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, 
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  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 
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  VEL5-08 
   
   
   
   
   
   
   
  The Reaping, Pt I 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Veluna Regional Adventure 
  by Lynn Register and Jeff Richards  
  Triad Edit:  David Kerscher 
  Circle Edit:  Tim Sech 
  Illustrations:  Russell Akred 
   
  The final battle with Canon Herion is at hand.  The army of Veluna is pushing northwards, retaking the devastated 
  Diocese of Whitehale.  Heroes are needed for a possible suicide mission to assault the very lair of the Heretic himself in 
  an attempt to eliminate his threat once and for all.  The first half of a 2 round continuous play dungeon crawl for non-
  evil heroic characters of levels 4 to 14. (APLs 6 to 12).  Survivors must play VEL5-09 immediately after this adventure.
  
  Vel5-08 The Reaping Part I 
   
  Page 2 
  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 DM (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, 2006.  
   
  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 non-player 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. 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 up 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 
  
  Vel5-08 The Reaping Part I 
   
  Page 3 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Veluna.  PCs native to Veluna pay one Time Units per 
  round, all others pay two Time Units.   
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. PCs that fail to pay at 
  least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A PC who does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild.  If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check (DC 20), 
  the PC will heal temporary ability damage as if he or she 
  paid for Standard Upkeep, may refill spell component 
  pouches and healer’s kits, and may restock up to 20 
  arrows or bolts if the PC has at least four ranks in Craft 
  (bowmaking).  The PC 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 
   
  Several hundred years ago, Canon Herion, fearing his 
  fate after death, turned from Rao and embraced Nerull.  
  In Nerull’s faith he found a way to cheat death and to 
  avoid the fate awaiting him for his sins in life (from abuse 
  of a magical throne in a spire in the Lortmil Mountains 
  which was intended to purge sin from the Canons of 
  Veluna). In a formal ritual where he forever forsook Rao 
  and swore eternal allegiance to Nerull, Herion ritually 
  broke his holy symbol of Rao, symbolizing his shattered 
  faith in the god of peace.  This ritual turned the heretical 
  canon into a powerful lich, his phylactery being formed 
  by the interlocking of three large rings (the “Rings of 
  Austor”) which were powerful magical rings owned by 
  the church. 
  A brief but violent civil war erupted in which Raoan 
  fought Raoan as the more righteous of the church 
  rebelled against the heresy of the canon.  In the final 
  battle at the Fields of Peren, Herion was defeated and his 
  phylactery was captured.  However they tried, the 
  victorious Raoans found that the Rings of Austor (the 
  phylactery) could not be destroyed.  All they could 
  manage to do was separate the three rings.  As long as the 
  rings were separated, the lich Herion could not reform, 
  nor, however, was he truly destroyed.  Fearing the 
  recombination of the rings and the return of Canon 
  Herion, the church of Rao hid the three rings and 
  covered up all evidence of the rise of Herion in the 
  histories (a very difficult thing to do for faithful of the 
  god of knowledge!). 
  The centuries passed, but Herion’s followers carried on as 
  a secret cult known as the Cult of The One.  Five years 
  ago, the Cult of the One finally managed to stumble onto 
  the secrets of the hidden rings.  The cult gathered their 
  power in a secret base in the Yatil Mountains which was 
  the location of a tomb Herion had originally constructed 
  for himself as a final resting place dedicated to Rao.  After 
  his betrayal of Rao, this tomb was rededicated to Nerull 
  and expanded by his followers.  When the essence of 
  Herion was released from its slumber by the fulfillment 
  of a prophecy, Herion was able to communicate with his 
  cult and direct their actions.  The cult worked a deal with 
  a powerful orc warlord in the mountains and began 
  building up an army of undead.  Herion himself cut a 
  deal with a group of devils recently released from 
  imprisonment after the Flight of Fiends who were 
  thirsting for revenge against Veluna.  Herion also made a 
  deal with a powerful demon lord named Marduk who 
  was in the process of trying to return to Veluna and set 
  up a domain for himself after a thousand years of 
  
  Vel5-08 The Reaping Part I 
   
  Page 4 
  banishment.  With all the forces in place, all that 
  remained was the reconstitution of the phylactery which 
  would allow Herion to reform his physical body and 
  return to the world to reclaim his rightful place as Canon 
  of Veluna. 
  In a series of daring moves and cunning moves, the Cult 
  of the One was able to recover all three rings.  Returning 
  them to Herion’s tomb in the Yatil Mts., the three Rings 
  of Austor were recombined and Canon Herion returned 
  from his grave. 
  In a swift and surprising assault, Herion’s army of orcs, 
  undead, and devils managed to overrun the Diocese of 
  Whitehale with tremendous speed.  They were stopped, 
  however, at the gates of Mitrik and a long siege began.  
  The diocese of Grayington was neutralized by the 
  machinations of Marduk, further weakening Veluna and 
  drawing out the siege as Veluna lacked the power to 
  relieve the besieged city.  Eventually, reinforcements 
  from Bissel (made possible by a diplomatic endeavor that 
  resolved the issue of the Thornward treaty) and some 
  rediscovered ancient magical defenses of the holy city 
  tipped the scale and broke the siege of Mitrik.  After 
  recovering and regaining her strength, Veluna began the 
  bloody process of pushing back the Heretic’s army in 
  Whitehale. 
  Meanwhile, a fortuitous series of events (possibly nudged 
  by some divine power) led to the discovery of one part of 
  the shattered holy symbol of Herion (his holy symbol of 
  Rao, used ritualistically to become a lich).  After the 
  lifting of the effect that foiled divinatory magics, 
  divinations showed that the broken holy symbol was the 
  key to undoing Herion’s power.  The Church of Rao 
  sponsored expeditions to recover the three parts of 
  Herion’s shattered symbol and recombined them in the 
  Cathedral in Mitrik. 
  The end of the war is now near.  The armies of Veluna 
  close in on the last bastion of Herion’s strength, Castle 
  Sepher.  However, the war will never truly be over as 
  long as Herion is not completely destroyed, and to do 
  this, the phylactery must be destroyed.  The Church 
  believes that the phylactery is normally indestructible, 
  but that by using the symbol of Herion’s former faith, the 
  power of the rings (which represent his new faith) can 
  somehow be weakened enough that they can finally be 
  destroyed once and for all. 
   
  Adventure Summary  
   
  Divinations 
  indicate 
  that 
  Herion’s 
  phylactery 
  is 
  safeguarded in his tomb in the Yatil Mountains.  The 
  Church has decided to send a group of heroes (the PCs) 
  into the mountains to assault Herion’s tomb with the 
  reconstructed holy symbol of Rao, find the phylactery 
  and attempt to destroy it.  They intend on doing this 
  immediately after the assault on Castle Sepher.  Their 
  hope is that Herion can be destroyed at Castle Sepher 
  and the PCs can infiltrate the tomb and capture or 
  destroy the phylactery before Herion can reform. 
  The PCs are sent along with a contingent of the army of 
  Veluna.  The troops will secure the entrance to the valley 
  and the valley itself, but they will be of no help in the 
  confines of the tomb.  The PCs must cross a negative 
  energy field that surrounds the tomb, deal with the 
  remaining guardians and find the phylactery.  Herion is 
  tricky though, and has prepared a fake phylactery to 
  deceive those who may attempt such a thing.  The PCs 
  must see past the deception or fail at their task. 
  Should Herion reform, he will take his phylactery and 
  flee the area to reconsolidate his power for another day.  
  There is a chance that if the PCs delay too much, they can 
  meet and battle Herion himself (this would not be good 
  for them). 
  The tomb was originally built by Canon Herion before he 
  turned from Rao.  He was growing doubtful in his faith 
  due to corruptions from the throne in the Spire (see 
  VEL3-06 Spire of Herion’s Malice), so he began worrying 
  about his death.  He commissioned an elaborate tomb be 
  built isolated in the Yatil Mountains.  Once Herion 
  switched from Rao to Nerull, he began modifying and 
  extending the tomb.  The tomb now consists of three 
  sections, Body, Mind, and Spirit.  These are to parallel the 
  old Raon tenets of Peace, Reason, and Serenity.  This 
  adventure covers Body, Mind, and the Raon half of Spirit. 
   The Nerull half of Spirit is covered in VEL5-09. 
  Body:  This is the original portion of the tomb, the 
  mausoleum outside the mountain.  This is where Herion 
  and other devout Raons of his time were to be buried 
  (their bodies were to lie in peace).  Now it is gutted and 
  the bodies of the Raons desecrated and lying in shambles 
  in the main tomb area.  One must pass through the body 
  to reach the mind, the mind does not exist without the 
  body. 
  Mind:  This area represents both the left and right brains 
  where emotion and logic are governed.  One half is 
  chaotic (emotion) and the other ordered (logic).  This 
  area represents the mind and the reason that springs 
  from it.  From the mind springs the spirit, and the dual 
  nature of Herion is reflected in the split nature of his 
  spirituality (once serene, but no longer). 
  
