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 
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  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  VEL8-03 
   
   
   
   
  A Day at the Museum 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Regional Adventure 
   
   
  by Lynn Register & Brian Gilkison 
  Circle Reviewers: Tim Sech  
  Reviewers: Dave Kerscher 
   
   
   
  An adventurer recently elevated to noble rank wants to show the people of Veluna his philanthropic nature, donates to 
  the Museum of Mitrik artifacts and money to build space to house them.  Today is the grand opening and noble, clergy, 
  commoner and adventurer alike are invited to see the fabled Rings of Austor - the phylactery of the destroyed Canon 
  Herion himself!  What could possibly go wrong?  A one-round Regional adventure set in the Archclericy of Veluna for 
  characters level 1-15 (APLs 2-14). 
   
  Resources for this adventure [and the authors of those works] include Arms & Equipment Guide [Eric Cagle, Jesse Decker, Jeff Quick, James Wyatt], 
  Book of Vile Darkness [Monte Cook], Complete Divine [David Noonan], Complete Mage [Skip Williams, Penny Williams, Ari Marmell, Kolja Raven 
  Liquette], Complete Scoundrel [Mike McArtor & F.Wesley Scheider], Complete Warrior [Andy Collins & Bruce R. Cordell], Exemplars of Evil 
  [Robert J. Schwalb], Fiend Folio [ Eric Cagle, et.al.], Fiendish Codex [Robin D Laws, Robert J. Schwalb], Heroes of Horror [James Wyatt, Ari Marmell, 
  C.A Sulieman], Magic Item Compendium [Andy Collins, et.al.], Minature’s Handbook [Michael Donais, Skaff Elias, Rob Heinsoo, Jonathan Tweet], 
  Monster Manual III [ Rich Burlew, Eric Cagle, Jesse Decker, et.al.], Monster Manual IV [Gwendolyn F.M. Kestrel, Jennifer Clarke WIkes, et.al.], 
  Player’s Handbook II [David Noonan], and Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor, et.al.] Tome of Magic [Matthew Sernett, 
  Ari Marmell, David Noonan, Robert J. Schwalb], Eight years of Veluna modules [Volunteer authors who need credit]
  
  VEL8-03 A Day at the Museum 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event 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 session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  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 calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. 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. 
   
  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. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are 
  playing this adventure in 2008, check the current version 
  of the LGCS and follow any updated rules presented 
  within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard 1-round Veluna adventure. As of 
  September 1, 2007, there is no Time Unit cost to play 
  the adventure portion of this adventure; however, 
  standard Time Unit costs still apply to crafting, magic 
  item creation, performing or other non-adventure 
  related activities or penalties. The cost for Standard 
  Upkeep is 12 gp for PCs whose home region is in 
  Veluna, or 24 gp for out-of-region PCs. Both Rich 
  Upkeep and Luxury Upkeep cost 75 gp regardless of 
  home region.  
   
  PCs 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 PC that does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild. If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival check, the 
  PC 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 PC 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. 
   
  PREPARATION FOR PLAY 
  • 
  The DM should get some pre-rolled Spot and Listen 
  checks from the PCs. 
  • 
  Prepare the players to have their ARs handy.  The 
  invite list is derived from items that adventurers 
  have acquired and it is quite extensive over the last 
  eight years.  
  • 
  RECORD EVERYONES ALIGNMENT and DIETY 
  this is very important for both the DC of the disease 
  (per character) and who can participate in the vision 
  encounter. 
   
  NEW RULE ITEMS 
  This adventure utilizes quite a few new rules items – 
  including new classes, feats, spells, and equipment 
  (including magic items) – that do not appear in any of the 
  three core D&D books (Player’s Handbook, Dungeon 
  Master’s Guide, or Monster Manual). The full write-up of 
  any featured feats, spells, or equipment appears in 
  Appendix 2. Information on featured classes, prestige 
  classes, and races appears in the relevant creature’s stat 
  block. This adventure includes all the information 
  required to run these characters. The DM should double-
  check that he fully understands all new rule items 
  presented in this adventure before play begins. 
   
  ADVENTURE BACKGROUND 
  For almost eight years adventurers have been serving 
  Veluna in various missions both covert and overt.  
  Among the most notable missions were the retrieval of 
  the Rings of Austor and the Holy Symbol of Lich Canon 
  Herion before he became a lich.  Various other trinkets 
  and interesting objects have become possessions of the 
  state.  The Mitrik Museum, Colleges of the Divine and 
  Arcane, and the recently raised adventurer Baron 
  Azserimov have devised a method of presentation that 
  protect the artifacts.  These precautions also hopefully 
  protect the museum attendees from any adverse affects of 
  the more notorious objects.  Invitations have been sent 
  out to all personages of all types, be them merchant, 
  noble, commoner or adventurer.  But some special guests 
  are going to be in attendance, some very sick guests.   
   
  In 586 Canon Hazen using the Crook of Rao and 
  with the assistance of the entire College of Bishops, 
  almost every priest of Rao in Mitrik, and even the 
  Archmage Bigby invoked the Flight of Fiends.  Three 
  bishops did not believe the ceremony would work and 
  betrayed it and were cursed.  Six others would become 
  infected with a wasting sickness that was also inspired by 
  Iuz. 
   
  SLIGHT SPOILER FOR CORS8-01 
  The Flight of Fiends also rendered the Crook of Rao 
  effectively “powerless.”  The artifact transferred its 
  magical essence into a young boy.  Adventurers with the 
  use/help of the young boy have undone the Flight of 
  Fiends and (indirectly) the magical essence of the Crook 
  of Rao has been released.   
   
  VEL8-03 A Day at the Museum 
   
  Page 2 
  
  When the magical essence of the Crook of Rao left the 
  material plane the wasting disease awoke from its 
  dormancy.  Two of the Raoan clerics have already died, 
  but the remaining four have clung to life hoping for a 
  cure.  However, a dying High Priestess who was involved 
  in the war against Herion wishes to see the phylactery of 
  the lich before she dies and that is when things go awry.  
   
  Just as the Crook departs the prime material the High 
  Priestess decides to leave the monastery, and for some 
  reason those caring for the sick quickly became infected, 
  but only if they had been divine casters of Rao.   However 
  it seems with every new infected person, the infection 
  seems to be even less discriminating in its victims.  What 
  is not known is once it reaches a critical infection rate it 
  then become a true plague upon Oerth.   
   
  ADVENTURE SUMMARY 
   
  Introduction:  Adventurers get various types of 
  invitations; if they were involved in certain adventures 
  they get a different invitation.  
   
  Encounter 1 – The Museum is Open  Describing 
  the various guests and the various trinkets and of course 
  the phylactery of Herion.  Allowing the party to mingle 
  and meet various guests. 
   
  Encounter 2 – Monument of Peace The dedication 
  of a war memorial gets the major players in the same 
  general area. 
   
  Encounter 3 – Unwelcome Guests.   The exertions 
  of the day have been too much; the High Priestess Semaj 
  sends one of her escort to get some refreshment.  While 
  the escort is gone the gardener notices that she is tired 
  and offers her a drink from his own waterskin.  She 
  accepts and is miraculously cured of the wasting sickness. 
   The gardener is none other than Tallin Creen a retired 
  cleric now 86 years old who was freed from the faerie 
  lands three years ago.  That unexpected act of healing 
  initiates agents of Iuz to action and they attempt to 
  assassinate Tallin Creen. 
   
  Encounter 4 – The Visionquest Tallin Creen 
  shares/tells a vision of how to cure the wasting sickness.  
  Investigating his rooms discover how to get to the faerie 
  realm and that he’s out of that particular seed. 
   
  Encounter 5 – Traveling Music Getting to the 
  faerie realm locations.  
   
  Encounter 6 – A Wilted Rose Once again traveling 
  to the faerie realm and expecting to find the faerie kings 
  camp, the party instead finds devastation and what they 
  need is not here.  
   
  Encounter 7 – Shadowed Furrows   The shadar-kai 
  responsible for the devastation have the seeds that were 
  in the Duke’s camp and depending on APL whether or 
  not the leader is traveling with them. 
   
  Encounter 8 – Traveling Back with the McGuffin 
    Having divined that his fiendish minions were unable 
  to stop the Quest vision; He sent some human minions 
  waiting to either steal or destroy the seeds from being 
  used. 
   
  Conclusion: Hopefully the PCs have recovered the 
  faerie seeds and have brought them back to Mitrik.   
   
  INTRODUCTION 
  There will be three most likely introductions.  An intro is 
  for those that have played Veluna adventure and have 
  retrieved information or items that the museum 
  eventually received to display; or those that haven’t.  
  Lastly there is an intro for Legendary Heroes.  The notes 
  could be delivered anywhere, but for the sake of 
  continuity have them staying at Tannenbaum’s Chalice in 
  Mitrik or wherever would be appropriate for their 
  character (College or the Arcane/Divine, in an alley, 
  Druid’s grove…roll with it) but somewhere near Mitrik.   
   
  INTRO A) Here is the list of adventure that get them a 
  personal invitation for obtaining artifacts or ancient 
  information for the museum or the church.  They are: 
   
  VEL1-06 Fields of Peren 
  VEL2-02 Cup of Tears 
  VEL2-04 In Darkness Lurks 
  VEL2-06 Under a Blood Red Sky 
  VEL2-08 Behind this Crate 
  VEL3-06 Spire of Herions Malice 
  VEL3-07 Pixie in the Bottle 
  VEL4-01 Whispers in the Dark 
  VEL4-05 Heart of Darkness 
  VEL4-09 Bastion of Faith 
  VEL5-03 The Forgotten 
  VEL5-05 The Lost 
  VEL5-08/9 The Reaping 
  VEL6-08 Hearts Lament 
  VEL7-01 Beneath the Rock 
  VEL7-03 Unlamented 
   
  It is a pleasant surprise when a young boy in the garb 
  of the Guild of Messages and Missives delivers an 
  envelope to you.  It is made expensive vellum and has 
  an unbroken wax seal protecting its contents.  The 
  boy waits patiently for a moment, and coughs slightly. 
   
  Tad (the messenger) is expecting a tip.  He’ll wait a few 
  moments and if he doesn’t get one, he’ll sotto voice bad 
  mouth them on the way out.  A successful DC 15 
  Knowledge (local VTF) check reveals the seal of the 
  Museum of Mitrik is embossed into the wax. The time is 
  VEL8-03 A Day at the Museum 
   
  Page 3 
  
  just before “their” morning meal which should be 
  somewhere between 6 and 10 am. 
   
  INTRO B) For those with the Mark of the Legendary 
  Hero Here are the list of adventures: 
  VEL3-08 Escape from Shandalanar 
  VEL4-06 A Harvest of Souls 
  VEL5-01 The Beast Within  
   
  It is a pleasant surprise when a young man in chain 
  mail approaches you and asks for your name. He 
  verifies on his list and hands you an envelope.  It is 
  made of expensive vellum and has an unbroken wax 
  seal protecting its contents.  The man bows over his 
  waist politely and departs without a word. 
   
   
  If the party tries to stop the young man, he (if asked) 
  introduces himself as Squire Umden Semaj and he has 
  been tasked to deliver these envelopes to the people that 
  are on the list (it’s in a belt pouch).  He has been oath 
  bound not to show the list and he is skirting the oath just 
  talking about it.  It was just a task he was given to do, 
  nothing less.  (He’s a second cousin of the High Priestess 
  and doesn’t like it to be well known but there is a strong 
  family resemblance). A successful DC15 Knowledge 
  (local VTF) check reveals the seal of the Museum of 
  Mitrik is embossed into the wax. The time is just before 
  “their” morning meal which should be somewhere 
  between 6 and 10 am. 
   
  INTRO C) For anyone not falling into the above 
  categories   
   
  Flyers, leaflets, posters in the taverns; some people 
  have even found them left under their saddle reins 
  when they stopped for a mere tankard of ale.  But the 
  one thing that is in common that everyone one 
  knows:  The Mitrik Museum is opening a new wing 
  dedicated to the War on Herion and the recent 
  exploits surrounding the war and its set to open 
  tomorrow.  You wonder if it’s worth checking out, but 
  then it has free food and drink…. If the exhibits are 
  boring and the food isn’t that good maybe it’ll blow 
  up or something else exciting. 
   
  Museum hopping is not for everyone, but free food and 
  drink could entice even the stingiest adventurers and the 
  first part of this adventure may be reallllly boring to 
  someone that hasn’t played a lot of adventures in Veluna. 
   
  TROUBLESHOOTING:  If they want to go early, they 
  certainly can but the new wing isn’t open yet and they 
  can pay to see the other displays all they want.  The 
  museum hours are from 10am to 6pm.  It’s currently just 
  before the morning meal which should be somewhere 
  between 6 and 10 am. 
   
   
  1: THE MUSEUM IS OPEN 
  The day is bright and cheery, it seems that Pelor and 
  Beory has blessed the day with pleasant picnic-like 
  weather.  Wooden placards with arrows designating  
   
  MITRIK MUSEUM 
  WAR EXIHIBIT 
  GRAND OPENING 
   
  directions towards the museum.  Apparently the 
  Guild of Messages and Missives made a mint on this 
  event because another young man can be seen 
  correcting a sign that had been changed.  Even before 
  getting close to the museum you can hear the hubbub 
  of voices. It seems that almost everyone in Mitrik 
  may have gotten a personal invitation.  The place is 
  shoulder to shoulder with people.  Knights of Veluna 
  and Mitrik Temple Guard are assisting in making sure 
  that the peace is maintained.  The area around the 
  buffet table is especially popular and has a guard 
  troop of its own.  While waiting you see others of 
  similar ilk standing around. 
   
  If the party members don’t already know each other, they 
  can meet and greet here. Characters that have favors with 
  the museum itself can have the tour led by Sheen or even 
  Francis Banscon (APL 12+) but these characters should 
  have multiple favors of both the church and a service to 
  the museum. Otherwise, a dwarf from Triplegate named 
  Sheen Kriha, runs the daily tours but with the opening of 
  the new wing; he has enlisted the aid of two others: a 
  halfling male Garlyn Verlons and a dwarven female Nyda 
  Royer.   DMs prerogative on who’s to run the tour, the 
  NPCs are all proficient at giving the tour. 
   
  Exhibit hall one: 
  • 
  Displays of various types of archaic armor and 
  weapons of flan and oeridian design in exhibit hall 
  one.   
  Exhibit Hall two: 
  • 
  Dioramas of mediums and large monsters to include 
  ankheg, beholder, behir, carrion crawler, bullette. 
  The old main exhibit hall: 
  • 
  Diorama of the head of a purple worm coming out of 
  the floor (very realistic). 
  • 
  A frost giant-sized spellstitched  skeleton (not 
  activated and standing next to scaffolding players 
  that played VEL4-08 Behind Enemy Lines would 
  recognize otherwise it’s a DC 25 Knowledge 
  VEL8-03 A Day at the Museum 
   
  Page 4 
  
  (religion) to recognize them without reading the 
  placard) 
  • 
  The usual displays of holy artifacts from the 
  churches of Pelor, Heironeous and Rao. 
  • 
  Paintings and sculptures designed by the Veluna 
  National Theatre, representing different events of 
  the recent past such as the use of the crook of Rao to 
  turn back the demon hoards. 
  • 
  Just before entering the new wing there seems to be 
  an innocent looking crate set up as if they are still 
  unpacking.  It is set up on a corner and when 
  turning the corner, a rearing sheep with rotting flesh 
  greets the museum-goers.  A clever illusion give the 
  sheep red glowing eyes and it must be a trick of the 
  light but it seems to have a reddish tint and horns?  
  That’s really odd….  
  • 
  Guarding the entrance of the new wing is a wax 
  figure of Arden Landis armed with Replicas of the 
  Sword and Shield of Rao, the placard says. Arden 
  Landis true Defender of Veluna: died defending 
  Veluna against the Pit Fiend Gozrag, killed by 
  misjudgment of others.  (very polite way of saying 
  betrayal by Abromax Stromay during WIV V).  The 
  wax figure detects as magical and so does the sword 
  and shield. 
  The New wing contains. 
  • 
  Herions Chair (a replica) from VEL3-06 Spire of 
  Herions Malice 
  • 
  Herions reconstructed Holy symbol (a replica) 
  • 
  Hearts Lament (real) it is part of the defense of the 
  rings (VEL6-08 Hearts Lament). 
  • 
  The Rings of Austor:  
  • 
  The Ring of Immortality 
  • 
  The Ring of Ages 
  • 
  The Ring of Eternity, these three rings made up 
  the Rings of Austor and came together to create 
  the phylactery of Herion.  They are in separate 
  cases and held aloft by magic and revolve 
  showing that they are broken. 
  • 
  Replica of the Mace of Peron (VEL1-06 Fields of 
  Peren) 
  • 
  Replica of the Hellfire Ring (VEL2-03 Spectre of the 
  Lorridges) 
  • 
  Diorama of the Battle over Castle Sepher where 
  Herion was initially destroyed and where the “boy” 
  was used to banish “His Eminence” Gozrag (WIV V). 
  • 
  Replica of the Rod of Evil and Death Rock that 
  Herion used in the Battle of Whitehale (VEL4-03 
  War of the Rings) 
  • 
  Portrait of Ricus Herion (72-134) Canon 121-134)  
   
  Scattered amongst the exhibit halls are various tapestries 
  that tell the old history of the Vale.  
   
  NPCs: 
  Baron Aszerimov:  Bored out of his mind.  Becoming a 
  baron wasn’t what he thought it would it’d be.  The last 
  few days have been the most exciting in the last few 
  months.  Dressed richly, Grey Elf acts elitist. 
   
  Bishop Geran Malkei of Rao:  Mitrik’s College of Bishop 
  Representative.  Supportive of the today’s effort, but 
  preoccupied and distracted (about the growing number 
  infections – a fact still not widely known) 
   
  Francis Bascon director of the museum:  Elderly human 
  gentleman in fine clothing on slightly harried looking 
  because of today’s events. (first time for everything)  
  Hopeful for today’s events and mixed feelings for 
  adventurers that don’t give the museum the artifacts they 
  find. (These belong in a Museum!) 
   
  Garlyn Verlons Tour guide:  Less than three feet tall and 
  dressed in “adventurer’s clothes” Garlyn is very 
  entertaining as a tour guide; and was a part-time 
  adventurer, or “says” he was.  But his stories are very 
  accurate. 
   
  Inquisitor 
  Naren 
  Phellip 
  of 
  Heironious: 
  Token 
  representative of the Heironeoans, leery of the entire 
  rabble.  He is jumpy because of all of the “minor evils” in 
  the crowd that he wants to crush. 
   
  Jerome Kasinkaia Retired Oligarch of Greyhawk:  He left 
  Greyhawk to escape the backstabbing and intrigue to 
  come back to Veluna and find the Canon in the midst of a 
  unusual crackdown on lawlessness.  Still trying to take 
  everything in, was expecting a more peaceful retirement 
  and not going to campaign to become the new Canon.  Is 
  here to find out what the fuss is about. 
   
  Marshal Antony Karpenk of St Cuthbert:  Taking a break 
  from military exercises to press the flesh with Bishop 
  Malkei.  Bolsterous to a fault 
   
  Nyda Royer Tourguide A young hill dwarf, she’s an 
  effective tour guide but can’t stand Halflings (she’s gets 
  along “famously” with Garlyn) very dour and in a very 
  _dour_ way has a crush on Sheen. 
   
  Rathaira of Gilbrane of The College of the Arcane:  
  Middle-aged man in scholar’s robes is here to represent 
  the College of the Arcane for the dedication nothing 
  more. He thinks the new Baron is elitist but very 
  effective. 
   
  VEL8-03 A Day at the Museum 
   
  Page 5 
  
  Rosslyn Mori:  Young attractive woman in a green velvet 
  dress that is in hog heaven since her true love is ancient 
  artifacts; she might be cruising for a new beau since 
  Redin bailed on her; high charisma characters might be 
  at risk. 
   
  Sheen Khira Tourguide: (Dwarf) He knows it all but isn’t 
  overbearing about it. 
   
  Tallin Creen Gardener:  (only encountered outside) 
  Kindly old human (86 years old) that spends time outside 
  with plants, speaks slowly with an out of focus view as if 
  he’s remembering things from another time.  Doesn’t 
  remember his captivity in faerie land but remembers 
  getting 
  a  
  “job” here designing the new grounds out back and 
  feeling a new sense of tranquility working on it. 
   
  When the party reaches the display of the rings: 
   
  A gruff voice politely calls; “Please step to the side, so 
  that my lady can have a better view of the Rings of 
  Austor.”  
   
  Working through the crowd two men, both  roughly 
  six foot tall and wearing tabards over plate armor, are 
  approaching the display.   Ten feet behind them is a 
  third man that seems to be holding a strange chair 
  with wheels.  A gap forms as a woman using two 
  canes can be seen hobbling her way towards the rings. 
   Although she is using two canes, the woman is a 
  vision of youth and wearing the robes of a high 
  priestess of Rao.  By the time she reaches the display 
  sweat has colored her robes and both of her escorts 
  have looks of concern on their faces.  She takes a cane 
  and holds both in one hand and wipes her brow with 
  a handkerchief she pulls from her other sleeve.  Not 
  putting the handkerchief away, she puts both canes 
  back down on the ground and approaches the display. 
   
  “Amazing that something so small could have been 
  the source of all the years of anguish and death, and 
  now they’ve become museum relics.”  She bows her 
  head in a moment of prayer to Rao and it’s hard to tell 
  if its sweat or tears when she turns to go back to her 
  seat.    
   
  She canes back to her seat and half sits half collapses 
  into her chair.  The young man offers her something 
  to drink and she waves him off and points him 
  further into the museum.  
   
  The tabards have the Knights of Veluna sigil on them DC 
  15 Knowledge (local VTF) or anyone who has dealt with 
  them before (VEL7-07 Harbinger of Shadows etc).  The 
  young man pushing the chair is her second cousin Squire 
  Umden Semaj and the two knights that are escorting her 
  are the twins Staedtler and Steatdler Swiftblade who were 
  just recently recruited into the knights of Veluna by Sir 
  Boris Glarden when they showed prowess in battle 
  against Iuz agents on the Kettite border recently.  
   
  NOTE: All three of them have their hands gloved and 
  with wrappings over the gloves.  They are very tentative 
  around her and are very sure that people are clear from 
  her path.  EXPRESS this.  They are very concerned for 
  her health and wish to help her, but in the same light are 
  very concerned for the others around her. 
     
   
  Squire Umden Semaj: Oeridian Male (paladin 2 
  Diplomacy +6) 
   
  Staedtler 
  Swiftblade: 
  Oeridian 
  Male 
  paladin7/knight of veluna1 (Sense Motive +4, Spot +4) 
   
  Steadtler 
  Swiftblade: 
  Oeridian 
  Male 
  paladin7/knight of veluna1 (Sense Motive +4, Spot +4) 
   
  High Priestess Sarrah Semaj: Oeridian female 
  cleric 10/contemplative2 (Heal +10, Knowledge (religion 
  +17)) 
   
  Describe the high priestess as wearing the robes of 
  someone who used to fit them, but has lost a lot of weight 
  and didn’t have a lot of weight to lose, pretty much the 
  last stages of anorexia but still look healthy.   Her arms 
  are covered by long sleeves but her hands are skin and 
  bones and when she walks the sleeves swing to and fro as 
  if just sticks are in the sleeves.  Her face is drawn and her 
  cheekbones are very prominent making her eyes sunken 
  yet her cheeks are full of color.   She has a full head of 
  hair and is no older than 40 and wears a crook shaped pin 
  that signifies that she took part in the Flight of Fiends’ 
  ceremony (DC 30 Knowledge (religion)).  The High 
  Priestess is a victim of the wasting disease and is dying 
  and wanted to see Herion’s artifacts before she died.  
  She’s also unaware of the change in the state of her 
  infection and neither are her escorts.  She however 
  politely refuses help (regardless of how persistent the 
  players may be)…for now.  
   
  Questioning the High Priestess   
   
  • 
  Who are you?   I am the High Priestess Sarah Semaj 
  sister to High Priestess Ferrah Semaj who is the 
  Head of the Knights of Veluna.  It is she who gave 
  me these two knights as escort.  
  • 
  Who is the young man that looks sorta like 
  you/pushing your chair?  He is my second cousin 
  VEL8-03 A Day at the Museum 
   
  Page 6 
  
  who is squiring to the knights Umden.  He is a nice 
  lad. 
  • 
  Are you Sick/What Happen to you?  I have an 
  unusual strain of a non-contagious disease that 
  affected me shortly after my participation in the 
  Flight of Fiends ceremony.  Even my closeness to 
  Rao has been unable to protect me. 
  • 
  Closeness to Rao?  I have been in the presence of 
  one of his most holy servants and have been able to 
  contemplate that for many years.  Normally that 
  closeness is enough to protect one from diseases, yet 
  this disease defies even that. 
  • 
  Why are you here?  Well to put it bluntly, I feel the 
  end is near and I wanted to see the end of Herion 
  and his artifacts before I went to Rao’s embrace.  I 
  was cloistered at the monastery during the war and 
  was unable to participate, spending all of my 
  energies just trying to keep alive.  I’m down to my 
  last few days or hours…so you could call this a dying 
  wish. 
  • 
  Monastery?  Six of us became ill shortly after the 
  ceremony but only five went to the monastery.  The 
  disease was slowing consuming our physical 
  essences and only through the strongest magics 
  were we able to forestall its progress.  We never 
  could stop or cure it. (DC 24 Sense Motive to tell 
  that 
  she’s 
  uncomfortable 
  talking 
  about 
  the 
  monastery or that she’s holding back)  Pressing her 
  will conclude the interview. 
  • 
  What was the Ceremony of the Flight of Fiends 
  like? It was glorious and terrible at the same time.  
  Canon Hazen, may Rao protect and keep him, 
  assembled the largest contingent of Raoan clerics 
  and, with the help of the Archmage Bigby banished 
  fiends from Oerth.  And we would have been truly 
  successful if those that doubted wouldn’t have been 
  deceived by Old Wicked.  The ceremony itself was 
  beyond words to describe but imagine over two 
  hundred minds forged together by the Crook of Rao 
  and directed by the Canon to force fiends out of the 
  Prime Material and you have something of an idea. 
   
  She is still fervent in her belief that the ceremony could 
  have succeeded.  This tires her further.  After this she will 
  conclude the interview. 
   
    
  Questioning the squire 
   
  • 
  Who are you?   I am the Squire Umden Semaj 
  second cousin to the High Priestess; I am honored to 
  escort her on her trip through the museum. (DC 18 
  Sense Motive to tell he is holding something back.) 
  DC 20 Diplomacy to get him to say he knows that 
  she doesn’t have very long to live. 
   
  • 
  Why is she here?  That is a question she would need 
  to answer.  I am to escort her and to aid her if she 
  needs it. (she has not told him) 
   
  • 
  Why are your hands wrapped when you are 
  wearing gloves?  It is for my safety and for hers.  
  Call it “Padding” she is very fragile.  (not the entire 
  truth but that was what he was told, in truth he 
  doesn’t know) 
   
  Questioning the Knights 
   
  They will politely but firmly tell whoever to leave them 
  alone, they are on duty.  They are responsible for the 
  safety of not only the high priestess but those around her 
  and leave it at that. 
   
  Their hands are also “padded” just like the squires. 
   
  2: MONUMENT OF PEACE 
  After enough exploration has been done and the party 
  has met the high priestess at the rings a gong will ring for 
  an assembly out back.   A stage has been set up for a 
  dedication (refer to DM Map #1) the high priestess is at 
  the noted location.  On the stage are Baron Aszerimov, 
  Rosslyn Mori, Francis Bascon, Rathaira of Gilbrane and  
  Bishop Otjieg.  Once everyone has assembled Francis 
  Bascon the museum director will take the podium. 
   
  Outside is a mixture of garden and park, various types 
  of exotic flowers and a tasteful pebble path that winds 
  through leafy trees.  A small stage has been built 
  between two trees in a space that apparently was left 
  in such a way to accommodate its structure.  The 
  branches look as though they will provide natural 
  acoustics.   Off to left of the stage a drapery covers 
  something and two knights guard it from premature 
  exposure.  And an old man appears to be tending the 
  flowers near the stage with pruning shears taking all 
  of the commotion in stride.  He stops when the 
  director takes the podium. 
   
  Record some spot checks and refer to whether or not the 
  players had played VEL5-05 The Lost.  DC 14 Spot check 
  recognizes the old man as Tallin Creen the “gardener” 
  that was rescued from the faerie lands and apparently is 
  now working as a gardener now here at the museum.  
   
  “Good afternoon on this wonderful day.  I want to 
  welcome everyone that took an interest in what new 
  VEL8-03 A Day at the Museum 
   
  Page 7 
  
  findings we had to offer.  Today we wish to dedicate 
  the new wing and this small monument to men and 
  women of all races who fought and died in the war 
  against Herion.  The museum would like to thank our 
  patrons, Baron Aszerimov and Rosslyn Mori for both 
  their contributions to the museum and towards our 
  reclamation our city of Whitehale to the north.  We 
  also would like to thank the Colleges of the Arcane 
  and Divine representatives for the design of the new 
  wing, the surrounding grounds and its quick 
  construction.  Please let us give them all a round of 
  applause or a hazzah if you see fit.    Baron if you 
  would?” 
   
  A slight silver-haired grey elf takes the podium. 
  Wearing the outfit of a noble, but with touches of an 
  adventurer the elf begins, “Thank director,  It’s taken 
  Veluna eight long years to shake off the effects of the 
  undead menace of Herion and I have personally met 
  his advisor the Pit Fiend Gozrag who tempted me to 
  betraying the forces of Veluna on the field of battle.  
  Fortunately, I was able to resist his,” and with a hint 
  of grin his pauses,” ‘devilish charms.’  I was also 
  present when the power of the Crook of Rao sent him 
  back to the pits of Hell.  So it was my pleasure to 
  work with Rosslyn Mori to help create the new wing 
  and to work with the Colleges to devise the defenses 
  for the displays…so if you’re thinking of taking a 
  souvenir, I think you should buy the ones they are 
  selling at the booths.  With that said, let me introduce 
  Rosslyn Mori daughter of Westin Mori Plar of 
  Veluna.” 
   
  At this point two knights will approach a drapery off 
  stage right. 
   
  My father sends apologies he had a previous 
  commitment.  I, however, have a deep interest in 
  ancient artifacts, I thought it was fitting that I attend 
  and I also get the honor of dedicating the monument 
  for those that fought and died in the war.  
   
  The knights pull the drapery and reveal an eight foot tall 
  obsidian obelisk with glowing letters on each of its sides. 
   (oohs and aahs from the crowd) 
   
  On three sides are representations of the three major 
  religions of Veluna that fought against Herion and a 
  representation that they fought together even though 
  their belief structure is very different, and on the last 
  side are the years the war lasted.  This completes the 
  official part of the dedication so if you haven’t made it 
  inside yet to the displays, you need to go inside and 
  look.  
      
  Each face has the holy symbol of the religion, on the 
  Raoan side, the obsidian has the words, Peace Reason and 
  Serenity carved into it.  On the St Cuthbert side, the 
  obsidian has the words Strength, Practical and Truth and 
  lastly on the Heironeon side the words Honor, Justice, 
  and Valor are carved into the rock.   
   
  3: UNWELCOME GUESTS 
  At this point the crowd starts to disperse.  The gardener 
  notices that the high priestess isn’t feeling well and 
  approaches her.  This is Tallin Creen.  Roll spot checks 
  for the party, the person with the highest roll or anything 
  above DC 15 Spot succeeds in seeing Tallin approach the 
  high priestess’s party.  As he approaches, one of the 
  knights departs; apparently sent for some refreshments as 
  the day has caught up with the high priestess.  (This is an 
  opportunity for the party, if interested to approach Tallin 
  and ask him about his last three years) 
   
  If the party doesn’t investigate the gardener (doesn’t 
  recognize/ don’t know him) 
   
  As they are walking back inside, DC 20 Spot checks (they 
  are now distracted and there is a crowd in the way) see 
  that there is some conversation between the two; the 
  knight seems to object but the high priestess waves him 
  off.  The old man puts his tools on his waist belt pulls out 
  a waterskin and a travel cup and pours her a cup from the 
  waterskin.  He hands her the cup.  He then places his 
  hand on her head as if to bless her and seems to be 
  shocked as his other hand flings upward and he calls out 
  weakly and the guard tries to stop him from doing the 
  blessing but is too late.  The high priestess takes a drink 
  and slumps in her chair and then all everything goes 
  upside. 
   
  At this point the skies open up and devils pour out 
  mainly to keep all of npc’s involved.  Feel free to open up 
  the Monster Manual and throw devils at them to guide 
  them back to the garden. 
   
  An old man’s weak cry is heard and loud crack in 
  the sky is heard following it.  Then the sky is filled 
  with flying things, fiendish things.  The high 
  priestess is slumped in her chair; the gardener is lying 
  on the ground.  The young man that pushes her chair 
  is trying to decide to whom to help first and the 
  knights are nowhere to be seen.   Before he can 
  decide which to help, he slumps to the ground as well 
  and something appears from behind him…   
   
  If the party investigates the gardener: 
   
  VEL8-03 A Day at the Museum 
   
  Page 8 
  
  As you approach the gardener and high priestess a 
  hint of conversation can be heard. 
   
  “My lady you seem tired, let an old man familiar 
  with that feeling aid you. I have a tea that can sooth 
  your aches” 
   
  The knight quickly interjects himself between, 
  “Sir, I know you mean well, but..” unexpectedly the 
  high priestess harrumphs and says in a reedy voice. 
   
   “Staedtler! Let the man pass, it’ll take your 
  brother time to return, I need something now and he 
  offers refreshment.  What harm could come of it?”  
  With a reluctant nod, the young knight steps aside 
  and the old man totters up to the wheeled chair.  
  Tallin then takes a skin from his shoulder and a small 
  pewter cup with a wooden handle from a leather case 
  on his belt and hands it to the young man behind the 
  chair. 
   
  “Hold this only by the handle,” Tallin instructs 
  the escort; he then says a quick prayer over the metal 
  cup and it glows slightly. He then pours some light 
  orange-brown liquid into the cup, which almost 
  immediately begins to steam.  Stopping the skin, he 
  carefully takes the cup from Umden and hands it to 
  the high priestess, “My lady this should make you feel 
  much better.” 
   
  She takes the cup from him, as he reaches 
  skyward, the knights eyes widen as if he realizes 
  what’s about to happen and calls out, “Don’t!” 
   
  Tallin ignores him as says, ”Rao please grant an 
  old man one last blessing and heal this young woman” 
  and he lays his hand on her head as she is taking a 
  drink.    
   
  The old man cries out weakly as an invisible 
  shockwave emanates from his hand on her brow 
  which blows him back in seeming slow motion and 
  loud crack is heard following it.  Then the sky is filled 
  with flying things, fiendish things.  The high 
  priestess is slumped in her chair; the gardener is lying 
  on the ground.  The young man that pushes her chair 
  is trying to decide to whom to help first and the 
  knights are nowhere to be seen.   Before he can 
  decide which to help, he slumps to the ground as well 
  and something appears from behind him…  
   
  Those that worship Rao can make a DC 40 Spot check to 
  see that two large sized hands arrest his movement to 
  softly put him on the ground. 
   
  APL 2 (EL 3) 
   
  Legion Devil: hp 19; see Appendix 1 
  APL 4 (EL 5) 
   
  Bearded Devil: hp 50; see Monster Manual pg 52 
  APL 6 (EL 7) 
   
  Pain Devil:  hp 78; see Appendix 1 
  APL 8 (EL 9) 
   
  Pain Devil: Rogue 2; hp 95; see Appendix 1 
  APL 10 (EL 11) 
   
  Assassin Devil: hp 123; see Appendix 1 
  APL 12 (EL 13) 
   
  Assassin Devil: assassin 2; hp 141; see Appendix 1 
  APL 14 (EL 15) 
   
  Assassin Devil: assassin 4; hp 156; see Appendix 1 
  Tactics:   
   
  All of the devils first attempt to kill the gardener but 
  when the devil tries to hit the gardener, there is a flash of 
  silver and a clear tone that the devil does not appear to 
  like.  Out of frustration it strikes out (if there is time) at 
  the high priestess and there is another flash of silver and 
  again the clear tone.  If the party hasn’t made it to the 
  area, the young man is next and he won’t be so lucky.   
   
