TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com.  For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com. 
  SHE6-01 
   
   
   
   
  Flesh Torn Asunder 
  A One-Round D&D® LIVING GREYHAWKTM  
  Sheldomar Valley Metaregional Adventure 
  Version 1.0 
   
  by Will Dover 
  Reviewer: Michael Moore, Sheldomar Triads Circle Reviewer: Steven Conforti 
  Playtesters: Katherine Akin, Robert Sean Harley, Doug LaVinge, Melanie Neumuller, Ryan White, Russ Yates 
   
   
   
  Murder here, murder there, murder everywhere. There is skullduggery afoot in the city of Hochoch as the bodies begin 
  to stack.  A Sheldomar Valley metaregional adventure for APLs 6-14, and Part Two of the Turf War series. 
   
  Note: This adventure will be of particular interest to Knights of the Watch, Knights of Dispatch, wizards, and members 
  of roguish organizations.  This adventure offers teamwork benefits.  It is helpful to play SHE5-04 A Cup O’erturned prior 
  to playing this adventure. 
   
   
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player 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, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Metaregional adventure, set 
  in the Sheldomar Valley.  Characters native to the 
  Sheldomar Valley pay one Time Unit per round, all 
  others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  The Triumvirate who got the Cup Insidious in SHE5-04 A 
  Cup O’erturned are now going for the second piece needed 
  for their ritual, which they believe will bring the deity 
  Vecna back to the Prime Material Plane. What they want 
  is a piece of undead flesh that they believe to be from 
  Vecna himself. Hired agents have found such a piece 
  from the lower part of the Rushmoors in Keoland. The 
  problem comes in getting such an item to Hochoch, the 
  center of the conspiracy. The Knights are already 
  suspicious that something is up from the Cup incident so 
  the Triumvirate is going to need a diversion to get the 
  flesh through. This diversion should be sufficient to tie 
  up the Knights long enough for the item to get through. 
   
  Their opportunity has come in the form of the 
  Keoish Regent Jessa’s order for the Knights of the Watch 
  to evacuate Fortress Goarada. One of the Flan Knights 
  who died in the raid on that fortress, Watcher Steffan the 
  Just, requested that the Knights cremate his body and 
  scatter the ashes on the banks of the Realstream near 
  Hochoch in Geoff. The Knights cremated her remains as 
  requested, but they could not return the ashes to 
  Hochoch because of the fallout at Goarada. Instead, the 
  Knights gathered the ashes into a simple clay urn that 
  would not draw attention, in case some Keolander got 
  overzealous and wanted to hurt the Knights by 
  desecrating the ashes. When the Knights evacuated the 
  fortress, the urn containing the ashes went with them. 
   
  Before the urn left Goarada, however, the 
  Triumvirate bribed a Keoish soldier to place the piece of 
  flesh in the urn so that the ashes would conceal it. An 
  undead agent named Nycos Dephos would then get the 
  urn and retrieve the piece. Unfortunately, an ambitious 
  rogue associated with the Midnight Ravens got word of 
  the urn, stole it, and went to fence it to a known 
  Midnight Ravens fence named Tywyn the Broker. The 
  Triumvirate then ordered their agent in Hochoch to 
  retrieve the urn. Being a vile undead, this agent killed 
  two others, a Midnight Raven named Xavier Riverbend 
  before he killed Tywyn and a Corporation operative 
  named Bethany Grenda after (both of whom the PCs may 
  have met if they played SHE5-04 A Cup O’erturned), to 
  conceal the true nature of the crime and to escalate the 
  tensions between the Midnight Ravens and The 
  Corporation. It is just after the murder of Grenda that the 
  PCs enter the adventure. 
  THE MIDNIGHT RAVENS 
  Very little is known about the Midnight Ravens except 
  that which has been reported by a few brave adventurers. 
  The Midnight Ravens seem to be a Thieves Guild of some 
  sort, but suspicions are that their influence goes beyond 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 3 
  that scope. The few reported contacts with the guild 
  indicate that they have a great deal of information, and 
  they demand gold or favors in exchange for sharing it. 
  The leader of the guild is unknown, but reports indicate 
  dealings with someone using a female voice and 
  identifying herself as the Aspect of Knowledge. 
   
  The Midnight Ravens claim to be interested in 
  knowledge, apparently to use for future power grabs. 
  When asked, they did not admit to committing the 
  normal nefarious acts of a thieves’ guild, but they did not 
  deny those acts either. The only thing that the Midnight 
  Ravens vehemently denied is being engaged with murder 
  or other violent activities. As a result, many suspect that 
  they are mainly into smuggling, protection rackets, and 
  burglary. Unfortunately, no evidence has ever surfaced 
  regarding the group’s involvement in a crime. 
   
  Rumors have their base of operations in Hochoch. 
  However, there are other rumors that indicate that the 
  Midnight Ravens did not want to have anything to do 
  with the new government and have departed the city. 
  Which is true is one of the secrets exposed in this 
  adventure.  
  THE CORPORATION 
  The Corporation is a group of rogues and other like 
  individuals working inside Gran March. Because of the 
  lawful 
  and militaristic nature of their nation’s 
  government, The Corporation takes great pains to keep 
  their existence the subject of superstition and legend. 
  The group is itself a lawful organization with numerous 
  different tiers. At the lower levels are (in ascending 
  importance) associates, members, and senior members. 
  PCs who are members of the Corporation are typically 
  from these lower ranks. 
   
  Recently, a faction of The Corporation, led by their 
  head of security, engaged in risky and public ventures, 
  such as trying to assassinate Commandant Vrianian, 
  which brought light to the organization. The main body 
  subsequently allowed that arm to be discovered and to 
  take the fall for all of their activities. Thus, the authorities 
  believe that they destroyed this new incarnation of the 
  Corporation, while the majority of the organization 
  remained secretly intact. Members (not associate 
  members) should know this operation as the Second 
  Divestiture. 
   
  The Corporation has since gone back to its behind-
  the-scenes illicit activities. While Hochoch has changed 
  hands yet again, they see the changes as an opportunity 
  for them to gain some territory that would free them 
  from Gran March interference. They are thus interested 
  in taking over most, if not all, of the Hochoch 
  underworld. 
  THE SITUATION IN HOCHOCH (AS OF 
  EARLY CY 596) 
  In CY 594, Commandant Magnus Vrianian claimed the 
  Gyri city of Hochoch and the rest of the area known as 
  “the Cup” in return for the Gran March's continued 
  support of Geoff's war effort against the giants. The Cup 
  consists of the Gyric cantrev of Arweth and half of the 
  cantrev of Rhwng yr Coed. His reasoning was that the 
  giants took the city and the land from Geoff and that 
  Gran March forces subsequently liberated the area from 
  them. Geoff’s Regent, Sierra Blackblade, at the time 
  reluctantly agreed to Vrianian’s terms and, due to the 
  chaos in the Keoish court, this action went unchallenged. 
   
  In early CY 595, however, Hugo of Geoff, Grand 
  Imperial Wyvern and head of the Knights of the Watch 
  and the Knights of Dispatch, asked Commandant 
  Vrianian to turn over the Cup to the Knights for their 
  use. Vrianian, himself a Watcher and by oath subordinate 
  to Hugo, had little choice but to grant Hugo his wish. 
  While the new Regent of Keoland voiced her displeasure, 
  there was little that the Court of the Land could do until 
  the previously recognized noble that ruled the area, 
  Padrig ap Bedwin, provides a timely challenge to the 
  change. This change in leadership thus has stood so far. 
   
  Gaining a city, however, is not the same as helping it 
  to grow and flourish. Thus, Hugo and his Knights are 
  working towards establishing Hochoch as a strong trade 
  and defense center. To this end, the Knights have invited 
  many merchants from all over the Sheldomar Valley to 
  establish businesses and commercial traffic in Hochoch. 
  Hugo knows, however, that the economic future of 
  Hochoch and the Cup depend on his Knights 
  establishing law and order in a region only recently freed 
  from the threat of attack from the war and full of 
  freedom-loving Gyri. Whether or not the lawful Knights 
  can succeed in helping Hochoch to flourish, while 
  keeping their own agendas and frayed reputations afloat, 
  is the question. 
   
  The beginning of CY 596 still sees Hochoch in 
  transition. With the victory of the allied forces in 
  neighboring Geoff, merchant trade is beginning to 
  flourish under the new government. Many of the city 
  guard, however, have left the city to move to the 
  Downlands. Thus, the Knights are not quite equipped to 
  maintain their normal law and order in Hochoch. 
  ADVENTURE SUMMARY 
  Introduction: Bethany Grenda recruits the PCs to help 
  investigate some incidents in Hochoch that are affecting 
  her business. Those who played SHE5-04 A Cup O’erturned 
  receive a note playing off of this prior relationship. Those 
  who did not get a note based on their reputation as 
  adventurers. 
  Encounter 1: The Third Body: While waiting at The 
  Boar’s Other Knuckle for the meeting, the PCs hear a 
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 4 
  crowd gathered around the body of Bethany Grenda 
  lying dead in the street. Dephos set a magical trap on the 
  body. Only a thorough search triggers the trap. 
  Encounter 2: Cleaning up the Mess: A group of city 
  guards led by a Knight of the Watch arrives. After 
  questioning them, the Knight asks them to investigate 
  this murder as a favor for the city government, who is 
  still rather short-staffed for doing this sort of 
  investigative work. She tells them about the murders of 
  Tywyn and Riverbend and asks for their help in 
  investigating all three murders. 
  Encounter 3: The Second Body: The party investigates 
  the murder of Tywyn the Broker and finds out about the 
  urn from his second set of books. 
  Encounter 4: The First Body: The party investigates 
  Riverbend’s murder and finds out that Riverbend 
  answered to the Aspect of Sight, a leader in the Midnight 
  Ravens. 
  Encounter 5: Word on the Street: The PCs may want 
  to use Gather Information or Knowledge (local) to find 
  out more background on anything they have learned. 
  This encounter provides those answers via an encounter 
  with their old friend, the elven merchant Parwyn 
  Amastacia. 
  Encounter 6: From a Raven’s View: At some point, if 
  the party has a Midnight Raven PC, the party may want 
  to contact the Midnight Ravens to confirm what they 
  find out from the murders of Tywyn and Riverbend and 
  get more background on the Ravens’ side of the conflict. 
  They find out that the Aspect of Sight is trying to 
  maintain control of the Midnight Ravens’ operations in 
  Hochoch on his own. This encounter provides those 
  sorts of answers. 
  Encounter 7: Within the Body Corporate: If the party 
  has a Corporation PC, the party may also want to seek out 
  someone in The Corporation who can shed some light on 
  Tywyn and Grenda’s murders. This encounter deals with 
  those issues. 
  Encounter 8: Knights: Based on investigating Tywyn’ 
  murder, the PCs may want to revisit the Knights to find 
  out more about the urn and what they have learned since 
  the last adventure in this series. 
  Encounter 9: Down among the Dead: Fearing that the 
  PCs may be getting too close, the Triumvirate asks 
  Dephos to kill the PCs in a nearby cemetery, using the 
  now-empty urn as bait. He does this using traps provided 
  by one of the Triumvirate and some undead that he has 
  found on his travels through Sterich. 
  Encounter 10: The Assassin: Having weakened the 
  party with the traps and undead, Dephos himself now 
  comes to finish them off. He is, of course, confident 
  enough in his abilities that he tells the party of the 
  Triumvirate and their plans as they fight. 
  Conclusion: The party learns that there is a group called 
  the Triumvirate who has acerbated the situation in 
  Hochoch’s underground in order to gather together 
  relics of power from the Occluded Empire. They also 
  learn that the Aspect of Sight is the reason why some of 
  the Midnight Ravens have stayed in Hochoch. Finally, if 
  successful, they have denied the Triumvirate a powerful 
  agent from their use later on. 
  PREPARATION FOR PLAY 
  There are a number of questions to ask before beginning 
  the adventure. First, you should know which players 
  played SHE5-04 A Cup O’erturned with their PCs. This 
  affects how Grenda contacts each PC. Second, you should 
  find out about each PC’s metaorganization memberships. 
  This will affect what they know prior to this adventure 
  and whom they may contact. 
  BISSEL 
   
  The Bissel Free Companies and a small company of 
  Bissel regulars operate in Geoff to assist with security and 
  reconstruction. Given that Hochoch has served as a rear 
  area for the conflict with the giants, it is reasonable for 
  PCs in these armed forces to find rest and recreation in 
  the city. This would be considered as part of the 
  mandatory military service for those PCs.  
   
  PCs who are members of the Thieves’ Guild of 
  Dountham may want to report to their guild about what 
  they find out about the changes in the Hochoch 
  underworld. The Guild is too involved in Dountham 
  affairs to expand their operations into Hochoch. Note on 
  the Critical Event Summary if these PCs do make such a 
  report. 
   
  During the course of the adventure, PCs who are 
  Mist Chameleons may find out more about the gathering 
  of these various evil artifacts. Knowing that this might be 
  of interest to Evard the Necromancer and, subsequently, 
  to Regent Saralind, they may want to make a report to a 
  Bissel noble on these events. Note this in the Critical 
  Event Summary. 
  GEOFF 
   
  As Hochoch was, until recently, Gyri territory, many 
  Geoff PCs will have various reactions to the city’s new 
  government. With the recent victory over the giants, 
  Hochoch is still flush with returning veterans waiting to 
  be released from service.  
   
  PCs who are members of the Midnight Ravens have 
  an all-together different interest in this situation once 
  they discover that their organization is involved. It is 
  generally understood within the group that unnecessary 
  conflict is bad for business. Thus, Midnight Ravens PCs 
  should expect that the group is planning to leave 
  Hochoch. They, however, may have heard rumors that 
  the Midnight Ravens still has a presence. If they choose 
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 5 
  to report what they find out in this adventure, this should 
  be noted on the Critical Event Summary. 
  GRAN MARCH 
   
  With the victory over the giants, many Gran March 
  soldiers come to Hochoch for rest and recreation while 
  waiting for reassignment or release. The Gran March 
  military would have little interest in any of the events in 
  this adventure at this time; Commandant Vrianian has 
  instructed all military commanders that Hochoch’s 
  problems are now Watcher and Dispatcher problems. 
  Members of the School of Hard Knocks are also heading 
  out to see if there are any giant items that would be worth 
  displaying in their Great Hall in Shiboleth. 
   
  Corporation PCs, on the other hand, may be here 
  looking for new territory for Corporate interest. The shift 
  in leadership from Gran March to the Knights has caused 
  only a small wrinkle in their plans to control the criminal 
  rackets in Hochoch. Corporation PCs can make a 
  Knowledge (local - Sheldomar Valley metaregion) check 
  at a DC equal to the APL to know this (this is more 
  difficult for higher level PCs as they are more than likely 
  off adventuring and less involved in regional affairs). If 
  the PCs make the check by 10 or more, they get the name 
  of Bethany Grenda as one of the point-takers in the 
  various operations to gain control of the underworld. 
  KEOLAND 
   
  Those PCs with strong ties with the Keoish nobility 
  are in Hochoch to observe the transition of power to the 
  Watchers and Dispatchers. It is no secret that many in 
  the Court of the Land do not like them being in control 
  of Hochoch and would be very interested in anything 
  that would undermine the Knights' claim on the city. 
  Evidence of strong underworld activity and evil 
  influences would be very useful at court. This should be 
  noted on the Critical Event Summary. 
   
  Also, the ex-Regent Jessa recently sent 15,000 
  soldiers into Geoff to defeat the giants and make the 
  nation stable. PCs who are in the Royal Army would 
  likely find their way to Hochoch for rest and relaxation 
  like the other foreign soldiers assisting Geoff. 
   
  If the PCs discover that the events in this adventure 
  are related to the Cup from the previous, they may want 
  to inform the Silent Ones of its existence. The Silent 
  Ones are starting to do research on the matter and are 
  interested in any relevant information. Note any reports 
  to them on the Critical Event Summary. 
   
  The Niole Dra Thieves’ Guild, being information 
  brokers, are very interested in what’s going on in 
  Hochoch. Even if they do not act on it directly, they 
  could sell the intelligence to someone else. Note if any 
  PC sends word to this organization on the Critical Event 
  Summary. 
  KNIGHTS OF THE WATCH/KNIGHTS OF 
  DISPATCH 
   
  This 
  group 
  is 
  taking 
  over 
  Hochoch 
  after 
  Commandant Vrianian gave it to them earlier in CY 595. 
  Thus, Knight PCs may be here on business related to the 
  establishment of a new city government or out looking 
  for a new home (particularly if these PCs are from Bissel 
  or Keoland). There is plenty of work to be done, 
  especially tasks befitting a Squire or Senior Squire. They 
  can stay at the Knights of the Watch Chapterhouse 
  located in the Old City located at O3 on the players’ map 
  of Hochoch (Player Handout #3). Furthermore, Knights 
  have police powers within Hochoch and can arrest 
  criminals if necessary. If any Knight PCs choose to report 
  what they find during the course of this adventure to 
  their superiors, Note this on the Critical Event Summary. 
  THE PRINCIPALITY OF ULEK 
   
  While Hochoch is far from the Principality, there is 
  at least one group who is paying attention to the 
  situation. PCs who are members of the Society of 
  Shadows are contacted by Allinel Nightshade, Matron of 
  the Thunderstrike Shadows. Nightshade tells these PCs 
  that the Society is very interested in information about 
  the new government and any criminal groups operating 
  within Hochoch. They cannot pay anything at this time, 
  but will not forget PCs who provide that information. A 
  DC 35 Sense Motive check against Nightshade indicates 
  that she is interested more for her own interests than the 
  best interests of the Society as a whole. 
  THE YEOMANRY 
   
  The Academy of Lore is particularly interested in 
  developments in Hochoch as they have learned that one 
  of their members actually transported the Cup. They are 
  extremely interested in events related to the Cup so as to 
  remove the blot on their reputation that this incident 
  might bring. Any contact with the Academy should be 
  noted on the Critical Event Summary.  
   
  The Rascals have more than enough to do in the 
  Yeomanry than to work to acquire more criminal 
  territory. However, they would be interested in any 
  intelligence concerning who controls the Hochoch 
  underworld. Note whether or not PCs contact the Rascals 
  in the Critical Event Summary. 
  FOR PCS FROM OUTSIDE THE 
  SHELDOMAR VALLEY METAREGION 
   
  Most PCs from other regions are in Hochoch just 
  passing through. If a PC is a member of a thieves’ guild 
  organization, they may choose to report the state of 
  affairs in Hochoch. If they do, indicate this on the 
  Critical Event Summary. 
   
  For PCs that do not fit in with one of these hooks, 
  you should just find some explanation that makes sense 
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 6 
  for the character, even if it is only just vacationing away 
  from their home region. 
  INTRODUCTION 
  PCs that have played in the adventure SHE5-04 A Cup 
  O’erturned receive a copy of Player Handout #1. This letter 
  reintroduces Grenda to the players and encourages them 
  to return to Hochoch for more work. PCs that did not 
  play the previous adventure will get a copy of Player 
  Handout #2. These letters come to each party member 
  regardless of where they are located in the Flanaess.  
   
  After the party agrees to meet with Grenda, they go 
  to Hochoch off-stage without incident. Unless the PCs 
  have some justification for arriving together, each PC 
  arrives in Hochoch separately. The Boar’s Other Knuckle 
  is at position C3 on Player Handout #3 – Map of Hochoch. 
  Thus, there is no provision for the casting of such spells 
  as heroes feast. Read the following to them: 
   
  You have arrived at Hochoch shortly before the 
  time of your meeting. The sun has set, and you 
  manage to get through the city gates with little 
  difficulty. This is a good thing, for otherwise you 
  would be severely late. You make your way to the 
  area of the city known as the Commons, for this is 
  where The Boar’s Other Knuckle is found. The bar 
  has all the atmosphere of its predecessor; it is a 
  rough and tumble establishment similar to those 
  servicing adventurers all over Oerth. There is a burly 
  fellow of Flan descent tending bar as you enter. 
   
  The bartender’s name is Caleb. If asked, Caleb directs 
  each PC to a table reserved by Grenda. He will also ask 
  that PCs with animal companions have them tethered 
  outside as they tend to make a mess. At this point, have 
  each player describe their PC to the rest of the table. The 
  PCs might also ask about Medwen the Rack.  She was a 
  well-known barmaid who worked at the Boar's Other 
  Knuckle.  She has opened her own tavern, the Wild 
  Hunt, in Aberglain. 
  ENCOUNTER 1: THE THIRD 
  BODY 
  The party may want to order food and/or drink while 
  they wait. They may even want to indulge in a heroes feast. 
  A waitress can take food and drink orders for the party. 
  The food and drink arrives, and the heroes feast (if any) can 
  begin. The events in the following box text occur during 
  their meal, and thus interrupt the casting of the heroes 
  feast). Read the following (adjusting its content based on 
  what the party eats and/or drinks): 
   
  Your food and drink arrive at your table. It is 
  pretty good considering your location. You get 
  started eating, when, suddenly, a young Gyri lad 
  bursts through the door. He is screaming, “Dead 
  lady outside! Dead lady outside!” Many of the 
  patrons in The Boar’s Other Knuckle drop what they 
  are doing and go outside. 
   
  It might be possible that the PCs do not immediately 
  go out there to investigate. If this is the case, read the 
  following: 
   
  As the customers start to leave, the bartender 
  grabs the young lad and says, “Now, Elis, what are 
  you carrying on about? Don’t you know scaring folks 
  out of their wits is bad for business?” 
   