  Vel5-08 The Reaping Part I 
   
  Page 5 
  Spirit:  There are two parts to Herions spirit (wherein the 
  source of serenity lies).  One is Raon in nature where 
  Herion has chosen to gather together spirits of devout 
  Raons long dead to torture them in their own personal 
  hell.  The other part of the Spirit reflects Herion’s 
  spirituality in Nerull which reflects Nerull’s three 
  domains (trickery, death, and evil).  See VEL5-09 for the 
  Nerull Spirit sections. 
  Tomb Protections:  Herion has several protections in 
  place in his tomb.  The following spell effects are in place 
  in all areas of the tomb (and can be picked up by a detect 
  magic spell).  All of these spells are cast at caster level 22 
  for the purposes of detections and dispelling.  Any 
  dispelling will only affect the spells in the current 
  encounter, not in other encounters (there are actually 
  multiple spells butted up against each other).  This is for 
  simplicities sake rather than specify the exact area of each 
  spell. 
  1) Forbiddance:  The entire tomb is layered with 
  multiple forbiddance spells.  The PCs only risk 
  the damage from entering the forbiddance once 
  (when they first enter the tomb), but the 
  restriction against all planar travel applies in all 
  areas of the tomb.  Note that this means 
  summoning spells do not work anywhere in the 
  tomb.   
  2) Unhallow:  The entire tomb complex is layered 
  with unhallow spells.  This means all turning 
  checks take a -4 profane penalty, and all rebuke 
  checks gain a +4 profane bonus.  The entire area 
  is under the effect of magic circle vs. good (as 
  per unhallow).  This means all opponents will 
  gain a +2 deflection bonus to AC, a +2 resistance 
  bonus to saves vs. good aligned PCs, and are 
  immune to mental control.  Lastly, a freedom of 
  movement is tied to the unhallow and affects all 
  residents of the tomb complex. 
  3) Lead sheets:  All the walls and doors in the tomb 
  have a thin sheet of lead in them.  This means 
  no detect spells will penetrate any walls or 
  doors. 
  4) Miracle:  Herion has cast a miracle spell to ward 
  his phylactery against scrying.  Any attempt to 
  use a spell to locate or otherwise identify or find 
  his phylactery will meet with failure.  If a PC 
  tries to locate the phylactery in any way with a 
  spell, the DM can read the following text to 
  them to provide flavor if it seems appropriate:  
  You complete the spell in an attempt to find 
  the exact location of the phylactery of the 
  heretic Herion. Closing your eyes in 
  concentration for a few moments, your mind 
  begins to see Oerth from afar.  A bright 
  white star suddenly flares up on the globe 
  and your senses start to travel forward. 
  Shortly you see the Flanaess as a whole, the 
  bright light beckoning northward.  Faster 
  your mind travels, past the Azure Sea and the 
  Wooly bay, the beacon brightening as you 
  approach.  In a blink you’ve past the troubled 
  land of Veluna, rushing towards the Yatil 
  Mountains.  However, the star that was so 
  white moments before has turned an angry 
  red and somehow a second angry red star has 
  joined it. Then the red stars blink at you and 
  a Blackened Skull red dripping from his 
  bony jaws opens impossibly wide and 
  swallows you.  With a start you open your 
  eyes as the spell abruptly ends.        
  Special note:  This adventure is the first part of a 
  continuous 2 play adventure.  The second half is VEL5-
  09.  These two adventures are to be played as one 
  continuous 2 round adventure.  Immediately after 
  finishing this adventure, the DM should continue with 
  VEL5-09.  The AR’s for BOTH adventures are only 
  awarded at the conclusion of VEL5-09.  PCs will not 
  receive the VEL5-08 AR until after the completion of 
  both rounds.  This means that PCs will not be able to re-
  equip, resupply, or gain a level in between adventures. 
  Time Limit:  These two adventures are only to be played 
  in 8 hours.   If the PCs do not finish before the time limit, 
  Herion will have reformed and taken his phylactery 
  elsewhere.  If the PCs run out of time before successfully 
  completing the last encounter, they have failed.  The DM 
  should explain to them before play that this adventure 
  runs on a real world time limit, so if they cause 
  significant delays in real-time (rules arguments, side 
  discussions, slow play during combat, etc) they will fail, 
  including not receiving rewards on the AR (this should 
  motivate your typical Living Greyhawk player). 
  Resting in the Tomb:  The only safe place to rest in the 
  tomb (in either round) is in the ghost chamber in 
  Encounter Eight of this mod, and then only if the ghosts 
  and the holy symbol have been dealt with.  If the PCs try 
  to rest anywhere else, tell them they do not get a good 
  rest because of the evil pervading the area (and cannot 
  regain spells).  
   
  Introduction 
   
  
  Vel5-08 The Reaping Part I 
   
  Page 6 
  The war rages on.  Over the past year, the army of 
  Veluna has steadily pushed back the army of the 
  heretic Herion in the Diocese of Whitehale.  With 
  winter fast approaching, Herion has consolidated his 
  remaining strength at Castle Sepher on the northern 
  border.  Veluna masses for a final battle with the 
  heretical canon. 
  You have been recruited by the Church of Rao for a 
  special and very dangerous mission.  You currently 
  find yourselves in the camp of the army of Veluna in 
  the northern part of Whitehale Diocese.  The diocese 
  is devastated. All human habitation is burned to the 
  ground or abandoned and ruined.  The trees and 
  other vegetation have all withered and died; the 
  terrain is an unrecognizable barren wasteland. You 
  have all gathered in the tent of Archbishop Da’rin 
  Siltwood, Archbishop of Mitrik for a meeting with 
  this cleric of the cudgel. 
  Now is a good time to get each PC to describe his/her 
  character and make introductions.  Assume each PC has 
  various reasons for being here, either mercenary or 
  moral.  If any PC decides they would not volunteer with 
  the army or accept an invitation for a special mission for 
  the army, they can leave the table now.  When the PCs 
  are done introducing themselves: 
  Several mages and priests enter the tent, glance at 
  you, and begin casting a series of spells. 
  Spellcraft checks (DC 20) will indicate they are spells 
  intended to ward the tent from eavesdropping both 
  magical and mundane, and to verify the identities of the 
  PCs.  If any PCs detect as evil, they will be questioned by 
  the priests.  If the priests determine that the evil aura is 
  from an item, they will lecture the PC on the foolishness 
  of associating with tainted items and insist that the items 
  be left with them for this mission.  In no case will 
  anybody who registers an evil aura continue with this 
  meeting or participate in the mission.  Any PC that 
  cannot rid themselves of the evil aura will not be able to 
  play this adventure.  If any PC owns the Robes of Vecna 
  (a Core series item), they will be confiscated as this item 
  is currently outlawed in Veluna.  Remove the robes for 
  the possession of the PC.  If the PC resists, he may be able 
  to escape, but he will be done with this adventure (zero 
  gp/xp but still spends the TUs evading the authorities). 
  After the spells are cast, Archbishop Siltwood and 
  several Knights of Veluna enter the tent.  The 
  Archbishop is a large barrel-chested man with thick 
  flowing white hair and mustaches and a ruddy 
  complexion.  He speaks in a deep booming voice: 
  “Thank you for coming.  You all have been highly 
  recommended as… specialists… at accomplishing 
  difficult and dangerous tasks.  I am here to ask you to 
  accomplish just such a task, one so dangerous some 
  might describe it as ‘suicidal’.  What I say here must 
  stay here, and should you decide against my request 
  after hearing the details, I will require that you stay 
  under guard until this thing is over with.  If you are 
  not willing to accept those terms, you may leave 
  now.”  Siltwood pauses to see if anybody leaves. 
  Assuming nobody walks out: 
  “Good!  It is time to deliver the killing blow to Herion 
  the Heretic.  You are to be the club that delivers the 
  final blow.  As you may know, Herion is a powerful 
  form of undead called a ‘lich’.  These particular 
  undead imbue an item called a ‘phylactery’ with the 
  essence of their life force.  As long as the phylactery 
  is in existence, a lich cannot be fully destroyed.  Even 
  if they are defeated in battle they will reform in a 
  matter of days.  A lich’s phylactery can take just about 
  any form.  We believe Herion’s phylactery is 
  constructed with three magical artifacts known as the 
  Rings of Austor.” 
  With that, Siltwood motions to one of the mages who 
  then casts a quick spell.  Shimmering into existence 
  in front of the mage is the illusory image of three 
  large rings.  Each of the rings is made of some 
  precious metal and is about 12 inches in diameter. 
  “Divinations lead us to believe that the Rings of 
  Austor are currently located in Herion’s tomb in the 
  Yatil Mountains.  Attempts to destroy these rings in 
  the past have been unsuccessful.  It is not unheard of 
  for items of great power to be indestructible but there 
  is almost always some way of breaking their power 
  and rendering them vulnerable.” 
  “As some of you may already know, recent events 
  have led us to recover the pieces of the Raoan holy 
  symbol used by Herion while he was Canon of 
  Veluna.  We have managed to recover all three pieces 
  of his holy symbol and have reconstructed it.” 
  Siltwood reaches into his vestments and pulls out an 
  ornate holy symbol of Rao made of various precious 
  metals.  You can see seams where it was once 
  shattered into three pieces but has since been 
  repaired. 
  “We believe that this symbol of Herion’s shattered 
  faith is the key needed to render the symbol of his 
  new faith vulnerable.  I am here to ask you to take 
  this holy symbol, penetrate Herion’s tomb, find his 
  phylactery and destroy it.  Barring the capability to 
  destroy it, at a minimum break it down back into its 
  three component rings and return those rings to us.” 
  