  The attacks of the Legion and Bearded Devil are 
  pretty straight forward, however since there is only one 
  Legion devil it is at a disadvantage for most of its abilities. 
    
   
  Both of the Pain Devil and the Assassin Devil 
  attempt to focus on unarmored foes.  The Assassin Devil 
  starts off with its Fog Cloud ability and then use its 
  blindsight ability to target foes with sneak attacks.  
  Failing that, it uses the Shadow Step ability every round 
  to become invisible to continue to get sneak attacks.  If it 
  is unable to get sneak attacks (such as on rogues or 
  barbarians…it attempts to get another target and at 
  higher levels starts to study a target for an assassination 
  attempt)  
  Development:   
  • 
  In the ensuing combat the wineskin that the 
  gardener used is destroyed and or missing.   
  • 
  When Tallin Creen touched the High Priestess he 
  contracted the wasting disease and is a carrier.  It is 
  VERY important to note who checks his condition 
  as they play a very important role in the next two 
  Veluna adventures. 
  • 
  To those that do Heal checks on the High Priestess:   
  • 
  DC 15 She’s suffering from exhaustion and is in 
  a deep sleep or a coma. (she doesn’t wake up)  
  • 
  DC 17 She’s taken a lot of ability damage that 
  can be healed with lesser restoration or 
  restoration or heals or the like.   
  • 
  DC 20 She’s suffering from exhaustion from a 
  long illness that is apparently subsiding.   
  VEL8-03 A Day at the Museum 
   
  Page 9 
  
  • 
  DC 22 she has all of the symptoms of someone 
  that had been suffering from a form of 
  consumption where the body just was wasting 
  away. Her color and breathing and other 
  indicators don’t coincide with that form of 
  disease, it appears she doesn’t have the disease 
  any more.  
  • 
  To those that do heal checks on Tallin Creen” 
  • 
  DC 12 He’s in a deep sleep or a coma. (he 
  doesn’t wake up), but he occasionally twitches 
  and holds out his hand 
  • 
  DC 15 Although he doesn’t appear to be 
  wounded, he is an old man and the stress of 
  such an event may kill him. 
  • 
  DC 17 He’s taken ability damage that might be 
  able to be healed with lesser restoration or 
  restoration or heals or the like.   
  • 
  DC 22 He may not be in a coma, he may be 
  having a vision or in rapture  
   
  • 
  NOTE! The person that actually performs the Heal 
  check is in danger of contracting the wasting disease 
  from when Tallin Creen gave the High Priestess his 
  blessing/ the tea.  IF this happens during combat, a 
  small break needs to be called to explain what 
  happens to the visionary (especially if they are good) 
   
  Wasting Disease: Fortitude save: varies, see 
  below; incubation 1 day; damage: 1 Str+1 Dex +1 
  Con; incurable at this time, see special certificate. 
  The saving throw against contracting the disease is 
  DC15+APL plus all the following modifiers which 
  apply to the PC: +2 if Lawful, +2 if Good, +2 if a 
  divine caster, +2 if a worshiper of Rao. 
   
  Any PCs that contract this disease get the “Wasting 
  Disease Special AR”.   
   
  4: VISIONQUEST 
  Adjust as necessary; it is assumed that this is after the 
  combat. However if it is done during combat check your 
  “preparation for play” notes and apply the following: 
   
  Tallin has temporarily become a bridge to Rao’s realm 
  and neutral characters (on the good/evil axis) gain a 
  negative level that last the duration of the encounter but 
  they have the option to accept the vision (and still gain 
  Agent of Change AR award)    
   
  If the first character is GOOD and accepts the vision they 
  are under the effects of holy aura for the devil encounter. 
   
  Lying on the ground, Tallin’s completely white eyes 
  flicker open and he unfailingly reaches out to grasp 
  your (leg/hand).  In your head you hear in a calm 
  older man’s voice “Blind visions are a great burden 
  that one must carry, to be responsible you must not 
  tarry.  Do you accept?”  
  If the character says no… 
  With the sound of utter disappointment, “You lack 
  faith, Oerth is in danger with heroes such as you” and 
  the connection is broken. 
  This character is “awarded”  “Faithless” and loses all 
  divine abilities and requires an atonement. 
  If the character says yes…  
  Good characters experience the following: 
  There is a roaring in your ears and a bright flash. Next 
  you have a sudden feeling of floating and utter calm 
  with no sound or sight.  Then seeing through 
  sightless eyes you mentally visualize many Raoan 
  clerics like crops on a field wither and die.  Then a 
  wind blows and the dust of the Raoan field blows to 
  other fields representing other religions and those 
  fields wither and die just as fast.  Far in the distance a 
  decrepit old man sitting on a throne of skulls cackles 
  with glee as more and more fields wither and die. 
  Then a calm clear voice that could be the old man’s as 
  a vigorous younger man is heard: 
  “Consume that not of this world but born of Oerth 
  and blessed by my hand to stop the plague of the old 
  one before he consumes the good of Oerth.”   
  In the vision, there is a pause and the young man’s 
  voice ages back to that of an old man, “I now return to 
  the shelter of Rao’s serenity after 86 years which for 
  everyone else has been over 470 years since my birth. 
   I hope the priestess is well.  The voice fades. 
  Neutral Character experience: 
  Tallin’s sightless white eyes flicker open, he clutches 
  at you and he shrieks. 
  “Consume that not of this world but born of Oerth 
  and blessed by my hand to stop the plague of the old 
  one before he consumes the good of Oerth.”   
  His grip loosens and as his body flails back to the 
  ground with claw-like hands in the air, he murmurs, 
  “Whither and dust…Whither and dust….all dead.” 
  Tallin’s hands then slump to the ground; the ancient 
  gardener gasps and dies, white sightless eyes wide 
  open. 
  VEL8-03 A Day at the Museum 
   
  Page 10 
  
  Without the comfort of a good soul to experience the 
  vision with him, Tallin’s departure is much more 
  difficult; and although it may be of no fault of the party it 
  could be possible to play the guilt card if this happens (if 
  they need continued motivation to investigate)  As it is 
  they probably now have the burden is curing that which 
  has not been cured (and probably curing themselves at 
  the same time since they’ve been exposed to the wasting 
  disease (if they didn’t do the heal check already)). 
  However, they do receive Agent of Change AR reward. 
  Wasting Disease: Fortitude save: varies, see below; 
  incubation 1 day; damage: 1 Str+1 Dex +1 Con; 
  incurable at this time, see special certificate. The 
  saving throw against contracting the disease is 
  DC15+APL plus all the following modifiers which 
  apply to the PC: +2 if Lawful, +2 if Good, +2 if a 
  divine caster, +2 if a worshiper of Rao. 
   
  Any PCs that contracts this disease get the “Wasting 
  Disease Special AR”.   
  Once the message has been delivered, and the Good 
  aligned visionary characters comes out of the trance they 
  discover that Tallin Creen has died from the experience.  
  Tallin has a very peaceful expression on his face and his 
  eyes are closed (and to outsiders Tallin’s eyes will close on 
  their own when the connection is broken).   
  THIS ENTIRE SCENE ONLY TAKES MOMENTS. 
  (especially if it happens during the devil fight then 
  continue on with the fight…if the character is good 
  aligned…they have the benefits of holy aura!)   
  Development: 
   
  • 
  They should tell the authorities, they are in 
  attendance! 
  • 
  They discover that the waterskin has been 
  destroyed and its contents evaporated/ destroyed as well. 
   It leaves behind a bitter tea smell. 
   
  • 
  They discover notes in Tallin’s room about 
  finding some faerie seeds in his belongings when he 
  arrived in Mitrik.  Among these seeds was something 
  similar to a rare black tea bush 
  • 
  DC 25 Profession Herbalist or Apothecary DC 
  30 Knowledge (Nature) to identify from what is left of 
  the waterskin, the black tea bush that was used to create 
  the concoction of something known as kombucha the 
  elixir of immortal long life. (DC’s go down by 5 if the 
  character can use sense of smell as an animal as well (ie 
  wild shape). 
   
  • 
  His diary notes that the last harsh winter killed 
  the last of his faerie seeds. 
   
  • 
  The faerie left him a recipe for something called 
  kombucha, the elixir of immortal life and it was made 
  with a form of fermented black tea. The smashed 
  wineskin was his last kombucha. 
   
  • 
  Throughout the notebook, scribbled absently is 
  Duke Xhosasilliname [Zo-sa-silli-nah-muh], life spring of 
  his people, a rose among thorns, muse of the age. 
   
  • 
  Several people at the museum know how to find 
  a faerie circle.  Baron Azserimov, Jerome Kasinkaia, 
  Rathaira of Gilbrane, Bishop Geran Malkei any one of 
  them can direct them to encounter 5 (the Asnath Copse 
  circle) 
  • 
  If players have played either VEL5-05 The Lost 
  or VEL 6-04 Shadowdancing they are aware of the 
  location of these Stone Circles.   DC 10 + (Number of 
  modules played since those adventures) Survival check to 
  find the Stone Circles on their own. 
   
  Troubleshooting 
   
  The Mitrik library has information on stone circles, 
  kombucha and faerie lands.  Although the slant on the 
  information about kombucha is one of skepticism; it still 
  gives decent details about rumored elixir made of a 
  fermented black tea that granted immortality or at least 
  extended life. 
   
  Walkers of the Circle of Life can assist with finding the 
  stone circles but only those of Steward Rank know much 
  about how to get into the faerie realm (information 
  contained in Encounter 5). 
   
  Possible Divination answer about what is going on: 
   
  Wrought by a man, perverted by the old man it will need 
  the seed of the faerie to bring it back to balance.  
   
  The Flight of Fiends was started by Canon Hazen and 
  perverted by Iuz.  A certain type of plant from the faerie 
  land is vital to the resolution of the problem.  
   
  The high level NPCs can nudge them in the right 
  direction if they have logic issues… (IE…maybe you 
  could check out his room?  Ever heard of the faerie lands? 
   Stone circles? Refer to Encounter 5 for details) 
   
  5: TRAVELING MUSIC 
  There are two known stone circles that function; one in 
  the Asnath copse near the village of Windsor and the 
  other is near the Circle of Hands.  This encounter is a 
  tension builder for them to consider whether or not the 
  threat is going to be on the way to the faerie lands or 
  while they are in the faerie lands.  It’s a trip of 100 miles 
  (or more to get to the Circle of Hands) and they have to 
  VEL8-03 A Day at the Museum 
   
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  go through Veluna City to get to either location if they 
  travel by road; (if the party doesn’t teleport or use other 
  means of rapid travel).   
   
  The encounter in Windsor with Amien can also be 
  skipped if they are already aware of where the stone 
  circle is and can make the Survival check to find it; but 
  the trip without teleporting is still around 100 miles. 
   
  Traveling to Windsor 
   
  Pelor and Beory continue to cooperate as the 
  weather is pleasant and fluffy white clouds flit along 
  on a slight breeze. The call of song birds accompanies 
  you as you travel through Veluna City towards the 
  Asnath copse.  
   
  On the outskirts of what would be the village of 
  Windsor an elf waits.  He appears to be of 
  indeterminate age, and wears flowing green cloak 
  over a black leather vest and light brown shirt and red 
  pants, a rapier at his side and a lute strapped to his 
  back.  He doffs his green-plumed hat and bows low, 
  warmly greets the party. “Welcome to Windsor, I am 
  Amien, Lady Brillieth has sent me to welcome you for 
  a two-fold reason. 
   
  Divinations said a great danger would arrive 
  today that I could avert with my knowledge.  There’s 
  a twinkle in his eye when he says, “Are you that 
  danger, or do you seek knowledge or both?” 
   
  If PCs make a DC 29 Spot check, they notice that his eyes 
  are a bit more slanted and his ears are longer than a 
  normal elf’s and that he is disguising this fact.  A DC 39 
  check notices that Amien has certain feminine features 
  and has tried to hide this as well.  His disguise checks are 
  augmented by a hat of disguise, and so detect magic 
  registers a faint illusory effect on him at all times.  Amien 
  is actually a female feytouched elf, and does not reveal 
  either secret willingly.  “He” does reveal the feytouched 
  “secret” if he thinks it does protect his gender “secret”.  If 
  either is pointed out or revealed publicly, “he” is not be 
  happy with whoever does so.  In order to facilitate this 
  charade (and help guard against slip-ups), Amien will be 
  referred to as a “he” for the remainder of the adventure.   
  He’s being very polite and diplomatic; short of fisticuffs 
  he prevents someone with the wasting disease (or 
  associated with the wasting disease) from entering 
  Windsor.  If they persist, he says the main reason he was 
  to meet outside the village was to prevent the possible 
  exposure to the wasting disease to the village. 
  To that end, Amein is very forthcoming with the 
  information about the Stone Circle, anything to get rid of 
  someone with the plague (even if they don’t have 
  it…because it’s still out there and it could come from 
  some other uncontrolled source).  So…here are some 
  expected questions. 
   
   
  • 
  How do we get in to the fey lands?  “Ah, well, 
  I know of a few ways into the realms – but I believe the 
  one best suited for your needs is a stone circle not too far 
  from here.  I can give you detailed directions.  
  • 
  How will we get back out?  “That is a good 
  question, my friend, for the dream path does not work in 
  both directions.  Returning from the other side requires 
  only some minor magics.  Even you,” he says 
  mischievously, pointing to a non-magical fighter type, 
  “should be able to manage them! It is but a minor ritual 
  requiring fresh faerie wood and drops of blood of those 
  who wish to travel. While inside the stone circle, a 
  triangle of fresh wood is made with the blood on the ends 
  and when the triangle is closed they will reappear in the 
  stone circle in the mortal realm. 
  • 
  Is it true that time works differently in the 
  faerie realm?  “No.  Time works the same.  It just flows at 
  a different speed is all.”  He winks.  “When we are there, 
  you will not experience any difference from ‘normal’.  
  The river of time flows slower in the realms, however, so 
  when we return, it will be later than you think. 
  • 
  The faerie realm is a place of great magic – 
  will our magic be affected in any way?  “You are wise to 
  ask about such things.  The realms are indeed magical 
  beyond most mortal’s comprehension – even beyond 
  many fey’s.  Most gods’ magic will work as you expect it 
  to, but sometimes the arcane artist will find his 
  ‘materials’... changed.”  He smiles coyly at this.  If pressed, 
  he will say “The realm itself is unpredictable – I cannot 
  say for sure how you’re particular ‘creations’ may be 
  affected.  They may not be affected at all, they may work 
  better than you could possibly expect.  I do know that the 
  realm is isolated, and most spells that are linked to 
  certain planes will not work.”   
  • 
  What can we expect to encounter in the 
  faerie realm?  “Oh, all manner of wondrous creatures.  
  Seelie and unseelie (the bad faerie), friend and fiend...  It 
  is different almost every time, so I really couldn’t say.  
  • 
  What can you tell us about dealing with the 
  fey?   He smiles at the question.  “An excellent question 
  my friend, and one I am well suited to answer.  First, 
  remember that not all fey are the same.  There are many 
  different types and kinds.  Still, there are certain rules of 
  etiquette that stand for most all of them: The sanctity of 
  one’s word and one’s hospitality is very important to a 
  fey’s honor.  Yes, some do twist the meanings of 
  promises, but they still keep them, he winks.  While the 
  VEL8-03 A Day at the Museum 
   
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  stories of their ”playfulness” are true, they are also proud 
  and will not take kindly to threats or violence – this is 
  important to remember should any of their “pranks” 
  offend.  Remember also that the faerie are creatures of 
  magic – because of this, they fully realize the deceptive 
  power it can have.  The use of certain magics in their 
  presence, especially illusions, may be taken as an insult.    
    Faerie greatly value their names – their rank and titles – 
  it is usually wise to play to that, but be careful not to 
  overly flatter them, it could be taken as patronizing.  The 
  exchange of gifts is valued highly.  When asking for 
  something, it is often prudent to offer something in 
  return.”   
  • 
  What do you know of Duke Xhosasilliname? 
   You mean Duke Xhosasilliname, life spring of his 
  people, a rose among thorns, muse of the ages?  Don’t 
  forget that seelie greatly value names and titles… He is 
  faerie nobility and rules the faerie lands that have 
  connections to Veluna.  At one time if memory serves, I 
  escorted some other adventurers to his camp. 
  • 
   How long will it take to get there? A day’s 
  walk from here, it may take a little less by horse, but once 
  there you’ll need to sleep in the circle to cross over 
  anyway. 
  • 
  Will you escort us? Unfortunately no.  I have 
  other commitments that are more pressing.  Especially if 
  you are not the most dangerous thing walking around 
  eh?  I think the directions I gave you will suffice. 
  Once the party is finished questioning the elf; continue 
  on. 
   
  After a day’s travel through the forest, the trees 
  part in front of you revealing a stone circle 
  approximately 50’ across.  The eight stones are twelve 
  feet tall, and seem that they would be smooth to the 
  touch.  Carved into some of the nearby trees are 
  subtle runes.  They appear to be related to elven or 
  sylvan in origin.  Similar markings seem to be on the 
  stones as well. 
   
  The runes are based on the elven alphabet, but are trail 
  markings, not a true “language”.  Survival check DC 15 
  can “decipher” them as warnings of powerful, but not 
  evil, magic.  A DC 12 Knowledge (arcane) reveals that the 
  runes are archaic runes for powerful magic (very old 
  usage). 
   
  Travel to the Circle of Hands   
   
  Pelor and Beory continue to cooperate as the 
  weather is pleasant and fluffy white clouds flit along 
  on a slight breeze. The call of song birds accompanies 
  you as you travel several days towards the Circle of 
  Hands.  The fields of the Vale rise up from the river 
  plain and near the end of the day’s journey the road 
  bends to avoid a low hill set apart from the rest in the 
  area.  Near the base is a little used path that heads up 
  the side of the hill. 
   
  The path is not at all difficult to find (no Search 
  check required), and is visible from the road, especially if 
  the party is looking for it. The hike to the top takes about 
  5 minutes, and is not a difficult climb. 
   
  Getting to the top of the hill, you are greeted 
  with a rather impressive sight, and not just because of 
  the commanding view of the Velverdyva stretching 
  away both north and south. A flat, grassy lawn tops 
  the crest of the hill, and spaced around the crest, like 
  the protruding tips of a giant stone crown, rest six 
  monoliths. The origin of their common name is clear, 
  as all six resemble giant humanoid hands in various 
  positions, vaguely grouped into three pairs. 
   
  There are tracks around (several humanoid and two sets 
  of large quadrupeds) but this is a red herring.  
   
  OK we’re here now what? 
   
  As previously stated the only way to enter the fey 
  lands here is by sleeping (or in the case of elves, being in 
  a deep trance) for at least four hours.  If the PCs all go to 
  sleep they all wake up in the fey realms – go to Encounter 
  7. (There is no threat of an attack overnight, but don’t tell 
  them that.) 
  If the PCs break up into watches, something interesting 
  happens about four hours after some PCs fall asleep.  
  Those that were sleeping for about four hours simply fade 
  away – they have been pulled into the fey lands.  When 
  they wake, go to Encounter Six.  Those that are on watch 
  get DC 10 Spot checks to notice their companions’ 
  disappearance.  The rest of the PCs can try whatever they 
  want, but until they go to sleep for four hours, they are 
  stuck here, and those that have slept are on the other 
  side. Familiars, bonded mounts and companions are 
  considered bonded enough to their master that they 
  “sleep” long enough to make the transition.  Normal 
  mounts and pets don’t. 
   
  [Note that if a PC is wearing a ring of sustenance, he 
  or she probably need to remove the ring in order to sleep 
  for four whole hours (the equivalent of 16 hours sleep 
  with the ring on).  Once removed and replaced, the ring 
  then is inactive for the rest of the adventure, as it takes a 
  week to re-attune itself to the wearer.]  
   
  As noted before, there are no encounters here in the 
  circle, unless PCs wait here for four days (without 
  sleeping for four hours within the circle at any time), at 
  which time, an Iuz strike team arrives to set up their 
  ambush.  See Encounter 8. 
  VEL8-03 A Day at the Museum 
   
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  6: A WILTED ROSE 
  When the PCs wake up, they are in the faerie realm: 
   
  The same imposing stone columns surround you; 
  at least they look like the same stone columns when 
  you awake.  However, the sky is what arrests your 
  attention.  The night is gone, replaced with a dusky 
  twilight of subdued golden hues. Beyond the stone 
  circle, imposing trees and dense foliage block any 
  view of what lies outside the stone circle.  Thick 
  glittering blue-green grasses cover the interior of the 
  circle adding to the oddness of the area.  This is 
  indeed somewhere else, this is faerie. 
   
  If players have been here before either in VEL5-05 The 
  Lost or VEL6-04 Shadowdancing one thing that they 
  notice almost immediately is that this area is darker and 
  “shadowyer” than their previous trip here.  It’s still the 
  faerie land, but it’s seems to be even more ominous and 
  “frightening” than previous. 
    
  There are many special rules that can govern play in the 
  fey lands, but most do not come into play in this 
  adventure.  Some that do are: 
   
  Flowing Time:  Time in the fey lands flows at a 
  slower pace than that in the "normal" realm.  For every 
  night spent in the fey lands, about a week passes on 
  Oerth. (A DC 25 Knowledge: (The Planes) check reveals 
  this information.  For this reason, every night spent in 
  the fey lands costs the PC an additional TU.)  
  (Assuming the PCs leave the day after they arrive (see 
  Encounter 7), do not count that first night in these 
  calculations, as the PCs arrive in the afternoon/evening 
  and thus aren’t there a whole day. Any further nights are 
  subject to this penalty however.)  Be sure to mark any 
  additional TUs on the ARs.  
   
  Planar Access:  Because of the fey land’s unique 
  cosmological position and relationship with other planes, 
  certain spells will not function here.  Any spell requiring 
  contact with the ethereal, astral or shadow plane does not 
  function. See Appendix 3 – DM’s Aid #1 for a list of 
  arcane spells affected. 
   
  Once the party investigates the area, they find a trail 
  leading into the dense forest surrounding the stone 
  circle.   
  Not quite breaking through the foliage to escape the 
  stone circle to follow the trail, and expecting to find a 
  flourishing forest find instead devastation.  Fifty feet 
  from the stone circle every tree has been splintered, 
  tossed about or uprooted and a gargantuan path of 
  destruction is leading off in the same direction as the 
  trail that came out of the stone circle.   
   
  “Gargantuan” is approximately twenty to forty feet across. 
   There are no obvious tracks but DC 15 Survival check 
  identifies that some of the trees were blown over.  This 
  could be by winds or elemental creatures (the same for 
  uprooted trees but earth elementals don’t leave tracks).  
  And the damage was done within the last three days. 
  Players that have been here before realize that this is way 
  out of the ordinary. Walking in the path of destruction is 
  difficult terrain, referencing Player’s Handbook 163-164 
  it would be trackless and difficult.  The standard travel 
  time for 30ft by foot would be three hours (4.5 miles) 
  adjust as necessary. 
   
  Three hours have passed quietly with only the 
  exception of the occasional crack of a splinter; when a 
  clearing comes into view.  The damage continues into 
  the clearing, and silk panels of pavilions strewn 
  everywhere  The buzz of pixie wings, high pitched 
  groans and cries of pain are heard as nearly a dozen 
  winged elves fly in your direction swords and bows 
  already drawn. 
   
   
  Seelie (10): (Half-celestial elf) fighters Rng2/Ftr4, 
  hp 57 each, see Appendix 1 
   
  The melodious voices conflict with the fury shown on 
  their faces, “Who are you mortals, are you here to 
  assassinate our leader Duke Xhosasilliname, life 
  spring of his people, a rose among thorns, muse of the 
  ages!”   
   
  Again, those that played VEL5-05 remember this is where 
  the faerie Duke’s camp was.  However, observant 
  characters DC APL +7 Spot checks notice that sap is still 
  flowing from the trees that have been knocked down 
  here. The damage that has been done here was very 
  recent.  Also that some of the fliers are damaged 
  themselves.  Their half-celestial nature keeps them on 
  even keel even though their leader has almost been 
  killed.  Diplomacy is still required.  But they explain that 
  leader Duke Xhosasilliname, life spring of his people, a 
  rose among thorns, muse of the ages is unavailable for 
  audience. 
   
  What happened here?  Unseelie raided and attempted 
  to kill our leader, Duke Xhosasilliname, life spring of his 
  people, a rose among thorns, muse of the ages.   Dark 
  creatures of earth and air tore up the earth and stole our 
  magic and food. 
   
  Took your magic? What kind of food  Things that 
  seelie use. Food that mortals don’t eat.(Sense motive to 
  VEL8-03 A Day at the Museum 
   
  Page 14 
  
  tell he’s holding things back..yeah its the seeds that they 
  took) 
   
  Did they by chance take some seeds?  (surprised look)  
  Why yes how would you know? 
   
  Can we help?  The short version is yes, but a seneschal (a 
  grig) needs to be contacted and he asks in the name of 
  Duke Xhosasilliname, life spring of his people, a rose 
  among thorns, muse of the ages for their assistance.  
   
  Where did they go?   Follow the destruction.  <they 
  went that way> 
   
  Why did they do this?  The shadow has intruded on the 
  faerie land and Duke Xhosasilliname, life spring of his 
  people, a rose among thorns, muse of the ages has 
  become concerned, the shadow has begun to affect faerie. 
    
  7: SHADOWED FURROWS 
  The further away from the stone circle the darker 
  faerie becomes, to the point that it’s perpetual 
  twilight.  If it gets any darker, soon torches will be 
  needed to see. Around an hour from the clearing the 
  destruction stops at a river and shadows bath the 
  twinkling water.  
   
  At this point the parties are about 100 feet apart with the 
  river and a grove between them.  Listen and Spot checks 
  are needed.  The main assault party has already left and 
  those that are left are the rear guard.  The leader is never 
  seen (even at APL 14)  Since they are rear guard, they 
  haven’t expended their resources…The shadows are 
  enough for the shadar kai ability to kick in. 
  APL 2 (EL 4) 
   
  Berkash:  shadar kai duskblade 1; hp 23; see 
  Appendix 1. 
   
  Shamkel: shadar kai rogue 1; hp 21; see Appendix 1. 
   
  Dark Dire Rat:  hp 5; see Appendix 1.  
   
  APL 4 (EL 6) 
   
  Berkash:  shadar kai duskblade 2; hp30; see 
  Appendix 1. 
   
  Shamkel: shadar kai rogue 2; hp 27; see Appendix 1. 
   
  Dark Dire Bat:  hp 30; see Appendix 1.  
   
  APL 6 (EL 8) 
   
  Berkash:  shadar kai duskblade 4; hp 43; see 
  Appendix 1. 
   
  Shamkel: shadar kai rogue 4; hp 37; see Appendix 1. 
   
  Dark Dire Bat (2):  hp 30 each; see Appendix 1.  
   
  APL 8 (EL 10) 
   
  Berkash:  shadar kai duskblade 6; hp 56; see 
  Appendix 1. 
   
  Shamkel: shadar kai rogue 5/fighter 1; hp 50; see 
  Appendix 1. 
   
  Fang Golem:  hp 74; see Appendix 1 
   
  Dark Dire Ape:  hp 38; see Appendix 1.  
   
  APL 10 (EL 12) 
   
  Berkash:  shadar kai duskblade 8; hp 78; see 
  Appendix 1. 
   
  Shamkel: shadar kai rogue 5/ fighter 1/occult slayer 
  2; hp 64; see Appendix 1. 
   
  Dark Dire Bear:  hp 108; see Appendix 1. 
   
  Fang Golem:  hp 74; see Appendix 1 
   
  APL 12 (EL 14) 
   
  Berkash:  shadar kai duskblade 10; hp 93; see 
  Appendix 1. 
   
  Shamkel: shadar kai rogue 5/ fighter 1/ occult slayer 
  4; hp 87; see Appendix 1. 
   
  Chonel:  verdant prince; hp 144; see Appendix 1.  
   
  APL 14 (EL 16) 
   
  Berkash:  shadar kai duskblade 12; hp 101; see 
  Appendix 1. 
   
  Shamkel: shadar kai rogue 5/ fighter1/ occult slayer 
  5/ exotic weapons master 1; hp 92; see Appendix 1. 
   
  Chonel:  dark verdant prince sorcerer 2; hp 168; see 
  Appendix 1.  
   
  Tactics 
   
  Trying to maintain their ability to hide in plain sight 
  (especially the rogue), the shadar kai flanks when 
  possible and moves to target lightly armored spell casters. 
    
  If animals/golem are present the shadar kai send them 
  into combat first and the duskblade uses some ranged 
  spells before closing while the rogue approaches by 
  stealth.   
  At higher APLs the rogue seeks out mages and attempts 
  to take them out as fast as possible with his mage bane 
  weapon and occult slayer abilities. The verdant prince 
  stays back and uses his repertoire of scrolls.   
  Development: 
  • 
  If really intimidated, the shadar kai mention 
  their boss is Sjachkessdar a great being of shadow.  She 
  wears some paladin’s helm around her neck as her latest 
  trophy and seems oddly fond of it. (for a shadow dragon, 
  VEL8-03 A Day at the Museum 
   
  Page 15 
  
  it is very polished and bright)….but then she uses it as 
  bait…for other paladins… 
  • 
  The raid on the faerie duke’s camp was 
  originally a smash and grab and if the party can come up 
  with something worthwhile for trading purposes this 
  might be reconciled without combat.  If this is at higher 
  APL and the verdant prince is there he attempts to enter 
  in an oath bond.  The exchange of the seeds is the goods 
  in question of the oath bond.  He gives them the seeds if 
  they leave this plane and promise not to give the seeds to 
  the faeries back at the camp other conditions are 
  negotiable but MUST include not giving any seeds to the 
  faeries of faerie duke directly or indirectly. 
  • 
  At most APLs the duskblade are carrying the 
  “magic seeds” and other treasure otherwise the verdant 
  prince will be carrying the seeds. 
  NOTE: 
  • 
  If they return to the camp of faerie they ask for 
  the magic back but understand the plight and do share.  
  The seeds heal the Duke Xhosasilliname, life spring of 
  his people, a rose among thorns, muse of the ages.   Duke 
  Xhosasilliname, life spring of his people, a rose among 
  thorns, muse of the ages grants a boon for those 
  characters that help grow the seeds; they can temporarily 
  gain some minor characteristics of the faerie duke.  This 
  favor comes in the form of a rose thorn; the character 
  needs to prick their finger with the thorn after which 
  they gain resist fire 5 DR 5/cold iron and immunity to 
  mind-affecting charm and fear affects. The process takes a 
  full round and only happens once and lasts one 
  adventure.  If the party doesn’t return to the faerie camp 
  they don’t get this boon.  This is the Touch of Fey AR 
  reward. 
  8: TRAVELING BACK WITH 
  THE MCGUFFIN 
  Completing the ritual, the mortal realm and the stone 
  circle comes into focus. Two others come into focus 
  as well; a large orc/ogre/troll (depending on APL) and 
  standing next to it is a heavily armed human the holy 
  symbol of Iuz prominent on his shield.  Calling from 
  the trees is a voice.  “They have what the master 
  wants, kill them!”  
   
  Wow, what a surprise.  A divine oracle has been 
  attempting to divine their return since they left Mitrik. 
  Fhazil is a descendant of one of the occupants of 
  purgatory.  Will enjoy taking out frustration on the party 
  members.  The cleric highly trained in the methods of 
  enchantment and divination keep both the orcs/ogres 
  under control and have figured out where the party 
  would resurface after the “fell off the radar”.. 
  APL 2 (EL 5) 
   
  Fhazil:  cleric 1 /sorcerer 1; hp 11; see Appendix 1. 
   
  Sparks: weasel familiar: hp 5; see Appendix 1. 
   
  Khet:  cleric 2; hp 15; see Appendix 1. 
   
  Gronk, Grink: spellwarped 1; hp 11 each; see 
  Appendix 1. 
   
  APL 4 (EL 7) 
   
  Fhazil:  cleric 1 /sorcerer 3; hp 18; see Appendix 1. 
   
  Sparks: weasel familiar: hp 9; see Appendix 1. 
   
  Khet:  cleric 4; hp 30 each; see Appendix 1.  
   
  Gronk, Grink: spellwarped barbarian 1/fighter 1; hp 
  21 each ; see Appendix 1. 
   
  APL 6 (EL 9) 
   
  Fhazil:  cleric 1 /sorcerer 5; hp 26; see Appendix 1. 
   
  Sparks: weasel familiar: hp 13; see Appendix 1. 
   
  Khet:  cleric 5/ divine oracle 1; hp 44 each; see 
  Appendix 1.  
   
  Gronk, Grink: spellwarped ogre; hp 42 each; see 
  Appendix 1. 
   
  APL 8 (EL 11) 
   
  Fhazil:  cleric 1 /sorcerer 5/ fiend-blooded 2; hp 
  33+12; see Appendix 1. 
   
  Sparks: weasel familiar: hp 16+12; see Appendix 1. 
   
  Khet:  cleric 5/divine oracle 3; hp 55 each; see 
  Appendix 1.  
   
  Gronk Grink: spellwarped barbarian 1 fighter 1 
  ogres; hp 69 each; see Appendix 1. 
   
  APL 10 (EL 13) 
   
  Fhazil:  cleric1 /sorcerer 5/ fiend-blooded 4; hp 
  56+15; see Appendix 1. 
   
  Sparks: weasel familiar: hp 28+15; see Appendix 1. 
   
  Khet:  cleric 5/ divine oracle 5; hp 68 each; see 
  Appendix 1.  
   
  Gronk, Grink: spellwarped barbarian 2 / fighter 1/ 
  warhulk 1 ogres; hp 95 each; see Appendix 1. 
   
  APL 12 (EL 15) 
   
  Fhazil:  cleric 1 /sorcerer 5/ fiend blooded 6; hp 
  64+15; see Appendix 1. 
   
  Sparks: weasel familiar: hp 32+15; see Appendix 1. 
   
  Khet:  cleric 5/ divine oracle 7/ contemplative 1; hp 
  80 each; see Appendix 1.  
   
  Gronk Grink : barbarian 2 /fighter1/ warhulk 3 
  ogre; hp 122 each; see Appendix 1. 
  VEL8-03 A Day at the Museum 
   
  Page 16 
  
   
  APL 14 (EL 17) 
   
  Fhazil:  sorcerer 6/ fiend-blooded 8; hp 77+15; see 
  Appendix 1. 
   
  Sparks: weasel familiar: hp 38+15; see Appendix 1. 
   
  Khet:  cleric 5/ divine oracle 9; hp 92 each; see 
  Appendix 1.  
   
  Gronk Grink: barbarian 2/ fighter 1/ warhulk 5 
  ogre; hp 176 each; see Appendix 1. 
   
  Tactics:  Both of the spell casters are purely spellcasters, 
  and attempt to segregate the party with division spells or 
  take out those they think have a low Will save. Fazil likes 
  to see things burn and see friends kill each other.  NOTE: 
  At APL 10 and above Fhazil has Rapid Metamagic and 
  can cast Still spells spells on the fly and with Eschew 
  Materials can ignore most spells that don’t have an 
  expensive material requirement.  At APL 12 Fhazil can 
  also Empower spell as well.  Khet buffs when possible 
  and when it becomes available cast magic circle against 
  good on one of the Ogres and inform them to stay near 
  each other.  At higher APLs Khet has 2 Magic Circles and 
  protects both of them before combat starts. They also 
  won’t be getting them caught in some spell effects due to 
  the spellwarping.  Grink and Gronk are smart for their 
  kind and they know it but won’t let it on.  (which won’t 
  be too hard considering the first thing they’ll do is rage). 
   
  As a whole the party won’t know who has the seeds; 
  if the party lets that out, then that person is target 
  number one.  Otherwise the bad guys attempt to control 
  someone to get the answer and leave. If that isn’t an 
  option they fight to the death. Iuz does not take failure 
  lightly. 
   
