; Price n/a; Weight 4 lbs. 
  Cannot be crafted. 
   
  Of Ruin, Restitution, and Revival 
   
  Page 45 
  
  CAMPAIGN CONSEQUENCES 
  If you are running this event as part of the premiere (Millenium Con 2006) or within one month of the premiere (i.e. 
  before December 10th, 2006), please email the answers to these questions to airwalkrr@gmail.com. 
   
  Did the PCs successfully complete the ritual on Chamada and return the knight’s herald to Falschheit? 
   
  Did the PCs attack and destroy Arryn Alcor? 
   
  If you answered “yes” above, did the PCs loot Arryn Alcor’s corpse or have him resurrected? 
  Of Ruin, Restitution, and Revival 
   
  Page 46 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Bandit Kingdoms/BDK6-08 - Of Ruin, Restitution, and Revival.pdf