  “I am sorry, Caleb, but it is bad! She’s that trader 
  lady from outta town that has been here in the bar! 
  You know, the one with the pretty red hair! You 
  know she’s gotta be someone important, seeing how 
  she was asking all those questions and all!” 
   
  This brief description matches that of Grenda and 
  should be enough to encourage the party to check out the 
  situation. Read the following: 
   
  As you go outside, you see a crowd of about two 
  dozen people gathering around the entrance to an 
  alleyway to the right side of the bar as you exit. Some 
  of the crowd you recognize as customers you saw in 
  the bar earlier.  
   
  Use DM Aid: Map #1 for setting up this encounter. 
  While there is no combat in this encounter per se, a map 
  is useful for determining how many of the crowd is 
  affected by the party’s actions in this encounter. Besides, 
  it will cause the players to think that there is a combat 
  coming when (unless they truly play this out badly) there 
  should not be. 
   
  If the party thinks to work the crowd for 
  information, this is a DC 10 Gather Information check. 
  Someone in authority, like a Knight of the Watch, a 
  Knight of Dispatch, or an officer in one of the allied 
  forces, automatically succeeds at this check. The two 
  people who talk say the same thing: the body just 
  appeared in the alley’s entrance. They saw no one around 
  it. 
   
  Getting to look at the body is a simple task. A  DC 10 
  Bluff, Diplomacy, or Intimidation check  convinces 
  enough people to move aside so that the party can get to 
  the body. Any PC identifying themselves as someone 
  who can heal or as someone in authority, like a Knight of 
  the Watch, a Knight of Dispatch, or an officer in one of 
  the allied forces, automatically succeeds at this check. 
  Once the PCs get to the body, read the following: 
   
  Once you get past the crowd, you see the prone 
  form of a young red-haired woman in fine clothing 
  available to the fairly well-to-do. She is very pale in 
  color as if all of the blood has drained away from her 
  body.   
   
  Those 
  PCs 
  who 
  have 
  met 
  Grenda 
  before 
  automatically recognize her, and those who have not note 
  that she is wearing the red rose as she said she would in 
  her letter. A Heal check on the body automatically 
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 7 
  succeeds to determine she is dead. If a player chooses to 
  roll a check, he or she learns other information about the 
  body: 
  Automatic: The body has been disemboweled. It 
  has been damaged significantly as a result. 
  DC 10: The body appears to have lost a lot of blood, 
  but there is little blood on the victim’s clothing or on 
  the ground. 
  DC 15: There are a lack of bruises and other 
  defensive wounds on the body. 
  DC 20: There are two puncture wounds on the neck 
  (taking 20 on the check allows this to be found 
  automatically). 
   
  The party will obviously want to search the body. 
  They can take 20 on the check as there is plenty of time 
  before the city guard shows up. They will find a +1 
  mithral buckler, a cloak of charisma +2, a +1 mithral chain 
  shirt, a +1 rapier, an amulet of health +2, a set of gloves of 
  dexterity +2, a hat of disguise, her well-made clothes, a ring of 
  mind shielding, a ring of protection +1, and a sap. The hat is 
  currently disguised as a ribbon gathering her hair. There 
  is not enough time to perform a full magical survey of her 
  gear, but with a successful DC 20 Search check, they find 
  a leather-bound, untitled book covered in arcane 
  symbols.  PCs can take 20 on this check, since 
  discovering the book carries with it no risk. Furthermore, 
  if anyone moves the body before they find the book, the 
  book falls out and the party automatically finds it. 
   
  Trap: The book on Grenda’s body has been booby-
  trapped with a magical device containing one or more 
  traps. These traps target a large number of people. By 
  doing this, Dephos believes that he will discourage 
  further investigation.  
   
  The trap is contained in a small book provided by the 
  Triumvirate. Opening the book triggers the trap. Assume 
  the center point of each burst is the upper right corner of 
  the square of the person opening the book. 
  APL 6 (EL 7) 
  � Heightened Acidball Trap: CR 7; magic device; 
  proximity trigger (alarm); no reset; spell effect 
  (heightened (to 6th level) energy substitution (acid) 
  fireball, 11th-level wizard, DC 19 Reflex half, 10d6 
  acid); Search DC 31; Disable Device DC 31. 
  APL 8 (EL 9) 
  � Heightened Delayed Blast Acidball Trap: CR 
  9; magic device; proximity trigger (alarm); no reset; 
  spell effect (heightened (to 8th level) energy 
  substitution (acid) delayed blast fireball, 15th-level 
  wizard, DC 22 Reflex half, 15d6 acid); Search DC 29; 
  Disable Device DC 33. 
  APL 10 (EL 11) 
  � Heightened Delayed Blast Fireball Trap: CR 
  9; magic device; proximity trigger (alarm); no reset; 
  spell effect (heightened (to 8th level) delayed blast 
  fireball, 15th-level wizard, DC 22 Reflex half, 15d6 
  fire); Search DC 29; Disable Device DC 33. 
  � Heightened Delayed Blast Acidball Trap: CR 
  9; magic device; proximity trigger (alarm); no reset; 
  spell effect (heightened (to 8th level) energy 
  substitution (acid) delayed blast fireball, 15th-level 
  wizard, DC 22 Reflex half, 15d6 acid); Search DC 29; 
  Disable Device DC 33. 
  APL 12 (EL 13) 
  � Sculpted Empowered Cone of Fire Trap: CR 
  12; magic device; proximity trigger (alarm); no reset; 
  spell effect (sculpted (to 20’ burst) energy 
  substitution (fire) empowered cone of cold, 15th-level 
  wizard, 15d6 + ½ of 15d6 fire, DC 17 Reflex half); 
  Search DC 26; Disable Device DC 30. 
  � Heightened Delayed Blast Acidball Trap: CR 
  10; magic device; proximity trigger (alarm); no reset; 
  spell effect (heightened (to 9th level) energy 
  substitution (acid) delayed blast fireball, 15th-level 
  wizard, DC 23 Reflex half, 15d6 acid); Search DC 30; 
  Disable Device DC 34. 
  APL 14 (EL 15) 
  � Sculpted Maximized Cone of Fire Trap: CR 
  14; magic device; proximity trigger (alarm); no reset; 
  spell effect (sculpted (to 20’ burst) energy 
  substitution (fire) maximized cone of cold, 17th-level 
  wizard, 90 hp fire, DC 17 Reflex half); Search DC 26; 
  Disable Device DC 30. 
  � Sculpted Empowered Cone of Acid Trap: CR 
  12; magic device; proximity trigger (alarm); no reset; 
  spell effect (sculpted (to 20’ burst) energy 
  substitution (acid) empowered cone of cold, 15th-level 
  wizard, 15d6 + ½ of 15d6 acid, DC 17 Reflex half); 
  Search DC 26; Disable Device DC 30. 
   
  Note: At APLs 8 to 14, because the two alarm spells 
  used in the triggers have been within 10 feet of one 
  another for more than 24 hours, the Search DC for 
  discovering the traps is reduce by 4 (as per the Player’s 
  Handbook, page 172). The DCs above are already modified 
  to reflect this reduction, but since this is a visible effect; 
  blinded searchers will not gain this advantage (raise the 
  Search DCs by 4 in that case). 
   
  If the trap goes off near the body, it does enough 
  damage so that no one will find out the cause of Grenda’s 
  death. Also, unless the party thinks to move the mob 
  outside of the 20 foot radius of the trap or move the trap 
  away from the crowd the required distance, the crowd 
  will be caught in the blast. Even if they make their saves, 
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 8 
  the damage from these traps will kill any commoner 
  outright. 
   
  Treasure: While Grenda had many valuable items 
  on her person, the city guard that appears in the next 
  encounter will want to take possession of them as 
  evidence. They also may be damaged if the trap goes off, 
  as they are unattended.  
   
  Assuming that a PC wants to grab some loot from 
  the body, would-be thieves can only obtain light weapons 
  and small objects. This limits the available items to the 
  amulet, the gloves, the hat, either of the rings, and the sap 
  and thus the Treasure Summary only includes these 
  items. Each ring was worn inside of the gloves; to get to 
  them, someone must remove the gloves. However, looting 
  a murder victim is illegal under Hochoch’s new 
  leadership. Would-be thieves should make a DC 10 
  Knowledge (local – Sheldomar Valley metaregion) check 
  to know this (if common sense should fail the PCs).  
   
  Finding an item via a normal search takes two 
  minutes minimum unless magical means are available. 
  Grabbing an item off Grenda’s body is automatic, as she is 
  dead. However, the would-be thief must roll a Slight of 
  Hand check against every other PC’s Spot check as well 
  as that of the crowd. The crowd’s Spot check is essentially 
  treated as one roll with many Aid Another checks and so 
  the DC is 34 (an average roll of 10 with 12 assists).  If the 
  crowd sees the theft, they immediately cry “Thief” and 
  continue with the outcry until the city guard shows up in 
  Encounter 2.  
   
  Development: If the PCs do not search the body 
  and leave it unattended for any period of time longer 
  than a minute, someone from the crowd starts searching 
  the body and automatically finds the trapped book, open 
  it, and set of the trap. This undoubtedly kills most of the 
  crowd, as it consists of commoners and experts, and 
  forces the PCs to make saves against the traps. Unless 
  they deactivated the trap or took damage from it, they 
  receive no experience points for it. 
   
  Five minutes after the party arrives at the scene, the 
  city guards show up in Encounter 2. What the party did 
  in this encounter dictate the response from the city 
  guards. 
  ENCOUNTER 2: CLEANING UP 
  THE MESS 
  After finding the dead body of Bethany Grenda in 
  Encounter 1, a group of city guards shows up on the 
  scene, led by a Knight of the Watch on horseback. Using 
  DM Aid: Map #1, the group approaches the crowd from 
  the south. Read the following: 
   
  While you are examining the body, a deep male 
  voice cries out, “Make way for the city guards! Make 
  way!” The crowd parts, and a group of eight soldiers 
  make their way towards you. Behind them on 
  horseback is a woman in finely crafted full plate 
  armed with lance and shield. The steel shield is 
  painted black with the image of a large white owl on 
  the field. The woman yells out, “Freeze, all of you, by 
  order of the Grandiose Imperial Wyvern Hugo of 
  Geoff!” 
   
  The woman on horseback is Watcher Branwen, 
  Trustworthy Vigil. She is currently on patrol with this 
  group of guards. Normally, such duties would belong to a 
  Senior Squire, but there are still too few of them in the 
  city. Thus, newly knighted Vigils are filling the gaps. 
   
  Watcher Branwen immediately orders everyone to 
  back away from the body, including any PCs who are 
  searching the body, and orders her troops to surround 
  the body, keeping the PCs inside the circle of troops. 
  After the way is clear, she addresses the PCs from her 
  mount. From that point, the reaction of Watcher 
  Branwen and the guards are entirely dependent on what 
  the PCs have done so far. 
  SIMPLE INVESTIGATING 
   
  If the PCs have done nothing except examine the 
  body and give a reasonable accounting of their actions to 
  Watcher Branwen, player characters can attempt a 
  Diplomacy check to earn the Watcher’s trust.  Assume 
  that Watcher Branwen’s initial attitude is Indifferent, and 
  she learns to trust the party with a result of Friendly (a 
  DC 15 Diplomacy check, others can assist). If the PCs 
  have disabled the trap in Encounter 1 and inform the 
  guards during their elocution of events, this adds a +5 
  circumstance bonus. Feel free to award an extra 
  circumstance bonus of up to +2 for exceptional 
  roleplaying. If a member of party is a Knight of the 
  Watch or Knight of Dispatch, this check automatically 
  succeeds.  
   
  Players may also mention that they have a trapped 
  book in their possession (from Encounter 1). At this 
  point, Watcher Branwen will offer to escort the party to 
  Waterwatch Castle (the current headquarters of the 
  Knights located at position H1 on Player Handout #3 – 
  Map of Hochoch). There, the party can trip off the trap 
  without harming anyone as the Knights will provide a 
  large stone-walled room there for safe detonation. 
   
  If player characters earn Watcher Branwen’s trust, 
  she takes them into her confidence. Her face deepens 
  with concern, and she pulls the party aside. Proceed to 
  What the Watcher Knows below.  
  SET OFF THE TRAP 
   
  If the party has set off the trap, Watcher Branwen’s 
  initial reaction depends on several factors. If the party 
  took precautions to avoid any casualties in the crowd, her 
  initial reaction is Indifferent, and a DC 15 Diplomacy 
  check adjusts the reaction to Friendly. If the party has 
  caused the death of anyone in the crowd from the trap, 
  her initial reaction is Unfriendly, and any offensive 
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 9 
  actions on the part of the party will provoke combat.  It 
  takes skillful diplomacy to get the Watcher to Friendly 
  (so that the adventure continues).  It can be done with 
  one DC 25 Diplomacy check or two successful checks at 
  DC 15 (the first check, if successful, takes the attitude to 
  Indifferent and the second check to Friendly). Parties can 
  have one retry at any failed check. Having a Knight of the 
  Watch or Knight of Dispatch in the party gives a +5 
  circumstance bonus to the check; while this improves the 
  chances of Watcher Branwen looking favorably on the 
  party, it is not as automatic as if they had disabled the trap 
  in the first place. The party can also mention that it 
  happened accidentally while they were investigating the 
  murder of their potential employer; this is worth a +2 
  circumstance bonus. If successful, proceed to What the 
  Watcher Knows below. If someone else in the crowd set 
  off the trap, this is worth a +5 circumstance bonus as the 
  body of the bystander will be near ground zero of the 
  blast. If the diplomatic efforts of the party are 
  unsuccessful, Watcher Branwen will seek aid elsewhere, 
  and this adventure will end for this party. 
  LOOTING THE BODY 
   
  If any of the party is discovered looting Grenda’s 
  body, Watcher Branwen’s initial reaction is Unfriendly, 
  and any offensive actions on the part of the party will 
  provoke combat.  It takes skillful diplomacy to get the 
  Watcher to Friendly (so that the adventure continues).  It 
  can be done with one DC 25 Diplomacy check or two 
  successful checks at DC 15 (the first check, if successful, 
  takes the attitude to Indifferent and the second check to 
  Friendly). Having a Knight of the Watch or Knight of 
  Dispatch in the party gives a +5 circumstance bonus to 
  the check; while this improves the chances of Watcher 
  Branwen looking favorably on the party, it is not as 
  automatic as if they had disabled the trap in the first 
  place. 
   
   If there is any failure in the Diplomacy checks, 
  Watcher Branwen places the PCs under suspicion under 
  arrest. Quick-thinking PCs can try to negotiate their way 
  out. Because of the situation, Watcher Branwen will 
  allow the perpetrator and the party to work off some of 
  the jail time for the theft by investigating the case. The 
  perpetrator will still have to do some time, however; 
  remember not to strikethrough the Imprisoned in 
  Hochoch (First Outcome) AR effect. Proceed to What 
  the Watcher Knows below. 
  WHAT THE WATCHER KNOWS 
   
  Here is what Watcher Branwen knows about the 
  murders so far: 
  • 
  This is the third murder in a series that has been 
  going on for the last couple of days. 
  • 
  There has been blood loss and disembowelment in 
  all three cases. Fearing the work of a vampire, the 
  Knights have been beheading each corpse to ensure 
  they do not rise again. Grenda’s body will be 
  beheaded as soon as they can get the body back to 
  Waterwatch Castle. 
  • 
  Grenda’s murder was the first to be out in the open. 
  • 
  The first murder victim was a halfling named Xavier 
  Riverbend. He was found in his apartment in the 
  Low Quarter. From the looks of the apartment, the 
  murderer or murderers were looking for something. 
  As for Riverbend himself, he had the reputation of 
  being a retired adventurer.  
  • 
  The second victim was a human merchant named 
  Tywyn the Broker. He dealt in consignment goods, 
  buying used goods from others as cheaply as possible 
  and selling them at a profit. The murder occurred in 
  his store/apartment in the Market Quarter. Again, 
  the murderer or murderers apparently was looking 
  for something in both the store and the apartment. 
  • 
  She can give directions to both of the other crime 
  scenes. 
  • 
  There has been no time to conduct a through 
  investigation at either of the previous two murders. 
  For now, two Knights who are clerics of Heironeous 
  have cast a forbiddance spell on each crime scene (if it 
  comes up, yes, this is expensive, but having an 
  undead assassin in the city is serious business). Each 
  spell is aligned Lawful Good and has the password 
  “reciprocity” placed on it to allow investigators who 
  are not Lawful Good to enter. Watcher Branwen 
  does not verbally speak the password, but will write 
  it down for the party. The doors to each building are 
  also padlocked, but Branwen has the keys and gives 
  them to the party. 
  • 
  There were no witnesses to either of the first two 
  murders. 
   
  Those who played in SHE5-04 A Cup O’erturned 
  recognize Riverbend as running a rogue operation in 
  Hochoch.  
  SPEAKING WITH THE DEAD 
   
  The party may want to cast a speak with dead spell on 
  the body. The body, however, has severe damage so it is 
  only able to give out recent information. Also, if the 
  caster is not Lawful Neutral, the body gets a Will save 
  (+5). If the caster is successful, the party gets the 
  following information. 
  • 
  Grenda was attacked while taking a shortcut through 
  an alley. 
  • 
  She took the short cut because she was running late 
  for a meeting at the Boar’s Other Knuckle. 
  • 
  She was caught by surprise. 
  • 
  She felt cold hands on her when she was attacked. 
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 10 
   
  That is all she knows. If the party wants the Knights 
  to cast the spell, they will the next day (thus, any results 
  are outside of play). 
   
  Trap: If the PCs have not found and disabled the 
  trap in Encounter 1 before they leave this encounter, one 
  of the city guards searches the body after the party has 
  moved far enough away from the crowd. He finds the 
  trapped book and sets off the trap. Watcher Branwen 
  survives, but the city guard and the crowd are not so 
  lucky.  The PCs emerge unscathed and, hearing the 
  explosion, may turn around to go back to the scene of the 
  crime. Unless they deactivated the trap or took damage 
  from it, they receive no experience points for it. Also, as 
  noted in Encounter 1, if the trap goes off near the body, 
  there is enough damage so that no one will find out the 
  cause of Grenda’s death. 
   
  Creatures: Watcher Branwen, Trustworthy Vigil, is 
  a veteran in the Army of Liberation and has only recently 
  been knighted. She has seen action at Bloody Ridge, 
  Preston, and Gorna. Watcher Branwen is an expert rider 
  and is quite competent in battle on her paladin’s mount, 
  Challenger. 
   
  The other members of Watcher Branwen’s squad are 
  Gyri and Marcher infantry veterans who have seen action 
  since the beginning of hostilities. They have seen 
  adventurers in action during their tours of duty and will 
  not take any chances in their capture. 
  All APLs (EL 15) 
  � Watcher Branwen, Expeditious Vigil, Female 
  Human Pal10/Knight of the Watch2: hp 108; see 
  Appendix 6. 
  � Challenger (Paladin Mount), heavy warhorse: 
  hp 75; see Appendix 6. 
  � Town Guard Veterans, Male and Female 
  Human Ftr8 (8): hp 72 each; see Appendix 6. 
   
  Tactics: Watcher Branwen is not looking for a fight 
  here, but will give one if the party is unruly. She orders 
  the troops to ready weapons and then Unleash Inner 
  Strength on herself. She recognizes adventurers are 
  tough opponents and tries to knock them out unless the 
  party uses lethal force. After that, it is no holds barred. 
   
  Treasure: While the city guards and Watcher 
  Branwen have a great deal of treasure, the party will have 
  no time to loot the bodies as some of the crowd have 
  already called for more guards. Allow the party to escape 
  if they defeat the guards, but do not allow them any of 
  the guards’ gear. 
   
  Development: The usual path would be for the 
  party to investigate the remaining crimes for Watcher 
  Branwen, either because of her favor or because they are 
  trying to keep one of their thieving members from an 
  extended stay in a Hochoch prison. If the party accepts 
  her offer, she will provide paperwork that shows that the 
  party are working for the Knights as investigators in this 
  matter. She will also provide access to holy water and 
  silver weapons. Their next move will probably take them 
  to either Encounter 3 or Encounter 4 to investigate the 
  prior crime scenes; if they do not think of it on their own, 
  have Watcher Branwen suggest it. If the party opts to use 
  Gather Information to find out what is going on from the 
  local populace, go to Encounter 5. 
   
  If the party engages the city guard, there are 
  different results. If the party was defeated, they can 
  petition (with automatic success) to work off part of their 
  sentence by investigating the crimes. They will still have 
  a term of imprisonment, but it will be less severe. 
  Remember not to strikethrough the Imprisoned in 
  Hochoch (Second Outcome) AR effect.  The party can 
  then be released to continue with the adventure. 
   
  If the party engages and defeats the city guard, allow 
  them to exit from the city and award them the xp for the 
  encounter. The adventure ends for this party at this 
  point. From here on out, they are considered to be 
  Outlaws in Hochoch. Members of the Knights of the 
  Watch or the Knights of Dispatch who are Outlaws are 
  immediately removed from the Order. If outlaws return 
  to Hochoch, they are automatically captured and 
  imprisoned for 156 TUs. Remember not to strikethrough 
  the Outlaw in Hochoch AR effect. 
  ENCOUNTER 3: THE SECOND 
  BODY 
  This encounter deals with investigating the store and 
  apartment of Tywyn the Broker. The party gets here from 
  the directions given by Watcher Branwen, Expeditious 
  Vigil, in Encounter 2. 
   