  Development:  Once this ambush is over the rest is very 
  anti-climatic.  The trip is very uneventful….for now. 
   
  SUCCESSFUL CONCLUSION 
  After dealing with the hit squad sent by Old Wicked 
  and surviving to tell the tale, the trip back to Mitrik is 
  uneventful.  There was that squirrel back there that 
  seems to be eyeing you “funny”  But that’s just a 
  coincidence right? 
   
  After your absence, the Colleges are overjoyed that 
  you have returned with the seeds from the faerie.  
  Rathaira of Gilbrane is among the party that greets 
  you.  “While you’ve been gone we’ve been doing some 
  research into the prophecy and midsummer’s eve is 
  about to happen.”  While normally that’s not to 
  unusual, it’s just a festival time, the forest area 
  troubles have lead to some interesting auguries and 
  divinations. 
   
  It seems that portents point to planting the seeds 
  somewhere in the forested area from the flood during 
  mid-summers festival.  With the activity that this has 
  already generated we hope that you’d return and help 
  Veluna again? 
   
  To be continued in VEL8-04 The Planting. 
    
  UNSUCCESSFUL 
  CONCLUSION 
  The trip back to Mitrik is fortunately uneventful.  
  Somehow the seeds were lost.  Now it seems that 
  every animal is watching your return to Mitrik.   
   
  After your absence, the Colleges are anguished that 
  you were unable to recover the seeds.  All hope is not 
  lost, there were other groups that were looking 
  mayhap they have returned with seeds.  On a more 
  cheery note Rathaira of Gilbrane is among the party 
  that meets your return.  “While you were gone, we’ve 
  been able to have some success in discovering the 
  next step.  If others are successful, can Veluna count 
  on you to return and help us rid Oerth of this 
  horrible plague? 
   
  To be continued in VEL8-04 The Planting. 
   
  OFFICIAL CRITICAL EVENTS 
  RESULTS  
  Any player interested in downloading an official 
  summary of events of this mod that reflects the critical 
  events of the first run of this event should be given the 
  following password.  The DM should give this password 
  to the players at the conclusion of play.  They can then 
  download the critical summary and use the password to 
  open the file: 
   
  Password:   idrankwhat 
   
  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. 
   
  VEL8-03 A Day at the Museum 
   
  Page 17 
  
  3: UNWELCOME GUESTS 
  Defeat the unwelcome fiendish guests 
  APL 2  
    90 XP 
  APL 4  
  150 XP  
  APL 6  
  210 XP 
  APL 8  
  270 XP  
  APL 10  
  330 XP  
  APL 12  
  390 XP  
  APL 14  
  450 XP 
   
  7: SHADOWED FURROWS 
  Defeat or recover the stolen seeds from the shadar kai 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
   
  8: TRAVELING BACK WITH THE 
  MCGUFFIN 
  Defeat/or escaping the Iuz hit squad 
  APL 2  
  180 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
   
  STORY AWARD 
  Accepting the vision of Tallin Creen 
  APL 2  
  20 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP  
  APL 10  
  90 XP  
  APL 12  
  105 XP 
  APL 14  
  120 XP 
   
  STORY AWARD 
  Successfully return the faerie seeds to College of Arcane 
  and Divine. 
  APL 2  
  20 XP 
  APL 4  
  45 XP  
  APL 6  
  60 XP 
  APL 8  
  75 XP  
  APL 10  
  90 XP  
  APL 12  
  105 XP  
  APL 14  
  120 XP 
    
  ROLEPLAYING AWARD 
  Successfully staying in character when facing templated 
  creatures. 
  APL 2  
  20 XP 
  APL 4  
  45 XP  
  APL 6  
  60 XP 
  APL 8  
  75 XP  
  APL 10  
  90 XP  
  APL 12  
  105 XP  
  APL 14  
  120 XP 
   
  TOTAL POSSIBLE EXPERIENCE 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP  
  APL 10  
  1,350 XP  
  APL 12  
  1,575 XP 
  APL 14  
  1,800 XP 
   
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  VEL8-03 A Day at the Museum 
   
  Page 18 
  
  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.  
   
  3: UNWELCOME GUESTS  
   
  APL 2: Loot 34 gp; Total 34 gp. 
   
  APL 4: Loot 1 gp; Total 1 gp. 
   
  APL 6: Loot 8 gp; Magic 662 gp; +1 leather armor (96 
  gp), potion of invisibility (25 gp), ring of vengeance (375 
  gp), rod of grievous wounds (166 gp);Total 670 gp. 
  APL 8: Loot 8 gp; Magic 995 gp; +1 leather armor (96 gp), 
  cloak of charisma +2 (333 gp), potion of invisibility (25 
  gp), ring of vengeance (375 gp), rod of grievous wounds 
  (166 gp);Total 1003 gp. 
   
  APL 10: Magic 1738 gp; +1 cold iron longsword (360 
  gp), +1 light fortification leather armor (346 gp), boots of 
  speed (1000 gp), elixir of sneaking (20 gp), 3 potions of 
  cure light wounds (4 gp each); Total 1738 gp. 
   
  APL 12: Magic 1817 gp; +1 cold iron longsword (360 
  gp), +1 light fortification mithral shirt (425 gp), boots of 
  speed (1000 gp), elixir of sneaking (20 gp), 3 potions of 
  cure light wounds (4 gp each); Total 1817 gp. 
   
  APL 14: Magic 2817 gp; +1 cold iron longsword (360 
  gp), +1 moderate fortification mithral shirt (1475 gp), 
  boots of speed (1000 gp), elixir of sneaking (20 gp), 3 
  potions of cure light wounds (4 gp each); Total 2817 gp. 
   
  7: SHADOWED FURROWS 
   
  APL 2: Loot 103 gp; Magic 166 gp; +1 gal-ralan (83 
  gp), acrobat boots (75 gp), 2 potions of cure light wounds 
  (4 gp each); Total 269 gp. 
   
  APL 4: Loot 49 gp; Magic 552 gp; +1 gal-ralan (83 gp), 
  +1 spiked chain (x2) (193 gp each), acrobat boots (75 gp), 
  2 potions of cure light wounds (4 gp each); Total 601 gp. 
   
  APL 6: Loot 63 gp; Magic 1392 gp; +1 gal-ralan (x2) 
  (83 gp each), +1 spiked chain (x2) (193 gp each), acrobat 
  boots (75 gp), gloves of dexterity +2 (333 gp), headband of 
  intellect +2 (333 gp), mithral shirt (91 gp), 2 potions of 
  cure light wounds (4 gp each); Total 1455 gp. 
   
  APL 8: Loot 42 gp; Magic 2491 gp; +1 gal-ralan (x2) 
  (83 gp each), +1 mithral breastplate (433 gp), +1 mithral 
  shirt (175 gp), +1 spiked chain (x2) (193 gp each), acrobat 
  boots (75 gp), corsair’s eyepatch (250 gp), crystal of lesser 
  return (x2) (83 gp each), gloves of dexterity +2 (333 gp), 
  headband of intellect +2 (333 gp), 2 potions of cure light 
  wounds (4 gp each), ring of protection +1 (166 gp); Total 
  2533 gp. 
   
  APL 10: Loot 12 gp; Magic 6193 gp; +1 gal-ralan (x2) 
  (83 gp each), +1 mithral breastplate (433 gp), +1 nimble 
  mithral shirt (425 gp), +1 shortbow (x2) (194 gp each), +1 
  spiked chain (x2) (193 gp each), amulet of health +2 (333 
  gp), boots of the battle charger (166 gp), corsair’s 
  eyepatch (250 gp), crystal of lesser return (x2) (83 gp 
  each), dusty rose ioun stone (416 gp), gloves of dexterity 
  +4 (1333 gp), headband of intellect +4 (1333 gp), potion of 
  cure light wounds (4 gp), potion of cure serious wounds 
  (62 gp), ring of protection +1 (x2) (166 gp each); Total 
  6235 gp. 
   
  APL 12: Loot 47 gp; Magic 14977 gp; +1 gal-ralan (83 
  gp), +1 mithral nimbleness full plate (1208 gp), +1 acid 
  resistance nimble mithral shirt (1925 gp), +1 shortbow 
  (x2) (194 gp each), +1 dispelling spiked chain (693 gp), +1 
  magebane spiked chain (693 gp), +2 gal-ralan (333 gp), 
  amulet of health +2 (x2) (333 gp each), bone ring (1666 
  gp), boots of speed (1000 gp), corsair’s eyepatch (250 gp), 
  crystal of lesser return (x2) (83 gp each), dusty rose ioun 
  stone (416 gp), gloves of dexterity +4 (1333 gp), headband 
  of intellect +4 (1333 gp), potion of barkskin +4 (x2) (75 gp 
  each), potion of cure light wounds (4 gp), potion of cure 
  serious wounds (62 gp), ring of protection +1 (166 gp), 
  ring of protection +2 (666 gp), scroll of dominate animal 
  (x2) (31 gp each), scroll of poison (58 gp), scroll of 
  freedom of movement (x2) (58 gp each), scroll of rusting 
  grasp (58 gp), scroll of stoneskin (114 gp) , scroll of mass 
  bull’s strength (137 gp, expended staff of the woodlands 
  (919 gp), wand of magic missile (5th) (312 gp); Total 
  15024 gp. 
   
  APL 14: Loot 45 gp; Magic 18133 gp; +1 acid 
  resistance nimble mithral shirt (1925 gp), +1 dispelling 
  spiked chain (693 gp), +1 magebane spiked chain (693 
  gp), +1 mithral nimbleness full plate (1208 gp), +1 
  shortbow (x2) (194 gp each), +1 studded leather armor (98 
  gp), +2 gal-ralan (x2) (333 gp each), amulet of health +2 
  (333 gp), amulet of health +4 (1333 gp), bone ring (1666 
  gp), boots of speed (1000 gp), corsair’s eyepatch (250 gp), 
  crystal of lesser return (x2) (83 gp each), dusty rose ioun 
  stone (416 gp), gloves of dexterity +4 (1333 gp), headband 
  of intellect +4 (1333 gp), potion of barkskin +4 (x2) (75 gp 
  each), potion of cure light wounds (4 gp), potion of cure 
  serious wounds (x2) (62 gp each), ring of force shield +2 
  (708 gp), ring of protection +2 (x2) (666 gp each), scroll of 
  dominate animal (x2) (31 gp each), scroll of fly (31 gp), 
  scroll of freedom of movement (x2) (58 gp each), scroll of 
  globe of invulnerability (137 gp), scroll of haste (31 gp), 
  scroll of mass bull’s strength (137 gp), scroll of mass 
  enlarge person (58 gp), scroll of poison (58 gp), scroll of 
  reverse gravity (250 gp), scroll of rusting grasp (58 gp), 
  scroll of slow (31 gp), scroll of stoneskin (114 gp), 
  VEL8-03 A Day at the Museum 
   
  Page 19 
  
  expended staff of the woodlands (919 gp), wand of magic 
  missile (5th) (312 gp); Total 18178 gp. 
   
   
  8: TRAVELING BACK WITH THE 
  MCGUFFIN 
   
  APL 2: Loot 216 gp; Coin 7 gp; Magic 108 gp; restful 
  crystal (x2) (41 gp each), scroll of shield (2 gp), scroll of 
  bull’s strength (12 gp), scroll of owl’s wisdom (12 gp); 
  Total 331 gp. 
   
  APL 4: Loot 455 gp; Coin 9 gp; Magic 1767 gp; 
  armbands of might (x2) (341 gp each),  cloak of charisma 
  +2 (333 gp), periapt of wisdom +2 (333 gp), restful crystal 
  (x2) (41 gp each), ring of floating (166 gp), scroll of shield 
  (2 gp), scroll of bull’s strength (12 gp), scroll of owl’s 
  wisdom (12 gp), vest of resistance +1 (83 gp), wand of 
  cure light wounds (62 gp); Total 2231 gp. 
   
  APL 6: Loot 398 gp; Coin 9 gp; Magic 3137 gp; +1 
  dagger (191 gp), +1 full plate (220 gp), +1 morningstar 
  (192 gp), armbands of might (x2) (341 gp), cloak of 
  charisma +2 (333 gp), dimension stride boots (166 gp), 
  gauntlets of ogre power (333 gp), periapt of wisdom +2 
  (333 gp), restful crystal (x2) (41 gp), ring of protection +1 
  (166 gp), ring of floating (166 gp), scroll of shield (2 gp), 
  scroll of bear’s endurance (12 gp), scroll of blindness (31 
  gp), vest of resistance +1 (x2) (83 gp each), wand of cure 
  light wounds (62 gp); Total 3544 gp. 
   
  APL 8: Loot 89 gp; Coin 9 gp; Magic 6955 gp; large 
  +1 chain shirt (x2) (112 gp each), +1 dagger (191 gp), +1 
  full plate (220 gp), +1 heavy shield (96 gp), large +1 
  mercurial greatsword (x2) (291 gp each), +1 morningstar 
  (192 gp), armbands of might (x2) (341 gp each), cloak of 
  charisma +4 (1333 gp), dimension stride boots (166 gp), 
  dusty rose ioun stone (416 gp), gauntlets of ogre power 
  (333 gp), periapt of wisdom +4 (1333 gp), restful crystal 
  (x2) (41 gp each), ring of protection +1 (166 gp), ring of 
  floating (166 gp), scroll of shield (2 gp), scroll of bear’s 
  endurance (12 gp), scroll of blindness (31 gp), vest of 
  resistance +2 (x2) (333 gp each), wand of cure light 
  wounds (62 gp); Total 7053 gp. 
   
  APL 10: Loot 78 gp; Coin 9 gp; Magic 9466 gp; large 
  +1 chain shirt (x2) (112 gp each), +1 dagger (191 gp), +1 
  full plate (220 gp), +1 heavy shield (96 gp), +1 light 
  crossbow (178 gp), large +1 mercurial greatsword (x2) 
  (291 gp each), +1 morningstar (192 gp), amulet of health 
  +4 (1333 gp), armbands of might (x2) (341 gp each), belt 
  of giant strength +4 (1333 gp), cloak of charisma +4 (1333 
  gp), dimension stride boots (166 gp), dusty rose ioun 
  stone (416 gp), periapt of wisdom +4 (1333 gp), restful 
  crystal (x2) (41 gp each), ring of protection +1 (166 gp), 
  ring of floating (166 gp), scroll of shield (2 gp), scroll of 
  bear’s endurance (12 gp), scroll of blindness (31 gp), vest 
  of resistance +2 (x2) (333 gp each), wand of cure light 
  wounds (62 gp); Total 9553 gp. 
   
  APL 12: Loot 28 gp; Coin 9 gp; Magic 13995 gp; large 
  +1 chain shirt (x2) (112 gp each), +1 dagger (191 gp), +1 
  mithral full plate (1041 gp), +1 heavy shield (96 gp), +1 
  light crossbow (178 gp), large +1 mercurial greatsword 
  (x2) (291 gp each), +1 morningstar (192 gp), amulet of 
  health +4 (1333 gp), armbands of might (x2) (341 gp 
  each), belt of giant strength +4 (1333 gp), cloak of 
  charisma +4 (1333 gp), dimension stride boots (166 gp), 
  dusty rose ioun stone (416 gp), gloves of dexterity +4 
  (1333 gp), periapt of wisdom +4 (1333 gp), restful crystal 
  (x2) (41 gp each), ring of protection +1 (166 gp), ring of 
  floating (166 gp), scroll of shield (2 gp), scroll of bear’s 
  endurance (12 gp), scroll of blindness (31 gp), staff of fire 
  (2375 gp), vest of resistance +2 (x2) (333 gp each), wand of 
  cure light wounds (62 gp); Total 14032 gp. 
   
  APL 14: Loot 28 gp; Coin 9 gp; Magic 26103 gp; large 
  +1 chain shirt (x2) (112 gp each), +1 dagger (191 gp), +1 
  mithral full plate (1041 gp), +1 heavy shield (96 gp), +1 
  light crossbow (178 gp), large +1 mercurial greatsword 
  (x2) (291 gp each), +1 morningstar (192 gp), amulet of 
  health +4 (1333 gp), amulet of health +6 (3000 gp), 
  armbands of might (x2) (341 gp each), belt of giant 
  strength +4 (1333 gp), cloak of charisma +6 (3000 gp), 
  dimension stride boots (166 gp), dusty rose ioun stone 
  (416 gp), gloves of dexterity +4 (1333 gp), periapt of 
  wisdom +6 (3000 gp), restful crystal (x2) (41 gp each), 
  ring of protection +1 (166 gp), ring of floating (166 gp), 
  scroll of shield (2 gp), scroll of bear’s endurance (12 gp), 
  scroll of blindness (31 gp), scroll of remove blindness (31 
  gp), scroll of remove fear (2 gp), scroll of remove paralysis 
  (12 gp), staff of fire (2375 gp), staff of healing (2375 gp), 
  vest of resistance +2 (333 gp), vest of resistance +3 (750 
  gp), wand of cure light wounds (62 gp); Total 26140 gp. 
   
  TREASURE CAP 
   
  APL 2:  
   
   
  450 gp 
   
  APL 4:  
   
   
  650 gp 
   
  APL 6:  
   
   
  900 gp 
   
  APL 8:  
   
   
  1,300 gp 
   
  APL 10:  
   
   
  2,300 gp 
   
  APL 12:  
   
   
  3,300 gp 
   
  APL 14:  
   
   
  6,600 gp 
   
   
  TOTAL POSSIBLE TREASURE 
   
  APL 2:  
   
   
      634 gp 
   
  APL 4:  
   
   
    2833 gp 
   
  APL 6:  
   
   
    5669 gp 
   
  APL 8:  
   
   
  10,589 gp 
   
  APL 10:  
   
   
  17,526 gp  
   
  APL 12:  
   
   
  30,873 gp 
   
  APL 14:   
   
   
  47,135 gp 
  VEL8-03 A Day at the Museum 
   
  Page 20 
  
   
  ADVENTURE RECORD ITEMS 
  Agent of Change:  You shared the vision of the dying 
  cleric Tallin Creen.  The Vision touched you as you 
  escorted him to the afterlife, and you know you will play 
  a pivotal role in the future of Veluna.  Now it’s a question 
  of living through the experience.  Raoans are especially 
  touched by this experience.  
   
  Once ever re-roll any saving throw that would cause 
  this PC to drop to or below -10 hps.   
   
  Raoans are allowed three rerolls to represent their 
  three tenet faiths. 
   
  Faithless:  You could have shared a vision and had the 
  opportunity to escort someone to the afterlife.  As a 
  divine caster your deity is displeased and has cut his ties 
  with you.  You have lost all divinely inspired powers, to 
  include class abilities and spellcasting until such time as 
  an atonement is performed. 
   
  Touch of Fey:  For helping Duke Xhosasilliname, life 
  spring of his people, a rose among thorns, muse of the 
  ages recover from his battle with the agent of shadow, his 
  agent has gifted you with a rose thorn.  By pricking 
  yourself with the thorn you will acquire some minor 
  characteristics of the faerie duke himself resist fire 5, 
  DR5/ cold iron, and immunity to mind affecting charm 
  and fear effects. This transformation takes a full round 
  and will only last one adventure. He hopes that the fey 
  can return the favor and help you succeed to cure the 
  wasting sickness. 
   
  Thanks of the Nation: For retrieving the seeds that will 
  make kombucha or the Elixir of Immortality, the 
  Colleges have granted Regional access to the following 
  items and training to the following alternative class 
  features. Divine Counterspell (CM), Divine Magician 
  (CM), Divine Restoration (CS), Focused Specialist (CM), 
  Immediate Magic (PHII), Stalwart Sorcerer (CM)  
       Scroll of restorations   
       Staff of healing    
       Wand of cure moderate, serious wounds  
       Wand of lesser restoration 
        Wand of restoration 
   
  ITEM ACCESS 
  APL 2: 
  Acrobat boots (Adventure, MIC, 900 gp) 
  Restful crystal (Adventure, MIC, 500 gp) 
   
  APL 4 (all of APL 2 plus the following): 
  Masterwork mercurial greatsword (Adventure, A&EG, 
  900gp) 
  Ring of floating (Adventure, MIC, 2000) 
  Armbands of might (Adventure, MIC, 4100) 
   
  APL 6 (all of APL 2-4 plus the following): 
  Ring of vengeance (Adventure, MIC, 4500gp) 
  Rod of grievous wounds (Adventure, MIC, 2000gp) 
  Dimension stride boots (Adventure, MIC, 2000) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  Corsair’s eye patch (Adventure, MIC, 3000gp) 
  Mithral breastplate (Adventure, DMG, 4200gp) 
  Crystal of lesser return (Adventure, MIC, 1000gp) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  Boots of speed (Adventure, DMG, 12000gp) 
  Boots of the battle charger (Adventure, MIC, 2000) 
  +1 light fortification leather armor (Adventure, DMG, 
  4160gp) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  Bone ring (Regional, MIC, 20000 gp) 
  +1 light fortification mithral shirt (Adventure, DMG, 
  5100)  
  +1 nimbleness mithral plate armor (Adventure, MIC 
  14500 gp) 
  Staff of fire (Adventure, DMG, 28500gp) 
   
  APL 14 (all of APLs 2-12 plus the following): 
  +1 moderate fortification mithral shirt (Adventure, DMG, 
  17100 gp)  
  Staff of healing (Adventure, DMG, 27500gp) 
  VEL8-03 A Day at the Museum 
   
  Page 21 
  
  VEL8-03 A Day at the Museum 
   
  Page 22 
  APPENDIX 1: NPCS 
  SEELIE GUARDS 
  CR 7 
  Always CG Medium outsider (few, good, extraplanar, 
  chaotic) 
  Init +3; Senses darkvision 60ft; Listen +6, Spot +8 
  Languages fey, common 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +3 armor, +1 natural) 
  hp 41 (6 HD); DR 5/magic 
  Immune disease 
  Resist acid 10, cold 10, electricity 10; SR 16 
  Fort +9(+4 vs poison), Ref +7, Will +2 
  Speed 30 ft. (6 squares), fly 60ft (good) 
  Melee mwk longsword +10 (1d8+5/19-20) or mwk 
  longsword +6/+1 (1d8+5/19-20) and 
   
  dagger +1 (1d4+1/19-20) 
  Ranged longbow +10/+5 (1d8/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options smite evil 
  Spell-like abilities (CL 6th): 
   3/day—protection from evil 
   1/day—bless, aid, detect evil, cure serious wounds, 
  neutralize poison 
  Abilities Str 17, Dex 16, Con 14, Int 12, Wis 13, Cha 
  12 
  Feats Point Blank Shot, Power Attack, Weapon focus 
  (Longbow), Weapon Focus (Longsword), Weapon 
  Specialization (Longsword), Close-Quarters 
  Fighting* 
  Skills Climb +8, Handle Animal +6, Jump +8, 
  Knowledge (dungeoneering) +2, Knowledge 
  (geography) +2, Knowledge (nature) +5, Listen +6, 
  Ride +7, Search +5, Spot +8, Survival +6, Swim 
  +5; 
  Possessions studded leather armor, masterwork 
  longsword, longbow with 20 arrows 
  Daylight (Su): can create daylight effect at will. 
  Smite Evil (Su): once per day a half-celestial can 
  make a normal melee attack to deal extra damage 
  equal to its HD (max +20) against an evil foe. 
  * see Appendix 2: New Rules Items 
  
  APPENDIX 1: APL 2
  3: UNWELCOME GUESTS 
  LEGION DEVIL 
  CR 3 
  Always LE Medium outsider (baatezu, evil, 
  extraplanar, lawful) 
  Init +3; Senses see in darkness; Listen +0, Spot +0 
  Languages Infernal; telepathy 100 ft. 
  AC 21, touch 13, flat-footed 18; Mobility 
   (+3 Dex, +3 armor, +3 shield, +2 natural) 
  hp 19 (3 HD); DR 5/magic; legion’s strength 
  Immune fire, poison, fear 
  Resist acid 10, cold 10; evasion 
  Fort +5, Ref +6, Will +5; legion’s defenses, legion’s 
  mind 
  Speed 30 ft. (6 squares) 
  Melee mwk longsword +8 (1d8+3/19-20) and 
   
  shield arm bash +1 (1d6+1) 
  Ranged longbow +6 (1d8/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Atk Options legion’s battle skill 
  Special Actions legion’s advance, summon baatezu 
  Abilities Str 17, Dex 17, Con 15, Int 6, Wis 10, Cha 
  10 
  SA legion’s battle skill, summon baatezu 
  Feats Iron Will, MobilityB, Weapon Focus (longsword) 
  Skills Climb +8, Craft (weaponsmithing) +4, Heal +6, 
  Intimidate +6, Jump +8, Ride +9 
  Possessions studded leather armor, masterwork 
  longsword, longbow with 20 arrows 
  Legion’s Strength (Su) Legion devils combine their 
  physical vitality into one single pool of strength. In 
  many battles, legion devils seem to absorb blow 
  after blow, fighting on despite massive injuries, until 
  a single decisive attack against one causes all of 
  them to fall to the ground, slain. Legion devils 
  combine their hit points into one large pool. Any 
  damage that a legion devil takes comes from this 
  hit point pool. If the pool is reduced to 0, all the 
  legion devils in it immediately die. A legion devil 
  gains the pool's benefits as long as it remains 
  within 100 feet of the rest of the group. If forced to 
  move farther away, the legion devil reclaims some 
  of its hit points. Divide the hit points in the pool by 
  the number of devils in the group. The devil forced 
  out of the group gains that many hit points, and the 
  pool loses a like number. If the share is less than 1, 
  the devil immediately dies and the pool does not 
  lose any points. By the same token, if any devil 
  receives healing apply it to the devils' total pool. 
  Legion's Defenses (Su) If a spell, supernatural 
  ability, or other effect that allows a saving throw 
  targets more than one legion devil, all the devils 
  use the highest d20 result rolled by the group. If 
  three legion devils are caught in a fireball and the 
  d20 rolls for their saves are 17, 5, and 8, all three 
  devils use 17 as the result of their roll before 
  adding any modifiers. 
  Legion's Mind (Su) If a mind-affecting spell or ability 
  targets a single legion devil, the devil and all other 
  devils within 60 feet make saving throws against it. 
  If any devil succeeds, all the devils succeed. If all 
  the devils fail, they all suffer the effect of a failed 
  save. 
  Shield Arm (Ex) The left arm of a legion devil is 
  enlarged and heavily armored, providing it with a 
  +3 shield bonus to its Armor Class. A legion devil 
  can also use this arm to make a bashing attack as 
  a secondary weapon. A legion devil does not lose 
  its arm's shield bonus when it attacks in this 
  manner. An arm bash deals 1d6 points of 
  bludgeoning damage. 
  Legion's Battle Skill (Ex) Trained and experienced in 
  working together, legion devils gain a +4 bonus on 
  attack rolls for every other legion devil within 60 
  feet. 
  Legion's Advance (Su) As a move action, a legion 
  devil can immediately teleport to a space adjacent 
  to any other legion devil within 100 feet. The legion 
  devil can continue its turn after using this ability as 
  normal. 
  Summon Baatezu (Sp) Once per day; a legion devil 
  can attempt to summon another legion devil with a 
  35% chance of success. This ability is the 
  equivalent of a 3rd-level spell (CL 5th). 
   
  7: SHADOWED FURROWS 
  SHAMKEL 
  CR 2 
  Male Shadar Kai rogue1 
  NE Medium fey (extraplanar) 
  Init +5; Senses Listen +12, Spot +12  
  Languages Common, Elven, Sylvan 
  AC 18, touch 15, flat-footed 13 
   (+5 Dex, +3 armor) 
  hp 21 (4 HD) 
  Fort +3, Ref +12, Will +5 
  Weakness shadow curse 
  Speed 30 ft. in mwk studded leather (6 squares) 
  Melee mwk spiked chain +7 (2d4+2)  
  Ranged shortbow +7 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. (10ft with spiked chain) 
  Base Atk +2; Grp +3  
  Atk Options +2d6 sneak attack 
  Combat Gear potion of cure light wounds 
  Abilities Str 13, Dex 20 Con 13(12), Int 14, Wis 10, 
  Cha 8 
  SQ Hide in plain sight, Shadow curse, Superior low-
  light vision, Trapfinding 
  Feats Alertness, Dodge, Exotic Weapon Proficiency 
  (spiked chain) (B), Weapon Finesse, 
  Skills Balance +9, Climb +5, Hide +11 (+21 in dark or 
  shadowy areas), Jump +5, Listen +12, Move 
  Silently +15, Search +14, Sleight of Hand +9, Spot 
  +12, Survival +6 (+8 when following tracks), 
  Tumble +9  
  VEL8-03 A Day at the Museum 
   
  Page 23 
  
  Possessions combat gear masterwork studded 
  leather armor, masterwork thieves tools, acrobat 
  boots*, +1 gal-ralan*, 20 arrows,  
  Hide in Plain Sight (Su): Shadar-kai can use the 
  Hide skill even while being observed. As long as 
  they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open without 
  having anything to actually hide behind.  
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
  * see Appendix 2: New Rules Items 
   
  BERKASH 
  CR 2 
  Male Shadar Kai duskblade 1 
  NE Medium fey (extraplanar) 
  Init +4; Senses Listen +8, Spot +8  
  Languages Common, Elven, Sylvan 
  AC 18, touch 14, flat-footed 14 
   (+4 Dex, +4 armor) 
  hp 23 (4 HD) 
  Fort +5, Ref +9, Will +7 
  Weakness shadow curse 
  Speed 30 ft. in mwk chainshirt (6 squares) 
  Melee mwk spiked chain +7 (2d4)  
  Ranged shortbow +7 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. (10ft with spiked chain) 
  Base Atk +3; Grp +3  
  Atk Options +1d6 sneak attack 
  Combat Gear potion of cure light wounds 
  Duskblade Spells Known (CL 1st): 
   1st (3/day) — color spray, shocking grasp 
   0 (3/day) — acid splash, disrupt undead, ray of 
  frost, touch of fatigue 
  Spell-Like Abilities (CL 1st): 
   6/day—dancing lights, detect magic, flare, ghost 
  sound, read magic) 
  Abilities Str 11, Dex 18, Con 13(12), Int 16, Wis 10, 
  Cha 8 
  SQ Hide in plain sight, Shadow curse, Superior low-
  light vision, Armored mage 
  Feats Alertness, Exotic Weapon Proficiency (spiked 
  chain) (B), Skill focus Concentration, Weapon 
  Finesse, 
  Skills Concentration +7, Hide +9 (+19 in dark or 
  shadowy areas), Jump +3, Knowledge (arcane) +7, 
  Knowledge (planes) +7, Listen +8, Move Silently 
  +9, Search +9, Spellcraft +7, Spot +8, Survival +6 
  (+8 when following tracks) 
  Possessions combat gear masterwork chainshirt, 20 
  arrows, mwk spiked chain, shortbow 
  Hide in Plain Sight (Su): Shadar-kai can use the 
  Hide skill even while being observed. As long as 
  they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open without 
  having anything to actually hide behind.  
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
  Arcane Attunement (Sp) Duskblades can use spell-
  like powers dancing lights, detect magic, flare, 
  ghost sound, and read magic a combined total of 
  times per day equal to 3 + Int modifier.  These 
  spell-like powers do not count against your total of 
  spells known or spells per day. 
  Armored Mage (Ex): Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, 
  which can cause spells to fail if those spells have a 
  somatic component. A duskblade’s limited focus 
  and specialized training, however allows them to 
  avoid arcane spell failure while wearing light armor 
  and light shields.  This does not apply to spells 
  granted by other spellcasting classes. 
   
  DARK DIRE RAT 
  CR 1 
  Usually NE Small animal (extraplanar) 
  Init +3; Senses darkvision 60 ft., superior low-light 
  vision, scent; Listen +4, Spot +4 
  Languages — 
  AC 15, touch 14, flat-footed 12 
   (+1 size, +3 Dex, +1 natural) 
  hp 5 (1 HD)  
  Resist cold 10 
  Fort +3, Ref +5, Will +3 
  Speed 50 ft. (10 squares), climb 30 ft. 
  Melee bite +4 (1d4 plus disease) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -4  
  Abilities Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4 
  Feats Alertness, Weapon FinesseB 
  Skills Climb +11, Hide +16, Listen +4, Move Silently 
  +10, Spot +4, Swim +11 
  Disease (Ex) Filth fever—bite, Fortitude DC 11, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Hide in Plain Sight (Ex) A dark dire rat can use the 
  Hide skill even while being observed (except in 
  natural daylight, the area of a daylight spell, or a 
  similar effect). 
  Skills Dire rats have a +8 racial bonus on Swim 
  checks. Dire rats have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
  Dire rats use their Dexterity modifier for Climb and 
  Swim checks. 
   
   
   
  VEL8-03 A Day at the Museum 
   
  Page 24 
  
  8: TRAVELING BACK WITH THE 
  MCGUFFIN  
  FHAZIL 
  CR 2 
  Male cleric 1 /sorcerer 1 
  NE Medium humanoid (human, flan mix)  
  Init +0; Senses Listen +3, Spot +3  
  Languages Common, Orc, Flan 
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 11 (2 HD) 
  Fort +3, Ref +2, Will +5 
  Speed 30 ft. (6 squares) 
  Melee mwk dagger -1 (1d4/19-20)  
  Ranged mwk dagger +0 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +0; Grp -1  
  Atk Options Spells,  
  Combat Gear  Scroll of mage armor, Scroll of shield, 
  5 daggers 
  Cleric Spells Prepared (CL 1st): 
   1st — command D(Will DC 12), entropic shield, 
  protection from good 
   0 — create water, guidance, resistance 
  D: Domain spell. Deity: Iuz: Trickery, Tyranny  
  Sorcerer Spells Known (CL 1st): 
   1st (4/day) — magic missile, color spray (Will DC 
  14) 
   0 (5/day) — acid splash, disrupt undead, ray of 
  frost, touch of fatigue 
  Already cast;  
  Abilities Str 8, Dex 10, Con 12, Int 14, Wis 12, Cha 
  16 
  Feats Alertnessb ,Blood Calls to Blood*, Combat 
  Casting 
  Skills Concentration +6(+10),  Knowledge (arcane) 
  +7,  Knowledge (planes) +6,  Knowledge (religion) 
  +7,  Listen +3, Spellcraft +7, Spot +3 
  Possessions combat gear plus:  sparks, weasel 
  familiar 5hp, 5 daggers, carrots,   
  * see Appendix 2: New Rules Items 
   
  SPARKS 
  CR -- 
  N Tiny magical beast (augmented animal)  
  Init +2; Senses low-light vision, scent; Listen +1, Spot 
  +3  
  Languages empathic link with master 
  AC 19, touch 14, flat-footed 17 
   ( +4 armor,+2 size +2 Dex, +1 natural) 
  hp 5 (2 HD) 
  Resist improved evasion 
  Fort +2, Ref +4, Will +5 
  Speed 20 ft. (4 squares) 
  Melee  bite +4 (1d3-4)  
  Space 2 1/2 ft.; Reach 0 ft.  
  Base Atk +0; Grp -12  
  Atk Options Attach 
  Abilities Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5 
  SQ share spells 
  Feats Weapon Finesse 
  Skills Balance +10, Climb +10, Hide +10, Listen +3, 
  Move Silently +8, Spot +3 
  Attach (Ex) If a weasel hits with a bite attack, its uses 
  its powerful jaws to latch onto the opponent’s body 
  and automatically deals bite damage each round it 
  remains attached.  An attached weasel loses its 
  Dexterity bonus to Armor Class and has an AC of 
  13. 
   
  An attached weasel can be struck with a weapon 
  or grappled itself.  To remove an attached weasel 
  through grappling the opponent must achieve a pin 
  against the creature. 
   