  Vel5-08 The Reaping Part I 
   
  Page 7 
  “Reports indicate that Herion is currently at Castle 
  Sepher, which we plan to assault tomorrow.  
  Hopefully we will be able to find and destroy the lich. 
   As long as the rings are apart, Herion should not be 
  able to reform, but he also will not be truly destroyed. 
   This is why it is important to attempt to destroy the 
  phylactery immediately.  You will be racing against 
  time to complete your task before Herion can reform 
  his physical body.” 
  “We will be sending you with a contingent of troops 
  strong enough to secure the approaches to the tomb.  
  Once the troops secure the valley, you are to enter the 
  tomb immediately.  You should avoid the fighting in 
  the valley itself and save yourself for the assault on 
  the tomb.” 
   “So what do you say?”  Archbishop Siltwood looks at 
  you expectantly. 
  Siltwood will offer payment if that is what they need.  He 
  will answer whatever questions they may have.  If any of 
  the PCs refuse the mission, they are kept under guard 
  until after it is over (Siltwood doesn’t want them tipping 
  off the enemy beforehand).  That PC will be done with 
  the mod, give them their AR for both rounds with no 
  xp/gp, but with the TUs spent. 
  Assuming they agree to the mission, Siltwood will give 
  the PCs the reconstructed holy symbol of Rao.  It is of an 
  old Raon design and is made of precious metals.  They 
  will be given a place to rest and prepare and will leave in 
  the morning.  Siltwood will give them some advice 
  before they leave: 
  “You should expect the tomb to have magical 
  protections.  We have tried to probe it and believe it 
  may be protected by a forbiddance spell which 
  prevents any sort of dimensional transport, including 
  summoning, as well as outright killing unwanted 
  intruders.  There is usually some sort of password that 
  allows safe entry into a forbiddance but we have no 
  way of knowing what it may be.  It is also quite likely 
  the area is infused with negative energy which may 
  limit your capabilities and enhance the capabilities of 
  any guardians.  You will need to plan accordingly.” 
  “We have some supplies with the army if you need 
  anything, let us know.  Good luck and may the gods 
  be with you.” 
  The PCs can purchase any equipment from the army at 
  regular prices that the DM deems appropriate.  This 
  should include magic items that are given as access to 
  everyone in the LGCS (especially potions and scrolls of 
  750gp or less).  Items available are purely up the 
  discretion of the DM, but normal access rules of Living 
  Greyhawk apply. 
   
  Encounter One: Along for the 
  Ride 
   
  In the morning, the PCs will march with a sizable troop. 
  You awake to a flurry of activity in the armed camp.  
  Soldiers are strapping on armor and weapons, horses 
  are being prepped, and wagon loads of supplies are 
  being loaded. 
  You are led to an area on the west side of the camp 
  where some troops are beginning to assemble and 
  introduced to Sir Boris Glarden, Knight of Veluna. 
  “Mornin’…” he says with a curt nod as he dons his 
  helmet.  “So you are the strike team, eh?”  He looks 
  you up and down with an appraising stare. 
  “My orders are to keep you out of it until we have 
  secured the approach to the target!  You will stay with 
  the supply train and the medics until ordered 
  forward.”  He points to a group of pack animals and 
  support personnel.  “Stick with them.  Any 
  questions?” 
  He will answer any questions, but he is very impatient 
  and the orders are simple.  He will become visibly 
  irritated if inundated with stupid questions.  The orders 
  are simple:  Stay with the supply train. 
  The troop forms up in a column formation.  There are 
  probably 50 mounted knights, and a few hundred 
  infantry and archers.  Once all is ready, Sir Glarden 
  and his troop move out. 
  You march across the withered wasteland for a day 
  and a half, eventually crossing the Fals River at a ford 
  near the ruins of Swan Hill.  Following a trail through 
  the rocky hills beaten by the passage of many troops 
  you come to a rocky outcropping where a wide cave 
  mouth beckons.  Your supply train pauses here for 
  the bulk of the day while the knights lead the bulk of 
  the troops inside. 
  Eventually a horn is heard, and your group proceeds 
  into the cave and down a tunnel that turns into a wide 
  ramp.  You pass the bodies of dozens of destroyed 
  undead, orcs and ogres before you come to a wide 
  chamber with a glowing portal on the far wall. 
  
  Vel5-08 The Reaping Part I 
   
  Page 8 
  A few mages who accompanied the troop are standing 
  beside the portal and they motion you through. 
  As you step through the arcane portal, you find 
  yourself in another large cavern.  Lying on the floor 
  of the cavern are the dented and broken remains of 
  two large iron statues of dragons.  Lined up along one 
  wall of the cavern are the bodies of probably 30 dead 
  knights and soldiers of Veluna, their shields or cloaks 
  covering them. 
  Sir Glarden awaits you at the bottom of the rough 
  steps leading from the portal to the floor of the 
  cavern.  Across the cavern you can see the late 
  afternoon sky set against the backdrop of the Yatil 
  Mountains.  Black inky smoke is curling up into the 
  sky from some unseen source. 
  Sir Glarden looks tired and worn, his tabard is torn in 
  several places, and his armor dented.  “We have 
  secured the valley up to the mausoleum.  The cost was 
  high…”  He glances at the bodies lined up against the 
  wall. “It’s all up to you now.  Lot’s of good men paid 
  the ultimate price to get you here, don’t let their 
  sacrifice go to waste…  Rao be with you.” 
  As the PCs begin to head out: 
  Sir Glarden calls out to you:  “Oh, I almost forgot:  Be 
  wary of the blasted ground in front of the tomb!  It is 
  full of some evil power that saps your very life!” 
  As the PCs head out into the valley they will see the 
  remaining troops taking up defensive positions.  The PCs 
  enter the valley from a cave mouth on the south side.  On 
  the west side of the valley is a wooden fortress that is now 
  burning (the source of the smoke seen earlier).  On the 
  east side is the remains of a partially built tower.  To the 
  north is the tomb: 
  Exiting the cave, you look out over a mountain valley. 
   Grass waves in the distance on the valley floor, and 
  the sloping sides are lightly forested with evergreens. 
   The Velunan troops are setting up defensive 
  positions in the southern half of the valley. 
  Nearby on your right, you can make out what appears 
  to be a tower under construction.  To the left, you can 
  see a wooden palisade, which surrounds a fortress 
  crafted from massive logs.  The palisade is broken and 
  the fortress is burning. 
  Finally, in the distance is a large mountain that closes 
  the end of the valley.  You can make out a stone 
  structure at the base of a cliff in the mountain’s face.  
  The grass near this structure is brown and dead. 
  The PCs should make their way to the tomb at the end of 
  the valley.  The troops here can render them no further 
  assistance.  No healing or other magic will be available 
  from the NPCs, it will all be used up by the soldiers 
  injured in the fighting. 
  As the PCs approach the tomb, go to Encounter Two.   
   