  The directions given to you by the Watcher take 
  you to the Market Quarter. There, you find an 
  elaborate two-story building with a sign with three 
  gold balls painted on it that says “Tywyn the Broker 
  – Consignment Sales and Acquisitions” in both 
  Common and Flan. The building is built of brown 
  river stone and mortar at great expense. 
   
  The door to the store has a padlock on it to prevent 
  entry. If the party asked, Watcher Branwen provides 
  them with a key. Otherwise, opening the lock requires a 
  DC 30 Open Lock check. Also, remember that there is a 
  forbiddance spell (CL 11th) in place. Anyone not speaking 
  the password and not of Lawful Good alignment takes 
  damage per the spell’s description. 
   
  The store is on the lower level, and the apartment is 
  upstairs. Every room has been ransacked. However, one 
  item still remains there for the party to find. On a Search 
  check (DC APL + 20) (take 20 is allowed as are assists 
  from other PCs), they find a set of ledgers under loose 
  floorboards in the apartment. While the dates are 
  readable, the entries in the ledgers are encoded, but 
  either a  DC 25 Decipher Script check or a comprehend 
  languages spell cast shows that an entry made a couple of 
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 11 
  days before the murders indicates that Tywyn purchased 
  an urn from someone named Alain. The urn’s description 
  has a name associated with it: Watcher Steffan the Just. 
  Watchers and Dispatchers recognize the name on either 
  a DC 10 Knowledge (nobility and royalty) check or a DC 
  10 Knowledge (local -Sheldomar Valley metaregion) 
  check as a Knight who recently fell at Fortress Goarada. 
   
  A day after the entry of the Urn, Tywyn noted that a 
  person came by wanting to buy the Urn for 2,000 gp. He 
  called himself Dephos. Tywyn noted that he told this 
  Dephos that the urn was not available now, but he could 
  get his hands on it. He did this to stall Dephos so that he 
  could talk to Alain about the offer. The amount was too 
  high and Dephos seemed too desperate to have it. 
   
  The ledger also has several past entries that mention 
  the name of Xavier Riverbend. The last one was about six 
  months ago. It mentioned the possible sale of a goblet 
  that Riverbend had acquired. Riverbend cancelled the 
  transaction because he “misplaced the item.” This entry 
  is, of course, related to the events in SHE5-04 A Cup 
  O’erturned.  
   
  Development: If the mention of a Knight in this 
  ledger pushes the party to go back to the Knights for 
  more information, go to Encounter 8. If they may choose 
  to pursue the Riverbend lead, go to Encounter 4. 
  ENCOUNTER 4: THE FIRST 
  BODY 
  This encounter deals with investigating the store and 
  apartment of Tywyn the Broker. The party gets here from 
  the directions given by Watcher Branwen, Expeditious 
  Vigil, in Encounter 2. Encounter 3 may also provide 
  additional impetus to follow this lead. 
   
  Riverbend’s apartment is in a converted inn in 
  the Low Quarter. The inn is obviously a failed 
  establishment converted to rental units for poor 
  citizens. The sign on the building reads “Elysium 
  Hall – Xavier Riverbend, landlord”. 
   
  The door to the apartment building has a padlock on 
  it to prevent entry. If the party asked for a key in 
  Encounter 2, the party has a master key. Otherwise, 
  opening the lock requires a DC 30 Open Lock check.  
  Also, remember that there is a forbiddance spell (CL 11th) 
  in place. Anyone not speaking the password and not of 
  Lawful Good alignment takes damage per the spell’s 
  description.  
   
  It is easy to find Riverbend’s landlord apartment on 
  the first floor. If the party cares to check, the rest of the 
  apartments are empty. The Knights made the rest of the 
  residence move, partially to keep them protected from 
  the forbiddance spell, partially to prevent any entry into 
  Riverbend’s apartment. 
   
  Every room in Riverbend’s apartment has been 
  ransacked. There is, however, one item that the party can 
  find. On a Search check (DC APL + 20) (take 20 is 
  allowed as are assists from other PCs), they find a lockbox 
  with encrypted notes inside. The box has a lock requiring 
  a DC 30 Open Lock check before opening. The notes are 
  encoded, but either a DC 25 Decipher Script check or a 
  comprehend languages spell cast reveals their contents. 
  Three major facts come out from study of the notes: 
  • 
  Riverbend was up to various shady dealings, some of 
  which were criminal. There are notes about thefts, 
  extortion attempts, and assaults dating back a couple 
  of years. 
  • 
  Riverbend had recently gotten two sets of messages. 
  The first told him to pull up stakes and move from 
  Hochoch. It was unsigned, but there is a broken 
  silver wax seal of a raven which originally sealed the 
  letter. Only a Midnight Raven can recognize this 
  symbol on the seal as coming from the Convergence. 
  The second note was asking him to stay to “look after 
  things in the city.” It is also unsigned, but has a 
  different wax seal on it. Only a Midnight Raven can 
  recognize this symbol as possibly coming from the 
  Aspect of Sight. This is an unusual situation as 
  Aspects generally do not leave any identifying marks 
  like signatures or seals on their documents. 
  Midnight Raven PCs may want to roll a Forgery 
  check for validity; this automatically succeeds and 
  identifies the document as genuine. Midnight 
  Ravens also know that the Convergence is the 
  overall leader of the Midnight Ravens and that the 
  Aspect of Sight is one of the Convergence’s 
  lieutenants. 
  • 
  Riverbend got a note from someone named Alain 
  mentioning a container that Alain had “acquired”. 
  He had planned on selling the container to Tywyn 
  the Broker and giving the appropriate cut to 
  Riverbend. 
  • 
  Finally, Riverbend got a note from Tywyn asking 
  him to contact Alain about the “merchandise.” The 
  broker had a potential buyer named Dephos, but he 
  did not trust the deal. The fact that Tywyn consulted 
  Riverbend indicates that Riverbend was someone of 
  importance in the Hochoch underworld. 
   
  Development: If the party has not visited the store 
  of Tywyn the Broker, this might lead them to do so. If the 
  party chooses to visit the story of Tywyn the Broker, go to 
  Encounter 3. Midnight Ravens may also want to find out 
  more about what the messages mean and go to Encounter 
  5. 
  ENCOUNTER 5: WORD ON 
  THE STREET 
  This encounter can occur anytime the players want their 
  PCs to use Gather Information checks to get word from 
  the populace.   
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 12 
  BETHANY GRENDA 
   
  Members of any Sheldomar thieves’ organization 
  have a +5 circumstance bonus to these Gather 
  Information checks. 
  DC 15:  The woman was here to investigate potential 
  business ventures in the City of Hochoch.  She had 
  talked to several merchants already. 
  DC 20:  She is from Gran March. Rumor has it that 
  she is a licensed member of the Keoland Guilds and 
  is capable of acting on behalf of the Keoland Guilds. 
  DC 25:  Initially, she was very curious about the 
  changes in Hochoch and the potential of using 
  Hochoch as a trade city.  Lately, her questions 
  became more about the bard Trevor ap Tryvan. 
  TREVOR AP TRYVAN 
   
  Geoff PCs, Gran March active-duty military PCs, and 
  Yeomanry Militia PCs have a +5 circumstance bonus to 
  these checks. 
  Gather Information or Knowledge (local - 
  Sheldomar Valley metaregion) DC 10: Trevor ap 
  Tryvan is a bard who is quite wealthy from his 
  profession. He has been in retirement for years and 
  is a recluse. No one knows where he lives. 
  Gather Information or Knowledge (local - 
  Sheldomar Valley metaregion) DC 15:  He is 
  known to be a collector of antiques and typically 
  uses an intermediary to handle negotiations. 
  Gather Information or Knowledge (local - 
  Sheldomar Valley metaregion) DC 20: He is 
  willing to engage smugglers and rogues to obtain 
  pieces he wants for his collection, though he has 
  never been known to kill anyone in the process. 
  Gather Information or Knowledge (local - 
  Sheldomar Valley metaregion) DC 25: Rumor has 
  it that he recently acquired an antique goblet found 
  in the Sea of Dust. Other rumors say that he had 
  instead contracted a third party to dig up the goblet 
  from the desert, only to have the goblet stolen before 
  ap Tryvan could get it. 
  THE SITUATION IN HOCHOCH 
   
  Members of any Sheldomar thieves’ organization 
  have a +5 circumstance bonus to these checks. 
  Gather Information or Knowledge (local - 
  Sheldomar Valley metaregion) DC 10: The 
  transition of government appears to be going very 
  smoothly. The Knights have not taken full control 
  over the city, but will in a few months. They have 
  started assisting in patrolling the streets. 
  Gather Information or Knowledge (local - 
  Sheldomar Valley metaregion) DC 15: There are 
  tensions within the Hochoch underworld. Many 
  rogues and ruffians are thinking of moving to 
  greener pastures.  
  Gather Information or Knowledge (local - 
  Sheldomar Valley metaregion) DC 25: Their 
  concern is not over the Knights’ lawful governance, 
  but over the power vacuum in the city. Right now, 
  several criminal organizations are looking to gain 
  territory in the city during the power transition, 
  following the idea that chaos brings opportunity. 
   
  At some point while the party is gathering 
  information, they will run across an elven merchant 
  named Parwyn Amastacia. In SHE5-04 A Cup O’erturned, 
  he hired the party to deactivate some nonlethal traps. If 
  any in the party played the previous adventure, read the 
  following: 
   
  As you work your way from bar to inn trying to 
  find out what is going on from the general populace, 
  you find yourself in the Market Ward. Suddenly, you 
  hear a booming male voice from behind you, “Well, 
  if it isn’t my friends back again in the City of the 
  Knights?” When you turn, you see the portly form of 
  the elven merchant Parwyn Amastacia. He has lost 
  neither his style in clothing nor his air of affluence. 
  He continues, “Word is about that you are 
  investigating deeds most foul. Such activities are 
  bad for business of any sort. I might be able to shed 
  some light on the matter so that you can put things 
  right faster.” 
   
  If the party has never met Amastacia before, read the 
  following: 
   
  As you work your way from bar to inn in trying 
  to find out what is going on from the general 
  populace, you find yourself in the Market Ward. 
  Suddenly, you hear a booming male voice from 
  behind you, “So you are the ones I have heard 
  about?” When you turn, you see a male elf of 
  impressive stature, stockier than most of his kind. It 
  is clear from the cut of his fine clothes to the slight 
  paunch of his waistline that life has been very good 
  to him. Even while he is shouting, he still maintains 
  the air of one rich, noble-born, or both. He has lost 
  neither his style in clothing nor his air of affluence. 
  He continues, “I am Parwyn Amastacia, trader and 
  broker extraordinaire. Word is about that you are 
  investigating deeds most foul. Such activities are 
  bad for business of any sort. I might be able to shed 
  some light on the matter so that you can put things 
  right faster.” 
   
  After introductions are made, Amastacia asks them 
  to have a drink at the Giant’s Hearth Inn here in the 
  Market Ward (position M1 on Player Handout #3 – Map of 
  Hochoch) so that he can discuss what he knows with them 
  discretely. The Giant's Hearth is a Rich lifestyle inn and 
  got its name from the gigantic stone fireplace in the 
  middle of the dining room. He does not give up 
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 13 
  information, but he answers questions that the players 
  ask: 
  WHAT AMASTACIA KNOWS 
   
  To anyone who asks, Amastacia gives the following: 
  • 
  There is a conflict in place between two groups. The 
  first is a group known as the Midnight Ravens. They 
  had operated the underworld in Hochoch prior to 
  the Knights’ arrival.  
  • 
  The second group appears to be a faction of a Gran 
  March group calling itself The Corporation. Word is 
  that they had something to do with the assassination 
  attempts on Commandant Vrianian last year. Gran 
  March authorities then destroyed the organization 
  by capturing or killing its members. Rumor is that 
  some escaped, that some fled to other less-lawful 
  climates, but that some came to Hochoch to set up 
  shop in the city. 
  • 
  This group was not likely to be the original 
  Corporation as many groups have taken that name 
  from time to time to capitalize on the original 
  organization’s reputation for fear and retaliation. 
  • 
  Two of the murders were definitely associated with 
  the Midnight Ravens, and they have increased 
  tensions in the underworld. 
  • 
  Riverbend was a Midnight Raven. He operated many 
  operations out of his Elysium Hall apartments. 
  • 
  Tywyn the Broker fenced many “acquisitions” for the 
  Ravens. 
  • 
  If shown the notes from Encounter 4, Amastacia 
  recognizes the symbols on them as being associated 
  with the Midnight Ravens, but does not know what 
  they mean. 
  • 
  There was a rumor going around that Bethany 
  Grenda may have been working for The Corporation 
  group. Amastacia has met her, though, and she never 
  seemed to him to be the assassination type. 
  • 
  Rumor is that since the Knights took over, the 
  Ravens were going underground. Some say that they 
  were abandoning the city rather than going against 
  the more lawful Knights. 
  • 
  Other rumors say that some in the Midnight Ravens 
  want to stay and exploit the holes in the current 
  government to their own ends, much like the 
  legendary Corporation of Gran March. 
  • 
  There is one Raven who may not have gone 
  completely out of the public eye yet. There is a street 
  performer known as Ffagan the Nimble who works 
  the Market area.  
  He also hands them a piece of paper that he found 
  where Grenda had dropped it.  If asked, he says that he 
  does not understand either. This is the one lie during the 
  whole conversation. He was once an associate of The 
  Corporation, and he knows a Corporation message when 
  he sees it. Hand the party Player Handout #5. To most PCs, 
  this is a simple piece of badly written doggerel. To 
  Corporation PCs, this is a message in CorporateSpeak. If 
  any of them possess that language and choose to read the 
  note, pull them aside and hand them Player Handout #6. It 
  is not deliberately encoded because it is not a high-
  security message; comprehend languages can decrypt it.  
   
  Creatures: Amastacia is not above working with 
  either the Midnight Ravens or the Corporation to get the 
  best deal. To see both groups in opposition makes him 
  nervous and thus willing to see a quick resolution to the 
  dispute. 
  � Parwyn Amastacia, Male Elf Brd15: hp 68; see 
  Appendix 6.  
   
  Development: If the party follows the lead to meet 
  with Ffagan, go to Encounter 6. If the party decides to 
  investigate the body of Tywyn the Broker, go to 
  Encounter 3.  If the party chooses to investigate the body 
  of Riverbend, go to Encounter 4.  If the party chooses to 
  follow up on The Corporation lead, go to Encounter 7. 
  ENCOUNTER 6: FROM A 
  RAVEN’S VIEW 
  This encounter is completely dependent on the presence 
  of a Midnight Raven or the ability for a party to bluff 
  their way into their confidence. A Midnight Raven can, 
  on a DC 10 Knowledge (local - Sheldomar Valley 
  metaregion) (making it usable untrained for this check), 
  find one Midnight Raven named Ffagan the Nimble, a 
  street performer in the Market Quarter.  If the party asks 
  Parwyn Amastacia about this in Encounter 5, he confirms 
  the existence and location of Ffagan. 
   
  If the party wants to pursue this line of investigation 
  but do not have a Midnight Raven in the party, the party 
  will have a much harder time.  For starters, they must be 
  put on the trail of the Midnight Ravens. Only Parwyn 
  Amastacia can do that. In Encounter 5, he gives up 
  Ffagan as a possible contact when asked. 
   
  Read the following: 
   
  You work your way through the Market Quarter 
  to find a small, slender human male entertaining a 
  crowd. He is dressed in motley tights and currently 
  bent like a pretzel in a constricting contortionist 
  movement that is painful to watch. 
   
  Ffagan entertains the crowd for a bit after which 
  time, the PC can approach him. If approached correctly, 
  Ffagan readily converses with PCs who are members of 
  the Midnight Ravens. Other PCs who want to talk with 
  him must gain his trust. This is not easy, for Ffagan is 
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 14 
  well trained in reading people (in part so that he can 
  tailor a performance to a crowd). PCs trying to pass as 
  Midnight Ravens must succeed at an opposed Bluff 
  check against Ffagan’s Sense Motive. If this fails, Ffagan’s 
  initial reaction is Hostile and he attempts to flee by 
  tumbling into a crowd and hiding. He even goes so far as 
  to find a city guard and get himself arrested for 
  something to avoid talking to the PCs. If it succeeds, he 
  treats them like any other Midnight Raven and starts out 
  with them as Friendly. If the party just approaches him 
  honestly, he starts out at Unfriendly. Obviously, his 
  attitude is Friendly towards members of the Midnight 
  Ravens. 
   
  If the party can ever get Ffagan’s attitude to Friendly, 
  he shares with them the following: 
  • 
  The leader of their group has told them to leave 
  Hochoch as soon as possible. Ffagan just got back 
  into Hochoch after being on the road in Keoland 
  and only found out about that today. He plans to 
  leave after making some traveling money this 
  evening.  
  • 
  If shown the notes from Encounter 4, Ffagan 
  recognizes one as being from the leader (he will 
  avoid using titles in the presence of non-members) 
  and one being from the Aspect of Sight. 
  • 
  He has heard that the Aspect of Sight wants to keep 
  the operations in Hochoch, but is surprised that he 
  would be going against the Convergence in this 
  matter. 
  • 
  He had heard that some were staying behind to hold 
  on to the Hochoch underworld. Until he is shown 
  the Aspect’s note to Riverbend, he does not connect 
  the Aspect to their activities in Hochoch. 
   
  Creatures: Ffagan the Nimble is an attractive Flan 
  male in his mid-twenties. He makes his way through the 
  Sheldomar Valley as an acrobat and comedian. He does 
  not call Hochoch home per se, but does manage to swing 
  through here often.  
  � Ffagan the Nimble, Male Human Brd3: hp 14; 
  AC 12, touch 12, flat-footed 10 (+2 Dex); Balance +10, 
  Bluff +8, Diplomacy +8, Hide +4, Perform (comedy) 
  +8, Sense Motive +6, Tumble +13.  
   
  Development: This pretty much covers everything 
  concerning the Midnight Ravens. Parties may go on to 
  try to find out something about The Corporation’s 
  activities in Hochoch and go to Encounter 7 or talk to the 
  Knights in Encounter 8, if they have not done so already. 
  It may also be the case that the PCs have run out of 
  options and thus need to proceed directly to Encounter 9. 
  After all, the party is already out on the streets of 
  Hochoch. 
  ENCOUNTER 7: WITHIN THE 
  BODY CORPORATE 
  How this encounter works is completely dependent on 
  the presence of a member of the Corporation. Sometime 
  during the party’s investigation, a street urchin appears to 
  pick the pocket of a party member. The Corporation has 
  hired many such kids to act as lookouts and low-security 
  couriers; they are aware of members in Hochoch. Any 
  Corporation PC present will be the preferred mark. 
  Otherwise, pick a party member at random. Read the 
  following: 
   
  You feel a small tug at your pocket. As you look 
  down, you see a young Gyri lad of maybe ten pulling 
  his fingers away from you. He then bolts to be 
  quickly lost in the city crowd. 
   
  When the party member checks to see if anything is 
  stolen, they find something. If the PC is a Corporation 
  member, they find Player Handout #7 and #8. If the PC is 
  not, he or she finds only Player Handout #8.  
   
  Development: This ends up the Corporation 
  portion of the investigation. If the party goes on to try to 
  find out something about Midnight Raven activities in 
  Hochoch, go to Encounter 6.  If the party goes to talk to 
  the Knights of the Watch, go to Encounter 8. If the PCs 
  have run out of options, proceed directly to Encounter 9. 
  ENCOUNTER 8: KNIGHTS 
  With the discovery of the urn in Encounter 3, the party 
  may want to go back to the Knights at Waterwatch Castle 
  (position H1 on Player Handout #3 – Map of Hochoch) for 
  more information. They may also want to call upon them 
  again to gather information. Watcher Branwen will be 
  back there after her patrol and can answer questions 
  about the urn; anyone in the castle can direct the party to 
  her. 
  THE URN 
   
  When the party mentions to Watcher Branwen 
  about the urn, she says that she is quite familiar with the 
  case and reveals the following: 
  • 
  Watcher Steffan the Just, Deliberate Rust Monster, 
  was a well-respected Knight born here in Hochoch. 
  He was one of the Knights sent to liberate Fortress 
  Goarada in Keoland. Steffan died in the raid on that 
  fortress.  His last wishes were that he was to be 
  cremated and his ashes returned to Geoff so that the 
  ashes may be scattered on the banks of the 
  Realstream River. 
  • 
  The Knights performed the cremation but were 
  unable to return the ashes to Hochoch immediately 
  because of all of the fallout from the raid. Instead, 
  the Knights gathered the ashes into a simple clay 
  urn that would not cause attention, in case some 
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 15 
  Keolander got overzealous and wanted to hurt the 
  Knights by desecrating the ashes. When the Knights 
  evacuated the fortress, the urn containing the ashes 
  went with them. 
  • 
  The urn with the ashes was stolen when the Knights 
  left Keoland. When the caravan made it back to 
  Hochoch, they searched for the urn and did not find 
  it. They believed that a thief stole it but have been 
  unable to expend the investigative resources to find 
  it. 
  THE CUP 
   
  Players may want to follow up on what happened 
  with the Cup from the last adventure. Watcher Branwen 
  steps away for a few moments to confer with others and 
  returns with the following information: 
  • 
  After doing extensive research, the Knights believe 
  that the goblet may be The Cup Insidious, a minor Ur-
  Flan artifact lost since the days of the Occluded 
  Empire. No one knows for sure what it does, but it 
  radiates strong magic and strong evil. 
  • 
  They think that the Cup may have been mentioned 
  in the poem Rhyme of the Occluded Time (give the 
  party Player Handout #9). 
  INFORMATION AVAILABLE TO 
  KNIGHTS OF THE WATCH/KNIGHTS OF 
  DISPATCH 
   
  PCs may want to do Gather Information checks from 
  the Knights at Waterwatch Castle. This information is 
  only available to PCs who are members of either 
  organization and only if they choose to check in at the 
  Knights Barracks in Hochoch. Knights (not Squires or 
  Senior Squires) get a +5 circumstance bonus to the check. 
  Gather Information or Knowledge (local - 
  Sheldomar Valley metaregion) DC 10: The 
  transition of government appears to be going 
  smoothly. Hugo has already arrived and is taking 
  residence in Caer Dwr Gwyldy (known in Common 
  as Waterwatch Castle).  
  Gather Information or Knowledge (local - 
  Sheldomar 
  Valley 
  metaregion) 
  DC 
  15: 
  Preparations are being made both for the final 
  transition of Hochoch and for the purges that Hugo 
  spoke of earlier.  
  Gather Information or Knowledge (local - 
  Sheldomar Valley metaregion) DC 20: The 
  Knights are aware of the potential shift in the 
  Hochoch underworld but lack intelligence on the 
  actual structure of the various factions. Anything 
  that the Knights can find out about the current 
  situation would be greatly rewarded. 
   