  KHET CLERIC OF IUZ 
  CR 2 
  Male Cleric 2 
  NE Medium Humanoid (Human)  
  Init +1; Senses Listen +3, Spot +3 
  Languages Common 
  AC 18, 11 touch , 17 flat-footed  
   (+1 Dex, +5 armor, +2 shield)  
  Miss Chance [ranged attacks 20% w/entropic shield] 
  hp 15 (2 HD) 
  Fort +5, Ref +1, Will +6 
  Speed 20 ft. in mwk breastplate armor (4 squares), 
  base movement 30 ft. 
  Melee Morningstar +2 (1d8+1)  
  Ranged light crossbow +2 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2  
  Atk Options Spells 
  Combat Gear scroll of bulls strength, scroll of owl’s 
  wisdom 
  Class Spells Prepared (CL 2nd): 
   1st— cure light wounds, divine favor, commandD 
  (Will DC 15), entropic shield 
   0— create water, detect magic, guidance, 
  resistance 
   
  D: Domain spell. Deity: Iuz: Trickery, Tyranny  
  Already cast;  
  Abilities Str 12, Dex 12, Con 14, Int 10, Wis 16, Cha 
  10 
  Feats Spell focus (Enchantment), Skill Focus 
  (Religion) 
  Skills Concentration +7, Heal +8, Knowledge 
  (Religion) +11 
  Possessions combat gear plus silver holy symbol, 20 
  bolts, mwk breastplate, large shield, 42 gold pieces 
   
  GRINK, GRONK 
  CR 1 
  Spellwarped orc barbarian 1 
  NE Medium aberration (augmented humanoid)  
  Init +0; Senses Listen +3, Spot -1  
  Languages Common, Orc, Elven 
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +4 armor +2 natural) 
  hp 11 (1 HD) 
  SR 12 
  Fort +6, Ref +3, Will -1 
  VEL8-03 A Day at the Museum 
   
  Page 25 
  
  Speed 40 ft. mwk chain shirt w/restful crystal (6 
  squares) 
  Melee  mwk falchion +9 (2d4+10/18-20)  
  Ranged mwk javelin +5 (1d6+7) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +1; Grp +8  
  Atk Options Power Attack, Rage 
  Combat Gear   
  Abilities Str 24, Dex 16, Con 19, Int 12, Wis 8, Cha 6 
  SQ Spell absorption (see below) 
  Feats Power Attack 
  Skills Climb +13, Intimidate +2, Jump +13, Listen +3, 
  Survival +3 
  Possessions combat gear plus: 5 javelins, haunch of 
  meat  
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, 
  the creature gains one of the following benefits, 
  chosen at the time the spell resolves. 
   
  Might:  The spellwarped creature gains a +4 
  enhancement to Strength for one minute. 
   
  Agility:  The spellwarped creature gains a +4 
  enhancement to Dexterity for one minute. 
   
  Endurance:  The spellwarped creature gains a +4 
  enhancement to Constitution for one minute. 
   
  Life:  The spellwarped creature gains temporary 
  hit points equal to 5 x the level of the failed spell. 
   
  Speed:  The spellwarped creature base speed 
  increases by a number of feet equal to 5 x the level 
  of the failed spell. 
   
  Resistance:  The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire, or sonic). 
  VEL8-03 A Day at the Museum 
   
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  VEL8-03 A Day at the Museum 
   
  Page 27 
  APL 4 
  7: SHADOWED FURROWS  
  SHAMKEL 
  CR 3 
  Male Shadar Kai rogue 2 
  NE Medium fey (extraplanar) 
  Init +5; Senses Listen +13, Spot +13  
  Languages Common, Elven, Sylvan 
  AC 18, touch 15, flat-footed 12 Dodge 
   (+5 Dex, +3 armor) 
  hp 27 (5 HD) 
  Resist Evasion 
  Fort +3, Ref +13, Will +5 
  Weakness shadow curse 
  Speed 30 ft. in mwk studded leather (6 squares) 
  Melee +1 spiked chain +8 (2d4+3)  
  Ranged shortbow +8 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. (10ft with spiked chain) 
  Base Atk +3; Grp +4  
  Atk Options +2d6 sneak attack 
  Combat Gear potion of cure light wounds 
  Abilities Str 13, Dex 20 Con 13(12), Int 14, Wis 10, 
  Cha 8 
  SQ Hide in plain sight, Shadow curse, Superior low-
  light vision, Trapfinding 
  Feats Alertness, Dodge, Exotic Weapon Proficiency 
  (spiked chain) (B), Weapon Finesse, 
  Skills Balance +10, Climb +6, Hide +11 (+21 in dark 
  or shadowy areas), Jump +5, Listen +13, Move 
  Silently +15, Search +15, Sleight of Hand +9, Spot 
  +13, Survival +6 (+8 when following tracks), 
  Tumble +12  
  Possessions combat gear masterwork studded 
  leather armor, masterwork thieves tools, acrobat 
  boots*, +1 gal-ralan*, 20 arrows,  
  Hide in Plain Sight (Su): Shadar-kai can use the 
  Hide skill even while being observed. As long as 
  they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open without 
  having anything to actually hide behind.  
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
  * see Appendix 2: New Rules Items 
   
  BERKASH 
  CR 3 
  Male Shadar Kai duskblade 2 
  NE Medium fey (extraplanar) 
  Init +4; Senses Listen +8, Spot +9  
  Languages Common, Elven, Sylvan 
  AC 18, touch 14, flat-footed 12 
   (+4 Dex, +4 armor) 
  hp 30 (5 HD) 
  Fort +6, Ref +9, Will +8 
  Weakness shadow curse 
  Speed 30 ft. in mwk chainshirt (6 squares) 
  Melee +1 spiked chain +9 (2d4+1)  
  Ranged shortbow +8 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. (10ft with spiked chain) 
  Base Atk +4; Grp +4  
  Atk Options +1d6 sneak attack 
  Combat Gear potion of cure light wounds 
  Duskblade Spells Known (CL 1st): 
   1st (4/day) — color spray, ray of enfeeblement, 
  shocking grasp 
   0 (4/day) — acid splash, disrupt undead, ray of 
  frost, touch of fatigue 
  Spell-Like Abilities (CL 1st): 
   6/day—dancing lights, detect magic, flare, ghost 
  sound, read magic) 
  Abilities Str 11, Dex 18, Con 13(12), Int 16, Wis 10, 
  Cha 8 
  SQ Hide in plain sight, Shadow curse, Superior low-
  light vision, Armored mage 
  Feats Alertness, Combat Casting, Exotic Weapon 
  Proficiency (spiked chain) (B), Skill Focus 
  Concentration, Weapon Finesse, 
  Skills Concentration +8(+12), Hide +9 (+19 in dark or 
  shadowy areas), Jump +3, Knowledge (arcane) +8, 
  Knowledge (planes) +8, Listen +8, Move Silently 
  +9, Search +9, Spellcraft +8, Spot +9, Survival +6 
  (+8 when following tracks) 
  Possessions combat gear masterwork chainshirt, 20 
  arrows, +1 spiked chain, shortbow 
  Hide in Plain Sight (Su): Shadar-kai can use the 
  Hide skill even while being observed. As long as 
  they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open without 
  having anything to actually hide behind.  
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
  Arcane Attunement (Sp) Duskblades can use spell-
  like powers dancing lights, detect magic, flare, 
  ghost sound, and read magic a combined total of 
  times per day equal to 3 + Int modifier.  These 
  spell-like powers do not count against your total of 
  spells known or spells per day. 
  Armored Mage (Ex): Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, 
  which can cause spells to fail if those spells have a 
  somatic component. A duskblade’s limited focus 
  and specialized training, however allows them to 
  avoid arcane spell failure while wearing light armor 
  and light shields.  This does not apply to spells 
  granted by other spellcasting classes. 
  
   
  DARK DIRE BAT 
  CR 3 
  Usually NE Large animal (extraplanar) 
  Init +6; Senses blindsense 40 ft., darkvision 60 ft., 
  superior low-light vision; Listen +12*, Spot +8* 
  Languages — 
  AC 20, touch 15, flat-footed 14 
   (-1 size, +6 Dex, +5 natural) 
  hp 33 (4 HD)  
  Resist cold 10 
  Fort +7, Ref +10, Will +6 
  Speed 30 ft. (6 squares), fly 50 ft. (good) 
  Melee bite +5 (1d8+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +10  
  Abilities Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6  
  Feats Alertness, Stealthy 
  Skills Hide +12, Listen +12**, Move Silently +17, Spot 
  +8** 
  Hide in Plain Sight (Ex) A dark dire bat can use the 
  Hide skill even while being observed (except in 
  natural daylight, the area of a daylight spell, or a 
  similar effect). 
  Blindsense (Ex) A dark dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still 
  have total concealment against the bat unless it 
  can actually see them. 
  Skills Dire bats have a +4 racial bonus on Spot and 
  Listen checks. These bonuses are lost if its 
  blindsense is negated. 
   
  8: TRAVELING BACK WITH THE 
  MCGUFFIN  
  FHAZIL 
  CR 4 
  Male cleric 1 /sorcerer 3 
  NE Medium humanoid (human, flan mix)  
  Init +0; Senses Listen +3, Spot +3  
  Languages Common, Orc, Flan 
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 18 (4 HD) 
  Fort +5, Ref +4 Will +7 
  Speed 30 ft. (6 squares) 
  Melee mwk dagger +0 (1d4-1/19-20)  
  Ranged mwk dagger +1 (1d4-1/19-20) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +1; Grp +0  
  Atk Options Spells 
  Combat Gear  Scroll of mage armor, Scroll of shield, 
  5 daggers 
  Cleric Spells Prepared (CL 1st): 
   1st — command D(Will DC 12), entropic shield, 
  protection from good 
   0 — create water, guidance, resistance 
  D: Domain spell. Deity: Iuz: Trickery, Tyranny  
  Sorcerer Spells Known (CL 3rd): 
   1st (6/day) — burning hands (Ref DC 15), color 
  spray (Will DC 15), magic missile  
   0 (5/day) —  acid splash, disrupt undead, ray of 
  frost, resistance, touch of fatigue 
  Already cast;  
  Abilities Str 8, Dex 10, Con 12, Int 14, Wis 12, Cha 
  19 
  Feats Alertnessb, Blood Calls to Blood*, Combat 
  Casting, Eschew Materials 
  Skills Concentration +8(+12), Knowledge (arcane) 
  +8, Knowledge (planes) +9, Knowledge (religion) 
  +7, Listen +3, Spellcraft +9, Spot +3 
  Possessions combat gear plus:  sparks, weasel 
  familiar 5hp, 5 daggers, carrots, vest of resistance 
  +1,  cloak of charisma +2   
  * see Appendix 2: New Rules Items 
   
  SPARKS 
  CR -- 
  N Tiny magical beast (augmented animal)  
  Init +2; Senses low-light vision, scent; Listen +1, Spot 
  +3  
  Languages empathic link with master 
  AC 20, touch 14, flat-footed 18 
   (+4 armor, +2 size +2 Dex, +2natural) 
  hp 9 (4 HD) 
  Resist improved evasion 
  Fort +3, Ref +4, Will +7 
  Speed 20 ft. (4 squares) 
  Melee  bite +4 (1d3-4)  
  Space 2 1/2 ft.; Reach 0 ft.  
  Base Atk +0; Grp -12  
  Atk Options Attach, Deliver touch spells 
  Abilities Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5 
  SQ share spells 
  Feats Weapon Finesse 
  Skills Balance +10, Climb +10, Hide +10, Listen +3, 
  Move Silently +8, Spot +3 
  Attach (Ex) If a weasel hits with a bite attack, its uses 
  its powerful jaws to latch onto the opponent’s body 
  and automatically deals bite damage each round it 
  remains attached.  An attached weasel loses its 
  Dexterity bonus to Armor Class and has an AC of 
  14. 
   
  An attached weasel can be struck with a weapon 
  or grappled itself.  To remove an attached weasel 
  through grappling the opponent must achieve a pin 
  against the creature. 
   
  KHET, CLERIC OF IUZ 
  CR 4 
  Male Cleric 4 
  NE Medium Humanoid (Human)  
  Init +1; Senses Listen +4, Spot +4 
  Languages Common 
  AC 21, 11 touch, 20 flat-footed  
   (+1 Dex, +8 armor, +2 shield)  
  Miss Chance [ranged attacks 20% w/entropic shield] 
  hp 30 (4 HD) 
  Fort +5, Ref +2, Will +7 
  Speed 20 ft. in plate armor (4 squares), base 
  movement 30 ft. 
  Melee mwk Morningstar +5 (1d8+2)  
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  Ranged mwk light crossbow +5 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4  
  Atk Options Spells 
  Combat Gear scroll of bulls strength, scroll of owl’s 
  wisdom, wand of cure light wounds 
  Class Spells Prepared (CL 4th): 
  2nd—calm emotions (Will DC 18), hold person (Will 
  DC 18) invisibilityD, silence 
   1st—cure light wounds, divine favor, commandD 
  (Will DC 17), entropic shield 
   0—  create water, detect magic, guidance, light, 
  resistance 
   
  D: Domain spell. Deity: Iuz: Trickery, Tyranny  
  Already cast;  
  Abilities Str 12, Dex 12, Con 14, Int 10, Wis 19, Cha 
  10 
  Feats Greater Spell Focus (Enchantment),Spell focus 
  (Enchantment), Skill Focus (Religion) 
  Skills Concentration +9, Heal +12, Knowledge 
  (Religion) +13 
  Possessions combat gear plus two silver holy 
  symbol, 20 bolts, plate armor, large shield, 56 gold 
  pieces periapt of wisdom +2, ring of floating* 
  * see Appendix 2: New Rules Items 
   
  GRINK, GRONK 
  CR 2 
  Spellwarped orc barbarian 1/ Fighter 1 
  NE Medium aberration (augmented humanoid)  
  Init +0; Senses Listen +4, Spot -1  
  Languages Common, Orc, Elven 
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +4 armor +2 natural) 
  hp 21 (2 HD) 
   SR 13 
  Fort +8, Ref +3, Will -1 
  Speed 40 ft. mwk chain shirt w/restful crystal (6 
  squares) 
  Melee  mwk mercurial* greatsword +11 (2d6+10/x4)  
  Ranged mwk javelin +6 (1d6+7) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +2; Grp +10  
  Atk Options Power Attack, Rage Armbands of Might 
  Abilities Str 24, Dex 16, Con 19, Int 12, Wis 8, Cha 6 
  SQ Spell absorption (see below) 
  Feats Power Attack, Exotic Weapon Proficiency 
  (mercurial greatsword) 
  Skills Climb +14, Intimidate +3, Jump +14, Listen +4, 
  Survival +4 
  Possessions armbands of might*, 5 javelins, great 
  axe, haunch of meat, mwk chain shirt, mwk 
  mercurial greatsword 
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, 
  the creature gains one of the following benefits, 
  chosen at the time the spell resolves. 
   
  Might:  The spellwarped creature gains a +4 
  enhancement to Strength for one minute. 
   
  Agility:  The spellwarped creature gains a +4 
  enhancement to Dexterity for one minute. 
   
  Endurance:  The spellwarped creature gains a +4 
  enhancement to Constitution for one minute. 
   
  Life:  The spellwarped creature gains temporary 
  hit points equal to 5 x the level of the failed spell. 
   
  Speed:  The spellwarped creature base speed 
  increases by a number of feet equal to 5 x the level 
  of the failed spell. 
   
  Resistance:  The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire, or sonic). 
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  VEL8-03 A Day at the Museum 
   
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  APL 6 
  3: UNWELCOME GUESTS 
  PAIN DEVIL 
  CR 7 
  Always LE Medium outsider (baatezu, evil, 
  extraplanar, lawful) 
  Init +6; Senses see in darkness; Listen +11, Spot 
  +11 
  Aura torment (10 ft., DC 15) 
  Languages Celestial, Common, Infernal; telepathy 
  100 ft.  
  AC 21, touch 12, flat-footed 19 
   (+2 Dex, +3 armor, +6 natural) 
  hp 78 (8 HD); DR 10/magic 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 17 
  Fort +11, Ref +8, Will +6 
  Speed 30 ft. (6 squares) 
  Melee hell scourge +15/+10 (2d4+7/19-20 plus 
  agony’s caress) 
  Space 5 ft.; Reach 5 ft., 10 ft. with hell scourge 
  Base Atk +8; Grp +11  
  Special Actions agony’s caress, storm of pain, 
  summon baatezu, torturer’s eye 
  Combat Gear potion of invisibility, rod of grievous 
  wounds* 
  Spell-Like Abilities (CL 8th): 
   At Will—greater teleport (self plus 50 pounds of 
  objects only), vampiric touch 
   3/day—cure moderate wounds, wave of grief* (DC 
  15) 
  Abilities Str 16, Dex 15, Con 20, Int 11, Wis 10, Cha 
  13 
  SA agony’s caress, aura of torment, sadism, storm of 
  torment 
  Feats Improved Critical (spiked chain), Improved 
  Initiative, Weapon Focus (spiked chain) 
  Skills Bluff +12, Diplomacy +5, Disguise +1 (+3 
  acting), Escape Artist +13, Handle Animal +12, 
  Intimidate +14, Listen +11, Ride +4, Sense Motive 
  +11, Spot +11, Use Rope +13 (+17 bindings) 
  Possessions +1 leather armor, hell scourge, 
  masterwork torturer's tools, ring of vengeance* 
  (doesn’t function for Pain Devil it is in a belt pouch 
  still on a hound archon finger) 
  Agony’s Caress (Su) Pain devils can send arcane 
  energy cascading down their weapons to leave 
  their victims wracked with pain beyond imagining. 
  Any creature struck by a pain devil's armed or 
  unarmed melee attacks must attempt a DC 1 
  Fortitude save. On a failed save, the target loses a 
  move action on his next turn. This ability affects 
  only living creatures. The save DC is Charisma-
  based. 
  Aura of Torment (Su) A pain devil creates a 
  supernatural aura of pain and misery. All within this 
  area suffer painful cuts and wounds that 
  spontaneously appear on their bodies. At the end 
  of each of a pain devil's turns, creatures within 10 
  feet of it must succeed on a DC 15 Will save or 
  take 1d6 points of damage. The save DC is 
  Charisma-based. Baatezu are immune to the aura. 
  Hell Scourge A hell scourge is a +3 cold iron spiked 
  chain. It functions only in the hands of a pain devil. 
  A pain devil can create a new one as a swift action. 
  If it loses possession of its hell scourge, the 
  weapon crumbles into worthless dust. 
  Sadism (Ex) For every 10 points of damage a pain 
  devil deals in a round, it gains a +1 luck bonus on 
  attack rolls, saving throws, and skill checks in the 
  following round. 
  Storm of Pain (Ex) As a full-round action, a pain devil 
  can whirl its hell scourge above its head in a wide, 
  deadly arc. Anyone who draws close to the pain 
  devil must dodge past the scourge. When a pain 
  devil uses this ability, any creature that enters a 
  square it threatens takes 1d4 points of damage. A 
  creature can choose to move at half speed to avoid 
  this damage. A creature takes this damage each 
  time it enters a pain devil's threatened square. 
  Summon Baatezu (Sp) Once per day, a pain devil 
  can attempt to summon another pain devil with a 
  40% chance of success. This ability is the 
  equivalent of a 3rd-level spell (CL 5th). 
  Torturer's Eye (Ex) As a move action, a pain devil 
  can study an opponent's defenses and identify the 
  proper place to attack to negate them. When a pain 
  devil uses this ability, it ignores the target's 
  damage reduction for the rest of its turn. 
  * see Appendix 2: New Rules Items 
   
  7: SHADOWED FURROWS  
  SHAMKEL 
  CR 5 
  Male Shadar Kai rogue 4 
  NE Medium fey (extraplanar) 
  Init +5; Senses Listen +13, Spot +13  
  Languages Common, Elven, Sylvan 
  AC 20, touch 15, flat-footed 19 Dodge, Mobility 
   (+6 Dex, +4 armor) 
  hp 37 (7 HD) 
  Resist Evasion, Uncanny Dodge 
  Fort +4, Ref +15, Will +6 
  Weakness shadow curse 
  Speed 30 ft. in mithral shirt (6 squares) 
  Melee +1 spiked chain +12 (2d4+3)  
  Ranged masterwork shortbow +12 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. (10ft with spiked chain) 
  Base Atk +5; Grp +6  
  Atk Options +3d6 sneak attack 
  Combat Gear potion of cure light wounds 
  Abilities Str 13, Dex 23 Con 13(12), Int 14, Wis 10, 
  Cha 8 
  SQ  Hide in plain sight, Shadow curse, Superior low-
  light vision, Trapfinding 
  Feats Alertness, Dodge, Exotic Weapon Proficiency 
  (spiked chain) (B), Mobility, Weapon Finesse, 
  
  Skills Balance +11, Climb +6, Hide +14 (+24 in dark 
  or shadowy areas), Jump +7, Knowledge (arcane + 
  3), Listen +13, Move Silently +18, Search +13, 
  Sleight of Hand +9, Spot +13, Spellcraft +3, 
  Survival +6 (+8 when following tracks), Tumble +15  
  Possessions combat gear mithral shirt, spare spiked 
  chain, masterwork thieves tools, acrobat boots*, +1 
  gal-ralan*, 20 arrows, gloves of dexterity +2 
  Hide in Plain Sight (Su): Shadar-kai can use the 
  Hide skill even while being observed. As long as 
  they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open without 
  having anything to actually hide behind.  
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
  * see Appendix 2: New Rules Items 
   
  BERKASH 
  CR 5 
  Male Shadar Kai duskblade 4 
  NE Medium fey (extraplanar) 
  Init +4; Senses Listen +8, Spot +9  
  Languages Common, Elven, Sylvan 
  AC 19, touch 14, flat-footed 14 
   (+4 Dex, +4 armor) 
  hp 47 (7 HD) 
  Fort +7, Ref +10, Will +9 
  Weakness shadow curse 
  Speed 30 ft. in mwk chainshirt (6 squares) 
  Melee  +1 spiked chain +11/+6 (2d4+1)  
  Ranged shortbow +10/+5 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. (10ft with spiked chain) 
  Base Atk +6; Grp +6  
  Atk Options +1d6 sneak attack, arcane channeling 
  Combat Gear potion of cure light wounds 
  Duskblade Spells Known (CL 4th): 
   1st (7/day) — color spray, expeditious retreat, swift, 
  ray of enfeeblement, shocking grasp, true strike 
   0 (6/day) — acid splash, disrupt undead, ray of 
  frost, touch of fatigue 
  Spell-Like Abilities (CL 4th): 
   7/day—dancing lights, detect magic, flare, ghost 
  sound, read magic) 
  Abilities Str 11, Dex 18, Con 13(12), Int 19, Wis 10, 
  Cha 8 
  SQ  Hide in plain sight, Shadow curse, Superior low-
  light vision, Armored mage 
  Feats Alertness, Close-Quarters Fighting*, Combat 
  Casting, Exotic Weapon Proficiency (spiked chain) 
  (B), Skill Focus Concentration, Weapon Finesse, 
  Skills Concentration +11(+15), Hide +10 (+20 in dark 
  or shadowy areas), Jump +3, Knowledge (arcane) 
  +10, Knowledge (planes) +10, Listen +8, Move 
  Silently +9, Search +10, Spellcraft +10, Spot +9, 
  Survival +6 (+8 when following tracks) 
  Possessions combat gear masterwork chainshirt, 20 
  arrows, spare spiked chain, +1 gal-ralan*, 
  headband of intellect +2 
  Hide in Plain Sight (Su): Shadar-kai can use the 
  Hide skill even while being observed. As long as 
  they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open without 
  having anything to actually hide behind.  
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
  Arcane Attunement (Sp) Duskblades can use spell-
  like powers dancing lights, detect magic, flare, 
  ghost sound, and read magic a combined total of 
  times per day equal to 3 + Int modifier.  These 
  spell-like powers do not count against your total of 
  spells known or spells per day. 
  Armored Mage (Ex): Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, 
  which can cause spells to fail if those spells have a 
  somatic component. A duskblade’s limited focus 
  and specialized training, however allows them to 
  avoid arcane spell failure while wearing light armor 
  and light shields.  This does not apply to spells 
  granted by other spellcasting classes.  At 4th level 
  this changed to wearing medium armor. 
  Arcane Channeling (Su) Beginning at 3rd level, he 
  can spend a standard action to cast any touch spell 
  he knows and deliver the spell through the weapon 
  he wields with a melee attack.  Casting a spell in 
  this manner does not provoke an attack of 
  opportunity.  The spell must have a casting time of 
  1 standard action or less.  If the melee attack is 
  successful, the attack deals damage normally, the 
  n the effect of the spell is resolved. 
  * see Appendix 2: New Rules Items 
   
  DARK DIRE BAT 
  CR 3 
  Usually NE Large animal (extraplanar) 
  Init +6; Senses blindsense 40 ft., darkvision 60 ft., 
  superior low-light vision; Listen +12*, Spot +8* 
  Languages — 
  AC 20, touch 15, flat-footed 14 
   (-1 size, +6 Dex, +5 natural) 
  hp 33 (4 HD)  
  Resist cold 10 
  Fort +7, Ref +10, Will +6 
  Speed 30 ft. (6 squares), fly 50 ft. (good) 
  Melee bite +5 (1d8+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +10  
  Abilities Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6  
  VEL8-03 A Day at the Museum 
   
  Page 31 
  
  Feats Alertness, Stealthy 
  Skills Hide +12, Listen +12**, Move Silently +17, Spot 
  +8** 
  Hide in Plain Sight (Ex) A dark dire bat can use the 
  Hide skill even while being observed (except in 
  natural daylight, the area of a daylight spell, or a 
  similar effect). 
  Blindsense (Ex) A dark dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still 
  have total concealment against the bat unless it 
  can actually see them. 
  Skills Dire bats have a +4 racial bonus on Spot and 
  Listen checks. These bonuses are lost if its 
  blindsense is negated. 
   
  8: TRAVELING BACK WITH THE 
  MCGUFFIN  
  FHAZIL 
  CR 6 
  Male cleric 1 /sorcerer 5 
  NE Medium humanoid (human, flan mix)  
  Init +0; Senses Listen +3, Spot +3  
  Languages Common, Orc, Flan 
  AC 18, touch 11, flat-footed 17 
   ( +4 armor +1 deflection +3 natural) 
  hp 26 (6 HD) 
  Fort +5(8) Ref +4(7) Will +8(11) 
  Speed 30 ft. (6 squares) 
  Melee  +1 dagger +2 (1d4/19-20)  
  Ranged +1 dagger +3 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +2; Grp +1  
  Atk Options Spells 
  Combat Gear  Scroll of mage armor 5th level, Scroll of 
  shield 5th level , 5 daggers, potion of barkskin +3 
  Cleric Spells Prepared (CL 1st): 
   1st — command D(Will DC 12), entropic shield, 
  protection from good 
   0 — create water, guidance, resistance 
  D: Domain spell. Deity: Iuz: Trickery, Tyranny  
  Sorcerer Spells Known (CL 5th): 
   2nd (5/day) — glitterdust (Will DC 16), flaming 
  sphere (Ref DC 16) 
   1st (7/day) — burning hands (Ref DC 15), color 
  spray (Will DC 15), magic missile, ray of 
  clumsiness* 
   0 (6/day) —  acid splash, disrupt undead, ray of 
  frost, resistance, touch of fatigue 
  Already cast;  
  Abilities Str 8, Dex 10, Con 12, Int 14, Wis 12, Cha 
  19 
  Feats Alertnessb , Blood Calls to Blood*, Combat 
  Casting, Eschew Materials, Still Spell 
  Skills Bluff + 6, Concentration +10(+14), Knowledge 
  (arcane) +10, Knowledge (planes) +11,  
  Knowledge (religion) +7, Listen +3, Spellcraft +11 
  Spot +3 
  Possessions combat gear plus:  sparks, weasel 
  familiar 5hp, 5 daggers, carrots, vest of resistance 
  +1,  cloak of charisma +2, ring of protection +1, 
  dimension stride boots*   
  * see Appendix 2: New Rules Items 
   
  SPARKS 
  CR -- 
  N Tiny magical beast (augmented animal)  
  Init +2; Senses low-light vision, scent; Listen +1, Spot 
  +3  
  Languages empathic link with master, speak with 
  master 
  AC 21, touch 14, flat-footed 19 
   (+4 armor, +2 size +2 Dex, +3natural) 
  hp 13 (6 HD) 
  Resist improved evasion 
  Fort +3(6), Ref +4(7), Will +7(10) 
  Speed 20 ft. (4 squares) 
  Melee  bite +4 (1d3-4)  
  Space 2 1/2 ft.; Reach 0 ft.  
  Base Atk +0; Grp -12  
  Atk Options Attach, Deliver touch spells 
  Abilities Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5 
  SQ share spells 
  Feats Weapon Finesse 
  Skills Balance +10, Climb +10, Hide +10, Listen +3, 
  Move Silently +8, Spot +3 
  Attach (Ex) If a weasel hits with a bite attack, its uses 
  its powerful jaws to latch onto the opponent’s body 
  and automatically deals bite damage each round it 
  remains attached.  An attached weasel loses its 
  Dexterity bonus to Armor Class and has an AC of 
  15. 
   
  An attached weasel can be struck with a weapon 
  or grappled itself.  To remove an attached weasel 
  through grappling the opponent must achieve a pin 
  against the creature. 
   
  KHET, CLERIC OF IUZ 
  CR 6 
  Male cleric 5 /divine oracle 1 
  NE Medium Humanoid (Human)  
  Init +1; Senses Listen +4, Spot +4 
  Languages Common 
  AC 22, 11 touch , 21 flat-footed  
   (+1 Dex, +9 armor, +2 shield)  
  hp 44 (6 HD) 
  Fort +7(10), Ref +3(6), Will +11(14) 
  Speed 20 ft. in plate armor (4 squares), base 
  movement 30 ft. 
  Melee +1 Morningstar +6 (1d8+3)  
  Ranged mwk light crossbow +5 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5  
  Atk Options Spells 
  Combat Gear scroll of blindness, scroll of bear’s 
  endurance, wand of cure light wounds 
  Class Spells Prepared (CL 6th): 
   3rd—conviction, mass, cure serious wounds, 
  divinationD , magic circle vs good 
   2nd—calm emotions (Will DC 18), hold person x2 
  (Will DC 18) invisibilityD, silence 
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   1st—cure light wounds, command, commandD (Will 
  DC 17), divine favor, shield of faith 
   0— create water, detect magic, guidance, light, 
  resistance 
   
  D: Domain spell. Deity: Iuz: Oracle, Trickery, Tyranny  
  Already cast;  
  Abilities Str 14, Dex 12, Con 14, Int 10, Wis 19, Cha 
  10 
  Feats Greater Spell Focus (Enchantment),Silent 
  Spell, Spell focus (Enchantment), Skill Focus 
  (Religion) 
  Skills Concentration +11, Heal +12, Knowledge 
  (Religion) +13 
  Possessions combat gear plus two silver holy 
  symbol, +1 plate armor, large shield, 56 gold 
  pieces, gauntlets of ogre power,  periapt of wisdom 
  +2, vest of resistance +1, ring of floating* 
  * see Appendix 2: New Rules Items 
   
  GRINK, GRONK 
  CR 4 
  Spellwarped ogres 
  NE large aberration (augmented giant)  
  Init +1; Senses Listen +5, Spot +5  
  Languages Common, Giant  
  AC 22, touch 11, flat-footed 21 
   ( +1 Dex, +4 armor +7 natural) 
  hp 42 (4 HD) 
  SR 15 
  Fort +10(13), Ref +2(5), Will +1(4) 
  Speed 40 ft. mwk chain shirt w/restful crystal (8 
  squares) 
  Melee   mwk large mercurial* greatsword +12 
  (3d6+13/x4)  
  Ranged mwk large javelin +6 (1d8+9) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +3; Grp +16  
  Atk Options Power Attack, Armbands of Might 
  Abilities Str 29, Dex 12, Con 22, Int 11, Wis 10, Cha 
  6 
  SQ Spell absorption (see below) 
  Feats Power Attack, Exotic Weapon Proficiency 
  (mercurial greatsword) 
  Skills Climb +13, Listen +5, Spot +5 
  Possessions combat gear plus:  armbands of might* 
  great club, 5 javelins, haunch of meat , mwk large 
  javelin, mwk chain shirt, mwk large mercurial* 
  greatsword 
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, 
  the creature gains one of the following benefits, 
  chosen at the time the spell resolves. 
   
  Might:  The spellwarped creature gains a +4 
  enhancement to Strength for one minute. 
   
  Agility:  The spellwarped creature gains a +4 
  enhancement to Dexterity for one minute. 
   
  Endurance:  The spellwarped creature gains a +4 
  enhancement to Constitution for one minute. 
   
  Life:  The spellwarped creature gains temporary 
  hit points equal to 5 x the level of the failed spell. 
   