  Encounter Two: From Reason 
  to Reaping 
   
  Traversing the length of the valley you approach the 
  mountain that closes the far end. The valley itself 
  seems to be a good 5 miles long.  As you approach, 
  you begin to understand the size of the structure.  It 
  has to be at least 80 feet tall and 200 feet wide with 
  round towers set at all four corners.   The massive 
  mausoleum is set into the base of the cliff with the 
  mountain looming ominously behind. 
  Moving closer to the stone structure, you begin to 
  notice the smell of death hanging in the air.  The 
  green grass you travel through starts showing signs of 
  disease a half mile from the structure.  As you get 
  closer still, the grass turns brown and dead. 
  The grass ends some 200 feet from the structure itself, 
  the ground between here and the structure is blasted 
  and broken.  Bones of countless dead creatures litter 
  the ground and a thin black mist blankets everything. 
   It is obvious from this distance that the structure is 
  that of an ancient mausoleum. 
  In the center of the structure, facing the end of the 
  valley where you arrived is a pair of large doors that 
  are easily 10 feet tall and twice that wide. 
  The PCs can possibly gain some information from 
  studying the structure from a distance if they make a DC 
  20 Spot check.  If they fail the Spot check, they can make 
  these Knowledge checks after crossing the negative 
  energy field and getting close to the tomb. 
  A Bardic Knowledge check can reveal one piece of 
  information without the appropriate Knowledge skill, 
  but only if the specified DC is met at a modifier of –5 to 
  the roll.  Pertinent Knowledge skills reveal the 
  information based upon the DC met, and also all of the 
  information for any of the lesser DCs listed (i.e. the 
  higher DC’s information is cumulative): 
  Knowledge History or Architecture and Engineering: 
  • 
  DC 10: The structure appears to be some sort of crypt 
  or mausoleum.   
  
  Vel5-08 The Reaping Part I 
   
  Page 9 
  • 
  DC 15: The structure is in fact a crypt but seeing it 
  outside of a graveyard is very strange.  The style 
  seems to be a very old design. 
  • 
  DC 20: Based on it’s positioning in the valley and the 
  style of the architecture, the structure was not 
  designed to be a display piece.  It shares some 
  qualities with prison design. 
  • 
  DC 25: The design of the crypt dates back well over 
  400 years. The extremely thick walls suggest that not 
  only was something imprisoned here, but also 
  protected from outside influences.   
  • 
  DC 
  30 
  (History 
  only, 
  not 
  Architecture/Engineering): This is without a doubt 
  the crypt of the heretic Canon Herion.  The style is 
  consistent with designs of the time and the 
  markings are those most requested in magical wards 
  to both imprison and protect something.  
  A Knowledge (religion) check can also reveal some useful 
  information with the following DCs: 
  • 
  DC 10: Some of the designs on the building seem to 
  be that of a holy shrine or burial place dedicated to 
  Rao. 
  • 
  DC 15: The holy symbols carved into the structure 
  are part of funeral structures; however they have 
  apparently been altered over time.  They now are 
  more like symbols of The One. 
  • 
  DC 20: The smiling face of Rao has been defaced to 
  take on the aspects of a grinning skull.  The symbol 
  of ‘The One’ seems to share traits of symbols used by 
  various cults of Nerull.   
  • 
  DC 25: The altering of the symbols is such that the 
  protective aspects of the prayers used to create them 
  are now warped to draw in energy directly from the 
  Negative Energy Plane. 
  • 
  DC 30: This structure, which was once the prison of 
  the physical remains of the heretic Canon Herion, is 
  now a symbol of his power.  Some powerful magic 
  has been used to cause the power of death to be 
  spread across a large area.  This negative energy will 
  drain the life force from living creatures in the area 
  and strengthen that of the undead.  It appears to be 
  stronger the nearer you get to the tomb itself.   
  Crossing the negative energy field:  (EL 5) 
  The PCs must cross 200 feet of ground radiating negative 
  energy channeled directly from the negative energy 
  plane.  For purposes of covering the ground between 
  them and the doors, assume there are enough obstacles 
  (rocks and bone piles) that a PC cannot run, the best they 
  can do is a double move. 
  Unless somehow protected, each PC will receive one 
  negative level upon entering the area, then a second 
  negative level after approaching within 100 feet of the 
  tomb.  This applies no matter how they approach, even 
  flying. 
  If the PCs teleport or otherwise instantly travel to the 
  doors, they can avoid the negative energy field.  The field 
  stops within 20 feet of the doors. 
  Treat the negative levels as an enervation effect from a 7
  th 
  level caster.  Note that any effect that protects against 
  energy drain (or removes negative levels) will protect 
  against this negative energy effect.  All properties of 
  negative levels apply (including losing spells). 
  A character making a Knowledge (religion) check (DC 
  20) will realize that a cleric channeling positive energy 
  should be able to suppress the effects of the negative 
  energy field for a short time.  If a PC can make a turning 
  check that would turn undead of HD equal to or higher 
  than the APL, the negative energy field will be 
  suppressed for a number of rounds equal to the turning 
  damage minus APL.  Turning is a 60 ft. radius burst.  Note 
  that the area of the burst does NOT travel with the cleric, 
  it stays in place.  Any cleric would know this.  Note that 
  eagle’s splendor will increase the number of turning 
  checks a cleric receives, but once the spell wears off the 
  number of turning checks available will be reduced so 
  the cleric cannot use this spell to gain 2 free turn 
  attempts and save 2 regular turn attempts (though it will 
  work to gain 2 turns after all turns have been used!).  If a 
  PC does turn the negative energy effect, the black mists 
  will dissipate in the area that is now safe. 
  A character that takes taking a negative energy level and 
  makes a Spellcraft check (DC 24) recognizes that this is 
  an enervation effect.  They would know that the negative 
  level is not permanent and will wear off in one hour per 
  caster level (though it cannot be dispelled). 
  The Doors: 
  The huge double doors to the tomb are made of thick 
  slabs of black marble.  The heart shaped symbol of 
  Rao can be seen at the top of the doors, but it has 
  been modified to be a skull and sickle.  Written in bas 
  relief on metal plates on the doors is an old prayer to 
  Rao.  The letters appear to have once been gilded with 
  gold, but most of the gilding is gone. 
  See Player Handout #1 (this handout works best if 
  printed in color). 
  
  Vel5-08 The Reaping Part I 
   
  Page 10 
  The doors are locked by an arcane lock spell, caster level 
  equal to the APL.  The doors are magically hardened to be 
  like 10 inches of Mithral. 
  �Marble Doors:  (Hardness 15, 300 hp, Break DC 34) 
  The letters that still have gold on them when put 
  together form a litany to The One.  If this litany is spoken 
  aloud, the doors will open silently.  A knock spell or 
  dispel magic or good old fashioned battering can also 
  open the doors normally. 
  Original inscription: 
  While Faithe remains in the Heart, it will oft keep evil at 
  bay.  
  Thus Faithe brings ye closer to His Peaceful way. 
  Everlasting  Faithe withe word and deeds;  
  Wilt sow His Reason's seeds. 
  Faithe in Rao be On ye lips and in Everyone's hearte for 
  eternity 
  Thusly ye may safely enter in His Serenity. 
  And forever more Peace Reason and Serenity may be 
  yours; 
  In Rao's presence will ye spirit Soar.  
   