  Development: This ends any investigation with the 
  Knights. Branwen will ask the party to meet back with 
  her later at the castle after they have done more 
  investigation. This allows them to double back to any of 
  the other encounters they missed. Once the party is back 
  in the city and either have run out of encounters or are 
  stumped, proceed to Encounter 9 after pondering where 
  to go next. 
  ENCOUNTER 9: DOWN 
  AMONG THE DEAD 
  At some point after visiting the Knights again or when 
  the PCs have pursued all avenues of investigation, 
  Dephos sends a ransom note for the urn to Waterwatch 
  Castle. Watcher Branwen rides out in search of the party, 
  as this is the most solid lead on the murders to date. Read 
  the following: 
   
  While you walk the dark streets of Hochoch 
  pondering your next move, Watcher Branwen rides 
  up to you at a fast trot. She halts her mount and says 
  to you, “Greetings! I have word of the murders for 
  you. We received this note at the castle.” She then 
  proceeds to read it to you: 
   
  “To my respected adversaries: You by now know 
  that I have the remains of the noble one who has 
  fallen and that three ignoble fools have fallen 
  because they got in my way. I do so like a challenge, 
  and am willing to let you win it back by trial. Send 
  the investigators to the old Birmigam estate north 
  of the city. I will give them until the midnight hour 
  this evening to get there, after which I will find all 
  sorts of experiments to do to the ashes. I will be 
  waiting for their challenge. With all sincerity, Nycos 
  Dephos of Sterich” 
   
  Watcher Branwen can provide some background on 
  the estate as well as directions.  
  • 
  The original settler of the estate, Klytus Birmigam, 
  was a successful adventurer from the Free City of 
  Greyhawk. He retired to Arweth back in CY 570 
  with his Gyri wife and two sons. 
  • 
  Both sons fought and died in the Army of 
  Liberation.  
  • 
  Klytus and his wife were killed in the early days of 
  the giant conflict.  The estate was ransacked and 
  abandoned as there was no clear heir to the title. 
  • 
  Unlike most Gyri, the Birmigams were followers of 
  Wee Jas. They also believed in burying their dead 
  instead of burning them. Thus, they had a small 
  family cemetery on the estate. 
  • 
  After the allied forces retook Arweth, soldiers were 
  sent to the Birmigam estate to make sure no undead 
  were around. They exhumed and burned the bodies 
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 16 
  found. The mausoleum, however, was not torn 
  down. 
   
  There is no time to use Gather Information for more 
  information on Nycos Dephos. Bardic Knowledge or 
  Knowledge (arcana) at DC 30 yields that there was once a 
  necromancer in the Valley by that name, but that was 
  many years ago. 
   
  The trip to the estate takes about an hour so the party 
  arrives right at midnight. Read the following once they 
  arrive: 
   
  What was once a prosperous estate is now little 
  more than ruins casting long shadows in the 
  moonlight. A search of the grounds leads you to the 
  one remaining intact structure on the property: a 
  large stone mausoleum with a columned entrance. 
  The double doors of the mausoleum have two crests 
  on them. The first is a simple shield with red on top 
  and blue on the bottom. At its center, there is a blue 
  dragon rampant. The second is a shield with a red 
  skull surrounded in red flames painted on a black 
  field. Two red daggers flank this second shield. 
   
  Trap: Dephos has set up numerous trapped devices 
  around the front of the mausoleum to weaken his 
  opposition and bolster his undead guards. In addition to 
  alarm spells used for triggering the traps, he has set up 
  alarm spells to notify him when any intruders trigger the 
  traps so that he can begin casting buff spells whose 
  duration is measured in hours/level. 
   
  Creatures: In addition to the traps, he has two 
  guards from the undead that he has collected over the 
  years. If a target is required for a trap, it is whatever 
  creature set off the trap. Also, at APLs 12 and 14, there is a 
  heightened unhallow trap that Dephos has already 
  triggered by crossing it. He triggers it every day so that it 
  renews. The bane effect affects creatures that are not 
  Lawful Evil in alignment. 
  APL 6 (EL 8) 
  � Enervation Trap: CR 5; magic device; proximity 
  trigger (alarm); automatic reset; Atk +3 ranged touch; 
  spell effect (enervation, 7th-level wizard, 1d4 negative 
  levels for 7 hours, DC 16 Fort negates); Search DC 
  29; Disable Device DC 29. 
  � Ettin Skeletons (2): hp 90 each; see Monster 
  Manual, page 227. 
  APL 8 (EL 10) 
  � Mass Inflict Moderate Wounds Trap: CR 7; 
  magic device; proximity trigger (alarm); automatic 
  reset; spell effect (mass inflict moderate wounds, 11th-
  level cleric, 2d8+11 negative energy, DC 19 Will 
  half); Search DC 31; Disable Device DC 31. 
  � Cloud Giant Skeletons (2): hp 153 each; see 
  Monster Manual, page 227. 
  APL 10 (EL 12) 
  � Mass Inflict Critical Wounds Trap: CR 9; 
  magic device; proximity trigger (alarm); automatic 
  reset; spell effect (mass inflict critical wounds, 15th-
  level cleric, 4d8+15 negative energy, DC 22 Will 
  half); Search DC 33; Disable Device DC 33. 
  � Mummified Ettins (2): hp 90 each; see Appendix 
  3. 
  APL 12 (EL 14) 
  � Mass Inflict Critical Wounds Trap: CR 9; 
  magic device; proximity trigger (alarm); automatic 
  reset; spell effect (mass inflict critical wounds, 15th-
  level cleric, 4d8+15 negative energy, DC 22 Will 
  half); Search DC 33; Disable Device DC 33. 
  � Heightened Unhallow Trap: CR 9; magic 
  device; proximity trigger (detect undead); no reset; 
  spell effect (heightened (to 8th-level) unhallow, 15th-
  level cleric, magic circle against good effect, all turning 
  checks made to turn undead take a –4 penalty and 
  turning checks to rebuke undead gain a +4 profane 
  bonus, heightened (to 8th-level) bane effect, DC 22 
  Will negates); Search DC 33; Disable Device DC 33. 
  � Mummified Stone Giants (2): hp 126 each; see 
  Appendix 4. 
  APL 14 (EL 16) 
  � Heightened Mass Inflict Critical Wounds 
  Trap: CR 10; magic device; proximity trigger (alarm); 
  automatic reset; spell effect (heightened (to 9th-
  level) mass inflict critical wounds, 17th-level cleric, 
  4d8+17 negative energy, DC 23 Will half); Search 
  DC 34; Disable Device DC 34. 
  � Energy Drain Trap: CR 10; magic device; visual 
  trigger (true seeing); automatic reset; Atk +8 ranged 
  touch; spell effect (energy drain, 17th-level wizard, 
  2d4 negative levels for 24 hours, DC 23 Fort partial); 
  Search DC 34; Disable Device DC 34. 
  � Heightened Unhallow Trap: CR 10; magic 
  device; proximity trigger (detect undead); no reset; 
  spell effect (heightened (to 9th-level) unhallow, 17th-
  level cleric, magic circle against good effect, all turning 
  checks made to turn undead take a –4 penalty and 
  turning checks to rebuke undead gain a +4 profane 
  bonus, heightened (to 9th-level) bane effect, DC 23 
  Will negates); Search DC 34; Disable Device DC 34. 
  � Mummified Stone Giants, Double-Evolved 
  (2): hp 126 each; see Appendix 5. 
   
  Tactics: The mindless undead guards advance across 
  the field and attack the nearest PCs. In doing so, they trip 
  off the traps. The mummified creatures attempt to engage 
  the PCs in the area of the traps so that the undead 
  creatures regain hit points as the traps weaken their 
  opponents. 
  
  SHE6-01 Flesh Torn Asunder 
   
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  Treasure: The weapons that the undead guards 
  possess can be sold afterward. The Treasure Summary at 
  the end lists their value. Also, after the party disables the 
  traps, they will see that there are valuable gems that are 
  part of the traps’ construction. The value of the gems is 
  APL x 50 gp per character. This is also in the Treasure 
  Summary. 
   
  Development: Dephos does not come out to defeat 
  the party; he expects them to come to him. A DC 20 
  Search check (take 20 allowed) of the mausoleum shows 
  that the center crypt is actually an entrance to an 
  underground passage leading to Encounter 10. 
  ENCOUNTER 10: THE 
  ASSASSIN 
  The party gets to this encounter after finding the secret 
  entrance in the mausoleum’s center crypt in Encounter 9. 
  Read the following: 
   
  The stairs hidden in the center crypt lead you 
  down to a short ten-foot wide hallway illuminated 
  by everburning torches. There is a steel double door 
  at the end with a large and quite visible lock 
  centered between them. 
   
  Refer to DM Aid: Map #3. The door itself is locked 
  with the lock’s quality varying by APL Open Lock (DC 
  APL + 10, take 20 is allowed). If the party takes 20 to open 
  the lock, this gives Dephos more time to prepare.  The 
  door has a one-inch steel outside covering atop a one-
  inch adamantine layer. Both layers must be breached to 
  break down the doors. They are held together by one-
  inch wide adamantine nuts and bolts (use the adamantine 
  layer stats for breaking the nuts and bolts). The doors 
  meet flush with the floor and door frame. 
  � Door (steel layer): 1 in. thick; hardness 10; hp 30; 
  Break DC 28. 
  � Door (adamantine layer): 1 in. thick; hardness 
  20; hp 40; Break DC 33. 
   
  The door opens into a large vault fifteen feet high, 
  forty feet wide, and thirty feet deep. The top of the door 
  is at the top of the room, and there are two steel ladders 
  attached to the wall (one on either side of the double 
  door) so that the party can reach the floor. There is also a 
  rope attached to a pulley near the door that was for 
  lowering large pallets of treasure down. The rope is 
  decayed now, and it would be difficult to run another 
  rope through the pulley. 
   
  Birmigam designed this vault as a way for him to 
  take his treasures with him when he died.  He had not 
  planned on leaving anything for his sons, as they were 
  more than capable of making their way in the world. 
  Unfortunately for him, the giants attacked before the 
  vault was completely finished, and no treasure ever made 
  it inside. Still, the vault was well constructed. The walls, 
  ceiling, and floor are stone covered by a one-inch layer of 
  lead covered by a one-inch layer of steel. It would not 
  only serve as a means of defense, but as a preventative for 
  detection. It has one small vent in the ceiling that winds 
  its way to a hidden vent (DC 30 Search) on the estate 
  grounds. The vent provides air in case the Birmigams 
  needed to hide in the vault during an attack. 
   
  Trap: There is one small trap on the way to the final 
  encounter on the stairs outside of the door to Dephos’ 
  hideout. It does no damage, but sets off an alarm. If the 
  party sets it off, this gives him some time to set up his 
  buff spells whose duration is measured in minutes/level. 
  The trap does no damage so it is not included in the EL 
  for this encounter.  
  All APLs 
  � Heightened Alarm Trap: CR 10; magic device; 
  proximity trigger (alarm); automatic reset; spell 
  effect (heightened (to 9th-level) alarm, 17th-level 
  wizard); Search DC 34; Disable Device DC 34. 
   
  Creatures: Nycos Dephos was once a human 
  necromancer interested in matters of death and undeath. 
  To pay for his research, he became an arcane assassin in 
  Sterich, specializing in killing targets by necromantic, 
  evocation, or conjuration spells. He eventually crossed 
  over into undeath (as a vampire at lower APLs and a lich 
  at upper APLs) so as to continue his studies throughout 
  the centuries. 
  APL 6 (EL 9) 
  � Nycos Dephos, Male Human Vampire 
  Wiz(Necromancer)7: hp 63 (78 with false life); see 
  Appendix 1. 
  APL 8 (EL 11) 
  � Nycos Dephos, Male Human Vampire 
  Wiz(Necromancer)9: hp 81 (98 with false life); see 
  Appendix 2. 
  APL 10 (EL 13) 
  � 
  Nycos 
  Dephos, 
  Male 
  Human 
  Lich 
  Wiz(Necromancer)11: hp 99 (117 with false life); see 
  Appendix 3. 
  APL 12 (EL 15) 
  � 
  Nycos 
  Dephos, 
  Male 
  Human 
  Lich 
  Wiz(Necromancer)13: hp 117 (135 with false life); 
  see Appendix 4. 
  APL 14 (EL 17) 
  � 
  Nycos 
  Dephos, 
  Male 
  Human 
  Lich 
  Wiz(Necromancer)15: hp 135 (153 with false life); 
  see Appendix 5. 
   
  Tactics: When the alarm spells go off in Encounter 
  9, Dephos casts greater mage armor and false life to increase 
  his ability to defend himself. If the alarm spell goes off in 
  the outside hallway, he casts greater invisibility, fly (from a 
  potion), protection from good, and his very best summon 
  
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  monster or summon undead spell at the very least. He then 
  uses the following spells in order, casting and moving as 
  necessary (note that all spells listed in the stat block as 
  Moilian spells use runebones created at the spell’s level – 
  for example, a 3rd-level Moilian spell uses a runebone that 
  adds 3d6 damage). 
  APL 6 
   
  Evard’s black tentacles (targeting five feet inside the 
  doorway), fireball (targeting the area of the tentacles), ray 
  of exhaustion (at the most powerful opponent not 
  entangled – probably the party’s fighter), summon undead 
  II, magic missile, magic missile, magic missile. 
  APL 8 
   
  Evard’s black tentacles (targeting five feet inside the 
  doorway, cloudkill (targeting the area of the tentacles), 
  Moilian waves of fatigue (trying to catch as many 
  unentangled opponents as possible), fireball (targeting the 
  area of the tentacles), Moilian ray of exhaustion (at the 
  most powerful opponent not entangled – probably the 
  party’s fighter), summon undead III, magic missile, magic 
  missile, magic missile. 
  APL 10 
   
  Evard’s black tentacles (targeting five feet inside the 
  doorway, repulsion, cloudkill (targeting the area of the 
  tentacles), Moilian waves of fatigue (trying to catch as 
  many opponents that are not entangled as possible), 
  disintegrate (at the most powerful opponent not entangled 
  – probably the party’s fighter), Moilian ray of entropy 
  (targeting the most powerful opponent not entangled), 
  fireball (targeting the area of the tentacles), summon 
  undead IV, magic missile, magic missile, magic missile. 
  APL 12 
   
  Evard’s black tentacles and quickened fireball (targeting 
  five feet inside the doorway, repulsion and quickened 
  spectral hand, cloudkill (targeting the area of the tentacles),  
  disintegrate (at the most powerful opponent not entangled 
  – probably the party’s fighter), Moilian arrow of bone 
  (targeting the most powerful opponent not entangled), 
  stone to flesh (targeting the most powerful opponent not 
  entangled), Moilian ray of entropy (targeting the most 
  powerful opponent not entangled), delayed blast fireball 
  (targeting the area of the tentacles), fireball that is 
  maximized via the rod (targeting the area of the 
  tentacles), cone of cold (targeting the area of the tentacles), 
  summon undead IV, magic missile, magic missile, magic 
  missile. 
  APL 14 
   
  Evard’s black tentacles and quickened fireball (targeting 
  five feet inside the doorway, repulsion and quickened 
  spectral hand, cloudkill (targeting the area of the tentacles), 
  Moilian waves of fatigue (trying to catch as many 
  opponents that are not entangled as possible), Moilian 
  blackfire (at the most powerful opponent not entangled – 
  probably the party’s fighter), Moilian horrid wilting 
  (trying to get the most targets not entangled), disintegrate  
  (targeting the most powerful opponent not entangled), 
  Moilian arrow of bone (targeting the most powerful 
  opponent not entangled), stone to flesh (targeting the most 
  powerful opponent not entangled), Moilian ray of entropy 
  (targeting the most powerful opponent not entangled), 
  maximized cone of cold (targeting the area of the tentacles), 
  fireball that is maximized via the rod (targeting the area of 
  the tentacles), delayed blast fireball (targeting the area of 
  the tentacles), rapid summon undead V, rapid summon 
  undead IV, magic missile, magic missile, magic missile. 
   
  When Dephos casts his summon undead spells, he 
  selects the following undead unless the battle clearly 
  indicates another selection is more useful: 
  Summon undead I 
  � Human Warrior Skeleton: hp 9; see Monster 
  Manual, page 226. 
  Summon undead II 
  � Owlbear Skeleton: hp 45; see Monster Manual, 
  page 226. 
  Summon undead III 
  � Troll Skeleton: hp 54; see Monster Manual, page 
  227. 
  Summon undead IV 
  � Wyvern Zombie: hp 126; see Monster Manual, 
  page 267. 
  Summon undead V 
  � Wyvern Zombies (2): hp 126 each; see Monster 
  Manual, page 267. 
   
  Additional undead that he can summon are found in 
  DM Aid: New Rules. 
   
  When Dephos casts his summon monster spells, he 
  selects the following creatures unless the battle clearly 
  indicates another selection is more useful: 
  Summon monster I 
  � Fiendish Snake, Small Viper: hp 6; see Monster 
  Manual, page 280; fiendish template adds darkvision 
  60 ft., resistance to cold and fire 5, and SR 5. 
  Summon monster II 
  � Fiendish Snake, Medium Viper: hp 12; see 
  Monster Manual, page 280; fiendish template adds 
  darkvision 60 ft., resistance to cold and fire 5, and SR 
  6. 
  Summon monster III 
  � Hell Hound: hp 27; see Monster Manual, page 
  151. 
  
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  Summon monster IV 
  � Yeth Hound: hp 23; see Monster Manual, page 
  260. 
  Summon monster V 
  � Shadow Mastiff: hp 33; see Monster Manual, page 
  222. 
  Summon monster VI 
  � Devil, Chain (Kyton): hp 60; see Monster Manual, 
  page 53. 
  Summon monster VII 
  � Devil, Bone (Osyluth): hp 98; see Monster 
  Manual, page 52. 
  Summon monster VIII 
  � Devils, Bone (Osyluth) (2): hp 98 each; see 
  Monster Manual, page 52. 
   
  Dephos casts the spells in the given order above, 
  using the first set of spells as a surprise round if he gets 
  that opportunity.  His tactics change if the situation 
  changes; he is certainly not locked into any one course of 
  action and is intelligent enough to change tactics if what 
  he is doing is not working. 
   
  At APL 6 and 8, Dephos also has a number of wolves 
  equal to the APL serving as children of the night. Prior to 
  the door opening, he orders the wolves to attack anyone 
  going coming down the ladder. The wolves, therefore, 
  should have a separate Initiative roll. Their purpose is a 
  delaying action so that he can get off more spells. As 
  Dephos is not attached to the wolves, he freely includes 
  them in any area-effect spells that he casts.  
   
  Dephos keeps a teleport spell in reserve as a means of 
  escape.  At APL 6, this comes from a scroll so he has to 
  drop the greater invisibility to read it. The scroll is a part of 
  his equipment at all APLs. 
   
  Finally, Dephos is a very overconfident villain. He is 
  not afraid to spill some parts of the Triumvirate’s plans as 
  he thinks he will kill the party with no problems. Each 
  round, he spends a free action to reveal some aspect of 
  the plot. Use the following phrases each round to taunt 
  the party, which also informs the party as to the real plot: 
  • 
  “You failed once before, and the Cup passed from 
  your hands. You failed this time, and the Whispered 
  Flesh has slipped through your fingers as well. Your 
  deaths will make your failures complete.” 
  • 
  “You all are so easily played. All it takes is a little 
  mistrust here and there, and you are confused as to 
  the real plot to this story.” 
  • 
  “The Whispered One will soon return to restore his 
  Empire in the Valley. The Whispered Flesh will 
  ensure that. All that is required now is the Book.” 
  • 
  “The Cup and The Flesh and The Book. Three Items 
  of Power for Three Wielders of Power.  The 
  Triumvirate shall make the way.” 
  • 
  “You will see that I am indeed merciful, for you will 
  die much quicker than the rest of the Valley.” 
   