  Speed:  The spellwarped creature base speed 
  increases by a number of feet equal to 5 x the level 
  of the failed spell.  
  Resistance:  The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire, or sonic). 
  * see Appendix 2: New Rules Items 
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  VEL8-03 A Day at the Museum 
   
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  APL 8 
  3: UNWELCOME GUESTS 
  PAIN DEVIL R O G U E  2  
  CR 9 
  Always LE Medium outsider (baatezu, evil, 
  extraplanar, lawful) 
  Init +6; Senses see in darkness; Listen +11, Spot 
  +11 
  Aura torment (10 ft., DC 15) 
  Languages Celestial, Common, Infernal; telepathy 
  100 ft.  
  AC 21, touch 13, flat-footed 19 
   (+2 Dex, +3 armor, +6 natural) 
  hp 95 (10 HD); DR 10/magic 
  Immune fire, poison 
  Resist acid 10, cold 10, evasion; SR 17 
  Fort +11, Ref +11, Will +6 
  Speed 30 ft. (6 squares) 
  Melee hell scourge +16/+11 (2d4+7/19-20 plus 
  agony’s caress) 
  Space 5 ft.; Reach 5 ft., 10 ft. with hell scourge 
  Base Atk +9; Grp +12  
  Atk Options Sneak attack +1d6 
  Special Actions agony’s caress, storm of pain, 
  summon baatezu, torturer’s eye, trapfinding 
  Combat Gear potion of invisibility, rod of grievous 
  wounds* 
  Spell-Like Abilities (CL 8th): 
   At Will—greater teleport (self plus 50 pounds of 
  objects only), vampiric touch 
   3/day—cure moderate wounds, wave of grief (DC 
  15) 
  Abilities Str 16, Dex 15, Con 20, Int 11, Wis 10, Cha 
  15 
  SA agony’s caress, aura of torment, sadism, storm of 
  torment, sneak attack 
  Feats Ability Focus (Aura of Torment), Improved 
  Critical (spiked chain), Improved Initiative, Weapon 
  Focus (spiked chain) 
  Skills Bluff +13, Diplomacy +5, Disguise +1 (+3 
  acting), Escape Artist +18, Handle Animal +12, 
  Intimidate +14, Listen +11, Ride +4, Sense Motive 
  +11, Spot +16, Tumble +7, Use Rope +13 (+17 
  bindings) 
  Possessions +1 leather armor, cloak of charisma +2, 
   hell scourge, ring of vengeance* (doesn’t function 
  for Pain Devil it is in a belt pouch still on a hound 
  archon finger),  masterwork torturer's tools 
  Agony’s Caress (Su) Pain devils can send arcane 
  energy cascading down their weapons to leave 
  their victims wracked with pain beyond imagining. 
  Any creature struck by a pain devil's armed or 
  unarmed melee attacks must attempt a DC 1 
  Fortitude save. On a failed save, the target loses a 
  move action on his next turn. This ability affects 
  only living creatures. The save DC is Charisma-
  based. 
  Aura of Torment (Su) A pain devil creates a 
  supernatural aura of pain and misery. All within this 
  area suffer painful cuts and wounds that 
  spontaneously appear on their bodies. At the end 
  of each of a pain devil's turns, creatures within 10 
  feet of it must succeed on a DC 18 Will save or 
  take 1d6 points of damage. The save DC is 
  Charisma-based. Baatezu are immune to the aura. 
  Hell Scourge A hell scourge is a +3 cold iron spiked 
  chain. It functions only in the hands of a pain devil. 
  A pain devil can create a new one as a swift action. 
  If it loses possession of its hell scourge, the 
  weapon crumbles into worthless dust. 
  Sadism (Ex) For every 10 points of damage a pain 
  devil deals in a round, it gains a +1 luck bonus on 
  attack rolls, saving throws, and skill checks in the 
  following round. 
  Storm of Pain (Ex) As a full-round action, a pain devil 
  can whirl its hell scourge above its head in a wide, 
  deadly arc. Anyone who draws close to the pain 
  devil must dodge past the scourge. When a pain 
  devil uses this ability, any creature that enters a 
  square it threatens takes 1d4 points of damage. A 
  creature can choose to move at half speed to avoid 
  this damage. A creature takes this damage each 
  time it enters a pain devil's threatened square. 
  Summon Baatezu (Sp) Once per day; a pain devil 
  can attempt to summon another pain devil with a 
  40% chance of success. This ability is the 
  equivalent of a 3rd-level spell (CL 5th). 
  Torturer's Eye (Ex) As a move action, a pain devil 
  can study an opponent's defenses and identify the 
  proper place to attack to negate them. When a pain 
  devil uses this ability, it ignores the target's 
  damage reduction for the rest of its turn. 
  * see Appendix 2: New Rules Items 
   
  7: SHADOWED FURROWS 
  SHAMKEL 
  CR 7 
  Male Shadar Kai rogue 5/fighter 1 
  NE Medium fey (extraplanar) 
  Init +9; Senses Listen +16, Spot +16  
  Languages Common, Elven, Sylvan 
  AC 21, touch 15, flat-footed 21 Dodge Mobility 
   (+6 Dex, +5 armor) 
  hp 50 (9 HD) 
  Resist Evasion, Uncanny Dodge 
  Fort +6, Ref +15, Will +6 
  Weakness shadow curse 
  Speed 30 ft. in +1 mithral shirt (6 squares) 
  Melee +1 spiked chain w/crystal of lesser return* 
  +14/+9 (2d4+3)  
  Ranged masterwork shortbow +13/+8 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. (10ft with spiked chain) 
  Base Atk +6; Grp +7  
  Atk Options +4d6 sneak attack 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 13, Dex 23 Con 13(12), Int 14, Wis 10, 
  Cha 8 
  
  SQ Hide in plain sight, Shadow curse, Superior low-
  light vision, Trapfinding 
  Feats Alertness, Dodge, Exotic Weapon Proficiency 
  (spiked chain) (B), Improved Initiative, Mobility, 
  Weapon Finesse, Weapon Focus (spiked chain) 
  Skills Balance +11, Climb +8, Hide +14 (+24 in dark 
  or shadowy areas), Jump +9, Knowledge (arcane + 
  4), Listen +16, Move Silently +18, Search +13, 
  Sleight of Hand +10, Spot +16, Spellcraft +3, 
  Survival +6 (+8 when following tracks), Tumble +17 
  Possessions combat gear corsair’s eye patch*, +1 
  mithral shirt, spare spiked chain, masterwork 
  thieves tools, acrobat boots*, +1 gal-ralan*, 20 
  arrows, gloves of dexterity +2 
  Hide in Plain Sight (Su): Shadar-kai can use the 
  Hide skill even while being observed. As long as 
  they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open without 
  having anything to actually hide behind.  
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
  * see Appendix 2: New Rules Items 
   
  BERKASH 
  CR 7 
  Male Shadar Kai duskblade 6 
  NE Medium fey (extraplanar) 
  Init +4; Senses Listen +10, Spot +11  
  Languages Common, Elven, Sylvan 
  AC 21, touch 15, flat-footed 17 
   (+4 Dex, +6 armor +1 deflection) 
  hp 56 (9 HD) 
  Fort +8, Ref +11, Will +10 
  Weakness shadow curse 
  Speed 30 ft. in + 1 mithral breastplate (6 squares) 
  Melee +1 spiked chain w/crystal of lesser return*  
  +13/+8 (2d4+1)  
  Ranged shortbow +12/+7 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. (10ft with spiked chain) 
  Base Atk +8; Grp +8  
  Atk Options +1d6 sneak attack, arcane channeling, 
  quick cast 
  Combat Gear potion of cure light wounds 
  Duskblade Spells Known (CL 6th): 
   2nd (4/day) — swift fly*, touch of idiocy 
   1st (8/day) — color spray, expeditious retreat, 
  swift*,  ray of enfeeblement, shocking grasp, true 
  strike 
   0 (6/day) —  acid splash, disrupt undead, ray of 
  frost, touch of fatigue 
  Spell-Like Abilities (CL 6th): 
   7/day—dancing lights, detect magic, flare, ghost 
  sound, read magic 
  Abilities Str 11, Dex 18, Con 13(12), Int 19, Wis 10, 
  Cha 8 
  SQ  Hide in plain sight, Shadow curse, Superior low-
  light vision, Armored mage 
  Feats Alertness, Battle Casting*, Close-Quarters 
  Fighting*, Combat Casting, Exotic Weapon 
  Proficiency (spiked chain) (B), Skill Focus 
  Concentration, Weapon Finesse, 
  Skills Concentration +13(+17), Hide +9 (+19 in dark 
  or shadowy areas), Jump +3, Knowledge (arcane) 
  +13, Knowledge (planes) +11, Listen +10, Move 
  Silently +9, Search +10, Spellcraft +13, Spot +11, 
  Survival +6 (+8 when following tracks) 
  Possessions combat gear +1 mithral breastplate, 20 
  arrows, spare spiked chain, +1 gal-ralan*, 
  headband of intellect +2, +1 ring of protection 
  Hide in Plain Sight (Su): Shadar-kai can use the 
  Hide skill even while being observed. As long as 
  they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open without 
  having anything to actually hide behind.  
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
  Arcane Attunement (Sp) Duskblades can use spell-
  like powers dancing lights, detect magic, flare, 
  ghost sound, and read magic a combined total of 
  times per day equal to 3 + Int modifier.  These 
  spell-like powers do not count against your total of 
  spells known or spells per day. 
  Armored Mage (Ex): Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, 
  which can cause spells to fail if those spells have a 
  somatic component. A duskblade’s limited focus 
  and specialized training, however allows them to 
  avoid arcane spell failure while wearing light armor 
  and light shields.  This does not apply to spells 
  granted by other spellcasting classes.  At 4th level 
  this changed to wearing medium armor. 
  Arcane Channeling (Su) Beginning at 3rd level, he 
  can spend a standard action to cast any touch spell 
  he knows and deliver the spell through the weapon 
  he wields with a melee attack.  Casting a spell in 
  this manner does not provoke an attack of 
  opportunity.  The spell must have a casting time of 
  1 standard action or less.  If the melee attack is 
  successful, the attack deals damage normally, the 
  n the effect of the spell is resolved. 
  Quick Cast (Ex) Beginning at 5th level, a duskblade 
  can cast one spell each day as a swift action, so 
  long as the casting time of the spell is one standard 
  action or less. 
  Spell Power(Ex)Starting at 6th level, he can more 
  easily overcome the spell resistance of any 
  opponent you successfully injure with a melee 
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  Page 35 
  
  attack.  If he injured  an opponent with a melee 
  attack, you gain a +2 bonus on your caster level 
  check to overcome spell resistance for the 
  remainder of the encounter. 
  * see Appendix 2: New Rules Items 
   
  FANG GOLEM 
  CR 6 
  Always N Large construct 
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages understands creator’s orders  
  AC 20, touch 12, flat-footed 17 
   (-1 size, +3 Dex, +8 natural) 
  hp 74 (8 HD); DR 5/adamantine or bludgeoning 
  Immune construct immunities, magic 
  Fort +2, Ref +5, Will +2 
  Weakness sonic (see immunity to magic) 
  Speed 30 ft. (6 squares); Spring Attack 
  Melee 2 claws +9 each (2d6+4/) 
  Ranged spikes +8 (2d6+4/) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +14 
  Atk Options verdant surge 
  Special Actions spikes 
  Abilities Str 19, Dex 17, Con –, Int –, Wis 11, Cha 1 
  SQ construct traits 
  Feats – 
  Skills Listen +0, Spot +0 
  Immunity to Magic (Ex) A fang golem is immune to 
  any spell or spell-like ability that allows spell 
  resistance, except shout or greater shout and any 
  orb of sound spell (Complete Arcane 116). 
  Any magical attack against a fang golem that deals 
  cold damage heals 1 point of damage for every 3 
  points of damage it would otherwise deal. If the 
  amount of healing would cause the golem to 
  exceed its full normal hit points, it gains any excess 
  as temporary hit points, up to a maximum of twice 
  its full normal hit point total. These temporary hit 
  points last for up to 1 hour. A fang golem gets no 
  saving throw against magical attacks that deal cold 
  damage. 
  Verdant Surge (Su) Any creature hit by a fang 
  golem's melee attack or spikes ability takes a –2 
  penalty on saving throws made to resist the effects 
  of a druid spell or a spell or ability from a fey 
  creature. This effect lasts for 1 minute. 
  Spikes (Ex) A fang golem can launch a volley of 
  spikes to a range of 80 feet with no range 
  increment. All targets must be within 30 feet of 
  each other. A fang golem can use this ability up to 
  five times in any 24-hour period. 
  Death Throes (Ex) When killed, a fang golem 
  explodes in a 20-foot-radius burst that deals 8d6 
  points of piercing damage to everything in the area 
  (Reflex DC 14 half). The save DC is Constitution-
  based. 
   
  A hulking, bestial form looms from the shadows. It 
  looks like a wild animal, but its shape is jagged and 
  unnatural. The creature rears up, and suddenly the air 
  is filled with spikes! 
   
  FANG GOLEM LORE 
  Characters with ranks in Knowledge (arcana) can 
  learn more about fang golems. When a character 
  makes a successful skill check, the following lore is 
  revealed, including the information from lower DCs. 
  Knowledge (nature) can also be used, but all check 
  DCs increase by 5. 
  Knowledge (Arcana) 
  DC Result 
  DC 16 This is a fang golem, a kind of construct 
  created by twisted druids to serve as a guardian. This 
  result reveals all construct traits. 
  DC 21 A fang golem can hurl a volley of sharp spikes 
  to hit multiple targets. 
  DC 26 Fang golems are immune to most types of 
  energy damage and might be found in dangerous 
  environments. They are somewhat vulnerable to sonic 
  effects 
   
  DARK DIRE APE 
  CR 4 
  NE Large animal (extraplanar) 
  Init +2; Senses darkvision 60 ft., superior low-light 
  vision, scent; Listen +5, Spot +6 
  Languages — 
  AC 15, touch 11, flat-footed 13 
   (-1 size, +2 Dex, +4 natural) 
  hp 38 (5 HD)  
  Resist cold 10 
  Fort +6, Ref +6, Will +5 
  Speed 40 ft. (8 squares), climb 25 ft. 
  Melee 2 claws +8 melee (1d6+6) and 
   
  bite +3 melee (1d8+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +13  
  Atk Options rend 2d6+9 
  Abilities Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7  
  Feats Alertness, Toughness 
  Skills Climb +14, Hide +6, Listen +5, Move Silently 
  +10, Spot +6 
  Hide in Plain Sight (Ex) A dark dire ape can use the 
  Hide skill even while being observed (except in 
  natural daylight, the area of a daylight spell, or a 
  similar effect). 
  Rend (Ex) A dark dire ape that hits with both claw 
  attacks latches onto the opponent’s body and tears 
  the flesh. This attack automatically deals an extra 
  2d6+9 points of damage. 
  Skills Dire apes have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
   
  8: TRAVELING BACK WITH THE 
  MCGUFFIN  
  FHAZIL 
  CR 8 
  Male cleric 1 /sorcerer 5/ fiend blooded 2 
  VEL8-03 A Day at the Museum 
   
  Page 36 
  
  NE Medium humanoid (human, flan mix)  
  Init +0; Senses Listen +3, Spot +3  
  Languages Common, Orc, Flan 
  AC 19, touch 12, flat-footed 17 
   ( +6 armor +1 deflection +1 natural +1 insight) 
  hp 33+12(False life) (8 HD) 
  Fort +6(9) Ref +5(8) Will +12(15) 
  Speed 30 ft. (6 squares) 
  Melee +1 dagger +2 (1d4/19-20)  
  Ranged +1 dagger +3 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +3; Grp +2  
  Atk Options Spells 
  Combat Gear  Scroll of greater mage armor 7thlvl 
  caster, Scroll of shield, 5 daggers 
  Cleric Spells Prepared (CL 1st): 
   1st — command D(Will DC 12), entropic shield, 
  protection from good 
   0 —  create water, guidance, resistance 
  D: Domain spell. Deity: Iuz: Trickery, Tyranny  
  Sorcerer Spells Known (CL 7th): 
   3rd (5/day) — fireball (Ref DC 19),haste, Tasha’s 
  hideous laughterFS(Will DC 19) 
   2nd (7) (6/day) — glitterdust (Will DC 18), false life, 
  flaming sphere (Ref DC 18) 
   1st (8/day)— burning hands (Ref DC 17), grease 
  (Ref DC 17), magic missile, ray of clumsiness, 
  true strike 
   0 (6/day)—  acid splash, disrupt undead, ray of 
  frost, resistance, touch of fatigue 
  Already cast; FS Fiendish sorcery extra spell 
  Abilities Str 8, Dex 10, Con 12, Int 14, Wis 12, Cha 
  22 
  SQ Fiendish Companion, Fiendish Heritage, Fiendish 
  Sorcery 
  Feats Alertnessb , Blood Calls to Blood*, Combat 
  Casting, Eschew Materials, Still Spell 
  Skills Bluff + 14, Concentration +12(+16), Knowledge 
  (arcane) +10, Knowledge (planes) +11,  
  Knowledge (religion) +7, Listen +3, Spellcraft +13 
  Spot +3 
  Possessions combat gear plus:  sparks, weasel 
  familiar hp, 5 daggers, carrots, dusty rose ioun 
  stone, vest of resistance +2,  cloak of charisma +4, 
  ring of protection +1, dimension stride boots * 
  Fiendish Companion: Fhazil’s familiar benefits from 
  his fiendish heritage.  The fiendish template has 
  been applied to his familiar.  Since this is not 
  possession but rather a sympathic link, the 
  familiar’s need not shift to evil but has 
  Fiendish Heritage (Ex) You draw strength from the 
  fiendish ancestor’s essence as you gain increased 
  mastery over your lineage. 
   
  At 1st level, a subtle toughening of his physical 
  form grants a +1 natural armor bonus to AC 
  (already included) 
  Fiendish Sorcery  You gain insight into the power of 
  your fiendish heritage, and this insight strengthens 
  your spellcasting prowess At 2nd level add one 
  additional spell to your known spell list.  Each new 
  spell must be of a level that you can cast but can 
  be any spell having the fire descriptor or any spell 
  from the schools of enchantment, illusion, or 
  necromancy. Thus, you could add fireball (a fire 
  spell) or speak with dead (a necromancy spell) to 
  your 3rd level spells known (even though you are a 
  arcane caster and speak with dead is normally a 
  divine spell), but not lightning bolt (which neither 
  carries the fire descriptor nor belongs to one of the 
  three specified schools). 
    * see Appendix 2: New Rules Items 
   
  SPARKS 
  CR -- 
  N Tiny magical beast (augmented animal, extraplanar)  
  Init +2; Senses low-light vision, darkvision 60ftt, 
  scent; Listen +1, Spot +3  
  Languages empathic link with master, speak with 
  master, speak with animals of its kind 
  AC 24, touch 14, flat-footed 22 
   ( +6 armor, +2 size, +2 Dex, +4natural) 
  hp 16+12(false life) (8 HD) DR 5/magic 
  Resist  10 Cold, 10 fire, improved evasion, SR 13 
  Fort +3(6), Ref +4(7), Will +10(13) 
  Speed 20 ft. (4 squares) 
  Melee  bite +4 (1d3-4)  
  Space 2 1/2 ft.; Reach 0 ft.  
  Base Atk +0; Grp -12  
  Atk Options Attach, Deliver touch spells, smite good 
  1/day  +4 to hit + 8 damage 
  Abilities Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5 
  SQ share spells 
  Feats Weapon Finesse 
  Skills Balance +10, Climb +10, Hide +10, Listen +3, 
  Move Silently +8, Spot +3 
  Attach (Ex) If a weasel hits with a bite attack, its uses 
  its powerful jaws to latch onto the opponent’s body 
  and automatically deals bite damage each round it 
  remains attached.  An attached weasel loses its 
  Dexterity bonus to Armor Class and has an AC of 16. 
   
  An attached weasel can be struck with a weapon 
  or grappled itself.  To remove an attached weasel 
  through grappling the opponent must achieve a pin 
  against the creature. 
  Smite Good (Su)  Once per day the creature can 
  make a normal melee attack to deal extra damage 
  equal to its HD total (maximum of +20) against a good 
  foe 
   
  KHET, CLERIC OF IUZ 
  CR 8 
  Male cleric 5 /divine oracle 3 
  NE Medium Humanoid (Human)  
  Init +1; Senses Listen +6, Spot +6 
  Languages Common 
  AC 23, 11 touch , 21 flat-footed  
   (+1 Dex, +9 armor, +3 shield)  
  hp 55 (8 HD) 
  Resist Evasion 
  Fort +9(12), Ref +5(8), Will +15(18) 
  Speed 20 ft. in +1 plate armor (4 squares), base 
  movement 30 ft. 
  VEL8-03 A Day at the Museum 
   
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  VEL8-03 A Day at the Museum 
   
  Page 38 
  Melee +1 Morningstar +7 (1d8+3)  
  Ranged mwk light crossbow +5 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6  
  Atk Options Spells 
  Combat Gear scroll of blindness, scroll of bear’s 
  endurance, wand of cure light wounds 
  Class Spells Prepared (CL 8th): 
   4th—confusionD (Will DC 22), cure critical wounds, 
  freedom of movement ,  
   3rd—conviction, mass*, cure serious wounds, 
  divinationD , magic circle vs good,  
   2nd—calm emotions (Will DC 20), hold person x2 
  (Will DC 20) invisibilityD, silence, sound burst (Will 
  DC 18) 
   1st—bless, cure light wounds x2, command, 
  commandD (Will DC 19), divine favor, shield of 
  faith 
   0—  create water x2, detect magic, guidance, light, 
  resistance 
   
  D: Domain spell. Deity: Iuz: Oracle, Trickery, Tyranny  
  Already cast;  
  Abilities Str 14, Dex 12, Con 14, Int 10, Wis 22, Cha 
  10 
  SQ Scry bonus, Prescient Sense, Divination 
  enhancement 
  Feats Greater Spell Focus (Enchantment),Silent 
  Spell, Spell focus (Enchantment), Skill Focus 
  (Religion) 
  Skills Concentration +13, Heal +14, Knowledge 
  (Religion) +17 
  Possessions combat gear plus two silver holy 
  symbol, +1 plate armor, +1 large shield, 56 gold 
  pieces, gauntlets of ogre power,  periapt of wisdom 
  +4, vest of resistance +2, ring of floating* 
  Prescient Sense(Ex) Beginning at 2nd level, if a 
  divine oracle makes a successful Reflex saving 
  throw against an attack that normally inflicts half 
  damage on a successful save (such as a red 
  dragon’s fiery breath or a fireball spell), he instead 
  takes no damage, since his prescience allowed him 
  to get out of the way faster.  This form of evasion 
  works no matter what armor the divine oracle 
  wears, unlike the evasion ability used by monks 
  and rogues. 
  Divination Enhancement(Ex) Beginning at 3rd level, 
  a divine oracle may roll twice and take the better 
  result when using divination spells such as augury 
  or divination. 
  * see Appendix 2: New Rules Items 
   
  GRINK, GRONK 
  CR 6 
  Spellwarped barbarian 1/ fighter 1 ogres 
  NE large aberration (augmented giant)  
  Init +1; Senses Listen +9, Spot +9  
  Languages Common, Orc, Elven 
  AC 23, touch 11, flat-footed 23 
   (+1 Dex, +5 armor +7 natural) 
  hp 68 (6 HD) 
  SR 17 
  Fort +13(16), Ref +2(5), Will +1(4) 
  Speed 50 ft. +1 chain shirt w/restful crystal (10 
  squares) 
  Melee  +1 large mercurial* greatsword +15 
  (3d6+14/x4)  
  Ranged mwk large javelin +6 (1d8+9) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +5; Grp +18  
  Atk Options Power Attack, Cleave, Rage, armbands 
  of might  
  Abilities Str 29, Dex 12, Con 22, Int 11, Wis 10, Cha 
  6 
  SQ Spell absorption (see below) 
  Feats Cleave, Power Attack, Exotic Weapon 
  Proficiency (mercurial greatsword), 
  Skills Climb +17, Intimidate +2, Listen +9, Spot +9, 
  Survival +4 
  Possessions combat gear plus:  +1 chain shirt 
  w/restful crystal*, armbands of might*,    great club, 
  5 javelins, haunch of meat, +1 large mercurial* 
  greatsword 
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, 
  the creature gains one of the following benefits, 
  chosen at the time the spell resolves. 
   
  Might:  The spellwarped creature gains a +4 
  enhancement to Strength for one minute. 
   
  Agility:  The spellwarped creature gains a +4 
  enhancement to Dexterity for one minute. 
   
  Endurance:  The spellwarped creature gains a +4 
  enhancement to Constitution for one minute. 
   
  Life:  The spellwarped creature gains temporary 
  hit points equal to 5 x the level of the failed spell. 
   
  Speed:  The spellwarped creature base speed 
  increases by a number of feet equal to 5 x the level 
  of the failed spell. 
   
  Resistance:  The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire, or sonic). 
  * see Appendix 2: New Rules Items 
  
  APL 10 
  3: UNWELCOME GUESTS 
  ASSASSIN DEVIL 
  CR 11 
  Always LE Medium outsider (baatezu, evil, 
  extraplanar, lawful) 
  Init +9; Senses blindsight 60 ft., see in darkness; 
  Listen +23, Spot +23 
  Languages Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft.  
  AC 30, touch 19, flat-footed 21 Dodge, Mobility 
   (+9 Dex, +8 natural, +3 armor) 
  Miss Chance 20% shadow form 
  hp 123 (14 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10, evasion, light fortification 
  armor; SR 21 
  Fort +12, Ref +18, Will +15 
  Speed 30 ft. (6 squares); Spring Attack 
  Melee +1 cold iron longsword +20/+15/+10 
  (1d8+7/17-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +14; Grp +18  
  Atk Options sneak attack +5d6 
  Special Actions assassin’s shadow step, shadow 
  form, boots of speed 
  Combat Gear elixir of sneaking, 3 potions of cure 
  light wounds 
  Spell-Like Abilities (CL 14th): 
   At Will— dimension door, fog cloud, nondetection, 
  tongues 
   1/day— greater teleport (self plus 50 pounds of 
  objects only) 
  Abilities Str 19, Dex 28, Con 17, Int 16, Wis 22, Cha 
  17 
  SA sneak attack, spell-like abilities 
  Feats Dodge, Improved Critical (longsowrd), Mobility, 
  Spring Attack, Weapon Focus (longsword)  
  Skills Balance +28, Bluff +20, Climb +21, Diplomacy 
  +7, Disguise +3 (+5 acting), Escape Artist +26, 
  Hide +26, Intimidate +5, Jump +23, Listen +23, 
  Move Silently +26, Sense Motive +23, Spot +23, 
  Tumble +28, Use Rope +9 (+11 bindings) 
  Possessions combat gear plus boots of speed, +1 
  cold iron longsword, +1 light fortification leather 
  armor 
  Assassin’s Shadow Step (Su) As a swift action, an 
  assassin devil can turn invisible until the end of its 
  current turn. The creature remains invisible even if 
  it attacks. An assassin devil can use this ability at 
  will. 
  Shadow Form (Su) As a swift action, an assassin 
  devil can cause itself to turn into a shadowy, 
  indistinct figure seemingly carved from pure 
  shadow. While in this form, an assassin devil has 
  concealment (20% miss chance) in all but sunlight 
  or in the area of a daylight spell. In addition, an 
  assassin devil gains a +4 bonus on Hide checks. 
  An assassin devil can end this effect with a second 
  swift action, and it can remain in shadow form for 
  as long as it wishes. 
   
  7: SHADOWED FURROWS  
  SHAMKEL 
  CR 9 
  Male Shadar Kai rogue 5/fighter1/occult slayer 2 
  NE Medium fey (extraplanar) 
  Init +9; Senses Listen +18, Spot +18  
  Languages Common, Elven, Sylvan 
  AC 23, touch 16, flat-footed 23 Dodge, Mobility 
   (+7* Dex, +5 armor, +1 deflection) 
  hp 64 (11 HD) 
  Resist Evasion, Uncanny Dodge 
  Fort +7, Ref +17, Will +9 
  Weakness shadow curse 
  Speed 30 ft. in +1 nimbleness* mithral shirt (6 
  squares) 
  Melee +1 spiked chain w/crystal of lesser return 
  +18/+13 (2d4+3)  
  Ranged +1 shortbow +17/+12 (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. (10ft with spiked chain) 
  Base Atk +8; Grp +9  
  Atk Options +4d6 sneak attack, +1d6 vs spell caster 
  or spell-like using creatures with spiked chain 
  Combat Gear potion of cure serious wounds 
  Abilities Str 13, Dex 26 Con 13(12), Int 14, Wis 10, 
  Cha 8 
  SQ  Hide in plain sight, Shadow curse, Superior low-
  light vision, Trapfinding, Weapon Bond, Mind over 
  Magic, Vicious Strike 
  Feats Alertness, Dodge, Exotic Weapon Proficiency 
  (spiked chain) (B), Improved Initiative, Mobility, 
  Weapon Finesse, Weapon Focus (spiked chain) 
  Skills Balance +13, Climb +8, Hide +17 (+27 in dark 
  or shadowy areas), Jump +9, Knowledge (arcane + 
  6), Listen +18, Move Silently +21, Search +13, 
  Sleight of Hand +12, Spot +18, Spellcraft +5, 
  Survival +6 (+8 when following tracks), Tumble +20 
  Possessions combat gear corsair’s eye patch*, +1 
  nimbleness mithral shirt, spare spiked chain, 
  masterwork thieves tools, boots of the battle 
  charger*, +1 gal-ralan*, 20 arrows, gloves of 
  dexterity +4, +1 ring of protection 
  Hide in Plain Sight (Su): Shadar-kai can use the 
  Hide skill even while being observed. As long as 
  they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open without 
  having anything to actually hide behind.  
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
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  Magical Defense (Ex) An occult slayers constant 
  training in counter magic of all types manifests 
  itself as a bonus on saving throws against spells or 
  spell-like abilities.  This bonus is +1 at lst level. 
  Weapon Bond (Su) An occult slayer must choose a 
  particular weapon of at least masterwork quality as 
  the focus of his power.  Upon make his selection; 
  he immediately forms a bond with the chosen 
  weapon that imbues it with the force of her hatred 
  for spell casters.  Thereafter, any successful attack 
  he makes with that against a spellcaster or a 
  creature with spell-like abilities deals an extra 1d6 
  points of damage.  If this particular weapon is lost 
  or destroyed, the occult slayer loses the ability to 
  deal the extra damage until he acquires and bond 
  with another weapon of the same kind of at least 
  masterwork quality.  The occult slayer must spend 
  one day per character level practicing with the 
  replacement weapon (and doing very little else—no 
  adventuring) to create a new weapon bond. 
  Mind over Magic (Su) Starting at 2nd level, an occult 
  slayer can cause a spell or spell-like ability targeted 
  against him to rebound onto the originator as a free 
  action.  This ability otherwise functions as the spell 
  turning spell (caster level equals the character’s 
  occult slayer level +5).  An occult slayer can use 
  this ability once per day at 2nd level. 
  Vicious Strike (Ex)  At second level and higher, an 
  occult slayer who readies an attack to disrupt a 
  spellcaster deals double damage if the attack hits. 
  * see Appendix 2: New Rules Items 
   
  BERKASH 
  CR 9 
  Male Shadar Kai duskblade 8 
  NE Medium fey (extraplanar) 
  Init +4; Senses Listen +12, Spot +13  
  Languages Common, Elven, Sylvan 
  AC 22, touch 16, flat-footed 18 
   (+4 Dex, +6 armor , +1 deflection, +1 insight) 
  hp 78 (11 HD) 
  Fort +10, Ref +12, Will +11 
  Weakness shadow curse 
  Speed 30 ft. in +1 mithral breastplate (6 squares) 
  Melee +1 spiked chain w/crystal of lesser return 
  +14/+9 (2d4+1)  
  Ranged +1 shortbow +14/+9 (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. (10ft with spiked chain) 
  Base Atk +10; Grp +10  
  Atk Options +1d6 sneak attack, arcane channeling, 
  quick cast 
  Combat Gear potion of cure light wounds 
  Duskblade Spells Known (CL 8th): 
   2nd (8/day) — scorching ray, see invisible, swift 
  fly*, touch of idiocy 
   1st (9/day) — color spray, expeditious retreat, 
  swift*,  ray of enfeeblement, shocking grasp, true 
  strike 
   0 (6/day) —  acid splash, disrupt undead, ray of 
  frost, touch of fatigue 
  Spell-Like Abilities (CL 8th): 
   9/day—dancing lights, detect magic, flare, ghost 
  sound, read magic 
  Abilities Str 11, Dex 18, Con 15(14), Int 22, Wis 10, 
  Cha 8 
  SQ  Hide in plain sight, Shadow curse, Superior low-
  light vision, Armored mage 
  Feats Alertness, Battle Casting*, Close-Quarters 
  Fighting*, Combat Casting, Exotic Weapon 
  Proficiency (spiked chain) (B), Skill Focus 
  Concentration, Weapon Finesse, 
  Skills Concentration +17(+21), Hide +11 (+21 in dark 
  or shadowy areas), Jump +3, Knowledge (arcane) 
  +17, Knowledge (planes) +13, Listen +12, Move 
  Silently +10, Search +12, Spellcraft +17, Spot +13, 
  Survival +6 (+8 when following tracks) 
  Possessions combat gear +1 mithral breastplate, 20 
  arrows, spare spiked chain, +1 gal-ralan* , headband 
  of intellect +4, +1 ring of protection, dusty rose ioun 
  stone, amulet of health +2 
  Hide in Plain Sight (Su): Shadar-kai can use the 
  Hide skill even while being observed. As long as 
  they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open without 
  having anything to actually hide behind.  
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
  Arcane Attunement (Sp) Duskblades can use spell-
  like powers dancing lights, detect magic, flare, 
  ghost sound, and read magic a combined total of 
  times per day equal to 3 + Int modifier.  These 
  spell-like powers do not count against your total of 
  spells known or spells per day. 
  Armored Mage (Ex): Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, 
  which can cause spells to fail if those spells have a 
  somatic component. A duskblade’s limited focus 
  and specialized training, however allows them to 
  avoid arcane spell failure while wearing light armor 
  and light shields.  This does not apply to spells 
  granted by other spellcasting classes.  At 4th level 
  this changed to wearing medium armor. At 7th level 
  he can use a heavy shield with no chance of 
  arcane spell failure. 
  Arcane Channeling (Su) Beginning at 3rd level, he 
  can spend a standard action to cast any touch spell 
  he knows and deliver the spell through the weapon 
  he wields with a melee attack.  Casting a spell in 
  this manner does not provoke an attack of 
  opportunity.  The spell must have a casting time of 
  1 standard action or less.  If the melee attack is 
  successful, the attack deals damage normally, the 
  n the effect of the spell is resolved. 
  Quick Cast (Ex) Beginning at 5th level, a duskblade 
  can cast one spell each day as a swift action, so 
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  long as the casting time of the spell is one standard 
  action or less. 
  Spell Power(Ex)Starting at 6th level, he can more 
  easily overcome the spell resistance of any 
  opponent you successfully injure with a melee 
  attack.  If he injured  an opponent with a melee 
  attack, you gain a +2 bonus on your caster level 
  check to overcome spell resistance for the 
  remainder of the encounter. 
  * see Appendix 2: New Rules Items 
   
  DARK DIRE BEAR 
  CR 8 
  Usually NE Large animal (extraplanar) 
  Init +1; Senses darkvision 60 ft., superior low-light 
  vision, scent; Listen +10, Spot +10 
  Languages — 
  AC 17, touch 10, flat-footed 16 
   (-1 size, +1 Dex, +7 natural) 
  hp 108 (12 HD)  
  Resist cold 10 
  Fort +12, Ref +9, Will +9 
  Speed 50 ft. (10 squares) 
  Melee 2 claws +19 melee (2d4+10) and 
   
  bite +13 melee (2d8+5) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +23  
  Atk Options improved grab 
  Abilities Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 
  10 
  Feats Alertness, Endurance, Run, Toughness, 
  Weapon Focus (claw) 
  Skills Hide +5, Listen +10, Move Silently +3, Spot 
  +10, Swim +13 
  Improved Grab (Ex) To use this ability, a dark dire 
  bear must hit with a claw attack. It can then attempt 
  to start a grapple as a free action without provoking 
  an attack of opportunity. 
  Hide in Plain Sight (Ex) A dark dire bear can use the 
  Hide skill even while being observed (except in 
  natural daylight, the area of a daylight spell, or a 
  similar effect). 
   
  FANG GOLEM 
  CR 6 
  Always N Large construct 
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages understands creator’s orders  
  AC 20, touch 12, flat-footed 17 
   (-1 size, +3 Dex, +8 natural) 
  hp 74 (8 HD); DR 5/adamantine or bludgeoning 
  Immune construct immunities, magic 
  Fort +2, Ref +5, Will +2 
  Weakness sonic (see immunity to magic) 
  Speed 30 ft. (6 squares); Spring Attack 
  Melee 2 claws +9 each (2d6+4/) 
  Ranged spikes +8 (2d6+4/) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +14 
  Atk Options verdant surge 
  Special Actions spikes 
  Abilities Str 19, Dex 17, Con –, Int –, Wis 11, Cha 1 
  SQ construct traits 
  Feats – 
  Skills Listen +0, Spot +0 
  Immunity to Magic (Ex) A fang golem is immune to 
  any spell or spell-like ability that allows spell 
  resistance, except shout or greater shout and any 
  orb of sound spell (Complete Arcane 116). 
  Any magical attack against a fang golem that deals 
  cold damage heals 1 point of damage for every 3 
  points of damage it would otherwise deal. If the 
  amount of healing would cause the golem to 
  exceed its full normal hit points, it gains any excess 
  as temporary hit points, up to a maximum of twice 
  its full normal hit point total. These temporary hit 
  points last for up to 1 hour. A fang golem gets no 
  saving throw against magical attacks that deal cold 
  damage. 
  Verdant Surge (Su) Any creature hit by a fang 
  golem's melee attack or spikes ability takes a –2 
  penalty on saving throws made to resist the effects 
  of a druid spell or a spell or ability from a fey 
  creature. This effect lasts for 1 minute. 
  Spikes (Ex) A fang golem can launch a volley of 
  spikes to a range of 80 feet with no range 
  increment. All targets must be within 30 feet of 
  each other. A fang golem can use this ability up to 
  five times in any 24-hour period. 
  Death Throes (Ex) When killed, a fang golem 
  explodes in a 20-foot-radius burst that deals 8d6 
  points of piercing damage to everything in the area 
  (Reflex DC 14 half). The save DC is Constitution-
  based. 
   
  A hulking, bestial form looms from the shadows. It 
  looks like a wild animal, but its shape is jagged and 
  unnatural. The creature rears up, and suddenly the air 
  is filled with spikes! 
   