  Highlighted letters only: 
  With the Heart of Evil hate rings his way.  
  Ever in Wor with Reason  
  The One Lives here for eternity  
  Ye May enter here  
  And Revere me 
   
  Encounter Three: The Peace of 
  the body in pieces…  
   
  If the litany to The One message was read: 
  As the last syllable of the Nerullite litany is spoken; 
  the doors swing silently open and light flickers to life 
  from inside. The size of the room becomes apparent 
  as magical lights flicker weakly to life, their 
  enchantment apparently nearing an end.  It also 
  seems as if additional floors once existed, because dim 
  magical lights can be seen hanging from sconces 
  higher up on the walls.  What dominates this area is 
  the fact that bones and rubble are everywhere and a 
  light grey dust is in the air…    
  Otherwise: 
  A brief hiss of air and cloud of grey dust escapes from 
  the opening as the door is pushed open. From the 
  vantage point of the door your (light source) shows 
  open space and a multitude of bones and rubble on 
  the floor.   
  The tomb is protected with a forbiddance spell, the 
  password is “The One”.  Anybody who enters without 
  saying the password beforehand will take damage as per a 
  forbiddance spell with a Neutral Evil alignment (6d6 
  damage to N, NG, LE, CE; 12d6 damage to CG, LG, CN, 
  LN).  Note that anyone reciting the litany on the door 
  will have said “The One” and may pass safely (but just that 
  person, each person must say the password, Spellcraft DC 
  21 to realize this before someone blows themselves up).  
  At APLs 6-8 remind the PCs about the forbiddance if they 
  forget.  At higher APLs, it is their own fault if they forget 
  the warning. A PC with Use Magic Device skill may be 
  able to emulate another alignment with a DC 30 check 
  taking damage from the spell as per their emulated 
  alignment (the DM should ask what alignment they wish 
  to emulate). 
  This entire room is considered difficult terrain from the 
  bones or rubble on the floor.   
  If any one cares to make note of the dust, it is lead dust.  
  Knowledge 
  (Dungeoneering) 
  or 
  Knowledge 
  (Architecture and Engineering) (DC 15) checks verify 
  this fact… but the PC’s have to ask specifically about the 
  dust (which covers nearly everything) to get this check. 
  This dust provides protection from detection spells, so 
  the huecuvas can remain undetected from intruders.  If a 
  gust of wind, create water, or similar spell (which could 
  remove the dust) is cast, the huecuvas attack the spell 
  caster immediately. 
  The huecuvas try to wait for all of the PCs to reach the 
  other side of the room before they attack.  They blend in 
  with the other bones and bodies on the floor, and the 
  lead dust helps protect them from detection spells.   
  NOTE:  IF the PC’s decide to decipher the inscription on 
  the door from inside the mausoleum, the lights will 
  flicker on once the inscription is “read” (if not already 
  on).   
  Searching such a large area would take a long time, but if 
  the PCs decide to take a couple of hours, they can find 
  various worthless trinkets that were buried with the 
  original occupants of the mausoleum.  If the PCs do this, 
  the Huecuvas attack before they are discovered (place the 
  PCs wherever in the room they are searching, near one of 
  the huecuvas).   
  At the corners of the main room are the four towers that 
  are visible from the outside.  The interior of the towers 
  
  Vel5-08 The Reaping Part I 
   
  Page 11 
  are open to the main room (i.e. the PCs can see the entire 
  inside portion of the tower from the main floor).  The 
  two southern tower entryways are completely blocked 
  with rubble and nothing of interest can be found there.   
  The northern towers are also rubble-filled, but only to the 
  point of qualifying as “difficult terrain”. 
  Creatures:  When the PCs reach one of the two northern 
  towers, or the huecuvas are detected, they attack.  If the 
  PCs destroyed the front doors, modify the following 
  boxed text appropriately. 
  Suddenly the lights flicker and piles of bones begin to 
  move of their own volition.  Amalgamations of 
  various skeletons have formed together to form 
  guardians!  Two creatures seem to have tattered robes 
  and two other skeletal creatures are clad in plate 
  armor!  As they approach, the resounding boom of the 
  mausoleum doors slamming shut lends no comfort to 
  the situation. 
  At APL 12+, describe dark ichor dripping off of the 
  monk’s claws. 
  APL 6 (EL 8) 
  �Huecuva Monks (2): Medium Undead Mnk3; hp 30 
  each; See Appendix 1. 
  �Huecuva Cleric: Medium Undead Clr3; hp 30; See 
  Appendix 1. 
  �Huecuva Fallen Paladin:  Medium Undead ExPal2; 
  hp 21; See Appendix 1. 
  APL 8 (EL 10) 
  �Huecuva Monks (2): Medium Undead Mnk5; hp 48 
  each; See Appendix 1. 
  �Huecuva Cleric: Medium Undead Clr5; hp 48; See 
  Appendix 1. 
  �Huecuva Fallen Paladin:  Medium Undead ExPal4; 
  hp 39; See Appendix 1. 
  APL 10 (EL 12) 
  �Huecuva Monks (2): Medium Undead Mnk7; hp 80 
  each; See Appendix 1. 
  �Huecuva Cleric: Medium Undead Clr7; hp 66; See 
  Appendix 1. 
  �Huecuva Fallen Paladin:  Medium Undead ExPal6; 
  hp 57; See Appendix 1. 
  APL 12 (EL 14) 
  �Huecuva monks (2): Medium Undead Mnk9; hp 96 
  each; See Appendix 1. 
  �Huecuva Cleric: Medium Undead Clr9; hp 84; See 
  Appendix 1. 
  �Huecuva 
  Fallen 
  Paladin: 
   
  Medium 
  Undead 
  ExPal6/Blk2; hp 75; See Appendix 1. 
  NOTE:  At APL 12, the monks have coated their 
  claws/fists with dragonbile poison.  Fort save DC 26 for 
  3d6 Strength damage, secondary damage is none. (Only 
  applicable to the first 2 successful attacks). 
  Tactics: Hopefully (from the monster’s point of view) 
  some of the party is outside the tower room.  There will 
  be no surprise round on either side, simply have the 
  Huecuva’s stand up and then roll initiative. 
  The monks will move in to grapple opponents.  Their 
  targets in order of preference:   
  1. 
  Clerics and Paladins of Rao 
  2. 
  Others who display visible holy symbols of Rao, 
  including the Holy Robe of Veluna or Holy 
  Robe of Arcane from VEL3-09 The Accursed 
  Rings. 
  3. 
  Those that have been “Touched by the Spire” 
  from VEL3-06 Spire of Herion’s Malice. 
  4. 
  Other divine casters (those who openly display 
  holy symbols of their faith)  
  5. 
  Anyone left. 
  The fallen paladin will provide support for the cleric.  
  The cleric will first bolster himself and the others (with a 
  +4 to the roll due to the Unhallow), then attempt to 
  impede anyone attempting to turn or cast spells.  
  Development:  If the PCs investigate the Northwest 
  Tower proceed to Encounter 4a and for the Northeast 
  Tower proceed to Encounter 4b. 
  Treasure: 
  APL 6:  L: (309 gp per character); C: (0 gp); M – Brooch of 
  Shieldingx2 (250 gp). 
  APL 8:    L: (6 gp); C: (4 gp); M-- Brooch of Shielding x2 
  (250 gp), Bracers of Armor +2 x2 (667 gp), +1 Scythe x2 
  (386 gp), +1 Full Plate Armor x2 (442gp). 
  APL 10:    L: (6 gp); C: (13 gp); M-- Brooch of Shielding x2 
  (250 gp), Bracers of Armor +2 x2 (667 gp), Gauntlets of 
  Ogre Power +2 (667 gp), +1 Scythe x2 (386 gp), +1 Full 
  Plate Armor x2 (442gp). 
  APL 12:    L: (6 gp); C: (13 gp); M-- Brooch of Shielding x2 
  (250 gp), Bracers of Armor +2 x2 (667 gp), Gauntlets of 
  Ogre Power +2 (667 gp), +1 Unholy Scythe x2 (3053 gp), 
  +1 Full Plate Armor (442gp), +2 Full Plate Armor (471 
  gp), +1 Animated Large Shield (392 gp). 
   