  If Dephos sees that he is outmatched (being at half 
  hp while still having significant opposition remaining), 
  he will try to escape. His preferred method is a teleport 
  spell as noted earlier. If that should fail at APL 6 or 8, he 
  will go into gaseous form and use the remaining time on 
  his fly spell to escape.   
   
  Finally, even if they defeat Dephos, it is not the end 
  for him. As a vampire, his gaseous form will work its way 
  to the vent and escape to his hidden coffin (which is not 
  in the vault) before the PCs can track him. As a lich, as his 
  phylactery is not in the vault, Dephos will reform in 1d10 
  days after his defeat. In either case, however, his gear will 
  remain after his apparent destruction. 
   
  Treasure: The treasure that Dephos has is listed in 
  the Treasure Summary. Note that, while he uses certain 
  restricted spells with an Evil descriptor, these spells will 
  not be found in his spellbooks for the PCs to have later. 
  Dephos also has Player Handout #5 on his person, which 
  gives the players further information. The spellbooks are 
  hidden in the room; they are copies of his spellbooks that 
  he uses while traveling. Thus, if Dephos loses them, it is 
  no great loss. 
   
  Development: A DC 20 Search check (take 20 
  allowed after the combat) of the room reveals that the urn 
  is here. It has been opened, and its ashes are on a large 
  ceramic plate. It is obvious that Dephos or someone else 
  searched through the ashes for something.  The search 
  will also reveal Dephos’ spellbooks as noted above. 
  Strikethrough any spellbooks not found from the 
  Dephos’ Spellbooks AR benefit. 
  CONCLUSION 
  Despite his promise to desecrate the ashes, Dephos is not 
  going to stay around to collect them if he defeats the 
  party or if he needs to make a fast getaway. The same 
  holds true for his spellbooks; they are only copies. If 
  there is no one in the party alive or unconscious, 
  Watcher Branwen will lead a group of Knights to the 
  estate and the party will have the opportunity for healing 
  and/or raising. If they are defeated, however, they will 
  not 
  get 
  the 
  Favor 
  of 
  the 
  Knights 
  of 
  the 
  Watch/Knights of Dispatch or the Knights Training 
  AR benefits; strikethrough both benefits. 
   
  Read the following if the party was defeated: 
   
  You awaken to the sound of armored footsteps. 
  A female voice you recognize as belonging to 
  Watcher Branwen barks out the orders, “Let’s get 
  these people out of here!” You hear an unidentified 
  male voice yell out, “Ma’am, I found the ashes! They 
  
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  Page 20 
  are scattered about, but appear to be all here!” 
  Watcher Branwen yells back, “Gather them up! At 
  least one good thing happened here.” With that, she 
  looks at your broken bodies in dismay. Yes, the game 
  in Hochoch has gotten more serious and the villains 
  are in the lead. 
   
  If Dephos escaped, read the following: 
   
  You managed to drive off the foul undead 
  assassin responsible for the murders, but did not 
  destroy him. You know you will be seeing him again 
  as this business is far from over. The villains are 
  indeed ahead in this game, but you are now much 
  closer to them and their plans. It is not over. 
   
  If Dephos “dies”, read the following: 
   
  You have managed to destroy the foul undead 
  assassin responsible for the murders, but you know 
  he will be back because you were unable to finish 
  the job. Still, you now know of the villains’ game and 
  you have dealt them a setback. It is not over, but you 
  are closer now that you ever were before.  
   
  If the party returns back to the Knights after 
  successfully defeating Dephos, the Knights will consider 
  them to be valued allies and will give them the Favor of 
  the Knights of the Watch/Knights of Dispatch and 
  the Knights Training AR benefits. Finally, if any rogue 
  PCs report the events of this adventure to their 
  metaorganization, they will receive the Thick as Thieves 
  AR benefit. 
   
  Note: At the conclusion of this adventure, if the PCs 
  gain access to teamwork benefits (the Knights Training 
  AR benefit), and the players decide that they’d like to 
  form a team with their PCs, one copy of the Living 
  Greyhawk Team Roster Form should be handed to each 
  player that decides to join. Allow the players to read over 
  the rules and costs listed on the form; if they are in 
  agreement, have the players that wish to form a team 
  complete the form, and then fill out the bottom portion 
  of the form with your name, signature, and date. If they 
  do not wish to form a team at this time, explain to the 
  players that they still have access to the teamwork 
  benefits, and may use these rules items if they decide to 
  form a team at the end of another adventure that gives 
  them access to teamwork benefits (but only if they come 
  from the Knights of the Watch/Dispatch). PCs may only 
  create a team following an adventure that gives access to 
  teamwork benefits. 
   
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 1 
  Disable or survive the traps. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
   
  APL 14: 450 xp. 
  Encounter 9 
  Defeat the undead. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
   
  APL 14: 480 xp. 
  Encounter 10 
  Defeat Nycos Dephos. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
   
  APL 14: 510 xp. 
  Story Award 
  Find out the truth about the Midnight Raven’s operations 
  in Hochoch. 
   
  APL 6: 90 xp. 
   
  APL 8: 113 xp. 
   
  APL 10: 135 xp. 
   
  APL 12: 158 xp. 
   
  APL 14: 180 xp. 
  Discretionary Roleplaying Award 
   
  APL 6: 90 xp. 
   
  APL 8: 112 xp. 
   
  APL 10: 135 xp. 
   
  APL 12: 157 xp. 
   
  APL 14: 180 xp. 
  Total possible experience 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
   
  APL 14: 1,800 xp. 
  
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  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 9: 
  APL 6: L: 12 gp, C: 300 gp, M: 0 gp. 
  APL 8: L: 11 gp, C: 400 gp, M: 0 gp. 
  APL 10: L: 12 gp, C: 500 gp, M: 0 gp. 
  APL 12: L: 7 gp, C: 600 gp, M: 0 gp. 
  APL 14: L: 7 gp, C: 700 gp, M: 0 gp. 
  Encounter 10: 
  APL 6: L: 28 gp, C: 0 gp, M: +1 mithral buckler (168 
  gp), headband of intellect +2 (333 gp), ring of protection 
  +1 (167 gp), arcane scroll of teleport (CL 9th) (94 gp), vest 
  of resistance +2 (333 gp), Dephos’ Spellbook I (113 gp), 
  Dephos’ Spellbook II (125 gp), Dephos’ Spellbook III (150 
  gp). 
  APL 8: L: 28 gp, C: 0 gp, M: +1 mithral buckler (168 
  gp), headband of intellect +2 (333 gp), ring of protection 
  +1 (167 gp), arcane scroll of teleport (CL 9th) (94 gp), vest 
  of resistance +2 (333 gp), Dephos’ Spellbook I (113 gp), 
  Dephos’ Spellbook II (125 gp), Dephos’ Spellbook III (150 
  gp), Dephos’ Spellbook IV (167 gp), amulet of natural 
  armor +2 (667 gp), potion of inflict serious wounds (63 
  gp). 
  APL 10: L: 28 gp, C: 0 gp, M: +1 mithral buckler (168 
  gp), headband of intellect +4 (1,333 gp), ring of protection 
  +1 (167 gp), arcane scroll of teleport (CL 9th) (94 gp), vest 
  of resistance +2 (333 gp), Dephos’ Spellbook I (113 gp), 
  Dephos’ Spellbook II (125 gp), Dephos’ Spellbook III (150 
  gp), Dephos’ Spellbook IV (167 gp), Dephos’ Spellbook V 
  (175 gp), amulet of natural armor +2 (667 gp), potion of 
  inflict serious wounds (63 gp). 
  APL 12: L: 28 gp, C: 0 gp, M: +1 mithral buckler (168 
  gp), headband of intellect +4 (1,333 gp), ring of protection 
  +1 (167 gp), arcane scroll of teleport (CL 9th) (94 gp), vest 
  of resistance +2 (333 gp), Dephos’ Spellbook I (113 gp), 
  Dephos’ Spellbook II (125 gp), Dephos’ Spellbook III (150 
  gp), Dephos’ Spellbook IV (167 gp), Dephos’ Spellbook V 
  (175 gp), Dephos’ Spellbook VI (204 gp), amulet of 
  natural armor +2 (667 gp), potion of inflict serious 
  wounds (63 gp), gloves of dexterity +4 (1,333 gp), 
  metamagic rod (maximize, lesser) (1,167 gp). 
  APL 14: L: 28 gp, C: 0 gp, M: +1 mithral buckler (168 
  gp), headband of intellect +6 (3,000 gp), ring of protection 
  +2 (667 gp), arcane scroll of teleport (CL 9th) (94 gp), vest 
  of resistance +2 (333 gp), Dephos’ Spellbook I (113 gp), 
  Dephos’ Spellbook II (125 gp), Dephos’ Spellbook III (150 
  gp), Dephos’ Spellbook IV (167 gp), Dephos’ Spellbook V 
  (175 gp), Dephos’ Spellbook VI (204 gp), Dephos’ 
  Spellbook VII (233 gp), amulet of natural armor +2 (667 
  gp), potion of inflict serious wounds (63 gp), gloves of 
  dexterity +4 (1,333 gp), metamagic rod (maximize, lesser) 
  (1,167 gp), bracers of armor +5 (2,o83 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 40 gp, C: 300 gp, M: 1,483 gp – Total: 1,823 
  gp (900 gp). 
  APL 8: L: 39 gp, C: 400 gp, M: 2,380 gp – Total: 2,819 
  gp (1,300 gp). 
  APL 10: L: 40 gp, C: 500 gp, M: 3,555 gp – Total: 4,095 
  gp (2,300 gp). 
  APL 12: L: 35 gp, C: 600 gp, M: 6,259 gp – Total: 6,894 
  gp (3,300 gp). 
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 22 
  APL 14: L: 35 gp, C: 700 gp, M: 10,742 gp – Total: 
  11,477 gp (6,600 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Imprisoned in Hochoch (First Outcome): For 
  removing evidence from a crime, you are sentenced to a 
  reduced punishment of 4 TUs of imprisonment. Lifestyle 
  costs for these TUs are free. 
  � Imprisoned in Hochoch (Second Outcome): For 
  assaulting Hochoch city guards, you are sentenced to a 
  reduced punishment of 8 TUs of imprisonment. Lifestyle 
  costs for these TUs are free. 
  � Outlaw in Hochoch: For assaulting city guards with 
  intent to kill, you are sentenced to a term of lengthy 
  imprisonment in the City of Hochoch. However, you 
  manage to escape before being arrested. If you are a 
  member of the Knights of the Watch or the Knights of 
  Dispatch, you are immediately removed from the Order. 
  If you return to Hochoch, you will automatically be 
  captured and imprisoned for 156 TUs.  Lifestyle costs for 
  these TUs are free. 
  � Dephos’ Spellbooks: You have found the spellbooks 
  of the undead necromancer Nycos Dephos. There are a 
  total of seven spellbooks; each volume is available at a 
  certain APL and above. They contain the following 
  (SCSpell Compendium, FBFrostburn): 
  APL 6 - Spellbook I: 1st – grease, mage armor, magic 
  missile, protection from good, ray of enfeeblement, shield, 
  summon monster I; 2nd – cat’s grace, false life, fox’s 
  cunning, ghoul touch, glitterdust, invisibility, Melf’s acid 
  arrow, scorching ray, spectral hand, summon monster II.  
  Price: 1,350 gp; Weight: 3 lbs. 
  APL 6 - Spellbook II: 3rd – dispel magic, fireball, greater 
  mage armorSC, halt undead, keen edge, magic circle against 
  good, ray of exhaustion, resonating boltSC, summon 
  monster III, vampiric touch.  Price: 1,500 gp; Weight: 3 
  lbs. 
  APL 6 - Spellbook III: 4th – animate dead, contagion, 
  enervation, Evard’s black tentacles, lesser globe of 
  invulnerability, greater invisibility, mindfrostFB, summon 
  monster IV, sword of deceptionSC.  Price: 1,800 gp; Weight: 
  3 lbs. 
  APL 8 - Spellbook IV: 5th – baleful polymorph, cloudkill, 
  cone of cold, greater blinkSC, magic jar, summon monster V, 
  teleport, waves of fatigue. Price: 2,000 gp; Weight: 3 lbs. 
  APL 10 - Spellbook V: 6th – disintegrate, eyebite, greater 
  dispel magic, ray of entropySC, repulsion, stone to flesh, 
  summon monster VI.  Price: 2,100 gp; Weight: 3 lbs. 
  APL 12 - Spellbook VI: 7th – arrow of boneSC, delayed 
  last fireball, spell turning, summon monster VII, sword of 
  darknessSC, greater teleport, waves of exhaustion.  Price: 
  2,450 gp; Weight: 3 lbs. 
  APL 14 - Spellbook VII: 8th – blackfireSC, greater shout, 
  horrid wilting, polar ray, summon monster VIII, symbol of 
  death, trap the soul.  Price: 2,800 gp; Weight: 3 lbs. 
  � Favor of the Knights of the Watch/Dispatch: By 
  reporting the events of this adventure to the Knights, you 
  have gained their favor. If you are not a member and are a 
  human, dwarf, or half-elf, the Knights will grant a 
  recommendation for membership into their ranks and 
  grant you access (Frequency: Adventure) to purchase the 
  following item immediately: mithral chain shirt. In 
  addition, members of the metaorganization gain these 
  additional (cumulative) benefits: 
   
  If this PC is a Squire, this access is upgraded to 
  Frequency: Metaregional.  If this PC is a Senior Squire, 
  they gain access (Frequency: Metaregional) to boots of 
  striding and springing as well.  If you are a full Knight, you 
  get access (Frequency: Metaregional) to a ring of mind 
  shielding as well. 
   
  The 
  DM 
  should 
  verify 
  membership 
  and 
  strikethrough any item access not granted.  
  � Knights Training: Because of the seriousness of this 
  growing situation, the Knights want you to undergo 
  further training. If you are a member of the Knights of 
  the Watch or Knights of Dispatch, you may select one or 
  more of the following teamwork benefits: Heavy 
  CavalryHoB, InfiltrationDMG2, Ranged PrecisionDMG2, Snap 
  Out of ItDMG2.  The rules for how to apply these benefits 
  can be found on the Living Greyhawk Team Roster Form. 
  These benefits can ONLY be gained at the end of this 
  adventure (or any other adventure that offers teamwork 
  benefits from the Knights of the Watch/Dispatch).  Non-
  members can be trained as well, but must spend one 
  Influence Point with the Knights per benefit gained.  
  HoBHeroes of Battle, DMG2Dungeon Master’s Guide II. 
  � Thick as Thieves: For reporting the events of this 
  adventure to a thieves’ guild metaorganization to which 
  you are a member, you gain one Influence Point with 
  that organization.  You also gain access (Frequency: 
  Metaregional) to purchase a cloak of elvenkind. 
   
  Name of Organization: _________________________________ 
  Item Access 
  APL 6 (all of the following): 
  • 
  +1 Mithral Buckler (Adventure; Dungeon Master’s Guide) 
  • 
  Arcane Scroll of Teleport (CL 9th; Adventure; Dungeon 
  Master’s Guide) 
  • 
  Dephos’ Spellbooks I, II, and III (Adventure; See Above) 
  • 
  Vest of Resistance +2 (Adventure; Complete Arcane) 
   
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 23 
  APL 8 (all of APL 6 plus the following): 
  • 
  Amulet of Natural Armor +2 (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Dephos’ Spellbook IV (Adventure; See Above) 
  • 
  Potion of Inflict Serious Wounds (Adventure; Dungeon 
  Master’s Guide) 
   
  APL 10 (all of APLs 6, 8 plus the following): 
  • 
  Dephos’ Spellbook V (Adventure; See Above) 
  • 
  Headband of Intellect +4 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Large 
  Items: 
  Javelin, 
  Morningstar, 
  Hide 
  Armor 
  (Adventure; Player’s Handbook) 
   
  APL 12 (all of APLs 6, 8, 10 plus the following): 
  • 
  Large Items: Greatclub (Adventure; Player’s Handbook) 
  • 
  Dephos’ Spellbook VI (Adventure; See Above) 
  • 
  Metamagic Rod, Maximize, Lesser (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Gloves of Dexterity +4 (Adventure; Dungeon Master’s 
  Guide) 
   
  APL 14 (all of APLs 6, 8, 10, 12 plus the following): 
  • 
  Bracers of Armor +5 (Adventure; Dungeon Master’s Guide) 
  • 
  Dephos’ Spellbook VII (Adventure; See Above) 
  • 
  Headband of Intellect +6 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Ring of Protection +2 (Adventure; Dungeon Master’s 
  Guide) 
   
   
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 24 
  APPENDIX 1 – APL 6 
   
  ENCOUNTER 9 
   
   
   
   
  Ettin Skeleton: hp 90; see Monster Manual, page 227. 
  ENCOUNTER 10 
   
   
   
   
  Nycos 
  Dephos, 
  Male 
  Human 
  Vampire 
  Wiz(Necromancer)7: Medium Undead (augmented 
  humanoid); CR 9; HD 7d12; hp 63 (78 with false life); Init 
  +9; Spd 30 ft., fly 60 ft. (g00d); AC 30, touch 16, flat-footed 
  25 (+5 Dex, +6 armor, +2 shield, +6 natural, +1 deflection); 
  Base Atk/Grp: +3/+5; Atk: +6 melee (1d4+2/19-20, 
  masterwork dagger) or +9 ranged (1d4+2/19-20, 
  masterwork dagger) or +5 melee (1d6+3 plus energy 
  drain, slam); Full Atk: +6 melee (1d4+2/19-20, 
  masterwork dagger) or +9 ranged (1d4+2/19-20, 
  masterwork dagger) or +5 melee (1d6+3 plus energy 
  drain, slam); SA spells, blood drain, children of the night, 
  create spawn, dominate DC 16, energy drain DC 16, 
  natural weapons count as magical weapons for 
  overcoming DR; SQ alternate form, DR 10/silver and 
  magic, cold/electricity resistance 10, fast healing 5, 
  gaseous form, spider climb, summon familiar, turn 
  resistance +4; AL LE; SV Fort +4, Ref +11, Will +9; Str 14, 
  Dex 20, Con –, Int 19 (21), Wis 14, Cha 16. 
   
  Skills and Feats: Bluff +11, Concentration +13, 
  Decipher Script +15, Hide +13, Knowledge (arcana) +15, 
  Knowledge (dungeoneering) +10, Knowledge (history) 
  +15, Knowledge (religion) +15, Knowledge (the planes) 
  +10, Listen +12, Move Silently +13, Search +13, Sense 
  Motive +10, Spellcraft +17, Spot +12; AlertnessB, Combat 
  Casting, Combat ReflexesB, Craft Wondrous ItemB, 
  DodgeB, Greater Spell Focus (Necromancy), Improved 
  InitiativeB, Lightning ReflexesB, Scribe ScrollB, Simple 
  Weapon Proficiency, Spell Focus (Necromancy). 
   
  Wizard Spells Prepared (4+1/6+1/4+1/3+1/2+1; base 
  DC = 15 + spell level, 17 + spell level for Necromancy 
  spells): 0 – mage hand, prestidigitation, ray of frost, touch of 
  fatigue* (2); 1st – magic missile (3), protection from good, ray of 
  enfeeblement* (2), summon undead ISC; 2nd – false life*, ghoul 
  touch, glitterdust, spectral hand, summon undead IISC; 3rd – 
  fireball, greater mage armor, ray of exhaustion*, summon 
  undead IIISC; 4th – enervation*, Evard’s black tentacles, greater 
  invisibility.  SCSpell Compendium. 
   
  *Bonus spell; Prohibited Schools: Enchantment, 
  Divination. 
   
  Spellbook: 1st – grease, mage armor, magic missile, 
  protection from good, ray of enfeeblement, shield, summon 
  monster I, summon undead ISC; 2nd – cat's grace, false life, fox’s 
  cunning, ghoul touch, glitterdust, invisibility, Melf’s acid arrow, 
  scorching ray, spectral hand, summon monster II, summon 
  undead IISC; 3rd – dispel magic, fireball, greater mage armorSC, 
  magic circle against good, ray of exhaustion, resonating boltSC, 
  summon undead IIISC, vampiric touch; 4th – animate dead, 
  contagion, enervation, Evard’s black tentacles, lesser globe of 
  invulnerability, greater invisibility, mindfrostFB, summon 
  monster IV, summon undead IVSC, sword of deceptionSC.  
  FBFrostburn, SCSpell Compendium. 
   
  Possessions: spellbooks, +1 mithral buckler, headband of 
  intellect +2, masterwork dagger, courtier's outfit, potion of 
  fly, ring of protection +1, arcane scroll of teleport (CL 9th), vest of 
  resistance +2CA.  CAComplete Arcane. 
   