  FANG GOLEM LORE 
  Characters with ranks in Knowledge (arcana) can 
  learn more about fang golems. When a character 
  makes a successful skill check, the following lore is 
  revealed, including the information from lower DCs. 
  Knowledge (nature) can also be used, but all check 
  DCs increase by 5. 
  Knowledge (Arcana) 
  DC Result 
  DC 16 This is a fang golem, a kind of construct 
  created by twisted druids to serve as a guardian. This 
  result reveals all construct traits. 
  DC 21 A fang golem can hurl a volley of sharp spikes 
  to hit multiple targets. 
  DC 26 Fang golems are immune to most types of 
  energy damage and might be found in dangerous 
  environments. They are somewhat vulnerable to 
  sonic effects 
   
   
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  8: TRAVELING BACK WITH THE 
  MCGUFFIN  
  FHAZIL 
  CR 10 
  Male cleric 1 /sorcerer 5/ fiend blooded 4 
  NE Medium humanoid (human, flan mix)  
  Init +0; Senses Listen +3, Spot +3  
  Languages Common, Orc, Flan 
  AC 19, touch 12, flat-footed 17 
   (+6 armor +1 deflection +1 natural +1 insight) 
  hp 56+15(False life) (10 HD) 
  Fort +10, +11 vs poison(13/ 14 vs poison) Ref +6(9) 
  Will +13(16) 
  Speed 30 ft. (6 squares) 
  Melee +1 dagger +3 (1d4/19-20)  
  Ranged +1 dagger +4 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +4; Grp +3  
  Atk Options Spells, Smiting spell 1/day +10 damage 
  Combat Gear  Scroll of greater mage armor* 9thlvl 
  caster, Scroll of shield, 5 daggers 
  Cleric Spells Prepared (CL 1st): 
   1st — command D(Will DC 12), entropic shield, 
  protection from good 
   0 —  create water, guidance, resistance 
  D: Domain spell. Deity: Iuz: Trickery, Tyranny  
  Sorcerer Spells Known (CL 9th): 
   4th (4/day)— dimensional anchor, stoneskin, wall 
  of fireFS 
   3rd (7/day)— fireball (Ref DC 19),haste, ray of 
  dizziness, tasha’s hideous laughterFS(Will DC 19) 
   2nd (8)(7/day)— glitterdust (Will DC 18), false life,  
  flaming sphere (Ref DC 18), mirror image 
   1st (8/day)— burning hands (Ref DC 17), grease 
  (Ref DC 17), magic missile, ray of clumsiness, 
  true strike 
   0 (6/day)—  acid splash, disrupt undead, ray of 
  frost, resistance, touch of fatigue 
  Already cast; FS Fiendish sorcery extra spell 
  Abilities Str 8, Dex 10, Con 16, Int 14, Wis 12, Cha 
  23 
  SQ Fiendish Companion, Fiendish Heritage, Fiendish 
  Sorcery, Blood of Fiends 
  Feats Alertnessb , Blood Calls to Blood*, Combat 
  Casting, Eschew Materials, Rapid Metamagic*, Still 
  Spell 
  Skills Bluff + 16, Concentration +16(+20), Knowledge 
  (arcane) +12, Knowledge (planes) +13,  
  Knowledge (religion) +7, Listen +3, Spellcraft +15 
  Spot +3 
  Possessions combat gear plus:  sparks, weasel 
  familiar hp, 5 daggers, carrots, amulet of health +4, 
  dusty rose ioun stone, vest of resistance +2,  cloak 
  of charisma +4, ring of protection +1 dimension 
  stride boots*  
  Fiendish Companion: Fhazil’s familiar benefits from 
  his fiendish heritage.  The fiendish template has 
  been applied to his familiar.  Since this is not 
  possession but rather a sympathic link, the 
  familiar’s need not shift to evil but has 
  Fiendish Heritage (Ex) You draw strength from the 
  fiendish ancestor’s essence as you gain increased 
  mastery over your lineage. 
   
  At 1st level, a subtle toughening of his physical 
  form grants a +1 natural armor bonus to AC 
  (already included), At 3rd level you gain a +1 boost 
  to your Charisma score 
  Fiendish Sorcery  You gain insight into the power of 
  your fiendish heritage, and this insight strengthens 
  your spellcasting prowess At 2nd level and again at 
  4th add one additional spell to your known spell list. 
   Each new spell must be of a level that you can 
  cast but can be any spell having the fire descriptor 
  or any spell from the schools of enchantment, 
  illusion, or necromancy. Thus, you could add 
  fireball (a fire spell) or speak with dead (a 
  necromancy spell) to your 3rd level spells known 
  (even though you are a arcane caster and speak 
  with dead is normally a divine spell), but not 
  lightning bolt (which neither carries the fire 
  descriptor nor belongs to one of the three specified 
  schools). 
  Blood of Fiends (Ex) Upon reaching 3rd level, you 
  gain a +1 bonus on saves against poison. You also 
  reduce any damage taken from poison (whether hit 
  point or ability damage by one point). 
  Smiting Spell (Su)  As a free action once per day 
  invest a portion of your fiendish power into any 
  damaging spell you cast.  The resulting spell will 
  deal an additional number of hit point so damage 
  equal to your fiend blooded class level + Charisma 
  modifier to all within the spell’s area. 
    * see Appendix 2: New Rules Items 
   
  SPARKS 
  CR -- 
  N Tiny magical beast (augmented animal, extraplanar)  
  Init +2; Senses low-light vision, darkvision 60ftt, 
  scent; Listen +1, Spot +3  
  Languages empathic link with master, speak with 
  master, speak with animals of its kind 
  AC 25, touch 14, flat-footed 23 
   (+6 armor, +2 size, +2 Dex, +5natural) 
  hp 28+15(false life) (10 HD) DR 5/magic 
  Resist 10 Cold, 10 fire, improved evasion, SR 15 
  Fort +4(7), Ref +4(7), Will +11(14) 
  Speed 20 ft. (4 squares) 
  Melee  bite +4 (1d3-4)  
  Space 2 1/2 ft.; Reach 0 ft.  
  Base Atk +0; Grp -12  
  Atk Options Attach, Deliver touch spells, smite good 
  1/day  +4 to hit + 10 damage 
  Abilities Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 5 
  SQ share spells 
  Feats Weapon Finesse 
  Skills Balance +10, Climb +10, Hide +10, Listen +3, 
  Move Silently +8, Spot +3 
  Attach (Ex) If a weasel hits with a bite attack, its uses 
  its powerful jaws to latch onto the opponent’s body 
  and automatically deals bite damage each round it 
  remains attached.  An attached weasel loses its 
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  Dexterity bonus to Armor Class and has an AC of 
  16. 
   
  An attached weasel can be struck with a weapon 
  or grappled itself.  To remove an attached weasel 
  through grappling the opponent must achieve a pin 
  against the creature. 
  Smite Good (Su)  Once per day the creature can 
  make a normal melee attack to deal extra damage 
  equal to its HD total (maximum of +20) against a good 
  foe 
   
  KHET, CLERIC OF IUZ 
  CR 10 
  Male cleric 5 /divine oracle 5 
  NE Medium Humanoid (Human)  
  Init +1; Senses Listen +6, Spot +6 
  Languages Common 
  AC 23, 11 touch , 23 flat-footed  
   (+1 Dex, +9 armor, +3 shield)  
  hp 68 (10 HD) 
  Resist Evasion Uncanny Dodge 
  Fort +9(12), Ref +7(9), Will +16(19) 
  Speed 20 ft. in +1 plate armor (4 squares), base 
  movement 30 ft. 
  Melee +1 Morningstar +8 (1d8+4)  
  Ranged +1 light crossbow +6 (1d8+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8  
  Atk Options Spells 
  Combat Gear scroll of blindness, scroll of bear’s 
  endurance, wand of cure light wounds 
  Class Spells Prepared (CL 10th): 
   5th—command, greaterD (Will DC 23), flame strike, 
  righteous wrath of the faithful*,wall of stone 
   4th—confusionD (Will DC 22), cure critical wounds, 
  divine power, freedom of movement , moon bolt* 
   3rd—conviction, mass cure serious wounds, dispel 
  magic, divinationD , magic circle vs good,  
   2nd—bears endurance, calm emotions (Will DC 
  20), hold person x2 (Will DC 20) invisibilityD, 
  silence, sound burst (Will DC 18) 
   1st—bless, cure light wounds x2, command, 
  commandD (Will DC 19), divine favor, shield of 
  faith 
   0—  create water x2, detect magic, guidance, light, 
  resistance 
   
  D: Domain spell. Deity: Iuz: Oracle, Trickery, Tyranny  
  Already cast;  
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 22, Cha 
  10 
  SQ Scry bonus, Prescient Sense, Divination 
  enhancement 
  Feats Greater Spell Focus (Enchantment), Lightning 
  Reflexes, Silent Spell, Spell focus (Enchantment), 
  Skill Focus (Religion) 
  Skills Concentration +15, Heal +16, Knowledge 
  (Religion) +19 
  Possessions combat gear plus two silver holy 
  symbol, +1 plate armor, +1 large shield, 56 gold 
  pieces, belt of giant strength +4,  periapt of wisdom 
  +4, vest of resistance +2, ring of floating* 
  Prescient Sense(Ex) Beginning at 2nd level, if a 
  divine oracle makes a successful Reflex saving 
  throw against an attack that normally inflicts half 
  damage on a successful save (such as a red 
  dragon’s fiery breath or a fireball spell), he instead 
  takes no damage, since his prescience allowed him 
  to get out of the way faster.  This form of evasion 
  works no matter what armor the divine oracle 
  wears, unlike the evasion ability used by monks 
  and rogues. 
  Divination Enhancement (Ex) Beginning at 3rd level, 
  a divine oracle may roll twice and take the better 
  result when using divination spells such as augury 
  or divination. 
  Uncanny Dodge (Ex) Starting at 4th level, a divine 
  oracle gains the ability to react to danger before he 
  senses would normally allow her to do so.  The 
  divine oracle retains his Dexterity modify (if any) 
  regardless of being caught flat-footed or struck by 
  invisible attackers. Still loses his Dexterity modifier 
  to AC if immobilized. 
  * see Appendix 2: New Rules Items 
   
  GRINK, GRONK 
  CR 8 
  Spellwarped barbarian 2/ fighter 1 / war hulk 1 ogres 
  NE large aberration (augmented giant)  
  Init +1; Senses Listen +9, Spot +9  
  Languages Common, Orc, Elven 
  AC 23, touch 11, flat-footed 23 
   ( +1 Dex, +5 armor +7 natural) 
  hp 95 (8 HD) 
  SR 19 
  Fort +16(19), Ref +3(6), Will +2(5) 
  Speed 50 ft. +1 chain shirt w/restful crystal (10 
  squares) 
  Melee +1 large mercurial* greatsword +18/+13 
  (3d6+17/x4)  
  Ranged mwk large javelin +7 (1d8+9) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +6; Grp +21  
  Atk Options Power Attack, Rage, armbands of might  
  Abilities Str 32, Dex 12, Con 22, Int 11, Wis 10, Cha 
  6 
  SQ Spell absorption (see below) Ability Boost, No 
  Time to Think 
  Feats Cleave, Power Attack, Exotic Weapon 
  Proficiency (mercurial greatsword), 
  Skills Climb +17, Intimidate +8, Listen +9, Spot +9, 
  Survival +4 
  Possessions combat gear plus:  +1 chain shirt 
  w/restful crystal, armbands of might*,    great club, 
  5 javelins, haunch of meat, +1 large mercurial* 
  greatsword 
  Spell Absorption (Su) whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, 
  the creature gains one of the following benefits, 
  chosen at the time the spell resolves. 
   
  Might:  The spellwarped creature gains a +4 
  enhancement to Strength for one minute. 
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  VEL8-03 A Day at the Museum 
   
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  Agility:  The spellwarped creature gains a +4 
  enhancement to Dexterity for one minute. 
   
  Endurance:  The spellwarped creature gains a +4 
  enhancement to Constitution for one minute. 
   
  Life:  The spellwarped creature gains temporary 
  hit points equal to 5 x the level of the failed spell. 
   
  Speed:  The spellwarped creature base speed 
  increases by a number of feet equal to 5 x the level 
  of the failed spell. 
   
  Resistance:  The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire, or sonic). 
  Ability Boost (Ex) As a war hulk gains levels in this 
  prestige class, his Strength score increases as 
  noted.  These increases stack (already included) 
  No Time to Think (Ex) A character with level in the 
  war hulk prestige class is considered to have 0 
  ranks in all Intelligence-, Wisdom-, and Charisma-
  based skills (whether or not he has bought ranks in 
  them previously).  The only exception is the 
  Intimidate skill which works normally. 
  * see Appendix 2: New Rules Items 
   
    
   
  
  APL 12 
  3: UNWELCOME GUESTS 
  ASSASSIN DEVIL  AS S AS S I N  2 
  CR 13 
  Always LE Medium outsider (baatezu, evil, 
  extraplanar, lawful) 
  Init +9; Senses blindsight 60 ft., see in darkness; 
  Listen +25, Spot +25 
  Languages Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft.  
  AC 32, touch 19, flat-footed 32 Dodge, Mobility 
   (+9 Dex, +8 natural,+5 armor) 
  Miss Chance 20% shadow form 
  hp 141 (16 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10, evasion, light fortification 
  armor, uncanny dodge; SR 21 
  Fort +12, Ref +21, Will +15 
  Speed 30 ft. (in +1 light fortification mithral shirt 6 
  squares); Spring Attack 
  Melee +1 cold iron longsword +21/+16/+11 
  (1d8+7/17-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +15; Grp +19  
  Atk Options sneak attack +6d6, death attack (Fort 
  DC 15), poison use 
  Special Actions assassin’s shadow step, shadow 
  form,  
  Combat Gear elixir of sneaking, 3 potions of cure 
  light wounds 
  Spell-Like Abilities (CL 14th): 
   At Will— dimension door, fog cloud, nondetection, 
  tongues 
   1/day— greater teleport (self plus 50 pounds of 
  objects only) 
  Class Spells Prepared (CL 1st): 
   1st— true strike 
  Abilities Str 19, Dex 28, Con 18, Int 16, Wis 22, Cha 
  17 
  SA sneak attack, spell-like abilities 
  Feats Disemboweling Strike*, Dodge, Improved 
  Critical (longsowrd), Mobility, Spring Attack, 
  Weapon Focus (longsword)  
  Skills Balance +30, Bluff +20, Climb +21, Diplomacy 
  +7, Disguise +3 (+5 acting), Escape Artist +26, 
  Hide +28, Intimidate +5, Jump +25, Listen +25, 
  Move Silently +28, Sense Motive +23, Spot +25, 
  Tumble +30, Use Rope +9 (+11 bindings) 
  Possessions combat gear plus boots of speed, +1 
  cold iron longsword, +1 light fortification mithral 
  shirt 
  Assassin’s Shadow Step (Su) As a swift action, an 
  assassin devil can turn invisible until the end of its 
  current turn. The creature remains invisible even if 
  it attacks. An assassin devil can use this ability at 
  will. 
  Shadow Form (Su) As a swift action, an assassin 
  devil can cause itself to turn into a shadowy, 
  indistinct figure seemingly carved from pure 
  shadow. While in this form, an assassin devil has 
  concealment (20% miss chance) in all but sunlight 
  or in the area of a daylight spell. In addition, an 
  assassin devil gains a +4 bonus on Hide checks. 
  An assassin devil can end this effect with a second 
  swift action, and it can remain in shadow form for 
  as long as it wishes. 
   * see Appendix 2: New Rules Items 
   
  7: SHADOWED FURROWS  
  VERDANT PRINCE 
  CR 11 
  Usually NE Medium fey 
  Init +12; Senses low-light vision; Listen +12, Spot 
  +12 
  Languages Elven, Common, Druidic, Sylvan 
  AC 29, touch 23, flat-footed 21; Dodge, Mobility 
   (+8 Dex, +5 deflection, +3 natural +3 armor) 
  hp 144 (16 HD); DR 10/cold iron 
  Resist evasion 
  SR 20 
  Fort +14, Ref +23, Will +17 
  Weakness double damage from cold iron 
  Speed 40 ft. (8 squares) 
  Melee staff of the woodlands +13/+8 (1d6+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11 
  Combat Gear expended staff of the woodlands (acts 
  as a +2 quarterstaff and allows wielder to use pass 
  without trace at will), wand of magic missile (5th) 
  Spell-Like Abilities (CL 16th): 
   At Will—dimension door (only when starting point 
  and destination are adjacent to a tree or plant 
  creature), disguise self (DC 16) 
   1/day—baleful polymorph (DC 20), call lightning 
  storm (DC 20), changestaff, cure critical wounds, 
  fire seeds (DC 21), repel metal or stone, wall of 
  thorns 
  Abilities Str 17, Dex 26, Con 18, Int 16, Wis 15, Cha 
  21  
  SQ oath bond, unearthly grace 
  Feats Combat Casting, Dodge, Improved Initiative, 
  Improved Toughness*, Mobility, Stealthy, TrackB 
  Skills Appraise +8, Balance +15, Bluff +15, Climb +8, 
  Concentration +13, Diplomacy +14, Disguise +10 
  (+12 acting), Escape Artist +13, Gather Information 
  +7, Handle Animal +6, Hide +15, Intimidate +17, 
  Jump +14, Knowledge (arcana) +8, Knowledge 
  (local) +8, Knowledge (nature) +10, Listen +12, 
  Move Silently +15, Search +8, Sense Motive +11, 
  Sleight of Hand +15, Spellcraft +10 (+12 
  deciphering scrolls), Spot +12, Survival +11 (+13 
  following tracks, +13 in aboveground natural 
  environments), Swim +8, Tumble +19, Use Magic 
  Device +19 (+21 for scrolls), Use Rope +8 (+10 
  involving bindings) 
  Possessions studded leather armor, masterwork 
  longsword, bone ring*, longbow with 20 arrows, 
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  druid scrolls : dominate animal x2,  poison, 
  freedom of movement x2, rusting grasp, stoneskin, 
  mass bulls strength 
  Oath Bond (Su) A verdant prince can strike a 
  powerful supernatural bargain with another willing 
  creature. The bargain can be nearly anything, but 
  must involve an exchange of services or goods. A 
  verdant prince can make an oath bond with only one 
  creature at a time. 
  If either party does not hold up its end of the bargain, 
  it takes a –6 penalty to all ability scores and is 
  sickened until the bargain is fulfilled. When a 
  bargain isn’t fulfilled, the wronged party becomes 
  immediately aware of the broken oath and gains a 
  constant awareness of the oathbreaker’s distance 
  and direction. This awareness does not extend 
  across the boundaries of planes, but it does relate 
  the information that an oathbreaker is not on the 
  same plane. 
  Only death or a wish or miracle spell can end an oath 
  bond before the bargain is fulfilled or negate the 
  penalties that a broken oath bond imposes. When 
  the oath bond is negated by death or magic, the 
  other party becomes aware that the oath was 
  ended or suppressed but not how or where.. 
  Unearthly Grace (Su) A verdant prince adds its 
  Charisma modifier as a bonus on saving throws, 
  and as a deflection bonus to Armor Class (already 
  included above). 
   
  A figure blending nature into a humanoid form 
  appears on a tree limb. Curved and woody antlers 
  grow from its head, a mane of leaves spills down its 
  back, thorn like spikes protrude from its shoulders, 
  and lichen covers its wrists like bracers. Its eyes 
  flicker with green light. 
   
  VERDANT PRINCE LORE 
  Characters with ranks in Knowledge (nature) can 
  learn more about verdant princes. When a character 
  makes a successful skill check, the following lore is 
  revealed, including the information from lower DCs. 
  Knowledge (Nature) 
  DC Result 
  DC 21 This creature is a verdant prince, a kind of fey 
  that often aids others in exchange for a service or gift. 
  This result reveals all fey traits. 
  DC 26 Verdant princes cast some druid spells and 
  possess powerful protections against magic. As with 
  many fey, cold iron weapons deal more damage to 
  them – even more than is typical for creatures of their 
  type. 
  DC 31 Verdant princes are evil and cruel, and they 
  enjoy entrapping victims in supernatural oaths that 
  seem beneficial but are not. 
   
  SHAMKEL 
  CR 11 
  Male Shadar Kai rogue 5/fighter1/occult slayer 4 
  NE Medium fey (extraplanar) 
  Init +10; Senses Listen +20, Spot +20  
  Languages Common, Elven, Sylvan 
  AC 23, touch 16, flat-footed 23 
   (+7* Dex, +5 armor +1 deflection) 
  hp 87 (13 HD) 
  Resist  10 Acid, Evasion, Uncanny Dodge 
  Fort +9, Ref +18, Will +10 
  Weakness shadow curse 
  Speed 30 ft. in +1 acid resistance, nimbleness mithral 
  shirt (6 squares) 
  Melee +1 magebane* spiked chain w crystal of lesser 
  returning +20/+15 (2d4+3) +22/+17 vs arcane 
  casters 
  Ranged +1 shortbow +19/+14 (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. (10ft with spiked chain) 
  Base Atk +10; Grp +11  
  Atk Options +4d6 sneak attack , +1d6 vs spell caster 
  or spell-like using creatures with spiked chain, 
  +2d6 vs arcane casters (from weapon) 
  Combat Gear potion of serious light wounds, potion 
  of barkskin +4 
  Abilities Str 13, Dex 26 Con 15(14), Int 14, Wis 10, 
  Cha 8 
  SQ Hide in plain sight, Shadow curse, Superior low-
  light vision, Trapfinding, Weapon Bond, Mind over 
  Magic, Vicious Strike, Auravision, Nondetection 
  Cloak 
  Feats Alertness, Dodge, Exotic Weapon Proficiency 
  (spiked chain) (B), Elusive Target*, Improved 
  Initiative, Mobility, Weapon Finesse, Weapon 
  Focus (spiked chain) 
  Skills Balance +13, Climb +8, Hide +19 (+29 in dark 
  or shadowy areas), Jump +9, Knowledge (arcane + 
  8), Listen +20, Move Silently +23, Search +13, 
  Sleight of Hand +9, Spot +20, Spellcraft +7, 
  Survival +6 (+8 when following tracks), Tumble +22 
  Possessions combat gear corsair’s eye patch*, +1 
  acid resistance nimbleness* mithral shirt, spare 
  spiked chain, masterwork thieves tools, boots of 
  speed, +1 gal-ralan*, 20 arrows, gloves of dexterity 
  +4, amulet of health +2, +1 ring of protection  
  Hide in Plain Sight (Su): Shadar-kai can use the 
  Hide skill even while being observed. As long as 
  they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open without 
  having anything to actually hide behind.  
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
  Magical Defense (Ex) An occult slayers constant 
  training in counter magic of all types manifests 
  itself as a bonus on saving throws against spells or 
  spell-like abilities.  This bonus is +1 at lst level and 
  goes to +2 at 3rd level. 
  Weapon Bond (Su) An occult slayer must choose a 
  particular weapon of at least masterwork quality as 
  the focus of his power.  Upon make his selection; 
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  he immediately forms a bond with the chosen 
  weapon that imbues it with the force of her hatred 
  for spell casters.  Thereafter, any successful attack 
  he makes with that against a spellcaster or a 
  creature with spell-like abilities deals an extra 1d6 
  points of damage.  If this particular weapon is lost 
  or destroyed, the occult slayer loses the ability to 
  deal the extra damage until he acquires and bond 
  with another weapon of the same kind of at least 
  masterwork quality.  The occult slayer must spend 
  one day per character level practicing with the 
  replacement weapon (and doing very little else—no 
  adventuring) to create a new weapon bond. 
  Mind over Magic (Su) Starting at 2nd level, an occult 
  slayer can cause a spell or spell-like ability targeted 
  against him to rebound onto the originator as a free 
  action.  This ability otherwise functions as the spell 
  turning spell (caster level equals the character’s 
  occult slayer level +5).  An occult slayer can use 
  this ability once per day at 2nd level and twice at 4th 
  level. 
  Vicious Strike (Ex)  At second level and higher, an 
  occult slayer who readies an attack to disrupt a 
  spellcaster deals double damage if the attack hits. 
  Auravision (Su) At 3rd level, an occult slayer gains 
  the ability to see magical auras at a range up to 60 
  feet as a free action. This ability otherwise 
  functions as the detect magic spell.  The character 
  cannot use this ability to determine anything but the 
  number of magical auras present. 
  Nondetection Cloak (Su) Upon reaching 4th level, an 
  occult slayer (and any gear she wears or carries) 
  becomes more difficult  to locate through 
  divinations such as clairaudience/clairvoyance, 
  locate object and other detection spells.  The occult 
  slayer gains magical protection from divinations 
  equivalent to a nondetection spell (caster level 
  equals the character’s occult slayer level), except 
  that it affects only the occult slayer and his 
  possessions. 
  * see Appendix 2: New Rules Items 
   
   
  BERKASH 
  CR 11 
  Male Shadar Kai duskblade 10 
  NE Medium fey (extraplanar) 
  Init +4; Senses Listen +14, Spot +15  
  Languages Common, Elven, Sylvan 
  AC 25, touch 16, flat-footed 22 
   (+3* Dex, +9 armor , +2 deflection +1 insight) 
  hp 93 (13 HD) 
  Fort +11, Ref +14, Will +13 
  Weakness shadow curse 
  Speed 20 ft. in +1 nimbleness mithral plate armor (4 
  squares) 
  Melee  +1 dispelling spiked chain w/crystal of lesser 
  return +15/+10 (2d4+1)  
  Ranged +1 shortbow +15/+10 (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. (10ft with spiked chain) 
  Base Atk +10; Grp +10  
  Atk Options +1d6 sneak attack, arcane channeling, 
  quick cast 
  Combat Gear potion of cure light wounds, potion of 
  barkskin +4 
  Duskblade Spells Known (CL 10th): 
   3rd (4/day) — ray of exhaustion, vampiric touch 
   2nd (9/day) — scorching ray, see invisible, swift 
  fly*, touch of idiocy 
   1st (10/day) — blade of blood*, expeditious retreat, 
  swift*, ray of enfeeblement, shocking grasp, true 
  strike 
   0 (7/day) — acid splash, disrupt undead, ray of 
  frost, touch of fatigue 
  Spell-Like Abilities (CL 10th): 
   9/day—dancing lights, detect magic, flare, ghost 
  sound, read magic 
  Abilities Str 11, Dex 18, Con 16(14), Int 22, Wis 10, 
  Cha 8 
  SQ  Hide in plain sight, Shadow curse, Superior low-
  light vision, Armored mage 
  Feats Alertness, Battle Casting*, Close-Quarters 
  Fighting*, Combat Casting, Exotic Weapon 
  Proficiency (spiked chain) (B), Skill Focus 
  Concentration, Weapon Finesse, 
  Skills Concentration +18(+22), Hide +13 (+23 in dark 
  or shadowy areas), Jump +3, Knowledge (arcane) 
  +17, Knowledge (planes) +13, Listen +14, Move 
  Silently +10, Search +12, Spellcraft +19, Spot +15, 
  Survival +6 (+8 when following tracks) 
  Possessions combat gear +1 nimbleness mithral 
  plate armor*, 20 arrows, spare spiked chain, +2 
  gal-ralan*,  headband of intellect +4, +2 ring of 
  protection, dusty rose ioun stone, amulet of health 
  +2 
  Hide in Plain Sight (Su): Shadar-kai can use the 
  Hide skill even while being observed. As long as 
  they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open without 
  having anything to actually hide behind.  
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
  Arcane Attunement (Sp) Duskblades can use spell-
  like powers dancing lights, detect magic, flare, 
  ghost sound, and read magic a combined total of 
  times per day equal to 3 + Int modifier.  These 
  spell-like powers do not count against your total of 
  spells known or spells per day. 
  Armored Mage (Ex): Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, 
  which can cause spells to fail if those spells have a 
  somatic component. A duskblade’s limited focus 
  and specialized training, however allows them to 
  avoid arcane spell failure while wearing light armor 
  and light shields.  This does not apply to spells 
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  granted by other spellcasting classes.  At 4th level 
  this changed to wearing medium armor. At 7th level 
  he can use a heavy shield with no chance of 
  arcane spell failure. 
  Arcane Channeling (Su) Beginning at 3rd level, he 
  can spend a standard action to cast any touch spell 
  he knows and deliver the spell through the weapon 
  he wields with a melee attack.  Casting a spell in 
  this manner does not provoke an attack of 
  opportunity.  The spell must have a casting time of 
  1 standard action or less.  If the melee attack is 
  successful, the attack deals damage normally, the 
  n the effect of the spell is resolved. 
  Quick Cast (Ex) Beginning at 5th level, a duskblade 
  can cast one spell each day as a swift action, so 
  long as the casting time of the spell is one standard 
  action or less. At 10th level you can use this ability 
  twice per day. 
  Spell Power (Ex)Starting at 6th level, he can more 
  easily overcome the spell resistance of any 
  opponent you successfully injure with a melee 
  attack.  If he injured an opponent with a melee 
  attack, you gain a +2 bonus on your caster level 
  check to overcome spell resistance for the 
  remainder of the encounter. 
  * see Appendix 2: New Rules Items 
   
  8: TRAVELING BACK WITH THE 
  MCGUFFIN  
  FHAZIL 
  CR 12 
  Male cleric 1 /sorcerer 5/ fiend blooded 6 
  NE Medium humanoid (human, flan mix)  
  Init +0; Senses Listen +3, Spot +3  
  Languages Common, Orc, Flan 
  AC 19, touch 12, flat-footed 17 
   (+6 armor +1 deflection +1 natural +1 insight) 
  hp 64+15(False life) (10 HD) 
  Resist 5 cold 5 fire 
  Fort +11, +14 vs poison (14/ 15 vs poison) Ref +7(10) 
  Will +14(17) 
  Speed 30 ft. (6 squares) 
  Melee +1 dagger +4 (1d4/19-20)  
  Ranged +1 dagger +5 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +5; Grp +4  
  Atk Options Spells, Smiting spell 1/day +13 damage 
  Combat Gear Scroll of greater mage armor* 9thlvl 
  caster, Scroll of shield, 5 daggers 
  Cleric Spells Prepared (CL 1st): 
   1st — command D(Will DC 12), entropic shield, 
  protection from good 
   0 — create water, guidance, resistance 
  D: Domain spell. Deity: Iuz: Trickery, Tyranny  
  Sorcerer Spells Known (CL 11th): 
   5th (5/day) — dominate person (Will DC 22), 
  feeblemind (Will DC 22), slay living (Fort DC 
  22)FS  
   4th (7/day) — dimensional anchor, invisibility 
  greater, stoneskin, wall of fireFS 
   3rd (8/day) — fireball (Ref DC 20), fly, haste, ray of 
  dizziness, Tasha’s hideous laughterFS(Will DC 20) 
   2nd (8)(7/day)— glitterdust (Will DC 19), false life, 
  flaming sphere (Ref DC 19), mirror image, 
  scorching ray 
   1st (8/day) — burning hands (Ref DC 18), grease 
  (Ref DC 18), magic missile, ray of clumsiness, 
  true strike 
   0 (6/day) —  acid splash, disrupt undead, ray of 
  frost, resistance, touch of fatigue 
  Already cast; FS Fiendish sorcery extra spell 
  Abilities Str 8, Dex 10, Con 16, Int 15, Wis 12, Cha 
  24 
  SQ Fiendish Companion, Fiendish Heritage, Fiendish 
  Sorcery, Blood of Fiends 
  Feats Alertnessb , Blood Calls to Blood*, Combat 
  Casting, Empower Spell, Eschew Materials, Rapid 
  Metamagic* , Still Spell 
  Skills Bluff + 19, Concentration +18(+22), Knowledge 
  (arcane) +14, Knowledge (planes) +15,  
  Knowledge (religion) +7, Listen +3, Spellcraft +17 
  Spot +3 
  Possessions combat gear plus:  sparks, weasel 
  familiar hp, 5 daggers, carrots, amulet of health +4, 
  dusty rose ioun stone, vest of resistance +2,  cloak 
  of charisma +4, ring of protection +1, dimension 
  stride boots*, staff of fire 
  Fiendish Companion: Fhazil’s familiar benefits from 
  his fiendish heritage.  The fiendish template has 
  been applied to his familiar.  Since this is not 
  possession but rather a sympathic link, the 
  familiar’s need not shift to evil but has 
  Fiendish Heritage (Ex) You draw strength from the 
  fiendish ancestor’s essence as you gain increased 
  mastery over your lineage. 
   
  At 1st level, a subtle toughening of his physical 
  form grants a +1 natural armor bonus to AC 
  (already included), At 3rd level you gain a +1 boost 
  to your Charisma score.  At 5th level you gain a +1 
  boost to your Intelligence score. 
  Fiendish Sorcery  You gain insight into the power of 
  your fiendish heritage, and this insight strengthens 
  your spellcasting prowess At 2nd level at 4th and at 
  6th add one additional spell to your known spell list. 
   Each new spell must be of a level that you can 
  cast but can be any spell having the fire descriptor 
  or any spell from the schools of enchantment, 
  illusion, or necromancy. Thus, you could add 
  fireball (a fire spell) or speak with dead (a 
  necromancy spell) to your 3rd level spells known 
  (even though you are a arcane caster and speak 
  with dead is normally a divine spell), but not 
  lightning bolt (which neither carries the fire 
  descriptor nor belongs to one of the three specified 
  schools). 
  Blood of Fiends (Ex) Upon reaching 3rd level, you 
  gain a +1 bonus on saves against poison. You also 
  reduce any damage taken from poison (whether hit 
  point or ability damage by one point). 
   
  Starting at 6th level, your fiendish essence grants 
  you resistance to cold and fire 5 
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  Smiting Spell (Su) As a free action once per day 
  invest a portion of your fiendish power into any 
  damaging spell you cast.  The resulting spell will 
  deal an additional number of hit point so damage 
  equal to your fiend blooded class level + Charisma 
  modifier to all within the spell’s area. 
    * see Appendix 2: New Rules Items 
   
  SPARKS 
  CR -- 
  N Tiny magical beast (augmented animal, extraplanar)  
  Init +2; Senses low-light vision, darkvision 60ftt, 
  scent; Listen +1, Spot +3  
  Languages empathic link with master, speak with 
  master, speak with animals of its kind 
  AC 25, touch 14, flat-footed 23 
   (+6 armor, +2 size, +2 Dex, +5natural) 
  hp 32+15(false life) (12 HD) DR 10/magic 
  Resist 10 Cold, 10 fire, improved evasion, SR 17 
  Fort +5(8), Ref +5(8), Will +12(15) 
  Speed 20 ft. (4 squares) 
  Melee bite +4 (1d3-4)  
  Space 2 1/2 ft.; Reach 0 ft.  
  Base Atk +0; Grp -12  
  Atk Options Attach, Deliver touch spells, smite good 
  1/day  +4 to hit + 12 damage 
  Abilities Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 5 
  SQ share spells 
  Feats Weapon Finesse 
  Skills Balance +10, Climb +10, Hide +10, Listen +3, 
  Move Silently +8, Spot +3 
  Attach (Ex) If a weasel hits with a bite attack, its uses 
  its powerful jaws to latch onto the opponent’s body 
  and automatically deals bite damage each round it 
  remains attached.  An attached weasel loses its 
  Dexterity bonus to Armor Class and has an AC of 16. 
   