  
  Vel5-08 The Reaping Part I 
   
  Page 12 
   
   
  Encounter Four: Unreasonable 
  Decisions… 
   
  The Northwest Tower is Encounter 4a, the Northeast 
  Tower is Encounter 4b.  Each contains a secret door that 
  leads to a different part of the “mind” portion of the tomb. 
   
  Encounter 4a: Northwest Tower 
   
  This circular tower is 15’ in diameter and rubble 
  strewn much like the main area;   although this area is 
  devoid of bones.  The walls are covered with a faded 
  mural. It depicts an older woman teaching from a 
  podium; with a seated group of students and a dark-
  robed man standing nearby in the shadow of an old 
  oak tree. 
  Anyone investigating the mural (this includes any Search 
  check) notices that the podium is actually a bas relief.  
  They also notice that the shadow of the tree covers some 
  of the students and they are actually surreptitiously 
  looking at the dark-robed man.  A DC 15 Knowledge 
  (Arcana) check by anybody investigating the mural 
  determines that the arcane symbol for Intuition is hidden 
  in the whorls of the mural. 
  A successful Search check (DC 20) informs the party that 
  touching or tracing the symbol (whether recognized via 
  Knowledge (Arcana) or not) activates a secret door 
  hidden in the darkness of the dark robed man.   
  If the PCs trace the pattern with their finger: 
  As you trace the pattern hidden in the mural the robe 
  of the dark robed man seems to dissolve revealing an 
  entrance of darkness.  Light that attempts to go into 
  the opening stops at an almost palpable barrier.  
  The corridor that connects the tower to the next section 
  has been affected with utterdark (new spell, see 
  Appendix 2) cast at caster level 22. A Spellcraft check (DC 
  33 [28 + 5 for obscure spell]) can discover this fact.  The 
  entranceway and the corridor beyond detect as moderate 
  evil and strong conjuration.  The door is 5’ wide and 
  barely 6’ tall.  Beyond the door the corridor widens to 10’ 
  by 10’ tall.  Normal animals will not go further, bonded 
  animals and familiars (unless in a dimensional pocket) 
  will need to be pushed (Handle Animal DC 20) for the 
  entire length of the 333’ corridor. 
  Entering the corridor, good aligned PCs will feel cold and 
  the cloying nature of the darkness will make them feel 
  uneasy.  The corridor leads to the Right Handed Mind-
  Maze, go to Encounter 5. 
   
  Encounter 4b: Northeast Tower 
   
  This circular tower is 15’ in diameter and rubble 
  strewn much like the main area; although this area is 
  devoid of bones.  The walls are covered with a faded 
  mural. It depicts a young man at a blackboard 
  teaching in a classroom. A seated group of students 
  and a dark-robed man standing in the shadow of a 
  corner appear in rapt attention. 
  Anyone investigating the mural (this includes any Search 
  check) notices that the blackboard is actually a bas relief.  
  They also notice that the shadow of the corner covers 
  some of the students and they are actually surreptitiously 
  looking at the dark-robed man.  A DC 15 Knowledge 
  (Arcana) check by anybody investigating the mural 
  determines that the arcane symbol for Intellect is hidden 
  in the whorls of the mural. 
  A successful Search check (DC 20) informs the party that 
  touching or tracing the symbol (whether recognized via 
  Knowledge (Arcana) or not) activates a secret door 
  hidden in the darkness of the dark robed man. If the PCs 
  trace the pattern with their finger: 
   As you trace the pattern hidden in the mural the robe 
  of the dark robed man seems to dissolve revealing an 
  entrance of darkness.  Light that attempts to go into 
  the opening stops at an almost palpable barrier.  
  The corridor that connects the tower to the next section 
  has been affected with utterdark (new spell, see 
  Appendix 2) cast at caster level 22. A Spellcraft check (DC 
  33 [28 + 5 for obscure spell]) can discover this fact.  The 
  entranceway and the corridor beyond detect as moderate 
  evil and strong conjuration.  The corridor is 5’ wide and 
  barely 6’ tall.  Normal animals will not go further, bonded 
  animals and familiars (unless in a dimensional pocket) 
  will need to be pushed (Handle Animal DC 20) for the 
  entire length of the 333’ corridor.  
  Entering the corridor, good aligned PCs will feel cold and 
  the cloying nature of the darkness will make them feel 
  uneasy.  The corridor leads to the Left-Handed Mind-
  Maze, go to Encounter 6. 
  
  Vel5-08 The Reaping Part I 
   
  Page 13 
   
  Encounter Five: Right−Handed 
  Mind−Maze 
   
  Exiting the dark corridor a barrage of colors assaults 
  your senses.  The walls, floor and ceiling strobe with 
  psychedelic purple, green, and red colors that seems 
  to ebb and flow through the walls.  The area also 
  seems to throb in time with the chaotic lights.  
  The “throbbing” is a barely perceptible physical 
  throbbing of the walls. 
  Chaotically aligned players are +1 to skill checks  here 
  due to the kinship they feel to the chaotic nature of the 
  maze. 
  All rooms are completely empty except for the chaotic 
  lighting on all surfaces. 
  Hidden amongst the lurid lights are ghoul lights (new 
  spell, see Appendix 2).  This spell creates magical, 
  heatless green flame.  It also provides +1 turn resistance 
  to undead within 30’ of the source of the light. 
  Somewhere along the maze the guardians attack.  
  APL 6 (EL 8) 
  �Hroson: Male Orc Half-Vampire Bbn5; hp 60; See 
  Appendix 1. 
  �Efric: Male Human Psychic Vampire Sor4; hp 36; see 
  Appendix 1 
  APL 8 (EL 10) 
  �Hroson: Male Orc Half-Vampire Bbn6/Ftr1; hp 82; 
  See Appendix 1 
  �Efric: Male Human Psychic Vampire Sor6; hp 54; See 
  Appendix 1. 
  APL 10 (EL 12) 
  �Hroson: Male Orc Half-Vampire Bbn7/Ftr1/Occult 
  slayer1; hp 105; See Appendix 1. 
  �Efric: 
  Male 
  Human 
  Psychic 
  Vampire 
  Sor6/Mars1/Mdbend1; hp 72; See Appendix 1 
  APL 12 (EL 14) 
  �Hroson: Male Orc Half-Vampire Bbn9/Ftr1/Occult 
  Slayer1; hp 144; See Appendix 1. 
  �Efric: 
  Male 
  Human 
  Psychic 
  Vampire 
  Sor8/Marsh1/Mdbend1; hp 90; See Appendix 1. 
  Tactics: If possible, the vampires will use the multiple 
  rooms to perform hit and run tactics to harass the 
  adventurers.  The sorcerer is not afraid to get near the 
  combat due to his Wisdom draining aura.  If possible, the 
  sorcerer will open with a touch of idiocy against a fighter 
  type (or other class with a low Will save).  He will follow 
  that up with a domination attempt. 
  Once the PCs find the exit of the maze, proceed to 
  Encounter 7. 
  Development:  Should the PCs defeat the vampire, it 
  will retreat to its coffin in Encounter 3 of VEL5-09.  If it 
  is given enough time to reform, it will return here to 
  patrol again.  It is possible the PCs will have to face this 
  vampire again if they do not destroy it in its coffin before 
  it reforms. 
  Cursed Mug:  If any PC picks up the cursed mug on the 
  half-vampire, they will be affected by the curse and will 
  not be able to rid themselves of the mug except with a 
  remove curse spell cast at 9
  th caster level or higher. 
  Treasure: 
  APL 6:  L: (0 gp); C: (0 gp); M – +1 Scythe (193 gp), +1 
  Mithral chain shirt (175 gp), Cursed Everfull Mug (67 
  gp), Wand of Enlarge Person (62 gp) 
  APL 8:    L: (0 gp); C: (0 gp); M-- +1 Scythe (193 gp), +1 
  Death Warded Mithral Breastplate (767 gp), Cursed 
  Everfull Mug (67 gp), Wand of Enlarge Person (62 gp). 
  APL 10:    L: (0 gp); C: (0 gp); M-- +1 Keen Scythe (693 gp), 
  +1 Death Warded Mithral Breastplate (1183 gp), Cursed 
  Everfull Mug (67 gp), Wand of Enlarge Person (62 gp), 
  Dusty Rose Ioun Stone (417 gp). 
  APL 12:    L: (0 gp); C: (0 gp); M—Amulet of Health +4 
  (1333 gp), +1 Keen Scythe (693 gp), +1 Death Warded 
  Mithral Breastplate (1183 gp), Cursed Everfull Mug (67 
  gp), Steadfast Boots (500 gp) Wand of Enlarge Person (62 
  gp), Dusty Rose Ioun Stone (417 gp), Rod of Maximize, 
  Lesser (1167 gp)  
   
  Encounter Six: Left−Handed 
  Mind−Maze 
   
  Exiting the dark corridor, cool evenly-spaced white-
  green torches light a perfectly square dustless 
  hallway.  As if leading the way, the lights 
  rhythmically strobe continually away from you.   
  Lawfully aligned players are +1 to skill checks here due to 
  the kinship they feel to the orderly nature of the maze. 
  