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 25 
  APPENDIX 2 – APL 8 
   
  ENCOUNTER 9 
   
   
   
   
  Cloud Giant Skeleton: hp 153; see Monster Manual, page 
  227. 
  ENCOUNTER 10 
   
   
   
   
  Nycos 
  Dephos, 
  Male 
  Human 
  Vampire 
  Wiz(Necromancer)9: Medium Undead (augmented 
  humanoid); CR 11; HD 9d12; hp 81 (98 with false life); Init 
  +9; Spd 30 ft., fly 60 ft. (g00d); AC 32, touch 16, flat-footed 
  27 (+5 Dex, +6 armor, +2 shield, +8 natural, +1 deflection); 
  Base Atk/Grp: +4/+6; Atk: +7 melee (1d4+2/19-20, 
  masterwork dagger) or +10 ranged (1d4+2/19-20, 
  masterwork dagger) or +6 melee (1d6+3 plus energy 
  drain, slam); Full Atk: +7 melee (1d4+2/19-20, 
  masterwork dagger) or +10 ranged (1d4+2/19-20, 
  masterwork dagger) or +6 melee (1d6+3 plus energy 
  drain, slam); SA spells, blood drain, children of the night, 
  create spawn, dominate DC 17, energy drain DC 17, 
  natural weapons count as magical weapons for 
  overcoming DR; SQ alternate form, DR 10/silver and 
  magic, cold/electricity resistance 10, fast healing 5, 
  gaseous form, spider climb, summon familiar, turn 
  resistance +4; AL LE; SV Fort +5, Ref +12, Will +10; Str 
  14, Dex 20, Con –, Int 20 (22), Wis 14, Cha 16. 
   
  Skills and Feats: Bluff +11, Concentration +15, 
  Decipher Script +18, Hide +13, Knowledge (arcana) +18, 
  Knowledge (dungeoneering) +13, Knowledge (history) 
  +18, Knowledge (religion) +17, Knowledge (the planes) 
  +13, Listen +12, Move Silently +13, Search +14, Sense 
  Motive +10, Spellcraft +20, Spot +12; AlertnessB, Black 
  Lore of MoilCA, Combat Casting, Combat ReflexesB, Craft 
  Wondrous 
  ItemB, 
  DodgeB, 
  Greater 
  Spell 
  Focus 
  (Necromancy), 
  Improved 
  InitiativeB, 
  Lightning 
  ReflexesB, Scribe ScrollB, Simple Weapon Proficiency, 
  Spell Focus (Necromancy).  CAComplete Arcane. 
   
  Wizard Spells Prepared (4+1/6+1/6+1/4+1/3+1/2+1; 
  base DC = 16 + spell level, 18 + spell level for 
  Necromancy spells): 0 – mage hand, prestidigitation, ray of 
  frost, touch of fatigue* (2); 1st – magic missile (3), protection 
  from good, MoilianCA ray of enfeeblement* (2), summon 
  undead ISC; 2nd – false life*, glitterdust (2), invisibility, Melf’s 
  acid arrow, spectral hand, summon undead IISC; 3rd – dispel 
  magic, fireball, greater mage armor, MoilianCA ray of 
  exhaustion*, summon undead IIISC; 4th – MoilianCA 
  enervation*, Evard’s black tentacles, greater invisibility, 
  summon undead IVSC; 5th – cloudkill, teleport, MoilianCA 
  waves of fatigue*.  SCSpell Compendium, CAComplete Arcane. 
   
  *Bonus spell; Prohibited Schools: Enchantment, 
  Divination. 
   
  Spellbook: 1st – grease, mage armor, magic missile, 
  protection from good, ray of enfeeblement, shield, summon 
  monster I, summon undead ISC; 2nd – cat's grace, false life, fox’s 
  cunning, ghoul touch, glitterdust, invisibility, Melf’s acid arrow, 
  scorching ray, spectral hand, summon monster II, summon 
  undead IISC; 3rd – dispel magic, fireball, greater mage armorSC, 
  magic circle against good, ray of exhaustion, resonating boltSC, 
  summon undead IIISC, vampiric touch; 4th – animate dead, 
  contagion, enervation, Evard’s black tentacles, lesser globe of 
  invulnerability, greater invisibility, mindfrostFB, summon 
  monster IV, summon undead IVSC, sword of deceptionSC; 5th – 
  baleful polymorph, cloudkill, cone of cold, greater blinkSC, magic 
  jar, summon monster V, summon undead VSC, teleport, waves of 
  fatigue.  FBFrostburn, SCSpell Compendium. 
   
  Possessions: Moilian runebones, spellbooks, +1 mithral 
  buckler, amulet of natural armor +2, potion of inflict serious 
  wounds, headband of intellect +2, masterwork dagger, 
  courtier's outfit, potion of fly, ring of protection +1, arcane 
  scroll of teleport (CL 9th), vest of resistance +2CA.  CAComplete 
  Arcane. 
   
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 26 
  APPENDIX 3 – APL 10 
   
  ENCOUNTER 9 
   
   
   
   
  Mummified Ettin: Large Undead (augmented giant); 
  CR 9; HD 10d12; hp 90; Init +3; Spd 20 ft.; AC 21, touch 
  8, flat-footed 21 (-1 size, -1 Dex, +3 armor, +10 natural); 
  Base Atk/Grp: +7/+21; Atk: +16 melee (2d6+10, large 
  morningstar) or +5 ranged (1d8+10, large javelin) or +16 
  melee (2d6+10, slam); Full Atk: +16/+11 melee (2d6+10, 2 
  large morningstars) or +5/+0 ranged (1d8+10, 2 large 
  javelins) or +16 melee (2d6+10, slam) or +16/+11 melee 
  (2d6+10, large morningstar) and +16 melee (2d6+10, 
  slam); SA mummy rot, despair; SQ DR 5/–, superior two-
  weapon fighting, undead traits, vulnerability to fire; AL 
  LE; SV Fort +7, Ref +2, Will +7; Str 30, Dex 8, Con –, Int 
  2, Wis 14, Cha 15.  Libris Mortis, page 110. 
   
  Skills and Feats: Concentration +2, Listen +8, Search 
  -1, Spot +12; Alertness, Improved Initiative, Iron Will, 
  Power Attack.  
   
  Skills: An ettin’s two heads give it a +2 racial bonus 
  on Listen, Spot, and Search checks. 
   
  Superior Two-Weapon Fighting (Ex): An ettin 
  fights with a morningstar or javelin in each hand. 
  Because each of its two heads controls an arm, the ettin 
  does not take a penalty on attack or damage rolls for 
  attacking with two weapons. 
   
  Despair (Su): At the mere sight of a mummified 
  ettin, the viewer must succeed on a DC 17 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected again 
  by the same mummy’s despair ability for 24 hours. The 
  save DC is Cha-based. 
   
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 17, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Cha-based. 
   
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is cured as 
  described below.  
   
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the spell 
  has no effect on the afflicted character. 
   
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse (requiring a 
  DC 20 caster level check for either spell), after which a 
  caster level check is no longer necessary to cast healing 
  spells on the victim, and the mummy rot can be 
  magically cured as any normal disease. 
   
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
   
  Possessions: large hide armor, 2 large morningstars, 4 
  large javelins. 
  ENCOUNTER 10 
   
   
   
   
  Nycos 
  Dephos, 
  Male 
  Human 
  Lich 
  Wiz(Necromancer)11: Medium Undead (augmented 
  humanoid); CR 13; HD 11d12; hp 99 (117 with false life); 
  Init +7; Spd 30 ft., fly 60 ft. (g00d); AC 29, touch 14, flat-
  footed 26 (+3 Dex, +6 armor, +2 shield, +7 natural, +1 
  deflection); Base Atk/Grp: +5/+4; Atk: +5 melee (1d4-
  1/19-20, masterwork dagger) or +9 ranged (1d4-1/19-20, 
  masterwork dagger) or +4 melee touch (1d8+5 negative 
  energy plus paralysis, touch); Full Atk: +5 melee (1d4-
  1/19-20, masterwork dagger) or +9 ranged (1d4-1/19-20, 
  masterwork dagger) or +4 melee touch (1d8+5 negative 
  energy plus paralysis, touch); SA fear aura DC 17, 
  paralyzing touch DC 17, touch attack DC 17, natural 
  weapons treated as magical for the purpose of 
  overcoming DR, spells; SQ +4 turn resistance, DR 
  15/bludgeoning and magic, darkvision 60 ft., undead 
  traits, immunity to cold, electricity, polymorph, and 
  mind-affecting attacks; AL LE; SV Fort +5, Ref +8, Will 
  +11; Str 8, Dex 16, Con –, Int 20 (24), Wis 14, Cha 14. 
   
  Skills and Feats: Concentration +16, Decipher Script 
  +21, Hide +11, Knowledge (arcana) +21, Knowledge 
  (dungeoneering) 
  +18, 
  Knowledge 
  (history) 
  +21, 
  Knowledge (religion) +21, Knowledge (the planes) +18, 
  Listen +10, Move Silently +11, Search +15, Sense Motive 
  +10, Spellcraft +23, Spot +10; Black Lore of MoilCA, 
  Combat Casting, Craft Wondrous ItemB, Empower 
  SpellB, Greater Spell Focus (Necromancy), Improved 
  Initiative, Scribe ScrollB, Spell Focus (Necromancy).  
  CAComplete Arcane. 
   
  Wizard Spells Prepared (4+1/6+1/6+1/6+1/4+1/3+1/ 
  2+1; base DC = 17 + spell level, 19 + spell level for 
  Necromancy spells): 0 – mage hand, prestidigitation, ray of 
  frost, touch of fatigue* (2); 1st – magic missile (3), protection 
  from good, MoilianCA ray of enfeeblement* (2), summon 
  undead ISC; 2nd – false life*, glitterdust (2), invisibility, Melf’s 
  acid arrow, spectral hand, summon undead IISC; 3rd – dispel 
  magic, fireball (2), greater mage armor, MoilianCA ray of 
  exhaustion*, summon monster III, summon undead IIISC; 4th – 
  MoilianCA enervation*, Evard’s black tentacles, greater 
  invisibility, summon monster IV, summon undead IVSC; 5th – 
  cloudkill, summon undead VSC, teleport, MoilianCA waves of 
  fatigue*; 6th – disintegrate, MoilianCA ray of entropySC*, 
  repulsion.  SCSpell Compendium, CAComplete Arcane. 
   
  *Bonus spell; Prohibited Schools: Enchantment, 
  Divination. 
   
  Spellbook: 1st – grease, mage armor, magic missile, 
  protection from good, ray of enfeeblement, shield, summon 
  monster I, summon undead ISC; 2nd – cat's grace, false life, fox’s 
  cunning, ghoul touch, glitterdust, invisibility, Melf’s acid arrow, 
  scorching ray, spectral hand, summon monster II, summon 
  undead IISC; 3rd – dispel magic, fireball, greater mage armorSC, 
  magic circle against good, ray of exhaustion, resonating boltSC, 
  summon undead IIISC, vampiric touch; 4th – animate dead, 
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 27 
  contagion, enervation, Evard’s black tentacles, lesser globe of 
  invulnerability, greater invisibility, mindfrostFB, summon 
  monster IV, summon undead IVSC, sword of deceptionSC; 5th – 
  baleful polymorph, cloudkill, cone of cold, greater blinkSC, magic 
  jar, summon monster V, summon undead VSC, teleport, waves of 
  fatigue; 6th – disintegrate, eyebite, greater dispel magic, ray of 
  entropySC, repulsion, stone to flesh, summon monster VI.  
  FBFrostburn, SCSpell Compendium. 
   
  Possessions: Moilian runebones, spellbooks, +1 mithral 
  buckler, amulet of natural armor +2, potion of inflict serious 
  wounds, headband of intellect +4, masterwork dagger, 
  courtier's outfit, potion of fly, ring of protection +1, arcane 
  scroll of teleport (CL 9th), vest of resistance +2CA.  CAComplete 
  Arcane. 
   
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 28 
  APPENDIX 4 – APL 12 
   
  ENCOUNTER 9 
   
   
   
   
  Mummified Stone Giant: Large Undead (augmented 
  giant); CR 11; HD 14d12; hp 126; Init +2; Spd 20 ft.; AC 
  25, touch 11, flat-footed 23 (-1 size, +2 Dex, +3 armor, +11 
  natural); Base Atk/Grp: +10/+26; Atk: +21 melee (2d8+18, 
  large greatclub) or +11 ranged (2d6+12, rock) or +21 
  melee (1d4+12, slam); Full Atk: +21/+16 melee (2d8+18, 
  large greatclub) or +11 ranged (2d6+12, rock) or +21 
  melee (1d4+12, 2 slams); SA despair, mummy rot, rock 
  throwing; SQ +8 to hide checks in rocky terrain, DR 5/–, 
  rock catching, undead traits, vulnerability to fire; AL LE; 
  SV Fort +9, Ref +6, Will +9; Str 35, Dex 15, Con –, Int 6, 
  Wis 16, Cha 15.  Libris Mortis, page 110. 
   
  Skills and Feats: Climb +13, Concentration +2, Hide 
  +4*, Spot +15; Combat Reflexes, Iron Will, Point Blank 
  Shot, Power Attack, Precise Shot. 
   
  Skills: *A stone giant gains a +8 racial bonus on 
  Hide checks in rocky terrain. 
   
  Rock 
  Throwing 
  (Ex): 
  Adult 
  giants 
  are 
  accomplished rock throwers and receive a +1 racial bonus 
  on attack rolls when throwing rocks. A giant of at least 
  Large size can hurl rocks weighing 40 to 50 pounds each 
  (Small objects) up to five range increments. The size of 
  the range increment varies with the giant’s variety. A 
  Huge giant can hurl rocks of 60 to 80 lbs. (Medium 
  objects). 
   
  The range increment is 180 feet for a stone giant’s 
  thrown rocks.  It uses both hands when throwing a rock. 
   
  Rock Catching (Ex): A giant of at least Large size 
  can catch Small, Medium, or Large rocks (or projectiles of 
  similar shape). 
   
  Once per round, a giant that would normally be hit 
  by a rock can make a Reflex save to catch it as a free 
  action. The DC is 15 for a Small rock, 20 for a Medium 
  one, and 25 for a Large one. (If the projectile provides a 
  magical bonus on attack rolls, the DC increases by that 
  amount.) The giant must be ready for and aware of the 
  attack in order to make a rock catching attempt. 
   
  A stone giant gains a +4 racial bonus on its Reflex 
  save when attempting to catch a thrown rock. 
   
  Despair (Su): At the mere sight of a mummified 
  stone giant, the viewer must succeed on a DC 19 Will 
  save or be paralyzed with fear for 1d4 rounds. Whether or 
  not the save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 hours. 
  The save DC is Cha-based. 
   
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 19, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Cha-based. 
   
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is cured as 
  described below.  
   
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the spell 
  has no effect on the afflicted character. 
   
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary to 
  cast healing spells on the victim, and the mummy rot can 
  be magically cured as any normal disease. 
   
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
   
  Possessions: large hide armor, large greatclub, 6 rocks. 
  ENCOUNTER 10 
   
   
   
   
  Nycos 
  Dephos, 
  Male 
  Human 
  Lich 
  Wiz(Necromancer)13: Medium Undead (augmented 
  humanoid); CR 15; HD 13d12; hp 117 (135 with false life); 
  Init +9; Spd 30 ft., fly 60 ft. (g00d); AC 31, touch 16, flat-
  footed 26 (+5 Dex, +6 armor, +2 shield, +7 natural, +1 
  deflection); Base Atk/Grp: +6/+5; Atk: +6 melee (1d4-
  1/19-20, masterwork dagger) or +12 ranged (1d4-1/19-20, 
  masterwork dagger) or +5 melee touch (1d8+5 negative 
  energy plus paralysis, touch); Full Atk: +6/+1 melee (1d4-
  1/19-20, masterwork dagger) or +12 ranged (1d4-1/19-20, 
  masterwork dagger) or +5 melee touch (1d8+5 negative 
  energy plus paralysis, touch); SA fear aura DC 18, 
  paralyzing touch DC 18, touch attack DC 18, natural 
  weapons treated as magical for the purpose of 
  overcoming DR, spells; SQ +4 turn resistance, DR 
  15/bludgeoning and magic, darkvision 60 ft., undead 
  traits, immunity to cold, electricity, polymorph, and 
  mind-affecting attacks; AL LE; SV Fort +6, Ref +11, Will 
  +12; Str 8, Dex 16 (20), Con –, Int 21 (25), Wis 14, Cha 14. 
   
  Skills and Feats: Concentration +18, Decipher Script 
  +23, Hide +13, Knowledge (arcana) +23, Knowledge 
  (dungeoneering) 
  +21, 
  Knowledge 
  (history) 
  +23, 
  Knowledge (religion) +23, Knowledge (the planes) +21, 
  Listen +10, Move Silently +13, Search +15, Sense Motive 
  +10, Spellcraft +25, Spot +10; Black Lore of MoilCA, 
  Combat Casting, Craft Wondrous ItemB, Empower 
  SpellB, Greater Spell Focus (Necromancy), Improved 
  Initiative, Quicken Spell, Scribe ScrollB, Spell Focus 
  (Necromancy).  CAComplete Arcane. 
   
  Wizard Spells Prepared (4+1/6+1/6+1/6+1/5+1/4+1/ 
  3+1/2+1; base DC = 17 + spell level, 19 + spell level for 
  Necromancy spells): 0 – mage hand, prestidigitation, ray of 
  
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  frost, touch of fatigue* (2); 1st – magic missile (3), protection 
  from good, MoilianCA ray of enfeeblement* (2), summon 
  undead ISC; 2nd – false life*, glitterdust (2), invisibility, Melf’s 
  acid arrow, spectral hand, summon undead IISC; 3rd – dispel 
  magic, fireball (2), greater mage armor, MoilianCA ray of 
  exhaustion*, summon monster III, summon undead IIISC; 4th – 
  MoilianCA enervation*, Evard’s black tentacles, greater 
  invisibility, MoilianCA mindfrostFB, summon monster IV, 
  summon undead IVSC; 5th – cloudkill, greater blinkSC, summon 
  undead VSC, teleport, MoilianCA waves of fatigue*; 6th – 
  disintegrate, 
  MoilianCA 
  ray 
  of 
  entropySC*, 
  repulsion, 
  quickened spectral hand; 7th – MoilianCA arrow of boneSC*, 
  delayed blast fireball, quickened fireball.  FBFrostburn, SCSpell 
  Compendium, CAComplete Arcane. 
   
  *Bonus spell; Prohibited Schools: Enchantment, 
  Divination. 
   
  Spellbook: 1st – grease, mage armor, magic missile, 
  protection from good, ray of enfeeblement, shield, summon 
  monster I, summon undead ISC; 2nd – cat's grace, false life, fox’s 
  cunning, ghoul touch, glitterdust, invisibility, Melf’s acid arrow, 
  scorching ray, spectral hand, summon monster II, summon 
  undead IISC; 3rd – dispel magic, fireball, greater mage armorSC, 
  magic circle against good, ray of exhaustion, resonating boltSC, 
  summon undead IIISC, vampiric touch; 4th – animate dead, 
  contagion, enervation, Evard’s black tentacles, lesser globe of 
  invulnerability, greater invisibility, mindfrostFB, summon 
  monster IV, summon undead IVSC, sword of deceptionSC; 5th – 
  baleful polymorph, cloudkill, cone of cold, greater blinkSC, magic 
  jar, summon monster V, summon undead VSC, teleport, waves of 
  fatigue; 6th – disintegrate, eyebite, greater dispel magic, ray of 
  entropySC, repulsion, stone to flesh, summon monster VI; 7th – 
  arrow of boneSC, delayed blast fireball, greater teleport, spell 
  turning, summon monster VII, sword of darknessSC,  waves of 
  exhaustion.  FBFrostburn, SCSpell Compendium. 
   
  Possessions: Moilian runebones, spellbooks, +1 mithral 
  buckler, amulet of natural armor +2, potion of inflict serious 
  wounds, headband of intellect +4, gloves of dexterity +4, 
  masterwork dagger, courtier's outfit, potion of fly, ring of 
  protection +1, metamagic rod (maximize, lesser), arcane scroll of 
  teleport (CL 9th), vest of resistance +2CA.  CAComplete Arcane. 
   
  
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   APPENDIX 5 – APL 14 
   
  ENCOUNTER 9 
   
   
   
   
  Mummified Stone Giant, Double-Evolved: Large 
  Undead (augmented giant); CR 13; HD 14d12; hp 126; 
  Init +2; Spd 20 ft.; AC 27, touch 11, flat-footed 25 (-1 size, 
  +2 Dex, +3 armor, +13 natural); Base Atk/Grp: +10/+28; 
  Atk: +23 melee (2d8+21, large greatclub) or +11 ranged 
  (2d6+14, rock) or +21 melee (1d4+14, slam); Full Atk: 
  +23/+18 melee (2d8+21, large greatclub) or +11 ranged 
  (2d6+12, rock) or +23 melee (1d4+14, 2 slams); SA 
  despair, mummy rot, rock throwing; SQ +8 to hide 
  checks in rocky terrain, DR 5/–, rock catching, undead 
  traits, vulnerability to fire, fast healing 3; AL LE; SV Fort 
  +9, Ref +6, Will +9; Str 39, Dex 15, Con –, Int 6, Wis 16, 
  Cha 19.  Libris Mortis, pages 99 and 110. 
   
  Skills and Feats: Climb +15, Concentration +4, Hide 
  +4*, Spot +15; Combat Reflexes, Iron Will, Point Blank 
  Shot, Power Attack, Precise Shot. 
   
  Skills: *A stone giant gains a +8 racial bonus on 
  Hide checks in rocky terrain. 
   