  An attached weasel can be struck with a weapon 
  or grappled itself.  To remove an attached weasel 
  through grappling the opponent must achieve a pin 
  against the creature. 
  Smite Good (Su)  Once per day the creature can 
  make a normal melee attack to deal extra damage 
  equal to its HD total (maximum of +20) against a good 
  foe 
   
  KHET, CLERIC OF IUZ 
  CR 12 
  Male cleric 5 /divine oracle 7 
  NE Medium Humanoid (Human)  
  Init +1; Senses Listen +6, Spot +6 
  Languages Common 
  AC 25, 11 touch , 25 flat-footed  
   (+3 Dex, +9 armor, +3 shield)  
  hp 80 (12 HD) 
  Resist Evasion, Improved Uncanny Dodge 
  Fort +10(13), Ref +10(13), Will +17(20) 
  Speed 20 ft. in +1 mithral plate armor (4 squares), 
  base movement 30 ft. 
  Melee +1 Morningstar +8 (1d8+4)  
  Ranged +1 light crossbow +6 (1d8+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8  
  Atk Options Spells 
  Combat Gear scroll of blindness, scroll of bear’s 
  endurance, wand of cure light wounds 
  Class Spells Prepared (CL 12th): 
   6th—blade barrier, geasD (Will DC 24), harm, heal 
   5th—command, greaterD (Will DC 23), flame strike, 
  righteous wrath of the faithful*, slay living, wall of 
  stone 
   4th—confusionD (Will DC 22), cure critical wounds, 
   divine power, freedom of movement , moon bolt* 
   3rd—conviction, mass*, cure serious wounds, 
  dispel magic, divinationD , magic circle vs good 
  x2,  
   2nd—bears endurance, calm emotions (Will DC 
  20), hold person x2 (Will DC 20) invisibilityD, 
  silence, sound burst (Will DC 18)x2 
   1st—bless, cure light wounds x2, command, 
  commandD (Will DC 19), divine favor, doom, 
  shield of faith 
   0— create water x2, detect magic, guidance, light, 
  resistance 
   
  D: Domain spell. Deity: Iuz: Oracle, Trickery, Tyranny  
  Already cast;  
  Abilities Str 16, Dex 16, Con 14, Int 10, Wis 22, Cha 
  10 
  SQ Scry bonus, Prescient Sense, Divination 
  enhancement 
  Feats Greater Spell Focus (Enchantment), Lightning 
  Reflexes, Silent Spell, Spell focus (Enchantment), 
  Skill Focus (Religion) 
  Skills Concentration +15, Heal +16, Knowledge 
  (Religion) +19 
  Possessions combat gear plus two silver holy 
  symbol, +1 mithral plate armor, +1 large shield, 56 
  gold pieces, gloves of dex +4,  belt of giant 
  strength +4,  periapt of wisdom +4, vest of 
  resistance +2, ring of floating* 
  Prescient Sense(Ex) Beginning at 2nd level, if a 
  divine oracle makes a successful Reflex saving 
  throw against an attack that normally inflicts half 
  damage on a successful save (such as a red 
  dragon’s fiery breath or a fireball spell), he instead 
  takes no damage, since his prescience allowed him 
  to get out of the way faster.  This form of evasion 
  works no matter what armor the divine oracle 
  wears, unlike the evasion ability used by monks 
  and rogues. 
  Divination Enhancement (Ex) Beginning at 3rd level, 
  a divine oracle may roll twice and take the better 
  result when using divination spells such as augury 
  or divination. 
  Uncanny Dodge (Ex) Starting at 4th level, a divine 
  oracle gains the ability to react to danger before he 
  senses would normally allow her to do so.  The 
  divine oracle retains his Dexterity modify (if any) 
  regardless of being caught flat-footed or struck by 
  invisible attackers. Still loses his Dexterity modifier 
  to AC if immobilized. 
  Improved Uncanny Dodge (Ex) At 6th level and 
  higher the divine oracle can no longer be flanked, 
  VEL8-03 A Day at the Museum 
   
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  since he can react to opponents on opposite sides 
  of him as easily as he can react to a single 
  attacker.  This defense denies rogues the ability to 
  use flank attacks to sneak attack the divine oracle. 
   The exception to this defense is when an attacker 
  has at least 4 more rogue levels than the target 
  has divine oracle levels. 
  * see Appendix 2: New Rules Items 
   
  GRINK, GRONK 
  CR 10 
  Spellwarped barbarian 2/fighter 1 / war hulk 3 ogres 
  NE large aberration (augmented giant)  
  Init +1; Senses Listen +9, Spot +9  
  Languages Common, Orc, Elven 
  AC 23, touch 11, flat-footed 23 
   ( +1 Dex, +5 armor +7 natural) 
  hp 122 (10 HD) 
  SR 23 
  Fort +17(20), Ref +4(7), Will +3(6) 
  Speed 50 ft. +1 chain shirt w/restful crystal (10 
  squares) 
  Melee +1 large mercurial* greatsword +20/+15 
  (3d6+19/x4)  
  Ranged rock +20 (2d8+13) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +6; Grp +23  
  Atk Options Power Attack, Rage, Cleave, armbands 
  of might  
  Abilities Str 36, Dex 12, Con 22, Int 11, Wis 10, Cha 
  6 
  SQ Spell absorption (see below) Ability Boost, No 
  Time to Think, Great Swing, Mighty Rock Throwing 
  Feats Boost Spell Resistance*, Cleave, Power Attack, 
  Exotic Weapon Proficiency (mercurial greatsword), 
  Skills Climb +17, Intimidate +8, Listen +9, Spot +9, 
  Survival +4 
  Possessions combat gear plus:  +1 chain shirt 
  w/restful crystal*, armbands of might*,  great club, 
  5 javelins, haunch of meat , 5 rocks, +1 large 
  mercurial* greatsword 
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, 
  the creature gains one of the following benefits, 
  chosen at the time the spell resolves. 
   
  Might:  The spellwarped creature gains a +4 
  enhancement to Strength for one minute. 
   
  Agility:  The spellwarped creature gains a +4 
  enhancement to Dexterity for one minute. 
   
  Endurance:  The spellwarped creature gains a +4 
  enhancement to Constitution for one minute. 
   
  Life:  The spellwarped creature gains temporary 
  hit points equal to 5 x the level of the failed spell. 
   
  Speed:  The spellwarped creature base speed 
  increases by a number of feet equal to 5 x the level 
  of the failed spell. 
   
  Resistance:  The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire, or sonic). 
  Ability Boost (Ex)  As a war hulk gains levels in this 
  prestige class, his Strength score increases as 
  noted.  These increases stack (already included) 
  No Time to Think (Ex)  A character with level in the 
  war hulk prestige class is considered to have 0 
  ranks in all Intelligence-, Wisdom-, and Charisma-
  based skills (whether or not he has bought ranks in 
  them previously).  The only exception is the 
  Intimidate skill which works normally. 
  Great Swing (Ex) Starting at 2nd level, a war hulk is 
  able to make a great, sweeping swing with a melee 
  weapon.  As a full-round action, the war hulk can 
  choose three squares adjacent to one another (he 
  must threaten all of them).  His attack applies to all 
  creatures in those squares.  Make one attack roll 
  and apply that roll as an attack against each 
  defender. If the war hulk uses a special attack 
  (such as disarm, trip or sunder), this special attack 
  affects only the first target; the other creatures are 
  attacked normally. 
   
  Walls and similar obstacles can block a great 
  swing.  Start with one square that the war hulk 
  threatens.  Each successive square chosen must 
  be adjacent to the previous square and have a line 
  of effect from that square.  Two squares separated 
  by a wall, for instance, can be chosen as adjacent 
  squares for a great swing. 
   
  The war hulk may skip creatures, attacking only 
  those he wants to.  For example, if there are three 
  creatures in a row—and enemy, an ally, and 
  another enemy—the war hulk can choose those 
  three squares for the great swing but strike only the 
  two enemies. 
   
  If a war hulk drops one of his foes with a great 
  swing, he may make a cleave attack normally.  
  However, he may do so only once for every time he 
  swings, even if he drops more than one foe. 
  Mighty Rock Throwing (Ex) Starting at 3rd level, a 
  war hulk gains a powerful rock throwing ability. The 
  character can throw rocks that deal 2d8 points of 
  damage with a range increment of 50ft. (like all 
  thrown weapons they have a maximum range of 
  five range increments)  The war hulk uses his 
  Strength modifier instead of his Dexterity modifier 
  on the attack roll. The rock must weigh 
  approximately 50lbs. 
  * see Appendix 2: New Rules Items 
  VEL8-03 A Day at the Museum 
   
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  VEL8-03 A Day at the Museum 
   
  Page 51 
  APL 14 
  3: UNWELCOME GUESTS 
  ASSASSIN DEVIL AS S AS S I N  4 
  CR 15 
  Always LE Medium outsider (baatezu, evil, 
  extraplanar, lawful) 
  Init +9; Senses blindsight 60 ft., see in darkness; 
  Listen +27, Spot +27 
  Languages Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft.  
  AC 32, touch 19, flat-footed 32, Dodge, Mobility 
   (+9 Dex, +8 natural, +5 armor) 
  Miss Chance 20% shadow form 
  hp 156 (18 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10, evasion, moderate 
  fortification, uncanny dodge; SR 21 
  Fort +13, Ref +22, Will +16 
  Speed 30 ft. (+1 moderate fortification mithral shirt 6 
  squares); Spring Attack 
  Melee +1 cold iron longsword +23/+18/+13 
  (1d8+7/17-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +17; Grp +21  
  Atk Options sneak attack +7d6, death attack (Fort 
  DC 17), poison use 
  Special Actions assassin’s shadow step, shadow 
  form 
  Combat Gear elixir of sneaking, 3 potions of cure 
  light wounds 
  Spell-Like Abilities (CL 14th): 
   At Will— dimension door, fog cloud, nondetection, 
  tongues 
   1/day— greater teleport (self plus 50 pounds of 
  objects only) 
  Abilities Str 19, Dex 28, Con 18, Int 16, Wis 22, Cha 
  17 
  SA death attack, poison use, sneak attack, spell-like 
  abilities 
  Feats Disemboweling Strike*, Dodge, Improved 
  Critical (longsword), Maiming Strike*, Mobility, 
  Spring Attack, Weapon Focus (longsword)  
  Skills Balance +32, Bluff +20, Climb +21, Diplomacy 
  +7, Disguise +3 (+5 acting), Escape Artist +28, 
  Hide +28, Intimidate +5, Jump +27, Listen +27, 
  Move Silently +28, Sense Motive +23, Spot +27, 
  Tumble +32, Use Rope +9 (+11 bindings) 
  Possessions combat gear plus +1 cold iron 
  longsword, boots of speed, +1 moderate 
  fortification mithral chainshirt 
  Assassin’s Shadow Step (Su) As a swift action, an 
  assassin devil can turn invisible until the end of its 
  current turn. The creature remains invisible even if 
  it attacks. An assassin devil can use this ability at 
  will. 
  Shadow Form (Su) As a swift action, an assassin 
  devil can cause itself to turn into a shadowy, 
  indistinct figure seemingly carved from pure 
  shadow. While in this form, an assassin devil has 
  concealment (20% miss chance) in all but sunlight 
  or in the area of a daylight spell. In addition, an 
  assassin devil gains a +4 bonus on Hide checks. 
  An assassin devil can end this effect with a second 
  swift action, and it can remain in shadow form for 
  as long as it wishes. 
  * see Appendix 2: New Rules Items 
   
  7: SHADOWED FURROWS  
  DARK VERDANT PRINCE S O R C E R E R2   CR 
  13 
  Usually NE Medium fey (extraplanar) 
  Init +12; Senses superior low-light vision dark vision 
  60ft; Listen +12, Spot +12 
  Languages Elven, Common, Druidic, Sylvan 
  AC 27, touch 24, flat-footed 19; Dodge, Mobility 
   (+8 Dex, +6 deflection, +3 natural, +4 armor) 
  hp 168 (18 HD); DR 10/cold iron 
  Resist cold 10, evasion 
  SR 20 
  Fort +15, Ref +24, Will +21 
  Weakness double damage from cold iron 
  Speed 50 ft. (10 squares) 
  Melee staff of the woodlands +14/+9 (1d6+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +11 
  Combat Gear expended staff of the woodlands (acts 
  as a +2 quarterstaff and allows wielder to use pass 
  without trace at will), wand of magic missile (5th) 
  Sorcerer Spells Known (CL 2nd): 
   1st (6/day) — enlarge person, shield 
   0 (6/day) — acid splash, disrupt undead, mage 
  hand, stick*, touch of fatigue 
  Spell-Like Abilities (CL 16th): 
   At Will—dimension door (only when starting point 
  and destination are adjacent to a tree or plant 
  creature), disguise self (DC 17) 
   1/day—baleful polymorph (DC 21), call lightning 
  storm (DC 21), changestaff, cure critical wounds, 
  fire seeds (DC 22), repel metal or stone, wall of 
  thorns 
  Abilities Str 17, Dex 26, Con 18, Int 16, Wis 15, Cha 
  22  
  SQ oath bond, unearthly grace 
  Feats Combat Casting, Dodge, Improved Initiative, 
  Improved Toughness*, Mobility, Stealthy, TrackB 
  Skills Appraise +8, Balance +15, Bluff +21, Climb +8, 
  Concentration +18(+22), Diplomacy +20, Disguise 
  +11 (+13 acting), Escape Artist +13, Gather 
  Information +8, Handle Animal +7, Hide +23, 
  Intimidate +18, Jump +14, Knowledge (arcana) 
  +13, Knowledge (local) +8, Knowledge (nature) 
  +10, Listen +12, Move Silently +21, Search +8, 
  Sense Motive +11, Sleight of Hand +15, Spellcraft 
  +15 (+17 deciphering scrolls), Spot +12, Survival 
  
  +11 (+13 following tracks, +13 in aboveground 
  natural environments), Swim +8, Tumble +19, Use 
  Magic Device +20 (+22 for scrolls), Use Rope +8 
  (+10 involving bindings) 
  Possessions  +1 studded leather armor, masterwork 
  longsword, bone ring, longbow with 20 arrows, 
  druid scrolls : dominate animal x2,  poison, 
  freedom of movement x2, rusting grasp, stoneskin, 
  mass bulls strength, reverse gravity  sorcerer 
  scrolls: haste, slow, fly, globe of invulnerability, 
  mass enlarge person 
  Oath Bond (Su) A verdant prince can strike a 
  powerful supernatural bargain with another willing 
  creature. The bargain can be nearly anything, but 
  must involve an exchange of services or goods. A 
  verdant prince can make an oath bond with only 
  one creature at a time. 
  If either party does not hold up its end of the bargain, 
  it takes a –6 penalty to all ability scores and is 
  sickened until the bargain is fulfilled. When a 
  bargain isn’t fulfilled, the wronged party becomes 
  immediately aware of the broken oath and gains a 
  constant awareness of the oathbreaker’s distance 
  and direction. This awareness does not extend 
  across the boundaries of planes, but it does relate 
  the information that an oathbreaker is not on the 
  same plane. 
  Only death or a wish or miracle spell can end an oath 
  bond before the bargain is fulfilled or negate the 
  penalties that a broken oath bond imposes. When 
  the oath bond is negated by death or magic, the 
  other party becomes aware that the oath was 
  ended or suppressed but not how or where.. 
  Unearthly Grace (Su) A verdant prince adds its 
  Charisma modifier as a bonus on saving throws, 
  and as a deflection bonus to Armor Class (already 
  included above). 
  Hide in Plain Sight (Su): A dark creature can use the 
  Hide skill even while being observed. As long as 
  they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, dark 
  creatures can hide themselves from view in the 
  open without having anything to actually hide 
  behind.  
  * see Appendix 2: New Rules Items 
   
  A figure blending nature into a humanoid form 
  appears on a tree limb. Curved and woody antlers 
  grow from its head, a mane of leaves spills down its 
  back, thorn like spikes protrude from its shoulders, 
  and lichen covers its wrists like bracers. Its eyes 
  flicker with green light. 
   
  VERDANT PRINCE LORE 
  Characters with ranks in Knowledge (nature) can 
  learn more about verdant princes. When a character 
  makes a successful skill check, the following lore is 
  revealed, including the information from lower DCs. 
  Knowledge (Nature) 
  DC Result 
  DC 21 This creature is a verdant prince, a kind of fey 
  that often aids others in exchange for a service or gift. 
  This result reveals all fey traits. 
  DC 26 Verdant princes cast some druid spells and 
  possess powerful protections against magic. As with 
  many fey, cold iron weapons deal more damage to 
  them – even more than is typical for creatures of their 
  type. 
  DC 31 Verdant princes are evil and cruel, and they 
  enjoy entrapping victims in supernatural oaths that 
  seem beneficial but are not. 
   
  SHAMKEL 
  CR 13 
  Male Shadar Kai rogue 5/fighter1/occult slayer 
  5/exotic weapon master 1 
  NE Medium fey (extraplanar) 
  Init +10; Senses Listen +20, Spot +20  
  Languages Common, Elven, Sylvan 
  AC 24, touch 17, flat-footed 24 Combat Expertise, 
  Dodge, Mobility 
   (+7* Dex, +5 armor +2 deflection) 
  hp 92 (15 HD) 
  Resist Evasion, Uncanny Dodge 
  Fort +12, Ref +19, Will +11 
  Weakness shadow curse 
  Speed 30 ft. in +1 acid resistance nimbleness mithral 
  shirt (6 squares) 
  Melee +1 magebane* spiked chain +22/+17/+12 
  (2d4+3) +24/+19/+14 vs arcane caster 
  Melee +1 magebane spiked chain +20/+20/+15/+10 
  flurry of strikes 
  Melee +1 magebane spiked chain 
  +21/+21/+16/+11/+21 flurry of strikes and hasted 
  Ranged +1 shortbow +18/+13/+8 (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. (10ft with spiked chain) 
  Base Atk +12; Grp +13  
  Atk Options +4d6 sneak attack, +1d6 vs spell caster 
  or spell-like using creatures with spiked chain, 
  +2d6 vs arcane casters (from weapon), flurry of 
  strikes, boots of speed, combat expertise 
  Combat Gear potion of cure serious wounds x2, 
  potion of barkskin +4  
  Abilities Str 13, Dex 26 Con 16(14), Int 14, Wis 10, 
  Cha 8 
  SQ Hide in plain sight, Shadow curse, Superior low-
  light vision, Trapfinding, Weapon Bond, Mind over 
  Magic, Vicious Strike, Auravision, Nondetection 
  Cloak, Blank Thoughts 
  Feats Alertness, Combat Expertise, Dodge, Exotic 
  Weapon Proficiency (spiked chain) (B), Elusive 
  Target*, Improved Initiative, Mobility, Weapon 
  Finesse, Weapon Focus (spiked chain) 
  Skills Balance +13, Climb +8, Craft (weapon 
  smithing) +5, Hide +19 (+23 in dark or shadowy 
  areas), Jump +9, Knowledge (arcane + 8), Listen 
  +20, Move Silently +23, Search +13, Sleight of 
  Hand +9, Spot +20, Spellcraft +7, Survival +6 (+8 
  when following tracks), Tumble +22 
  Possessions combat gear corsair’s eye patch*, +1 
  acid resistance nimble* mithral shirt, spare spiked 
  VEL8-03 A Day at the Museum 
   
  Page 52 
  
  chain, masterwork thieves tools, boots of speed, +2 
  gal-ralan , 20 arrows, gloves of dexterity +4, amulet 
  of health +4, +2 ring of protection  
  Hide in Plain Sight (Su): Shadar-kai can use the 
  Hide skill even while being observed. As long as 
  they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open without 
  having anything to actually hide behind.  
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
  Magical Defense (Ex) An occult slayers constant 
  training in counter magic of all types manifests 
  itself as a bonus on saving throws against spells or 
  spell-like abilities.  This bonus is +1 at lst level and 
  goes to +2 at 3rd level. 
  Weapon Bond (Su) An occult slayer must choose a 
  particular weapon of at least masterwork quality as 
  the focus of his power.  Upon make his selection; 
  he immediately forms a bond with the chosen 
  weapon that imbues it with the force of her hatred 
  for spell casters.  Thereafter, any successful attack 
  he makes with that against a spellcaster or a 
  creature with spell-like abilities deals an extra 1d6 
  points of damage.  If this particular weapon is lost 
  or destroyed, the occult slayer loses the ability to 
  deal the extra damage until he acquires and bond 
  with another weapon of the same kind of at least 
  masterwork quality.  The occult slayer must spend 
  one day per character level practicing with the 
  replacement weapon (and doing very little else—no 
  adventuring) to create a new weapon bond. 
  Mind over Magic (Su) Starting at 2nd level, an occult 
  slayer can cause a spell or spell-like ability targeted 
  against him to rebound onto the originator as a free 
  action.  This ability otherwise functions as the spell 
  turning spell (caster level equals the character’s 
  occult slayer level +5).  An occult slayer can use 
  this ability once per day at 2nd level and twice at 4th 
  level. 
  Vicious Strike (Ex)  At second level and higher, an 
  occult slayer who readies an attack to disrupt a 
  spellcaster deals double damage if the attack hits. 
  Auravision (Su) At 3rd level, an occult slayer gains 
  the ability to see magical auras at a range up to 60 
  feet as a free action. This ability otherwise 
  functions as the detect magic spell.  The character 
  cannot use this ability to determine anything but the 
  number of magical auras present. 
  Nondetection Cloak (Su) Upon reaching 4th level, an 
  occult slayer (and any gear she wears or carries) 
  becomes more difficult  to locate through 
  divinations such as clairaudience/clairvoyance, 
  locate object and other detection spells.  The occult 
  slayer gains magical protection from divinations 
  equivalent to a nondetection spell (caster level 
  equals the character’s occult slayer level), except 
  that it affects only the occult slayer and his 
  possessions. 
  Blank Thought (Ex) At 5th level, an occult slayer can 
  induce within himself a state of mental absence, 
  thereby becoming immune to mind-affecting effects 
  (charms, compulsions, patterns, phantasms, and 
  morale effects) He can suppress or resume this 
  ability as a free action. 
  Exotic Weapon Stunt (Ex)  At each level an exotic 
  weapon master learns a special trick that he can 
  use with any exotic weapon for which he has the 
  Weapon Focus feat.  He must select the trick 
  learned when he gains the level, and once selected 
  the choice cannot be changed. 
   
  Flurry of Strikes:  When wielding an exotic double 
  weapon or a spiked chain with both hands, the 
  character can elect to make a full attack action to 
  make a flurry of strikes.  When doing so, he may 
  make one extra attack in the round at his full base 
  attack bonus, but this attack take a -2 penalty, as 
  does each other attack made in that round and 
  until the exotic weapon master’s next turn.  The 
  extra attack may be with either end of the double 
  weapon. 
  * see Appendix 2: New Rules Items 
   
   
  BERKASH 
  CR 13 
  Male Shadar Kai duskblade 12 
  NE Medium fey (extraplanar) 
  Init +4; Senses Listen +16, Spot +17  
  Languages Common, Elven, Sylvan 
  AC 27, touch 17, flat-footed 24 
   (+3* Dex, +9 armor, +2 shield, +2 deflection, +1 
  insight) 
  hp 101 (15 HD) 
  Fort +11, Ref +14, Will +13 
  Weakness shadow curse 
  Speed 20 ft. in +1 nimbleness* mithral plate armor (4 
  squares) 
  Melee +1 greater dispelling* spiked chain w/crystal of 
  lesser return +17/+12/+7 (2d4+2)  
  Ranged +1 shortbow +17/+12/+7 (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. (10ft with spiked chain) 
  Base Atk +12; Grp +10  
  Atk Options +1d6 sneak attack, arcane channeling, 
  quick cast  
  Combat Gear potion of cure light wound, potion of 
  barkskin +4 
  Duskblade Spells Known (CL 12th): 
   3rd (7/day) — dispelling touch*, energy surge*, ray 
  of exhaustion, vampiric touch 
   2nd (10/day) — scorching ray, see invisible, swift 
  fly*, touch of idiocy 
   1st (10/day) — blade of blood*, expeditious retreat, 
  swift*, ray of enfeeblement, shocking grasp, true 
  strike 
   0 (7/day) — acid splash, disrupt undead, ray of 
  frost, touch of fatigue 
  VEL8-03 A Day at the Museum 
   
  Page 53 
  
  Spell-Like Abilities (CL 12th): 
   9/day—dancing lights, detect magic, flare, ghost 
  sound, read magic 
  Abilities Str 12, Dex 18, Con 16(14), Int 22, Wis 10, 
  Cha 8 
  SQ Hide in plain sight, Shadow curse, Superior low-
  light vision, Armored mage 
  Feats Alertness, Battle Casting*, Close-Quarters 
  Fighting*, Combat Casting, Combat Expertise, 
  Exotic Weapon Proficiency (spiked chain) (B), Skill 
  Focus Concentration, Weapon Finesse, 
  Skills Concentration +20(+24), Hide +15 (+25 in dark 
  or shadowy areas), Jump +4, Knowledge (arcane) 
  +17, Knowledge (planes) +13, Listen +16, Move 
  Silently +14, Search +12, Spellcraft +21, Spot +17, 
  Survival +6 (+8 when following tracks) 
  Possessions combat gear +1 nimbleness mithral 
  plate armor*, 20 arrows, spare spiked chain, +2 
  gal-ralan*,  headband of intellect +4, +2 ring of 
  protection, ring of force shield, dusty rose ioun 
  stone, amulet of health +2 
  Hide in Plain Sight (Su): Shadar-kai can use the 
  Hide skill even while being observed. As long as 
  they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open without 
  having anything to actually hide behind.  
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
  Arcane Attunement (Sp) Duskblades can use spell-
  like powers dancing lights, detect magic, flare, 
  ghost sound, and read magic a combined total of 
  times per day equal to 3 + Int modifier.  These 
  spell-like powers do not count against your total of 
  spells known or spells per day. 
  Armored Mage (Ex): Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, 
  which can cause spells to fail if those spells have a 
  somatic component. A duskblade’s limited focus 
  and specialized training, however allows them to 
  avoid arcane spell failure while wearing light armor 
  and light shields.  This does not apply to spells 
  granted by other spellcasting classes.  At 4th level 
  this changed to wearing medium armor. At 7th level 
  he can use a heavy shield with no chance of 
  arcane spell failure. 
  Arcane Channeling (Su) Beginning at 3rd level, he 
  can spend a standard action to cast any touch spell 
  he knows and deliver the spell through the weapon 
  he wields with a melee attack.  Casting a spell in 
  this manner does not provoke an attack of 
  opportunity.  The spell must have a casting time of 
  1 standard action or less.  If the melee attack is 
  successful, the attack deals damage normally, the 
  n the effect of the spell is resolved. 
  Quick Cast (Ex) Beginning at 5th level, a duskblade 
  can cast one spell each day as a swift action, so 
  long as the casting time of the spell is one standard 
  action or less. At 10th level you can use this ability 
  twice per day. 
  Spell Power (Ex)Starting at 6th level, he can more 
  easily overcome the spell resistance of any 
  opponent you successfully injure with a melee 
  attack.  If he injured an opponent with a melee 
  attack, you gain a +2 bonus on your caster level 
  check to overcome spell resistance for the 
  remainder of the encounter. 
  * see Appendix 2: New Rules Items 
   
  8: TRAVELING BACK WITH THE 
  MCGUFFIN  
  FHAZIL 
  CR 14 
  Male cleric 1 /sorcerer 5/ fiend blooded 8 
  NE Medium humanoid (human, flan mix)  
  Init +0; Senses Listen +3, Spot +3  
  Languages Common, Orc, Flan 
  AC 19, touch 12, flat-footed 17 
   ( +6 armor +1 deflection +1 natural +1 insight) 
  hp 77+15(False life) (10 HD) 
  Resist 5 cold 5 fire 
  Fort +12, +13 vs poison(16/ 17 vs poison) Ref +8(12) 
  Will +16(20) 
  Speed 30 ft. (6 squares) 
  Melee +1 dagger +5/+0 (1d4/19-20)  
  Ranged +1 dagger +6 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +6; Grp +5  
  Atk Options Spells, Smiting spell 2/day +16 damage 
  Combat Gear  Scroll of greater mage armor* 9thlvl 
  caster, Scroll of shield, 5 daggers 
  Cleric Spells Prepared (CL 1st): 
   1st — command D(Will DC 12), entropic shield, 
  protection from good 
   0 — create water, guidance, resistance 
  D: Domain spell. Deity: Iuz: Trickery, Tyranny  
  Sorcerer Spells Known (CL 13th): 
   6th (5/day) — disintegrate (Fort DC 24),eyebiteFS , 
  flesh to stone(Fort DC 24), feeblemind(Will DC 
  22), slay living(Fort DC 22)FS  
   5th (7/day)— dominate person(Will DC 23), 
  feeblemind(Will DC 23), slay living(Fort DC 23)FS, 
  wall of force 
   4th (8/day) — dimensional anchor, enervation, 
  invisibility greater, stoneskin, wall of fireFS 
   3rd (8/day)— fireball (Ref DC 21),fly, haste, ray of 
  dizziness, Tasha’s hideous laughterFS(Will DC 21) 
   2nd (8)(7/day)— glitterdust (Will DC 20), false life, 
  flaming sphere (Ref DC 20), mirror image, 
  scorching ray 
   1st (8/day)— burning hands (Ref DC 19), grease 
  (Ref DC 19), magic missile, ray of clumsiness, 
  true strike 
   0 (6/day)—  acid splash, disrupt undead, ray of 
  frost, resistance, touch of fatigue 
  VEL8-03 A Day at the Museum 
   
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  Already cast; FS Fiendish sorcery extra spell 
  Abilities Str 8, Dex 11, Con 16, Int 15, Wis 12, Cha 
  26 
  SQ Fiendish Companion, Fiendish Heritage, Fiendish 
  Sorcery, Blood of Fiends 
  Feats Alertnessb , Blood Calls to Blood*, Combat 
  Casting, Empower Spell, Eschew Materials, Rapid 
  Metamagic* , Still Spell 
  Skills Bluff + 21, Concentration +20(+24), Knowledge 
  (arcane) +16, Knowledge (planes) +17,  
  Knowledge (religion) +7, Listen +3, Spellcraft +19 
  Spot +3 
  Possessions combat gear plus:  sparks, weasel 
  familiar hp, 5 daggers, carrots, amulet of health +4, 
  dusty rose ioun stone, vest of resistance +3,  cloak 
  of charisma +6, ring of protection +1 dimension 
  stride boots* , staff of fire 
  Fiendish Companion: Fhazil’s familiar benefits from 
  his fiendish heritage.  The fiendish template has 
  been applied to his familiar.  Since this is not 
  possession but rather a sympathic link, the 
  familiar’s need not shift to evil but has 
  Fiendish Heritage (Ex) You draw strength from the 
  fiendish ancestor’s essence as you gain increased 
  mastery over your lineage. 
   
  At 1st level, a subtle toughening of his physical 
  form grants a +1 natural armor bonus to AC 
  (already included), At 3rd level you gain a +1 boost 
  to your Charisma score.  At 5th level you gain a +1 
  boost to your Intelligence score. At 7th level you 
  gain a +1 to your Dexterity score. 
  Fiendish Sorcery  You gain insight into the power of 
  your fiendish heritage, and this insight strengthens 
  your spellcasting prowess At 2nd level at 4th and at 
  6th add one additional spell to your known spell list. 
   Each new spell must be of a level that you can 
  cast but can be any spell having the fire descriptor 
  or any spell from the schools of enchantment, 
  illusion, or necromancy. Thus, you could add 
  fireball (a fire spell) or speak with dead (a 
  necromancy spell) to your 3rd level spells known 
  (even though you are a arcane caster and speak 
  with dead is normally a divine spell), but not 
  lightning bolt (which neither carries the fire 
  descriptor nor belongs to one of the three specified 
  schools). 
  Blood of Fiends (Ex) Upon reaching 3rd level, you 
  gain a +1 bonus on saves against poison. You also 
  reduce any damage taken from poison (whether hit 
  point or ability damage by one point). 
   
  Starting at 6th level, your fiendish essence grants 
  you resistance to cold and fire 5 
  Smiting Spell (Su)  As a free action once per day 
  invest a portion of your fiendish power into any 
  damaging spell you cast.  The resulting spell will 
  deal an additional number of hit point so damage 
  equal to your fiend blooded class level + Charisma 
  modifier to all within the spell’s area. 
    * see Appendix 2: New Rules Items 
   
  SPARKS 
  CR -- 
  N Tiny magical beast (augmented animal, extraplanar)  
  Init +2; Senses low-light vision, darkvision 60ftt, 
  scent; Listen +1, Spot +3  
  Languages empathic link with master, speak with 
  master, speak with animals of its kind 
  AC 25, touch 14, flat-footed 23 
   ( +6 armor, +2 size, +2 Dex, +5natural) 
  hp 38+15(false life) (12 HD) DR 10/magic 
  Resist 10 Cold, 10 fire, improved evasion, SR 17 
  Fort +5(9), Ref +5(9), Will +12(16) 
  Speed 20 ft. (4 squares) 
  Melee bite +4 (1d3-4)  
  Space 2 1/2 ft.; Reach 0 ft.  
  Base Atk +0; Grp -12  
  Atk Options Attach, Deliver touch spells, smite good 
  1/day  +4 to hit + 14 damage 
  Abilities Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 5 
  SQ share spells 
  Feats Weapon Finesse 
  Skills Balance +10, Climb +10, Hide +10, Listen +3, 
  Move Silently +8, Spot +3 
  Attach (Ex) If a weasel hits with a bite attack, its uses 
  its powerful jaws to latch onto the opponent’s body 
  and automatically deals bite damage each round it 
  remains attached.  An attached weasel loses its 
  Dexterity bonus to Armor Class and has an AC of 16. 
  An attached weasel can be struck with a weapon 
  or grappled itself.  To remove an attached weasel 
  through grappling the opponent must achieve a pin 
  against the creature. 
  Smite Good (Su)  Once per day the creature can 
  make a normal melee attack to deal extra damage 
  equal to its HD total (maximum of +20) against a good 
  foe 
   
  KHET, CLERIC OF IUZ 
  CR 14 
  Male cleric 5 /divine oracle 9 
  NE Medium Humanoid (Human)  
  Init +1; Senses Listen +6, Spot +6 
  Languages Common 
  AC 27, 11 touch , 27 flat-footed  
   (+3 Dex, +11 armor, +3 shield)  
  hp 92 (14 HD) 
  Resist Evasion, Improved Uncanny Dodge 
  Fort +11(15), Ref +11(15), Will +19(23) 
  Speed 20 ft. in +1(+3) mithral plate armor (4 squares), 
  base movement 30 ft. 
  Melee +1 Morningstar +10/+5 (1d8+4)  
  Ranged +1 light crossbow +10 (1d8+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9  
  Atk Options Spells 
  Combat Gear scroll of blindness, scroll of bear’s 
  endurance, wand of cure light wounds, scroll of 
  remove blindness, scroll of remove paralysis, scroll 
  of remove fear 
  Class Spells Prepared (CL 14th): 
   7th—blood to water*, silent greater dispel magic, 
  bigby’s grasping hand D summon monster VII 
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   6th—blade barrier, geasD (Will DC 25), greater 
  dispel magic, harm, heal 
   5th—command, greaterD (Will DC 24), flame strike, 
  righteous wrath of the faithful*, slay living, wall of 
  stone 
   4th—air walk confusionD (Will DC 23), cure critical 
  wounds, silent dispel magic, freedom of 
  movement , moon bolt* 
   3rd—conviction, mass cure serious wounds, dispel 
  magic, divinationD , magic circle vs good x2, 
  magic vestment 
   2nd—bears endurance, calm emotions (Will DC 
  21), hold person x2 (Will DC 21) invisibilityD, 
  silence x2, sound burst (Will DC 19)x2 
   1st—bless, cure light wounds x2, command, 
  commandD (Will DC 20), divine favor, doom, 
  shield of faith 
   0—  create water x2, detect magic, guidance, light, 
  resistance 
   
  D: Domain spell. Deity: Iuz: Oracle, Trickery, Tyranny  
  Already cast;  
  Abilities Str 16, Dex 16, Con 14, Int 10, Wis 24, Cha 
  10 
  SQ Scry bonus, Prescient Sense, Divination 
  enhancement 
  Feats Greater Spell Focus (Enchantment), Lightning 
  Reflexes, Silent Spell, Spell focus (Enchantment), 
  Skill Focus (Religion) 
  Skills Concentration +17, Heal +18, Knowledge 
  (Religion) +21 
  Possessions combat gear plus two silver holy 
  symbol, +1 mithral plate armor, +1 large shield, 56 
  gold pieces, gloves of dex +4, belt of giant strength 
  +4,  periapt of wisdom +6, vest of resistance +2, 
  ring of floating*, staff of healing 
  Prescient Sense(Ex) Beginning at 2nd level, if a 
  divine oracle makes a successful Reflex saving 
  throw against an attack that normally inflicts half 
  damage on a successful save (such as a red 
  dragon’s fiery breath or a fireball spell), he instead 
  takes no damage, since his prescience allowed him 
  to get out of the way faster.  This form of evasion 
  works no matter what armor the divine oracle 
  wears, unlike the evasion ability used by monks 
  and rogues. 
  Divination Enhancement(Ex) Beginning at 3rd level, 
  a divine oracle may roll twice and take the better 
  result when using divination spells such as augury 
  or divination. 
  Uncanny Dodge (Ex) Starting at 4th level, a divine 
  oracle gains the ability to react to danger before he 
  senses would normally allow her to do so.  The 
  divine oracle retains his Dexterity modify (if any) 
  regardless of being caught flat-footed or struck by 
  invisible attackers. Still loses his Dexterity modifier 
  to AC if immobilized. 
  Improved Uncanny Dodge (Ex) At 6th level and 
  higher the divine oracle can no longer be flanked, 
  since he can react to opponents on opposite sides 
  of him as easily as he can react to a single 
  attacker.  This defense denies rogues the ability to 
  use flank attacks to sneak attack the divine oracle. 
   The exception to this defense is when an attacker 
  has at least 4 more rogue levels than the target 
  has divine oracle levels. 
  * see Appendix 2: New Rules Items 
   
  GRINK, GRONK 
  CR 10 
  Spellwarped barbarian 2 /fighter 1 / war hulk 5 ogres 
  NE large aberration (augmented giant)  
  Init +1; Senses Listen +9, Spot +9  
  Languages Common, Orc, Elven 
  AC 23, touch 11, flat-footed 23 
   ( +1 Dex, +5 armor +7 natural) 
  hp 176 (12 HD) 
  Resist Uncanny Dodge SR 25 
  Fort +21(25), Ref +4(8), Will +3(7) 
  Speed 50 ft. +1 chain shirt w/restful crystal (10 
  squares) 
  Melee +1 large mercurial* greatsword +22/+17 
  (3d6+19/x4)  
  Ranged rock +22 (2d8+13) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +6; Grp +25  
  Atk Options Power Attack, Rage, Cleave, armbands 
  of might  
  Abilities Str 41, Dex 12, Con 28, Int 11, Wis 10, Cha 
  6 
  SQ Spell absorption (see below) Ability Boost, No 
  Time to Think, Great Swing, Mighty Rock 
  Throwing, Mighty Swing 
  Feats Boost Spell Resistance*, Cleave, Power Attack, 
  Exotic Weapon Proficiency (mercurial greatsword), 
  Iron Will 
  Skills Climb +17, Intimidate +12, Listen +9, Spot +9, 
  Survival +4 
  Possessions +1 chain shirt w/restful crystal, 
  armbands of might, amulet of health +6,  great 
  club, 5 javelins, haunch of meat , 5 rocks, +1 large 
  mercurial* greatsword 
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, 
  the creature gains one of the following benefits, 
  chosen at the time the spell resolves. 
   