  Vel5-08 The Reaping Part I 
   
  Page 14 
  All rooms are completely empty except for the lights 
  which rhythmically light up as a creature enters the room 
  (and darken behind them). 
  The green torches are ghoul lights (new spell, see 
  Appendix 2).  This spell creates magical, heatless green 
  flame.  It also provides +1 turn resistance to undead 
  within 30’ of the source of the light. 
  Somewhere along the maze the guardians attack. 
   
  APL 6 (EL 8) 
  �Rurd Darkfist: Male Dwarf Half-Vampire Mnk5; hp 
  50;  See Appendix 1. 
  �Versk: Male Hobgoblin Vampire Wmg4;  hp 36; See 
  Appendix 1. 
  APL 8 (EL 10) 
  �Rurd Darkfist: Male Dwarf Half-Vampire Mnk7; hp 
  63;  See Appendix 1. 
  �Versk: Male Hobgoblin Vampire Wmg6;  hp 54;  See 
  Appendix 1. 
  APL 10 (EL 12) 
  �Rurd Darkfist: Male Dwarf Half-Vampire Mnk9; hp 
  81;  See Appendix 1. 
  �Versk: Male Hobgoblin Vampire Wmg8;  hp 72;  See 
  Appendix 1. 
  APL 12 (EL 14) 
  �Rurd Darkfist: Male Dwarf Half-Vampire Mnk11; hp 
  108;  See Appendix 1. 
  �Versk: Male Hobgoblin Vampire Wmg10;  hp 90;  See 
  Appendix 1. 
  Tactics: If possible, the vampires will use the multiple 
  rooms to perform hit and run tactics to harass the 
  adventurers.  The warmage is not afraid to get near 
  combat due to his draining aura. The monk will attempt 
  to stun and or trip opponents and the warmage will 
  provide fire support.  At higher levels the warmage will 
  open with true striked orbs or prismatic rays. 
  Once the PCs find the exit of the maze proceed to 
  Encounter 7. 
  Development:  Should the PCs defeat the vampire, it 
  will retreat to its coffin in Encounter 3 of VEL5-09.  If it 
  is given enough time to reform, it will return here to 
  patrol again.  It is possible the PCs will have to face this 
  vampire again if they do not destroy it in its coffin before 
  it reforms. 
  Cursed Mug:  If any PC picks up the cursed mug on the 
  half-vampire, they will be affected by the curse and will 
  not be able to rid themselves of the mug except with a 
  remove curse spell cast at 9
  th caster level or higher. 
  Treasure: 
  APL 6:  L: (0 gp); C: (0 gp); M – Bracers of Armor +2 (333 
  gp), Cursed Everfull Mug (67 gp), Mithral Shirt (92 gp). 
  APL 8:  L: (14 gp); C: (0 gp); M – Death Warded Bracers of 
  Armor +2 (750 gp), Cursed Everfull Mug (67 gp), Mithral 
  shirt (92 gp), Gauntlets of Ogre Power (333 gp).  
  APL 10:  L: (14 gp); C: (0 gp); M – Death Warded Bracers 
  of Armor +3 (1333 gp), +1 Mithral Breastplate (443 gp), 
  Cursed Everfull Mug (67 gp), Cloak of Charisma +2 
  (667gp), Belt of Strength +4 (1333 gp). 
  APL 12:  L: (0 gp); C: (0 gp); M – Belt of Giant Strength +4 
  (1333 gp), Cursed Everfull Mug (67 gp),  Death Warded 
  Bracers of Armor +4 (2083 gp), +1 Mithral Full Plate (971 
  gp), Cloak of Charisma +4 (1333 gp), Steadfast Boots (500 
  gp), Rod of Maximize, Lesser (1167 gp). 
   
  Encounter Six A: The Essence of the 
  Game 
   
  The door opens onto a 15 foot square room.  In the 
  center of the room is a small table on top of which sits 
  an old moldy pie.  Standing next to the table is a dead 
  orc.  The room smells stale and old and a layer of dust 
  covers everything.  The dead orc reaches hungrily as 
  it stumbles towards you. 
  All APLs (EL 1) 
  �Azhaug Rurigigk, Zombie:  Medium undead; 16 hp; 
  see Monster Manual page 265. 
  Development:  After dealing with the orc zombie, the 
  PCs can take the pie.  It is an old petrified pie. On the 
  bottom of the pie pan, the initials “AR” can be seen 
  scratched into the metal.  There is nothing special about 
  the room or the petrified pie. 
  The pie plate radiates strong transmutation magic. 
  Curse of the Pie:  Should any PC leave the tomb with the 
  pie plate, they will be cursed with a strong desire for free 
  pies.  They will insist on a pie in place of or in addition to 
  any reward offered to them.  They may discard the plate 
  at any time, but the curse will remain unless removed by 
  a break enchantment, limited wish, wish, or miracle cast 
  by a 15
  th level or higher caster. 
   
  
  Vel5-08 The Reaping Part I 
   
  Page 15 
  Encounter 7: The Face of 
  Reason or Evil? 
   
  A darkened 10’ tall corridor stretches before you. 
  About 20’ from you a soft silvery glow can be seen. 
  The glow seems oddly comforting in this place of evil. 
   Approaching closer, the light is emanating from a 
  bas-relief face that is carved floor to ceiling into the 
  wall.  A second face can be seen carved in the 
  opposite wall.  As the first face glows silvery, the 
  second face seems to absorb the light.  The calming 
  face is sculpted in the visage of an older man, eyes 
  skyward and his mouth open in song or supplication. 
   Across from the singer, as if screaming in rage or 
  hatred, a fanged skull stares back defiantly. 
  Give the PCs Player Handouts #2 and #3. 
  A Knowledge (Religion) check (DC 5, automatic for 
  Raoans) confirms the face is representative of Rao.  
  Likewise, a DC 10 check confirms the skull is a 
  representation of Nerull (the sickle is missing).   
  The mouths are portals.  Silvery mist is in the opening of 
  Rao, and utter darkness is in the opening of Nerull.   PCs 
  are able to stick items through the portals, but light 
  sources will not light up what is on the other side. 
  The east door has the arcane symbol for reason on its 
  west side.  The west door has the arcane symbol for 
  intuition on its east side.   
  If the players step through the face of Rao continue on 
  with Encounter 8, if they decide to go through the Face 
  of Nerull go to Encounter 9.  
   