  Rock 
  Throwing 
  (Ex): 
  Adult 
  giants 
  are 
  accomplished rock throwers and receive a +1 racial bonus 
  on attack rolls when throwing rocks. A giant of at least 
  Large size can hurl rocks weighing 40 to 50 pounds each 
  (Small objects) up to five range increments. The size of 
  the range increment varies with the giant’s variety. A 
  Huge giant can hurl rocks of 60 to 80 lbs. (Medium 
  objects). 
   
  The range increment is 180 feet for a stone giant’s 
  thrown rocks.  It uses both hands when throwing a rock. 
   
  Rock Catching (Ex): A giant of at least Large size 
  can catch Small, Medium, or Large rocks (or projectiles of 
  similar shape). 
   
  Once per round, a giant that would normally be hit 
  by a rock can make a Reflex save to catch it as a free 
  action. The DC is 15 for a Small rock, 20 for a Medium 
  one, and 25 for a Large one. (If the projectile provides a 
  magical bonus on attack rolls, the DC increases by that 
  amount.) The giant must be ready for and aware of the 
  attack in order to make a rock catching attempt. 
   
  A stone giant gains a +4 racial bonus on its Reflex 
  save when attempting to catch a thrown rock. 
   
  Despair (Su): At the mere sight of a mummified 
  stone giant, the viewer must succeed on a DC 21 Will 
  save or be paralyzed with fear for 1d4 rounds. Whether or 
  not the save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 hours. 
  The save DC is Cha-based. 
   
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 21, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Cha-based. 
   
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is cured as 
  described below.  
   
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the spell 
  has no effect on the afflicted character. 
   
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary to 
  cast healing spells on the victim, and the mummy rot can 
  be magically cured as any normal disease. 
   
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
   
  Spell-like Abilities: 1/day—unholy blight (DC 18), 
  cloudkill (DC 19); save DC is Cha-based; CL 14th. 
   
  Possessions: large hide armor, large greatclub, 6 rocks. 
  ENCOUNTER 10 
   
   
   
   
  Nycos 
  Dephos, 
  Male 
  Human 
  Lich 
  Wiz(Necromancer)15: Medium Undead (augmented 
  humanoid); CR 17; HD 15d12; hp 135 (153 with false life); 
  Init +9; Spd 30 ft., fly 60 ft. (g00d); AC 31, touch 17, flat-
  footed 26 (+5 Dex, +5 armor, +2 shield, +7 natural, +2 
  deflection); Base Atk/Grp: +7/+6; Atk: +7 melee (1d4-
  1/19-20, masterwork dagger) or +13 ranged (1d4-1/19-20, 
  masterwork dagger) or +6 melee touch (1d8+5 negative 
  energy plus paralysis, touch); Full Atk: +7/+2 melee (1d4-
  1/19-20, masterwork dagger) or +13 ranged (1d4-1/19-20, 
  masterwork dagger) or +6 melee touch (1d8+5 negative 
  energy plus paralysis, touch); SA fear aura DC 19, 
  paralyzing touch DC 19, touch attack DC 19, natural 
  weapons treated as magical for the purpose of 
  overcoming DR, spells; SQ +4 turn resistance, DR 
  15/bludgeoning and magic, darkvision 60 ft., undead 
  traits, immunity to cold, electricity, polymorph, and 
  mind-affecting attacks; AL LE; SV Fort +7, Ref +12, Will 
  +13; Str 8, Dex 16 (20), Con –, Int 21 (27), Wis 14, Cha 14. 
   
  Skills and Feats: Concentration +20, Decipher Script 
  +26, Hide +13, Knowledge (arcana) +26, Knowledge 
  (dungeoneering) 
  +26, 
  Knowledge 
  (history) 
  +26, 
  Knowledge (religion) +26, Knowledge (the planes) +26, 
  Listen +10, Move Silently +13, Search +16, Sense Motive 
  +10, Spellcraft +28, Spot +10; Black Lore of MoilCA, 
  Combat Casting, Craft Wondrous ItemB, Empower 
  SpellB, Greater Spell Focus (Necromancy), Improved 
  Initiative, Maximize SpellB, Quicken Spell, Rapid SpellCD, 
  Scribe ScrollB, Spell Focus (Necromancy).  CAComplete 
  Arcane, CDComplete Divine. 
   
  Wizard Spells Prepared (4+1/6+1/6+1/6+1/6+1/5+1/ 
  4+1/3+1/2+1; base DC = 18 + spell level, 20 + spell level 
  for Necromancy spells): 0 – mage hand, prestidigitation, ray 
  of frost, touch of fatigue* (2); 1st – magic missile (3), protection 
  from good, MoilianCA ray of enfeeblement* (2), rapidCD 
  
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  summon undead ISC; 2nd – false life*, glitterdust (2), invisibility, 
  Melf’s acid arrow, spectral hand, rapidCD summon undead ISC; 
  3rd – dispel magic (2), fireball (2), MoilianCA ray of 
  exhaustion*, rapidCD summon undead IISC, summon undead 
  IIISC; 4th – MoilianCA enervation* (2), Evard’s black tentacles 
  (2), greater invisibility, summon monster IV, rapidCD summon 
  undead IIISC; 5th – cloudkill, greater blinkSC, cone of cold, 
  rapidCD summon undead IVSC, teleport, MoilianCA waves of 
  fatigue*; 6th – disintegrate, MoilianCA ray of entropySC*, 
  repulsion, quickened spectral hand, rapidCD summon undead 
  VSC; 7th – MoilianCA arrow of boneSC*, delayed blast fireball, 
  quickened fireball, summon monster VII; 8th – MoilianCA 
  blackfireSC*, maximized cone of cold, MoilianCA horrid 
  wilting.  SCSpell Compendium, CAComplete Arcane, CDComplete 
  Divine. 
   
  *Bonus spell; Prohibited Schools: Enchantment, 
  Divination. 
   
  Spellbook: 1st – grease, mage armor, magic missile, 
  protection from good, ray of enfeeblement, shield, summon 
  monster I, summon undead ISC; 2nd – cat's grace, false life, fox’s 
  cunning, ghoul touch, glitterdust, invisibility, Melf’s acid arrow, 
  scorching ray, spectral hand, summon monster II, summon 
  undead IISC; 3rd – dispel magic, fireball, greater mage armorSC, 
  magic circle against good, ray of exhaustion, resonating boltSC, 
  summon undead IIISC, vampiric touch; 4th – animate dead, 
  contagion, enervation, Evard’s black tentacles, lesser globe of 
  invulnerability, greater invisibility, mindfrostFB, summon 
  monster IV, summon undead IVSC, sword of deceptionSC; 5th – 
  baleful polymorph, cloudkill, cone of cold, greater blinkSC, magic 
  jar, summon monster V, summon undead VSC, teleport, waves of 
  fatigue; 6th – disintegrate, eyebite, greater dispel magic, ray of 
  entropySC, repulsion, stone to flesh, summon monster VI; 7th – 
  arrow of boneSC, delayed blast fireball, greater teleport, spell 
  turning, summon monster VII, sword of darknessSC,  waves of 
  exhaustion; 8th – blackfireSC, greater shout, horrid wilting, polar 
  ray, summon monster VIII, symbol of death, trap the soul.  
  FBFrostburn, SCSpell Compendium. 
   
  Possessions: Moilian runebones, spellbooks, +1 mithral 
  buckler, amulet of natural armor +2, bracers of armor +5, potion 
  of inflict serious wounds, headband of intellect +6, gloves of 
  dexterity +4, masterwork dagger, courtier's outfit, potion of 
  fly, ring of protection +2, metamagic rod (maximize, lesser), 
  arcane scroll of teleport (CL 9th), vest of resistance +2CA.  
  CAComplete Arcane. 
   
  
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  APPENDIX 6 – ALL APLS 
   
  ENCOUNTER 2 
   
   
   
   
  Watcher 
  Branwen, 
  Expeditious 
  Vigil, 
  Female 
  Human Pal10/Knight of the Watch2: Medium 
  Humanoid (Human); CR 12; HD 10d10+2d10+24; hp 108; 
  Init +1; Spd 30 ft.; AC 24, touch 12, flat-footed 23 (+1 Dex, 
  +9 armor, +3 shield, +1 deflection); Base Atk/Grp: 
  +12/+15; Atk: +16 melee (1d8+4/x3, +1 adamantine 
  battleaxe) or +16 melee (1d8+4/19-20, +1 adamantine 
  longsword) or +16 melee (1d8+5/x3, +1 lance) or +15 melee 
  (1d6+3, light mace); Full Atk: +16/+11/+6 melee 
  (1d8+4/x3, +1 adamantine battleaxe) or +16/+11/+6 melee 
  (1d8+4/19-20, +1 adamantine longsword) or +16/+11/+6 
  melee (1d8+5/x3, +1 lance) or +15/+10/+5 melee (1d6+3, 
  light mace); SA smite evil 3/day (+10 damage), unleash 
  inner strength; SQ free multiclassing, lay on hands, 
  remove disease 2/week, secrets of the order,  turn undead 
  6/day; AL LG; SV Fort +15, Ref +7, Will +12; Str 15 (17), 
  Dex 12, Con 14, Int 10, Wis 14 (16), Cha 14 (16). 
   
  Skills and Feats: Craft (armorsmithing) +2, Craft 
  (weaponsmithing) +2, Diplomacy +13, Handle Animal +5, 
  Heal +5, Jump +5, Knowledge (arcana) +2, Knowledge 
  (nobility and royalty) +1, Knowledge (religion) +1, 
  Knowledge (local - Sheldomar Valley Metaregion) +1, 
  Ride +16, Sense Motive +11, Speak Language (Flan), Spot 
  +8; Cleave, Divine Might, Heavy Armor Proficiency, 
  Light Armor Proficiency, Martial Weapon Proficiency, 
  Medium Armor Proficiency, Mounted Combat, Power 
  Attack, Ride-By Attack, Shield Proficiency, Simple 
  Weapon Proficiency, Spirited Charge.  
   
  Secrets of the Order (Ex): At first level, it becomes 
  very difficult for others to pry the secrets of the Knights 
  from a member.  Any time someone or something 
  attempts to gain such a secret by magical means, the 
  Knight receives a saving throw (typically Will) at the 
  normal DC.  This applies even if the magic in question 
  normally allows no saving throw.  The Knight adds his or 
  her Watcher level as a special bonus to the save.  This 
  does not help the Knight in any way except to protect the 
  secrets of the order or as a consequence thereof.  
   
  For example, an enchantress may charm a 5th level 
  Knight, and the Knight would gain no bonus to the save. 
   Should the enchantress request of her new friend that he 
  reveal the secrets of the order, the Knight immediately 
  gets a new save, with a +5 bonus.  Each attempt to make 
  the Knight reveal a fact about his order allows a new save. 
   Similarly, detect thoughts works just fine on a Knight, but 
  each time the user attempts to pick up a secret regarding 
  the order, the Knight receives a new save with the special 
  bonus. 
   
  This additional save functions as a normal saving 
  throw against the spell (as specified in the spell 
  description).  If the spell or ability description does not 
  normally allow a saving throw, the save negates the spell 
  if successful. 
   
  Unleash Inner Strength (Sp): Once per day, the 
  Knight may concentrate (requiring a full-round action 
  that can provoke an attack of opportunity) to bring out 
  his inner strength.  While using this ability, the Knight 
  receives a +4 bonus to Strength for up to 3 rounds plus 
  (or minus) his Wisdom modifier.  The Knight may 
  voluntarily cease using the ability at any time prior to the 
  normal expiration.  Once the ability duration ends, the 
  Knight suffers a –2 penalty to Strength and Constitution 
  for a period equal to the time the ability was in use.  This 
  penalty has no particular type, and stacks with all other 
  penalties.  Note that a change in hit point adjustment 
  must be made to reflect the temporary loss in 
  Constitution and this can result in the Knight falling into 
  negative hit points or even death.  Under no 
  circumstances does this ability stack with a barbarian’s 
  rage ability (or any similar rage ability).  No character 
  may enter a rage while under the effects of Unleash 
  Inner Strength, and no character may Unleash Inner 
  Strength while in a rage.  This ability is equivalent to a 2nd 
  level spell. 
   
  Paladin Spells Prepared (2/2; base DC = 13 + spell 
  level): 1st - bless weapon, divine sacrificeSC; 2nd - zealSC, zone of 
  truth.  SCSpell Compendium. 
   
  Possessions: +1 adamantine battleaxe, +1 adamantine 
  longsword, +1 full plate, +1 lance, +1 mithral heavy shield, boots 
  of striding and springing, cloak of charisma +2, eyes of the eagle, 
  gauntlets of ogre power, light mace, courtier's outfit, 
  paladin’s mount, periapt of wisdom +2, ring of protection +1, 
  ring of sustenance, wand of cure light wounds, wand of cure 
  moderate wounds. 
   
  Physical Description: Watcher Branwen is a human 
  female of mixed Flan/Suel heritage. She is 5 ft. 7 in. tall 
  and weighs 142 lbs.  Her blond hair is tied in a single 
  braid running down her spine to her belt.  
  Challenger, Male Heavy Warhorse: Large Magical 
  Beast; CR 2; HD 8d8+36; hp 75; Init +1; Spd 80 ft.; AC 25, 
  touch 10, flat-footed 24 (-1 size, +1 Dex, +5 armor, +10 
  natural); Base Atk/Grp: +6/+15; Atk: +5 melee (1d4+2, 
  bite) or +10/+10 melee (1d6+5, hoof); Full Atk: +5 melee 
  (1d4+2, bite) or +10/+10 melee (1d6+5, hoof); SQ 
  empathic link, improved evasion, scent, share saving 
  throws, share spells; AL LG; SV Fort +9, Ref +7, Will +3; 
  Str 20, Dex 13, Con 16, Int 7, Wis 12, Cha 6. 
   
  Skills and Feats: Jump +25, Listen +7, Spot +6; 
  Diehard, Endurance, Run.  
   
  Possessions: +1 mithral chain shirt barding, bit and 
  bridle, horseshoes of speed, military saddle, saddlebags. 
  City Guard, Male Or Female Human Ftr8: Medium 
  Humanoid; CR 8; HD 8d10+16; hp 72; Init +3; Spd 20 ft.; 
  AC 21, touch 15, flat-footed 18 (+3 Dex, +6 armor, +2 
  deflection); Base Atk/Grp: +8/+14; Atk: +16 melee 
  (1d8+12/19-20x3, +1 longspear) or +14 melee (1d4+6/19-
  20, dagger) or +11 ranged (1d4/19-20, thrown dagger) or 
  
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  Page 33 
  +14 melee (1d6+6/19-20, short sword); Full Atk: +16/+11 
  melee (1d8+12/19-20x3, +1 longspear) or +14/+9 melee 
  (1d4+6/19-20, dagger) or +11/+6 ranged (1d4/19-20, 
  thrown dagger) or +14/+9 melee (1d6+6/19-20, short 
  sword); AL LN; SV Fort +8, Ref +5, Will +2; Str 18 (22), 
  Dex 14 (16), Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +9, Craft (armorsmithing) +3, 
  Craft 
  (weaponsmithing) 
  +3, 
  Handle 
  Animal 
  +2, 
  Intimidate +11, Jump +3, Ride +10; Cleave, Close-
  Quarters FightingCW, Combat ReflexesB, Formation 
  ExpertCW, Great CleaveB, Heavy Armor Proficiency, 
  Improved Critical (longspear)B, Light Armor Proficiency, 
  Martial 
  Weapon 
  Proficiency, 
  Medium 
  Armor 
  Proficiency, Power Attack, Shield Proficiency, Simple 
  Weapon Proficiency, Tower Shield Proficiency, Weapon 
  Focus (longspear)B, Weapon Specialization (longspear)B.  
  CWComplete Warrior. 
   
  Possessions: +1 breastplate, +1 longspear, belt of giant 
  strength +4, dagger, gloves of dexterity +2, peasant's outfit, 
  ring of protection +2, short sword. 
  ENCOUNTER 5 
   
   
   
   
  Parwyn Amastacia, Male Elf Brd15: Medium 
  Humanoid; CR 15; HD 15d6; hp 68; Init +2; Spd 30 ft.; 
  AC 21, touch 13, flat-footed 19 (+2 Dex, +5 armor, +2 
  shield, +1 natural, +1 deflection); Base Atk/Grp: +11/+10; 
  Atk: +11 melee (1d6+1/18-20, +1 merciful defending rapier); 
  Full Atk: +11/+6/+1 melee (1d6+1/18-20, +1 merciful 
  defending rapier); SQ +2 racial saving throw bonus against 
  enchantment spells or effects., an elf who merely passes 
  within 5 feet of a secret or concealed door is entitled to a 
  search check to notice it as if she were actively looking 
  for it., bardic knowledge +17, bardic music 15/day, 
  countersong, fascinate, immunity to magic sleep effects., 
  inspire competence, inspire courage +3, inspire greatness, 
  inspire heroics, suggestion; AL N; SV Fort +8, Ref +14, Will 
  +12; Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 19 (21). 
   
  Skills and Feats: Appraise +20, Balance +4, Bluff +28, 
  Diplomacy +34, Disguise +10, Gather Information +26, 
  Intimidate +12, Jump +2, Knowledge (arcana) +4, 
  Knowledge (local [Core]) +4, Knowledge (geography) +4, 
  Knowledge (history) +5, Knowledge (nobility and 
  royalty) +12, Knowledge (local - Sheldomar Valley 
  Metaregion) +13, Listen +2, Perform (oratory) +19, Search 
  +4, Sense Motive +20, Speak Language +5, Spellcraft +4, 
  Spot +2, Tumble +7, Use Magic Device +9; Combat 
  Expertise, Improved Combat ExpertiseCW, Improved 
  Feint, Leadership, Light Armor Proficiency, Negotiator, 
  Persuasive, 
  Shield 
  Proficiency, 
  Simple 
  Weapon 
  Proficiency.  CWComplete Warrior. 
   
  Bard Spells Known (4/5/4/4/4/3; base DC = 15 + spell 
  level): 0 - detect magic, ghost sound, mage hand, open/close, 
  prestidigitation, read magic; 1st - alarm, charm person, 
  comprehend languages, expeditious retreat; 2nd - blur, calm 
  emotions, detect thoughts, glitterdust; 3rd - charm monster, 
  daylight, gaseous form, see invisibility; 4th - dominate person, 
  freedom of movement, hold monster, greater invisibility; 5th - 
  greater blinkSC, greater heroism, shadow evocation.  SCSpell 
  Compendium. 
   
  Possessions: +1 merciful defending rapier, circlet of 
  persuasion, +1 mithral buckler, +1 mithral chain shirt, amulet 
  of natural armor +1, cloak of charisma +2, helm of comprehend 
  languages and read magic, noble's outfit, ring of protection +1, 
  ring of sustenance, vest of resistance +3CA.  CAComplete Arcane. 
   
  Physical Description: Amastacia is a male high elf 
  approaching middle-age. He stands 5’ 5” tall and weighs 
  165 pounds. He has brown hair and brown eyes. His 
  demeanor is both cheerful and confident. Amastacia 
  carries himself as one accustomed to getting what he 
  wants. He does not concern himself with religious issues; 
  he treats all of his customers equally. Amastacia has a 
  slightly lawful tendency as would be expected of one who 
  deals in contracts and has been known to attend temples 
  of Zilchus to further his business connections in the 
  human world. He is not a coward, but sees violence as 
  bad for business. Amastacia had ties with the Gran March 
  organization known as The Corporation, but left after he 
  heard that they were robbing military targets. He will 
  defend himself with his rapier, but will try not to kill 
  anyone as murder is also bad for business. Amastacia is 
  fluent in Common, Elven, Gnome, Orc, Dwarven, 
  CorporateSpeak, Flan, and Keoish. 
   
  
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  DM AID: MAP #1 
   
   
   
  
  SHE6-01 Flesh Torn Asunder 
   
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  DM AID: MAP #2 
   
   
   
  
  SHE6-01 Flesh Torn Asunder 
   
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  DM AID: MAP #3 
   
   
   
  
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  DM AID: NEW RULES 
  NEW FEATS 
  Black Lore of Moil (Complete Arcane) 
   
  Your study of the sinister knowledge and spellcasting techniques of the long-dead Nightlords of Moil makes your 
  necromancy spells especially potent. 
   
  Prerequisite: Spell Focus (necromancy), caster level 7th. 
   
  Benefit: Any necromancy spell you cast can be cast instead as a Moilian spell, dealing an extra 1d6 points of 
  negative energy damage + 1d6 per two spell levels (+1d6 for 1st level spells, +2d6 for 2nd and 3rd level spells, and so on).  If 
  the spell normally allows a saving throw, the target takes half the negative energy damage on a successful save, 
  regardless of the outcome of the save on the spell’s normal effect. 
   
  In addition to its normal spell components, a Moilian spell requires the creation and expenditure of a Moilian 
  runebone—a small human bone (often a finger bone) scribed with carefully prepared arcane markings.  Only a 
  character trained in the Black Lore of Moil knows the secrets of creating a runebone, which takes 1 hour to craft and 
  requires special inks and powders costing 25 gp per die of negative energy damage to be generated.  For example, a 
  runebone capable of adding 3d6 points of negative energy damage costs 75 gp to craft. 
   
  While the maximum negative energy damage dealt by a Moilian spell is based on the spell’s level, the actual damage 
  is limited by the runebone.  For example, if a sorcerer casts finger of death (a 7th level spell, so normally +4d6) with a 75 gp 
  (3d6) runebone, the spell deals only 3d6 points of additional negative energy damage. 
   