  Might:  The spellwarped creature gains a +4 
  enhancement to Strength for one minute. 
   
  Agility:  The spellwarped creature gains a +4 
  enhancement to Dexterity for one minute. 
   
  Endurance:  The spellwarped creature gains a +4 
  enhancement to Constitution for one minute. 
   
  Life:  The spellwarped creature gains temporary 
  hit points equal to 5 x the level of the failed spell. 
   
  Speed:  The spellwarped creature base speed 
  increases by a number of feet equal to 5 x the level 
  of the failed spell. 
   
  Resistance:  The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire, or sonic). 
  Ability Boost (Ex)  As a war hulk gains levels in this 
  prestige class, his Strength score increases as 
  noted.  These increases stack (already included) 
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  No Time to Think (Ex)  A character with level in the 
  war hulk prestige class is considered to have 0 
  ranks in all Intelligence-, Wisdom-, and Charisma-
  based skills (whether or not he has bought ranks in 
  them previously).  The only exception is the 
  Intimidate skill which works normally. 
  Great Swing (Ex)  Starting at 2nd level, a war hulk is 
  able to make a great, sweeping swing with a melee 
  weapon.  As a full-round action, the war hulk can 
  choose three squares adjacent to one another (he 
  must threaten all of them).  His attack applies to all 
  creatures in those squares.  Make one attack roll 
  and apply that roll as an attack against each 
  defender. If the war hulk uses a special attack 
  (such as disarm, trip or sunder), this special attack 
  affects only the first target; the other creatures are 
  attacked normally. 
   
  Walls and similar obstacles can block a great 
  swing.  Start with one square that the war hulk 
  threatens.  Each successive square chosen must 
  be adjacent to the previous square and have a line 
  of effect from that square.  Two squares separated 
  by a wall, for instance, can be chosen as adjacent 
  squares for a great swing. 
   
  The war hulk may skip creatures, attacking only 
  those he wants to.  For example, if there are three 
  creatures in a row—and enemy, an ally, and 
  another enemy—the war hulk can choose those 
  three squares for the great swing but strike only the 
  two enemies. 
   
  If a war hulk drops one of his foes with a great 
  swing, he may make a cleave attack normally.  
  However, he may do so only once for every time he 
  swings, even if he drops more than one foe. 
  Mighty Rock Throwing (Ex)  Starting at 3rd level, a 
  war hulk gains a powerful rock throwing ability. The 
  character can throw rocks that deal 2d8 points of 
  damage with a range increment of 50ft. (like all 
  thrown weapons they have a maximum range of 
  five range increments)  The war hulk uses his 
  Strength modifier instead of his Dexterity modifier 
  on the attack roll. The rock must weigh 
  approximately 50lbs. 
  Mighty Swing (Ex) Starting at 4th level, a war hulk 
  can make a might swing. A mighty swing is like a 
  great swing except that it is a standard action.  
  Thus the character can move and make a might 
  swing or (if he can make multiple attacks) make 
  multiple mighty swings in a single round. 
  * see Appendix 2: New Rules Items 
  VEL8-03 A Day at the Museum 
   
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  VEL8-03 A Day at the Museum 
   
  Page 58 
  APPENDIX 2: NEW RULES ITEMS 
  DOMAINS 
  Tyranny Domain 
   
  Granted Power: Add +1 to the save DC of any 
  enchantment (compulsion) spell you cast. 
  Domain Spells 
  1 Command: One subject obeys selected command for 
  1 round. 
  2 Enthrall: Captivates all within 100 ft. + 10 ft./level. 
  3 Discern Lies: Reveals deliberate falsehoods. 
  4 Fear: Subjects within cone flee for 1 round/level. 
  5 Command, Greater: As command, but affects one 
  subject/ level. 
  6 Geas/Quest: As lesser geas, plus it affects any 
  creature. 
  7 Bigby’s Grasping Hand: Hand provides cover, pushes, 
  or grapples. 
  8 Charm Monster, Mass: As charm monster, but all 
  within 30 ft. 
  9 Dominate Monster: As dominate person, but any 
  creature. 
   
  FEATS 
  Battle Caster 
  Building on your preexisting training allows you to 
  avoid the chance of arcane spell failure when you wear 
  armor heavier than normal.   
  Prerequisites: Ability to ignore arcane spell failure 
  chance from armor.  
  Benefit: You are able to wear armor one category 
  heavier than you can normally wear while still 
  avoiding the chance of arcane spell failure.  For 
  example, if you have the ability to normally wear light 
  armor without incurring a chance of spell failure, you 
  can wear medium armor and continue to cast spells as 
  normal. This ability does not extend to shields nor does 
  it apply to spells gained from spellcasting classes other 
  than the class that provides the ability to cast arcane 
  spells while in armor. 
  Source: Complete Arcane, pg 75 
   
  Blood Calls to Blood 
  Exploring the latent potential in your blood due to 
  your fiendish descent, you learn how to better adapt to 
  the mystical attacks of your forebears. 
  Prerequisites: Spontaneous arcane caster, must be 
  descended from a friend. 
  Benefit: Against the attacks, spells, and spell-like 
  abilities of fiends (evil outsiders) and half-fiends, you 
  gain a +2 bonus on your saving throws. This bonus 
  does not apply against the assaults of opponents of any 
  other kind. 
  Source: Heroes of Horror, pg 120 
   
  Boost Spell Resistance 
  Book of Vile Darkness, page 47 
  By making a deal with an evil power, the character 
  makes himself even more resistant to magic. 
  Prerequisites: Any evil alignment. 
  Benefit: If the character already has innate spell 
  resistance, he gains a +2 profane bonus to his existing 
  spell resistance score. 
  Source: Complete Warrior, pg 47 
   
  Close-Quarters Fighting 
  You are skilled at fighting at close range and resisting grapple 
  attempts. 
  Prerequisites: Base attack bonus +3. 
  Benefit: You gain an attack of opportunity whenever an 
  enemy attempts to grapple you, even if the enemy has a feat 
  or special ability that would normally bypass the attack. If 
  you deal damage with this attack, the enemy fails to start the 
  grapple unless it has the Improved Grapple feat or a special 
  ability such as improved grab. If the enemy has such an 
  ability, you may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does not 
  give you extra attacks of opportunity during a round or allow 
  you to make an attack of opportunity when you would be 
  denied one for being surprised, helpless, or in a similar 
  situation. 
  For example, an ogre attempts to grapple Tordek. Tordek 
  gains an attack of opportunity, hits, and causes damage. Since 
  the ogre does not have any sort of grappling special ability or 
  feat, it fails to start a grapple. Then an ankheg—a creature 
  with the improved grab special ability—attempts to grapple 
  Tordek. He takes an attack of opportunity, hits, and deals 10 
  points of damage to the creature. Tordek then adds +10 to his 
  opposed check to resist being grappled. 
  Normal: Creatures with Improved Grapple, improved grab, 
  or similar feats or special abilities do not provoke attacks of 
  opportunity when they attempt to start a grapple. 
  Special: A fighter may select Close-Quarters Fighting as one 
  of his fighter bonus feats. 
   
  Source: Complete Warrior, pg 97 
  Disemboweling Strike 
  You can slash open your opponent to devastating 
  effect. 
  Prerequisite: Sneak attack +5d6, Weapon Focus (any 
  slashing weapon). 
  Benefit: Your successful sneak attack with a slashing 
  weapon for which you have selected Weapon Focus 
  deals 1d4 points of Constitution damage in addition to 
  its normal damage. 
  You can’t use this feat against the same target more 
  than once per day. 
  
  Using this feat reduces your sneak attack damage by 
  4d6. 
   
  Source: Complete Scoundrel, p 76 
   
  Elusive Target [Tactical]: Trying to land a 
  blow against you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
    Negate Power Attack: To use this maneuver, you must 
  designate a specific foe to be affected by your Dodge 
  feat. If that foe uses the Power Attack feat against you, 
  the foe gains no bonus on the damage roll but still 
  takes the corresponding penalty on the attack roll. 
    Diverting Defense: To use this maneuver, you must be 
  flanked and you must designate one of the flanking 
  attackers to be affected by your Dodge feat. The first 
  attack of the round from the designated attacker 
  automatically misses you and may strike the other 
  flanking foe instead; the attacking creature makes an 
  attack roll normally, and its ally is considered flat-
  footed. If the designated attacker is making a full attack 
  against you, its second and subsequent attacks function 
  normally. 
    Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
   
  Maiming Strike 
  You can make dreadful attacks that disfigure your 
  opponents. 
  Prerequisites: Evil, sneak attack +2d6. 
  Benefit: Whenever you make a successful sneak attack 
  on a target creature, you can reduce your extra damage 
  and deal Charisma damage instead. For every 2 dice of 
  extra damage that you sacrifice, your attack deals 1 
  point of Charisma damage. 
   
  Source: Exemplars of Evil, p 25 
   
  Rapid Metamagic 
  You possess an uncanny mastery of your magic, 
  enabling you to modify spells on the fly much faster 
  than others can. 
  Prerequisites: Spellcraft 12 ranks, ability to 
  spontaneously cast spells. 
  Benefit: When you apply a metamagic feat to a 
  spontaneously cast spell, the spell takes only its normal 
  casting time. 
  Normal: Spontaneous casters applying metamagic 
  must either take a full-round action (if the spell 
  normally requires a standard action or less) or add a 
  full-round action to the casting time (if the spell takes 1 
  full round or longer to cast). 
  Source: Complete Mage, p 46 
   
  Improved Toughness [General]  
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
  Source: Complete Warrior 
   
   
  MAGIC ITEMS  
  (All items from Magic Item Compendium except as 
  noted) 
  Acrobat Boots 
  Price (Item Level): 900 gp (4th) 
  Body Slot: Feet 
  Caster Level: 3rd 
  Aura: Strong; (DC 16) Transmutation 
  Activation: — and swift 
  Weight: 1lb. 
   
  A pair of acrobat boots grants you a +2 competence 
  bonus on Tumble checks.  This effect is continuous 
  and requires no activation 
  In addition these boots have 3 charges that are 
  renewed each day at dawn.  Spending 1 or more 
  charges grants you an enhancement bonus to your 
  speed for 1 round 
  1 charge:  +10-foot enhancement bonus 
  2 charges:  +15-foot enhancement bonus 
  3 charges:  +20-foot enhancement bonus 
  Prerequisites: Craft Wondrous Item, cat’s grace, 
  longstrider. 
  Cost to Create: 450 gp, 36 XP, 1 day 
   
  Armbands of Might 
  Magic Item Compendium, page 72 
  Price (Item Level): 4,100 gp (9th) 
  Body Slot: Arms 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: — 
  Weight: 2 lb. 
  VEL8-03 A Day at the Museum 
   
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  When you wear these armbands, you gain a +2 bonus 
  on Strength checks and Strength-based skill checks. 
  If you have the Power Attack feat, you also gain a +2 
  bonus on melee damage rolls for any attack on which 
  you use the Power Attack feat and take a penalty of at 
  least –2 on your attack roll. 
  Prerequisites: Craft Wondrous Item, bull’s strength. 
  Cost to Create: 2,050 gp, 164 XP, 5 days. 
   
  Bone Ring 
  Price (Item Level): 20,000 gp (15th) 
  Body Slot: Ring 
  Caster Level: 12th 
  Aura: Strong; (DC 21) abjuration 
  Activation: — 
  Weight: — 
   
  While wearing a bone ring, you are protected from 
  energy drain and ability drain (but not ability damage). 
  A bone ring has 3 charges, which are renewed each day 
  at dawn. Every negative level or point of ability drain 
  prevented uses 1 charge. For example, a successful slam 
  attack from a vampire, which normally bestows two 
  negative levels, instead drains 2 charges from the ring. 
  Prerequisites: 
  Forge 
  Ring, 
  negative 
  energy 
  protection. 
  Cost to Create: 10,000 gp, 800 XP, 20 days. 
   
  Boots of the Battle Charger 
  Price (Item Level): 2,000 gp (6th) 
  Body Slot: Feet 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: Swift (command) 
  Weight: 2 lb. 
   
  When activated, boots of the battle charger allow you 
  to make a charge attack as a standard action (rather 
  than a full-round action), though the charge only 
  includes movement up to your speed (rather than 
  double your speed). You must make the charge attack 
  in the round you activate the boots, or the effect is lost. 
  If you also wear a magic item that grants an 
  enhancement bonus to your Dexterity score, you can 
  move across difficult terrain and through squares 
  occupied by allies when making a charge after 
  activating the boots. 
  You can use this ability two times per day. 
  Prerequisites: Craft Wondrous Item, cat’s grace, 
  longstrider. 
  Cost to Create: 1,000 gp, 80 XP, 2 days. 
   
  Corsair’s Eyepatch 
  Price (Item Level): 3,000 gp (7th) 
  Body Slot: Face 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) divination 
  Activation: Swift (command) 
  Weight: — 
   
  Despite its name, the improved visual acuity provided 
  by a corsair’s eyepatch is equally useful to landlubbers. 
  Wearing this eyepatch has no negative impact on your 
  eyesight—it appears completely transparent to you. 
  While you wear a corsair’s eyepatch over your left eye, 
  activating it grants you the ability to use see invisibility 
  (as the spell) for 1 round. While you wear it over your 
  right eye, activating it grants you the benefit t of the 
  Blind-Fight feat for 1 minute. Moving the eyepatch 
  from one eye to another requires a move action that 
  doesn’t provoke attacks of opportunity. 
  A corsair’s eyepatch functions a total of three times 
  per day. 
  Prerequisites: Craft Wondrous Item, see invisibility. 
  Cost to Create: 1,500 gp, 120 XP, 3 days. 
   
  Crystal of Return 
  Price (Item Level): 300 gp (2nd) (least); 1,000 (4th) 
  (lesser); 4,000 gp (8th) (greater) 
  Body Slot: — (weapon crystal) 
  Caster Level: 5th 
  Aura: Faint; (DC 17) transmutation 
  Activation: — 
  Weight: — 
   
  This crystal is the color of a cloudless sky. 
   
  A crystal of return allows a weapon to leap into its 
  owner’s hand. 
  Least: This crystal allows you to draw the weapon to 
  which it is attached as a free action. 
  Lesser: As the least crystal, and in addition you can 
  call the weapon (if unattended) to your hand from up 
  to 30 feet away as a move action. 
  Greater: As the lesser crystal, and the weapon also 
  gains the returning property (DMG 225). This property 
  functions only for a weapon designed to be thrown. 
  Prerequisites: Craft Magic Arms and Armor, mage 
  hand. 
  Cost to Create: 150 gp, 12 XP, 1 day (least); 500 gp, 40 
  XP, 1 day (lesser); 2,000 gp, 160 XP, 4 days (greater). 
   
  Dimension Stride Boots 
  Price (Item Level): 2,000 gp (6th) 
  Body Slot: Feet 
  VEL8-03 A Day at the Museum 
   
  Page 60 
  
  Caster Level: 7th 
  Aura: Faint; (DC 16) conjuration 
  Activation: — and standard (command) 
  Weight: 1 lb. 
   
  While wearing dimension stride boots, you gain a +2 
  competence bonus on Jump checks. This is a 
  continuous effect and requires no activation. 
  In addition, the boots have 5 charges, which are 
  renewed each day at dawn. Spending 1 or more charges 
  allows you to teleport a short distance (with no chance 
  of error). You must have line of sight and line of effect 
  to your destination. You can’t use the boots to move 
  into a space occupied by another creature, nor can you 
  teleport into a solid object; if you attempt to do so, the 
  boots’ activation is wasted. You can bring along objects 
  weighing up to your maximum load, but you can’t 
  bring other creatures. 
  1 charge: Teleport 20 feet. 
  3 charges: Teleport 40 feet. 
  5 charges: Teleport 60 feet. 
  Prerequisites: Craft Wondrous Item, dimension 
  door. 
  Cost to Create: 1,000 gp, 80 XP, 2 days. 
   
  Dispelling 
  Price: +1 bonus 
  Property: Weapon 
  Caster Level: 5th 
  Aura: Moderate; (DC 17) abjuration 
  Activation: — 
   
  When you strike a creature or object with a 
  dispelling weapon you can activate it to target that 
  creature or object with a targeted dispel magic (as the 
  spell) 
   A dispelling weapon functions three times per 
  day. 
  Prerequisites: Craft Magic Arms and Armor, dispel 
  magic. 
  Cost to Create: Varies 
   
  Dispelling, Greater [Synergy] 
  Price: +1 bonus 
  Caster Level: 15th 
  Aura: Strong; (DC 22) abjuration 
  Synergy Prerequisite: Dispelling 
   
  This weapon functions as a dispelling weapon, 
  except that when you activate it, the creature or object 
  struck is affected by a targeted greater dispel magic 
  effect (as the spell) 
   A greater dispelling weapon functions three times 
  per day. 
  Prerequisites: Craft Magic Arms and Armor, greater 
  dispel magic. 
  Cost to Create: Varies 
   
  Gal-ralan  
  Price (Item Level): varies gp (10
  th) 
  Body Slot: Arm 
  Caster Level: 5
  th 
  Aura: Faint; (DC 19) Abjuration 
  Activation: — 
  Weight: --. 
   
   
  When this cold-forged iron armband is donned 
  (taking up the spot where bracers would be worn), it 
  pierces the wearer’s forearm with long needles of the 
  same metal. The device fixes its wearer’s soul to her 
  body but also causes never-ending pain. As long as a 
  character wears a gal-ralan, she takes 1 point of 
  Constitution damage that cannot be healed until after 
  the gal-ralan is removed. 
   
  A gal-ralan provides its wearer with a +1 to +5 
  resistance bonus on her saving throws. This bonus 
  increases by an additional +2 against death effects, 
  energy drains, and effects that affect the wearer’s soul 
  (such as the shadow curse). For example, a +2 gal-ralan 
  provides a +4 resistance bonus against these effects, +3 
  gal-ralan provides a +5 resistance bonus against these 
  effects, and so on. 
   
  Prerequisites: Craft Wondrous Item, resistance, 
  caster level must be three times that of the gal-ralan’s 
  bonus;  
   
  Cost to create: 625gp (+1), 2,500gp (+2), 5,600gp 
  (+3), 10,000gp (+4), or 15,600gp (+5). 
    
  (Fiend folio) 
   
  Magebane 
  Price: +1 bonus 
  Property: Weapon 
  Caster Level: 8th 
  Aura: Moderate; (DC 19) evocation 
  Activation: — 
   
  Weapons that have this property are feared by arcane 
  spellcasters. Against any creature that can cast arcane 
  spells or use invocations (CAr 7), a magebane weapon’s 
  enhancement bonus is 2 higher than normal. (Thus, a 
  +1 longsword with the magebane property becomes a 
  +3 longsword when wielded against such targets.) 
  Furthermore, a magebane weapon deals an extra 2d6 
  points of damage against targets capable of casting 
  arcane spells or using invocations. 
  VEL8-03 A Day at the Museum 
   
  Page 61 
  
  The magebane property can be added to a cold iron 
  weapon without paying the extra 2,000 gp (DMG 284). 
  Projectile weapons bestow this property upon their 
  ammunition. 
  Prerequisites: Craft Magic Arms and Armor, dispel 
  magic. 
  Cost to Create: Varies. 
   
  Mercurial Greatsword 
  Arms and Equipment Guide, pages 6 & 8 
  Exotic Two-Handed Melee Weapon 
  Size: Medium 
  Cost: 600 gp 
  Damage: 2d6 
  Critical: x4 
  Range Increment: – 
  Weight: 17 lb. 
  Type: Slashing 
   
  This huge blade hides a secret reservoir of quicksilver 
  (also called mercury by alchemists) that runs along the 
  interior of the blade in a slender channel. When the 
  blade is vertical, the mercury swiftly fills an interior 
  bulb in the haft, but when swung, the heavy liquid 
  flows out into the blade, making it heavier. In 
  nonproficient hands, this shifting mass penalizes the 
  wielder by an additional –3 penalty on attack rolls, 
  beyond the normal –4 nonproficiency penalty for 
  using an exotic weapon untrained. 
   
   
  Nimbleness 
  Price: +1 bonus 
  Property: Armor 
  Caster Level: 8th 
  Aura: Moderate; (DC 19) transmutation 
  Activation: — 
   
  A suit of armor that has this property has a maximum 
  Dexterity bonus 1 higher than normal, and its armor 
  check penalty is reduced by 2. 
   
  Prerequisites: Craft Magic Arms and Armor, cat’s 
  grace. 
  Cost to Create: Varies. 
   
  Restful Crystal 
  Price (Item Level): 500 gp (3rd) 
  Body Slot: — (armor crystal) 
  Caster Level: 5th 
  Aura: Faint; (DC 17) enchantment 
  Activation: — 
  Weight: — 
   
  A restful crystal is a great boon to any warrior who 
  must stay always at the ready. Sleeping in armor that 
  has this augment crystal attached does not make you 
  fatigued. 
  Prerequisites: Craft Magic Arms and Armor, sleep. 
  Cost to Create: 250 gp, 20 XP, 1 day. 
   
  Ring of Floating 
  Price (Item Level): 2,000 gp (6th) 
  Body Slot: Ring 
  Caster Level: 1st 
  Aura: Faint; (DC 15) transmutation 
  Activation: — 
  Weight: — 
   
  You float upon any liquid or similar surface, and cannot 
  swim below the surface. If you are underwater when 
  you put on a ring of floating, you rise toward the 
  surface at a speed of 30 feet per round. 
  Prerequisites: Forge Ring, float (EPH 108). 
  Cost to Create: 1,000 gp, 80 XP, 2 days. 
   
  Rod of Grievous Wounds 
  Price (Item Level): 2,000 gp (6th) 
  Body Slot: — (held) 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) necromancy 
  Activation: Standard (command) 
  Weight: 3 lb. 
   
  When activated, a rod of grievous wounds deals 1d8+5 
  points of damage to each creature adjacent to you that 
  has fewer than its full normal hit points. 
  A rod of grievous wounds functions five times per day. 
  Prerequisites: Craft Rod, mass inflict light wounds. 
  Cost to Create: 1,000 gp, 80 XP, 2 days. 
   
  Ring of Vengeance 
  Price (Item Level): 4,500 gp (9th) 
  Body Slot: Ring 
  Caster Level: 15th 
  Aura: Strong; (DC 22) abjuration 
  Activation: — 
  Weight: — 
   
  A ring of vengeance glows softly when worn by a good-
  aligned creature. Nongood creatures gain no benefit t 
  from the ring. 
  Whenever a creature scores a critical hit on you with a 
  melee weapon, this ring unleashes an arc of divine 
  energy that deals 5d6 points of damage to the creature 
  that scored the critical hit. This ability functions three 
  times per day. 
  VEL8-03 A Day at the Museum 
   
  Page 62 
  
  Lore: Originally given by archons to their mortal 
  champions in the lost ages of the world, the oldest of 
  these rings were ancient when the elves first began to 
  record their histories. 
   
  Prerequisites: Forge Ring, vengeance halo (BoED 111), 
  good alignment. 
  Cost to Create: 2,250 gp, 180 XP, 5 days. 
   
  SPELLS 
  Blade of Blood 
  Necromancy 
  Level: Assassin 1, blackguard 1, cleric 1, duskblade 1, 
  sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 round/level or until discharged 
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell infuses the weapon touched with baleful 
  energy. The next time this weapon strikes a living 
  creature, blade of blood discharges. The spell deals an 
  extra 1d6 points of damage against the target of the 
  attack. You can voluntarily take 5 hit points of damage 
  to empower the weapon to deal an extra 2d6 points of 
  damage (for a total of 3d6 points of extra damage). 
  The weapon loses this property if its wielder drops it 
  or otherwise loses contact with it. 
   
  Source: Player’s Handbook II, page 103 
   
  Blood To Water 
  Spell Compendium, page 33 
  Necromancy [Water] 
  Level: Cleric 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: Up to five living creatures, no two of which are 
  more than 30 ft. apart 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
   
  You transmute the subjects' blood into pure water, 
  dealing 2d6 points of Constitution damage. A 
  successful Fortitude save halves the Constitution 
  damage. 
  This spell has no effect on living creatures with the 
  fire or water subtype. 
  Source: Spell Compendium, page 33 
   
  Delay Death 
  Necromancy 
  Level: Cleric 4 
  Components: V, S, DF 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft/2 levels) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
   
  The subject of this powerful spell is unable to die 
  from hit point damage. While under the protection of 
  this spell, the normal limit of -9 hit points before a 
  character dies is extended without limit. A condition 
  or spell that destroys enough of the subject’s body so as 
  to not allow raise dead to work, such as a disintegrate 
  effect, still kills the creature, as does death brought 
  about by ability score damage, level drain, or a death 
  effect. 
   
  The spell does not prevent the subject from 
  entering the dying state by dropping to -1 hit points. It 
  merely prevents death as a result of hit point loss. 
   
  If the subject has fewer than -9 hit points when 
  the spell’s duration expires, it dies instantly. 
   
  Source: Spell Compendium 63 
   
  Dispelling Touch 
  Abjuration 
  Level: Duskblade 3, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One touched creature, object, or spell effect 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  You can use dispelling touch to end an ongoing 
  spell that has been cast on a creature or object, or a 
  spell that has a noticeable ongoing effect. You make a 
  dispel check (1d20 + your caster level, maximum +10) 
  against the spell effect with the highest caster level. If 
  that check fails, you make dispel checks against 
  progressively weaker spells until you dispel one spell 
  or until you fail all your checks. Magic items carried by 
  a creature are not affected. 
  Source: Player’s Handbook II, page 103 
   
  Energy Surge 
  Transmutation [see text for lesser energy surge] 
  Level: Duskblade 3, sorcerer/wizard 3 
   
  VEL8-03 A Day at the Museum 
   
  Page 63 
  
  This spell functions like lesser energy surge, except 
  that the attack deals an extra 2d6 points of energy 
  damage. 
   
  Source: Player’s Handbook II, page 112 
   
  Energy Surge, Lesser 
  Player’s Handbook II, page 112 
  Transmutation [see text] 
  Level: Sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One weapon 
  Duration: 1 round 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You temporarily imbue a weapon with elemental 
  energy. When you cast this spell, specify an energy 
  type (acid, cold, electricity, fire, or sonic). This spell is a 
  spell of that type, and the target weapon is sheathed in 
  that energy. If the attack is successful, it deals an extra 
  1d6 points of damage of the specified energy type. 
   
  Source: Player’s Handbook II, page 112 
   
  Expeditious Retreat, Swift 
  Transmutation 
  Level: Bard 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Duration: 1 round 
   
  This spell functions like expeditious retreat (PH 228), 
  except as noted above. 
   
  Source: Player’s Handbook II, page 196 
   
  Fly, Swift 
  Transmutation 
  Level: Bard 2, druid 3, sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  This spell functions like fly (PH 232), except as noted 
  above. 
   
  Source: Player’s Handbook II, page 196 
   
  Greater Mage Armor 
  Conjuration (Creation) [Force] 
  Level: Sor/Wiz 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 
   
  This spell functions like mage armor, except that is 
  tangible field of force provides a +6 armor bonus to 
  Armor Class. 
   
  Material Component: A tiny platinum shield 
  worth 25 gp. 
   
  Source: Spell Compendium, page  
   
  Mass Conviction 
  Abjuration 
  Level: Cleric 3  
  Components: V, S, M  
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: Allies in a 20-ft.-radius burst 
  Duration: 10 minutes/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
   
  This spell bolsters the mental, physical, and 
  spiritual strength of the creatures affected. The spell 
  grants the subject a +2 morale bonus on saving throws, 
  with an additional +1 to the bonus for every six caster 
  levels you have (maximum +5 morale bonus at 18
  th 
  level). 
   
  Material Component: A small parchment with a 
  bit of holy text written upon it.  
   
  Source: Spell Compendium 52 
   
  Moon Bolt 
  Evocation 
  Level: Cleric 4, druid 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Target: One living or undead creature, or two living or 
  undead creatures that are no more than 15 ft. apart; see 
  text. 
  Duration: Instantaneous 
  Saving Throw: Fortitude half (living target) or Will 
  negates (undead target) 
  Spell Resistance: Yes 
   
   
  A moon bolt strikes unerringly against any living 
  or undead creature in range. 
   
  A living creature struck by a moon bolt takes 1d4 
  points of Strength damage per three caster levels 
  VEL8-03 A Day at the Museum 
   
  Page 64 
  
  (maximum 5d4). If the subject makes a successful 
  Fortitude saving throw, the Strength damage is halved. 
   
  An undead creature struck by a moon bolt must 
  make a Will save or fall helpless for 1d4 rounds, after 
  which time it is no longer helpless and can stand 
  upright, but it takes a -2 penalty on attack rolls and 
  Will saving throws for the next minute. 
   
  Source: Spell Compendium 143 
   
  Righteous Wrath of the Faithful 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Cleric 5 Purification 7 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 30 ft 
  Area: All allies within a 30 ft radius burst centered on 
  you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
   
  Allies gain one additional melee attack each round, at 
  their highest attack bonus, when making a full attack.  
  (This additional attack is not cumulative with other 
  effects that grant extra attacks, such as a haste spell.)  
  They also gain a +3 morale bonus on melee attack rolls 
  and damage rolls (This bonus on melee attack roll does 
  stack with the bonus provided by haste. 
  Source: Spell Compendium, pg177 
   
  Stick 
  Transmutation 
  Level: Bard 0, sorcerer/wizard 0 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Nonmagical, unattended object weighing up to 
  5 lb. 
  Duration: Instantaneous 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
   
  Stick affixes one object weighing up to 5 pounds to 
  another object. The two items can be separated with 
  even a small amount of force, such as a wind stronger 
  than 10 mph, a mage hand or unseen servant spell, or a 
  move action by any corporeal creature (which 
  provokes attacks of opportunity). 
  Material Component: A bit of dried glue. 
  Source: Spell Compendium, pg206 
   
  VEL8-03 A Day at the Museum 
   
  Page 65 
  
  DM MAP 1 MUSEUM 
   
   
  Exhibit Hall Two 
  Old Main Exhibit Hall
  New Hall 
  Exhibit Hall One 
  T
  Stage
  Dark circles: Tree 
  White circles: Bushes 
  Dark rectangles: Benches 
  Diamond: Obelisk 
  T: Tallin Creen 
  VEL8-03 A Day at the Museum 
   
  Page 66 
  
  DM MAP 2 – STONE CIRCLE 
   
  VEL8-03 A Day at the Museum 
   
  Page 67 
  
  DM AID 3 – RIVER ENCOUNTER 
   
   
  River 
  Light Forest 
  (x2 movement, provides cover) 
  Shadar Kai Location 
  Path of Destruction 
  Open Ground  
  Heavy Forest (x4 movement) 
  VEL8-03 A Day at the Museum 
   
  Page 68 
  
  DM MAP VELUNA 
  VEL8-03 A Day at the Museum 
   
  Page 69 
  
  VEL8-03 A Day at the Museum 
   
  Page 70 
  DM AID 1:  NON−FUNCTIONING ARCANE MAGIC ON THE 
  PLANE OF FAERIE 
  Due to the lack of conjunction with the Astral or Ethereal Planes and the Plane of Shadow, the spells listed 
  below do not work on the Plane of Faerie. Generally speaking, if a spell is of the Illusion (Shadow), 
  Conjuration (Teleportation), or Transmutation (Teleportation) schools, it will not work since those spells 
  require the caster to move through one of those three planes in some fashion, or summon the substance of 
  those planes. 
  Astral Plane Spells 
  Astral hospice 
  Astral projection 
  Baleful transposition 
  Benign transposition 
  Dimension door 
  Dimension door, greater 
  Dimensional anchor 
  Fire stride 
  G'elsewhere chant 
  Gemjump 
  Interplanar message 
  Knight's move 
  Maze 
  Planar tolerance 
  Plane shift 
  Plane shift, greater 
  Refuge 
  Summon Monster spells (I-
  IX) 
  Swamp stride 
  Teleport 
  Teleport, greater 
  Teleportation circle 
  Translocation trick 
  Tree stride 
  Word of recall 
  Vanish 
  Ethereal Plane Spells 
  Blink 
  Blink, greater 
  Dimensional anchor 
  Ethereal jaunt 
  Etherealness 
  Invisibility purge 
  Leomund’s secret chest 
  See invisibility 
  Teleport object 
  True seeing 
  Vanish 
  Plane of Shadow Spells 
  Dimensional anchor 
  Claws of darkness 
  Dark way 
  Dead end 
  Net of shadows 
  Project image 
  Shades 
  Shadow binding 
  Shadow cache 
  Shadow conjuration 
  Shadow conjuration, greater 
  Shadow evocation 
  Shadow evocation, greater 
  Shadow form 
  Shadow hand 
  Shadow landscape 
  Shadow mask 
  Shadow phase 
  Shadow radiance 
  Shadow spray 
  Shadow walk 
  Shadow well 
  Shadowfade 
  Shadowy grappler 
  Spectral weapon 
  Veil of shadow 
  Wall of gloom 
  Summon Monster spells (I-
  IX) 
  
  DM AID # 2 – CRITICAL EVENTS SUMMARY 
   
   
  NAME  
   
   
   
   
  CHARACTER NAME  
   
   
      DIETY  
   
       ALIGNMENT 
  1.    _________________________________________________________________________________ 
   
  2.    _________________________________________________________________________________ 
   
  3.    _________________________________________________________________________________ 
   
  4.    _________________________________________________________________________________ 
   
  5.    _________________________________________________________________________________ 
   
  6.    _________________________________________________________________________________ 
   
   
  CES 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1 Did they succeed in getting the seeds back to College of Divine?  
   
   
   
   
  YES  
  NO 
   
  2 Did the Faerie Duke get healed?   
   
   
   
   
   
   
   
   
   
   
  YES  
  NO 
   
  Circle any characters that acquired the wasting disease. 
  VEL8-03 A Day at the Museum 
   
  Page 71 
  
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