  A Moilian spell uses a spell slot of the spell’s normal level. 
  Close-Quarters Fighting (Complete Warrior) 
   
  You are skilled at fighting close range and resisting grapple attempts. 
   
  Prerequisites: BAB +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 than 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. 
  Formation Expert (Complete Warrior) 
   
  You are trained at fighting in ranks and files. 
   
  Prerequisites: BAB +6. 
   
  Benefit: The Formation Expert feat enables the use of three tactical maneuvers. You gain the benefit of the feat 
  even if you are fighting in formation with allies that do not have this feat. 
   
  Lock Shields: To use this maneuver, you must have a ready shield, and adjacent allies on opposite sides of you must 
  have ready shields. You gain a +1 bonus to Armor Class. 
   
  Step into the Breach: To use this maneuver, you must be within a single move of an ally who falls in combat, and an 
  ally must occupy every square between you and the fallen comrade. You can immediately take a single move action (as if 
  you had readied an action to do so) to move into the square the fallen ally occupies. 
   
  Wall of Polearms: To use this maneuver, you must be wielding a shortspear, longspear, trident, glaive, guisarme, 
  halberd, or ranseur, and you must have adjacent allies wielding weapons identical to yours on opposite sides of you. You 
  gain a +2 bonus on attack rolls. 
   
  Special: A fighter may select Formation Expert as one of his fighter bonus feats. 
  Improved Combat Expertise (Complete Warrior) 
   
  You have mastered the art of defense in combat. 
   
  Prerequisites: Int 13, Combat Expertise, BAB +6. 
   
  Benefit: When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from 
  your attack roll and add to your AC can be any number that does not exceed your base attack bonus. 
  
  SHE6-01 Flesh Torn Asunder 
   
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  Normal: With Combat Expertise, the number can be no greater than +5. 
   
  Special: A fighter may select Improved Combat Expertise as one of his fighter bonus feats. 
  Rapid Spell (Complete Divine) 
   
  You can cast spells with long casting times more quickly. 
   
  Benefit: Only spells with a casting time greater than 1 standard action can be made rapid.  A rapid spell with a 
  casting time of 1 full round can be cast as a standard action.  A rapid spell with a casting time measured in rounds can be 
  cast in 1 full round.  Rapid spells with casting times measured in minutes can be cast in 1 minute, and rapid spells with 
  casting times measured in hours can be cast in 1 hour.  A rapid spell uses up a spell slot one level higher than the spell’s 
  actual level. 
   
  Special: A spell can be made rapid and quickened only if its original casting time was 1 full round.  This feat can be 
  applied to a spell cast spontaneously as long as its original casting time was longer than 1 full round. 
  NEW ITEMS 
  Vest of Resistance (Complete Arcane) 
   
  These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws. 
   
  Faint abjuration; CL 5th; Craft Wondrous Item, resistance, caster’s level must be at least three times the vest’s bonus; 
  Price: 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight: 1 lb. 
  NEW SPELLS 
  Arrow of Bone (Spell Compendium) 
  Necromancy [Death]  
  Level: Sorcerer/wizard 7  
  Components: V, S, M  
  Casting Time: 10 minutes  
  Range: Touch  
  Target: One projectile or thrown weapon touched  
  Duration: 1 hour/level or until discharged  
  Saving Throw: Fortitude partial  
  Spell Resistance: Yes  
   
  You complete the long ritual needed to cast the spell, scribing arcane runes into the item. It changes before your eyes into an 
  identical item made of bone. The runes glow with dark magic and the weapon feels cold to the touch.  
   
  When thrown or fired at a creature as a normal ranged attack, the weapon gains a +4 enhancement bonus on attack 
  rolls and damage rolls. In addition, any living creature struck by an arrow of bone must succeed on a Fortitude save or be 
  instantly slain. A creature that makes its save instead takes 3d6 points of damage +1 point per caster level (maximum 
  +20). Regardless of whether the attack hits, the magic of the arrow of bone is discharged by the attack, and the missile is 
  destroyed. 
   
  Material Component: A tiny sliver of bone and an oil of magic weapon (50 gp). 
  Blackfire (Spell Compendium) 
  Necromancy [Evil]  
  Level: Sor/Wiz 8  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Ray  
  Duration: 1 round/level  
  Saving Throw: Fortitude partial and Reflex negates; see text  
  Spell Resistance: Yes  
   
  With the dark words still on your tongue, a ray of black energy springs from your hand to wrap the indicated target in black 
  flames that absorb heat rather than create it. The black fire crackles and hisses, emanating the smells of hot metal and sulfur. 
   
  You 
  must 
  succeed 
  on 
  a 
  ranged 
  touch 
  attack 
  with 
  the 
  ray 
  to 
  strike 
  a 
  target.  
  On a successful attack, a living target is engulfed in chill black flames that feed on the fuel of their victim’s life force. A 
  creature engulfed in blackfire must make a successful Fortitude save each round that the spell is in effect or take 1d4 
  points of Constitution damage and become nauseated. A creature that makes its Fortitude save takes no damage for that 
  round and is sickened instead. In addition to its effects on the subject, blackfire can spread rapidly. Each round on its 
  turn, any living creature adjacent to a creature engulfed in blackfire must succeed on a Reflex save or become engulfed 
  itself.  
  
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  Any creature that has its Constitution reduced to 0 or lower by the spell is turned into a pile of black ash and can be 
  returned to life only by true resurrection or wish, the caster of which must succeed on a DC 30 caster level check to 
  restore the victim to life. If a creature succeeds on its Fortitude save in 3 consecutive rounds, the blackfire affecting it 
  gutters out. The black flames cannot otherwise be extinguished by normal means (such as immersion in water or 
  smothering), but antimagic field, a successful dispel magic, remove curse, or break enchantment snuffs it out. As well, a 
  creature protected by death ward has immunity to blackfire’s effects.  
   
  Material Component: A pinch of dust from a vampire destroyed by sunlight. 
  Blink, Greater (Spell Compendium) 
  Transmutation 
  Level: Brd 5, Celerity 8, Sor/Wiz 5 
   
  An immaterial fog descends over your eyes as you complete the spell.  You perceive the closeness of a parallel, ethereal reality, and 
  you know that you can pass freely between that world and the one upon which you stand. 
   
  This spell functions like blink (Player’s Handbook, page 206), except that you have control over the timing of your 
  “blinking” back and forth between the Ethereal Plane and the Material Plane.  You can also ready an action to blink 
  away from any physical or magical attack.  The attack misses automatically unless it also affects ethereal targets (as a 
  force effect does).  While blinking, you have no chance of interfering with your own attacks or your own spells.  When 
  moving through solid objects, you do not risk materializing inside one unless you actually end your movement there, in 
  which case you materialize and are shunted off to the nearest open space, taking 1d6 points of damage per 5 feet 
  traveled in this manner. 
  Divine Sacrifice (Spell Compendium) 
  Evocation 
  Level: Blackguard 1, Pal 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  Giving up some of your life force to win the battle, you empower your next blow against your foe. 
   
  Your first attack each round for the duration of the spell deals an extra 5d6 points of damage if it hits, and you take 
  10 points of damage each time you make such an attack, whether or not the attack is successful. 
  Mage Armor, Greater (Spell Compendium) 
  Conjuration (Creation) [Force] 
  Level: Sor/Wiz 3 
  Components: V, S 
   
  An invisible sheen of armor-shaped force surrounds you. 
   
  This spell functions like mage armor (Player’s Handbook, page 249), except that it requires no material component and 
  its intangible field of force provides a +6 armor bonus to Armor Class. 
  Mindfrost (Frostburn) 
  Necromancy [Cold] 
  Level: Sor/Wiz 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
   
  This spell freezes the mental pathways of living creatures, dealing 5d6 points of cold damage and 1d4 points of 
  Intelligence damage. 
   
  Material Component: A small stone covered in frost. 
  Ray of Entropy (Spell Compendium) 
  Necromancy  
  Level: Sor/Wiz 6  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. +5 ft./2 levels)  
  
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  Effect: Ray  
  Duration: 1 minute/level  
  Saving Throw: None  
  Spell Resistance: Yes  
   
  You release a crackling black ray. The smell of decay fills the air. 
   
  When you cast this spell, you unleash a ray of negative energy that consumes the life energy of the subject. You 
  must succeed on a ranged touch attack with the ray to strike a target. If your attack is successful against a living creature, 
  the ray makes the subject weaker, slower, and less healthy. The subject takes a -4 penalty to Strength, Constitution, and 
  Dexterity for the duration of the spell. 
  Resonating Bolt (Spell Compendium) 
  Evocation [Sonic] 
  Level: Brd 4, Sor/Wiz 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: 60 ft. line 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  Your quick movements and rapid utterances release the spell’s energy, culminating in a final cry that unleashes a tremendous bolt 
  of sonic energy from your open hand.  
   
  The bolt of sonic energy deals 1d4 points of sonic damage per caster level (maximum 10d4) to each creature within 
  its area.  In addition, a resonating bolt deals full damage to objects and can easily shatter or break interposing barriers.  If 
  the bolt destroys a barrier, it can continue beyond if its range permits; otherwise, it stops. 
  Summon Undead I (Spell Compendium) 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 1, Clr 1, Sor/Wiz 1 
  Components: V, S, F/DF 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft. 2 levels) 
  Effect: One summoned creature 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  The undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can’t shake the impression of 
  screaming faces in the cloud’s tendrils. 
   
  This spell functions like summon monster I (Player’s Handbook, page 285), except that you summon an undead 
  creature. 
   
  Summon undead I conjures one of the creatures from the 1st-level list (human warrior skeleton (Monster Manual, 
  page 226), kobold zombie (Monster Manual, page 266)). You choose which creature to summon, and you can change that 
  choice each time you cast the spell. Summoned undead do not count toward the total Hit Dice of undead that you can 
  control with animate dead or the other command undead abilities. No undead creature you summon can have more Hit 
  Dice than your caster level + 1. 
   
  Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid. 
  Summon Undead II (Spell Compendium) 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 2, Clr 2, Sor/Wiz 2 
  Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart 
   
  This spell functions like summon undead I, except that you can summon one undead from the 2nd-level list (owlbear 
  skeleton (Monster Manual, page 226), bugbear zombie (Monster Manual, page 267)) or two undead of the same kind from 
  the 1st-level list. 
  Summon Undead III (Spell Compendium) 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 3, Clr 3, Sor/Wiz 3 
  Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart 
  
  SHE6-01 Flesh Torn Asunder 
   
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  This spell functions like summon undead I, except that you can summon one undead from the 3rd-level list (ghoul 
  (Monster Manual, page 118), troll skeleton (Monster Manual, page 227), ogre zombie (Monster Manual, page 267)), two 
  undead of the same kind from the 2nd-level list, or four of the same kind from the 1st-level list. 
  Summon Undead IV (Spell Compendium) 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 4, Clr 4, Sor/Wiz 4 
  Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart 
   
  This spell functions like summon undead I, except that you can summon one undead from the 4th-level list (allip 
  (Monster Manual, page), ghast (Monster Manual, page 119), wyvern zombie (Monster Manual, page 267)), two undead of 
  the same kind from the 3rd-level list, or four undead of the same kind from a lower-level list. 
  Summon Undead V (Spell Compendium) 
  Conjuration (Summoning) [Evil] 
  Level: Cleric 5, Sor/Wiz 5 
  Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart 
   
  This spell functions like summon undead I, except that you can summon one undead from the 5th-level list (mummy 
  (Monster Manual, page 190), shadow (Monster Manual, page 221), vampire spawn (Monster Manual, page 253), wight 
  (Monster Manual, page 255)), two undead of the same kind from the 4th-level list, or four undead of the same kind from a 
  lower-level list. 
  Sword of Darkness (Spell Compendium) 
  Necromancy [Evil]  
  Level: Sor/Wiz 7  
  Components: V, S, M  
  Effect: Black blade of negative energy  
   
  You shatter the sword in your hand against a stone, bringing into being a similar weapon made entirely of black energy. As soon 
  as it forms, the black blade attacks.  
   
  This spell functions like sword of deception (see below), except that you cause a black blade of pure negative energy to 
  appear and attack opponents at a distance, as directed by you. Instead of dealing damage, a sword of darkness bestows one 
  negative level on each successful hit against a living creature, threatens a critical hit on a roll of 19-20, and bestows two 
  negative levels on a critical hit. Negative levels usually have a chance of permanently draining the subject’s levels, but 
  the negative levels from sword of darkness don’t last long enough to do so. However, if the subject gains at least as many 
  negative levels as it has Hit Dice, it dies.  
   
  If the sword strikes an undead creature, it grants that creature 5 temporary hit points per two caster levels 
  (maximum 25 temporary hit points) that last for up to 1 hour.  
   
  Material Component: A bastard sword or longsword, which is shattered against a stone while casting the spell. 
  Sword of Deception (Spell Compendium)  
  Evocation [Force]  
  Level: Sor/Wiz 4  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Pale green blade of force  
  Duration: 1 round/level (D)  
  Saving Throw: None  
  Spell Resistance: Yes  
   
  Swinging a miniature replica of a sword as if it were real, you bring into being a full-sized representation of your replica made 
  entirely of pale green force. The blade immediately attacks your enemy. 
   
  You cause a blade of pale green force to appear and strike the opponent you designate, starting with one attack in 
  the round when the spell is cast and continuing each round thereafter. Though it makes regular melee attacks, the 
  sword strikes as a spell, not a weapon (and so can strike incorporeal creatures). A sword of deception always strikes from 
  your direction, and so it can’t be used to flank with your attacks, but it could flank with your allies.  
   
  The blade attacks with a base attack bonus equal to your caster level, dealing 1d8 points of damage per hit and 
  threatening a critical hit on a roll of 19-20. In addition, each successful hit provides a -2 penalty on the target’s next 
  saving throw roll (-4 on a successful critical hit). This penalty is cumulative (to a maximum of -5 on a single creature) 
  and lasts until the creature is forced to make a saving throw in a dangerous situation or receives the benefit of a remove 
  curse spell. 
   
  Each round, a sword of deception continues to attack the previous round’s target unless you use a standard action to 
  switch it to a new target within range. In any round when the weapon switches targets, it gets one attack as a standard 
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 42 
  action (as it does in the round when the spell is cast). The weapon can make multiple attack rolls against a single target 
  with a full attack action if its base attack bonus permits. A sword of deception cannot be attacked or damaged (though it 
  can be dispelled as any other spell).  If an attacked creature has spell resistance, make a caster level check the first time 
  the sword attacks. If the check is successful, the sword can attack that creature with normal effect for the duration of 
  the spell. If not, the sword of deception is dispelled. If the target goes beyond the spell range or out of your sight, the sword 
  of deception returns to you and hovers.  
   
  Focus: A miniature replica of a sword and a set of loaded dice. 
  Zeal (Spell Compendium) 
  Abjuration 
  Level: Blackguard 2, Pal 2 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  You invoke a divine shield to protect you as you close with a chosen opponent. 
   
  Choose a foe as you cast this spell. You gain a +4 deflection bonus to your AC against all attacks of opportunity from 
  opponents other than the chosen foe. Also, you can move through enemies as if they were allies for the duration of the 
  spell, as long as you finish your movement closer to your chosen foe than when you began it. 
   
  
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  PLAYER HANDOUT #1 – LETTER FROM BETHANY GRENDA 
  This should be given to PCs who did play SHE5-04 A Cup O’erturned. 
   
  Greetings, 
   
  You may not remember me, but my name is Bethany Grenda. 
  We met recently in Hochoch while you were looking for a 
  certain antique goblet and while I was investigating business 
  opportunities under the new government for some business 
  people in Gran March. I have some information about the 
  goblet that I might be willing to sell to you. Given that the 
  Knights have shown an interest in the item, this information 
  may help you form a good relationship with the new 
  government. Meet me in Hochoch at the Boar’s Other Knuckle 
  after sundown on 6 Fireseek 596. You will not regret it. 
   
  Good travels, 
   
  Bethany Grenda 
   
   
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 44 
  PLAYER HANDOUT #2 – LETTER FROM BETHANY GRENDA 
  This should be given to PCs who did not play SHE5-04 A Cup O’erturned. 
   
  Greetings, 
   
  A mutual acquaintance has given me your name as a 
  reputable adventurer. My name is Bethany Grenda and I am 
  a negotiator for certain business people in Gran March 
  looking for business opportunities under the new government. 
  I found out some information about an antique goblet that 
  apparently has the interests of the Knights. I do not have time 
  for long interrogations by the new government so I might be 
  willing to sell to you this information so that you can gain 
  some influence with the Knights. Meet me in Hochoch at the 
  Boar’s Other Knuckle after sundown on 6 Fireseek 596. You 
  will not regret it. 
   
  Good travels, 
   
  Bethany Grenda 
   
   
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 45 
  PLAYER HANDOUT #3 – MAP OF HOCHOCH 
  (Created by Jose Ortiz) 
   
   
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 46 
  PLAYER HANDOUT #4 – KEY TO THE MAP OF HOCHOCH 
   
  Gates: 
  G1 – River Gate 
  G2 – Shalm’s Gate 
  G3 – North Gate 
  G4 – Oyt Gate 
  Low Quarter: 
  L1 – The Broken Drum Inn 
  L2 – The Cracked Cup  
  The Commons: 
  C1 – Iowerth Square 
  C2 – The Boar’s Knuckle (condemned) 
  C3 – The Boar’s Other Knuckle 
  C4 – Company of Giant Slayers Hall 
  C5 – The White Stag Inn 
  Market Ward: 
  M1 – The Giant’s Hearth Inn 
  M2 – Market Square (“Broken Wall”) 
  Old City: 
  O1 – Old Oak Tavern 
  O2 – Bedwyn the Fat’s Estate 
  O3 – Knights of the Watch Chapterhouse 
  O4 – Sierra Blackblade’s Estate 
  Hilltop: 
  H1 – Caer Dwr Gwyldy (Waterwatch Castle) 
  H2 – Trevol Llys (Town Hall) 
  H3 – Temple of Pelor 
  H4 – Temple of St. Cuthbert 
  H5 – Temple of Allitur 
  H6 – Temple of Ehlonna 
  H7 – Wayfarer’s Union House 
  H8 – The Brenin’s Signet Inn 
   
   
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 47 
  PLAYER HANDOUT #5 – GRENDA’S PAPER 
   
   
  Old container, new container, 
   
   
  Old container lost to old friends, 
   
   
  New container lost to unknown, 
   
   
  Containers may be spoiled or may be ripe. 
   
   
   
  
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  PLAYER HANDOUT #6 – GRENDA’S PAPER (TRANSLATED) 
   
   
  Old container, new container, 
  (This mentions two containers .) 
   
  Old container lost to old friends, 
  (The first container was stolen by old enemies.) 
   
  New container lost to unknown, 
  (The second was stolen by someone else.) 
   
  Containers may be spoiled or may be ripe. 
  (Both containers may be evil but valuable.) 
   
   
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 49 
  PLAYER HANDOUT #7 – CORPORATION NOTE, MEMBERS ONLY 
   
   
  Bethany Grenda, a member of our family, was killed because she was 
  involved in our rivals’ business. She was following up on the goblet 
  that our ex-members stole from our rivals, which has put us at odds 
  with them. Because of this, we think the murders are connected with 
  the goblet. Find out what you can as we are on uncertain ground here. 
   
   
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 50 
  PLAYER HANDOUT #8 – MYSTERIOUS NOTE 
   
   
  We did not kill anyone. 
  We had nothing to do with either the goblet or the urn. 
  We believe them to be connected. 
  We believe them to be dangerous. 
  Find them with our blessing. 
   
   
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 51 
  PLAYER HANDOUT #9 – RHYME OF THE OCCLUDED TIME 
  (Given to the party by the Knights in Hochoch) 
   
  Occluded time’s thunder; 
  A Cup o’erturned; 
  Flesh torn asunder; 
  A book unburned; 
  Three to One’s wonder; 
  Dark whisperer returned. 
   
   
  
  SHE6-01 Flesh Torn Asunder 
   
  Page 52 
  CRITICAL EVENT SUMMARY: SHE6-01 FLESH TORN ASUNDER 
  For use only before April 1, 2006.  Email answers to aeontrin@aol.com. 
  1.  Did anyone die from the book trap in Encounter 1? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  If so, did any city guards or Knights of the Watch NPCs die as a result? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  2. 
  Did the party fight the Watcher Branwen and her city guard? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  If so, did they kill any NPCs in the fight? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  3. 
  Did the party defeat the undead assassin Nycos Dephos? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  How much did the party find out from Nycos Dephos before the combat ended? 
   
   
   
  4. 
  Did the party find out that the Aspect of Sight was trying to control the Midnight Ravens’ interests in Hochoch? 
   
   
   
   
   
   
   
  Yes 
   
  No  
   
  5. 
  Did the party contact any organizations about the results of this adventure? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  If so, who did they contact and what did they tell them? 
   
   
   
  6. 
  Did the party have fun with this adventure? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  7. 
  For players from Geoff and Gran March only: was the city of Hochoch and its citizens represented accurately and 
  how can their descriptions be improved for future adventures? 
   
   
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, results that 
  may not fit the above, etc): 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/596/Normal Scenarios/SHE6-01 - Flesh Torn Asunder (APL 6-14)/SHE6-01 - Flesh Torn Asunder.pdf