  Encounter 8: Torment Eternal 
   
  Stepping through the portal in the symbol of Rao you 
  find yourself standing at one end of a large room.  
  The room appears to be a library with shelves packed 
  with books lining both the right and left walls, while 
  the far wall is dominated by a large mosaic of the 
  serene face of Rao.  In front of the mosaic is a holy 
  symbol of Rao, set upon a marble pedestal.  The 
  shelves and books appear to be engulfed in flames, 
  though no heat can be felt. 
  Filling the room are dozens of spectral figures who 
  appear to be fighting a pitched battle.  The ghostly 
  figures are all wearing priestly vestments of clerics of 
  Rao. Another ghostly figure in heavy armor appears 
  to be directing the battle; his armor is emblazoned 
  with Raoan heraldry.  As you enter, one of the 
  combatants is destroyed by its spectral opponent, the 
  defeated 
  spirit 
  dissipating 
  into 
  nothingness.  
  Immediately there is a pulse of light from the holy 
  symbol, and the destroyed spirit reforms on one side 
  of the room and is forced back into the fray by the 
  armored figure. 
  The portal they stepped through into this 40 ft wide by 
  60 ft deep room will be clearly visible on the wall behind 
  them.  They can step through the portal again at any time 
  and return to the hallway (Encounter 7). 
  This place is a hell on Oerth for Raoans.  They are forced 
  to do perpetual battle (opposite of peace and serenity), 
  with other Raoans (opposite or reason), in a burning 
  library (destruction of knowledge).  Herion has trapped 
  many ghosts of Raoans here.  The armored man is Gaspar 
  Noleson, a Paladin of Rao who crusaded against Herion 
  back when Herion turned against the Church of Rao and 
  became a lich.  Gaspar is the one who constructed the 
  Bastion of Faith and hid away the piece of the holy 
  symbol of Herion that was found in VEL4-09 Shattered 
  Faith.  By liberal use of rebuking, Herion (or some other 
  cleric of Nerull) has commanded Gaspar to force the 
  ghosts of the Raoans to fight each other. 
  It is possible that the PCs can recognize the crest on 
  Gaspar’s armor as belonging of the Noleson noble family 
  who once held the title “Margrave of Kempton Pass”.  
  Anybody who owns the “Bastion of Faith” will 
  automatically recognize the crest.  Otherwise, anybody 
  who played VEL4-09 and makes a DC 15 Intelligence 
  check will recognize it as the crest from the ruined keep 
  in that adventure.  A successful DC 10 Intelligence check 
  will indicate it seems familiar to them somehow.  Finally, 
  anybody making a DC 17 Knowledge (Nobility and 
  Royalty) check will recognize it. 
  The burning shelves are a permanent illusion (caster level 
  12). 
  The holy symbol on the pedestal radiates strong 
  necromantic magic, and is evilly aligned.  It is a magic 
  item that causes any ghost destroyed within its presence 
  to automatically rejuvenate immediately (rather than in 
  2d4 days).  This includes Gaspar should he be destroyed.  
  The holy symbol is attached to the pedestal and would 
  require a DC 23 Strength check to break free.  If any PC 
  touches it to do this, tell them they feel a foulness 
  emanating from the item.  If the holy symbol is taken 
  from this room, it will no longer affect the ghosts (as if it 
  was broken) (see below). 
  
  Vel5-08 The Reaping Part I 
   
  Page 16 
  Gaspar will fight the PCs if they approach into the room 
  or attempt to interfere with the room in any way.  The 
  other ghosts will completely ignore the PCs and will 
  continue to fight each other no matter what may be done 
  to them. 
  Non-Combatants 
  �Raoan Ghost (22):  Medium Undead Clr3; hp 27 
  (each); See Appendix 1. 
  APL 6 (EL 8) 
  �Gaspar Noleson:  Medium Undead Pal6; hp 54; See 
  Appendix 1. 
  APL 8 (EL 10) 
  �Gaspar Noleson:  Medium Undead Pal8; hp 72; See 
  Appendix 1. 
  APL 10 (EL 12) 
  �Gaspar Noleson:  Medium Undead Pal10; hp 90; See 
  Appendix 1. 
  APL 12 (EL 14) 
  �Gaspar Noleson:  Medium Undead Pal12; hp 108; See 
  Appendix 1. 
  Tactics:  Gaspar will be forced to attack the PCs if they 
  interfere in any way.  He will cry out in a ghostly moan 
  “Rao forgive me what I am forced to do!”  This will be his 
  frightful moan and he will always do it on the first round 
  of combat.  After that, he will focus on using his 
  greatsword (It ignores armor but has a 50% miss chance at 
  APL 6 and 8 since it is not a ghost touch weapon.  There 
  is no miss chance at APL 10 and 12.).  He will always 
  Power Attack for maximum since he is ignoring armor, 
  unless he is having trouble hitting.  At APL 12 he will use 
  a mix of Power Attack and Combat Expertise, whichever 
  seems best given the situation.  He will not waste time 
  casting spells unless he has no good melee opportunities 
  or the spells seem necessary.  He will not focus his 
  corrupting gaze on anybody, but standard gaze rules still 
  apply to anybody within 30 feet (save on their action each 
  round).  
  Should Gaspar be destroyed in combat, it will take one 
  full round action for him to reform on a random side of 
  the room with full hit points (the holy symbol flashes 
  when this happens).  He will then begin his attack again 
  with another frightful moan. 
  Should the PCs ask if he appears controlled, give them a 
  DC 15 Knowledge (Religion) check to realize he may 
  have been commanded by an evil cleric, and tell them 
  that it might be possible to dispel the command with a 
  turn check.  A successful turn check (DC = APL+5) frees 
  Gaspar from the command, and he will stop fighting (and 
  turn off his gaze attack). 
  If the holy symbol is destroyed (it is a magic item for 
  purposes of smashing or breaking objects, see Player’s 
  Handbook page 165) or removed from the room, the 
  illusion of the burning library will disappear and ghosts 
  will no longer rejuvenate immediately (this includes 
  Gaspar). 
  �Holy Symbol of Rao (steel):  AC 6; Hardness 12; 40 
  hp; Break from pedestal Str DC 23.  Saves:  For +8, Ref +8, 
  Will +8. 
  Development:  Should Gaspar be released from his 
  command, he will apologize for being forced to attack 
  and will beg the PCs to destroy the holy symbol 
  immediately.  He will explain that the holy symbol is 
  what is rejuvenating the ghosts and is what is keeping 
  them all here.  Once the holy symbol is destroyed, the 
  ghosts will eventually fight down to only one ghost, 
  which will wander around confused. 
  If Gaspar is released from his command after the holy 
  symbol is destroyed, he will speak with the PCs before 
  departing.  He can explain how he was summoned here 
  and bound to the holy symbol quite some time ago.  He 
  will explain how he was commanded by the power of an 
  evil cleric to guard this place and force the other ghosts 
  to fight each other.  He will not answer any other 
  questions.  As soon as the PCs ask another question he 
  will depart for good. 
  If a PC at the table owns the “Bastion of Faith” from the 
  VEL4-09 AR (has paid any amount of gold towards its 
  reconstruction), they will receive a blessing on it from 
  the ghost of its former owner: 
  The ghostly paladin turns to you.  “May the Bastion of 
  Faith serve you as well as it did me and mine.  Always 
  remember that the foundation is faith in Rao.  Keep 
  strong your faith lest it break you, as it did the 
  heretic…” 
  As he leaves he will give one last warning to the entire 
  group: 
  “Beware the heretic.  His is a god of deception and 
  trickery.  As you near the heart of his lair, all will not 
  be as it seems.  Do not fall for the tricks of the heretic, 
  lest you fail in your holy task.  Peace, Reason, and 
  Serenity be with you…”  And the holy warrior of Rao 
  fades away into nothingness. 
  Regardless of what happens with Gaspar, if the holy 
  symbol is destroyed this room will fill with a feeling of 
  peacefulness.  This room will be a safe place to rest in the 
  tomb.  However, the longer the PCs rest, the more 
  
  Vel5-08 The Reaping Part I 
   
  Page 17 
  chance that Herion will reform and they will fail at their 
  task.  Keep track of how much time the PCs spend 
  resting here to determine if they succeed or fail (see 
  VEL5-09, the second part of this adventure, for resting 
  limits). 
   
  Encounter 9: Into the Mouth of 
  Evil 
   
  As you step through the portal in the symbol of 
  Nerull you have the odd sensation of some liquid 
  dropping on you. The fluid seems clear and slightly 
  viscous to the touch and in a black flash you’re 
  somewhere else. 
  This concludes the first round; please immediately 
  continue with VEL5-09 The Reaping Part 2. 
   
  Conclusion  
    
  Until VEL5-09 is completed, nothing has been 
  concluded. 
  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 story awards) to each character. 
  Encounter 2: From Reason to Reaping 
  Surviving the negative energy field. 
  APL 6  
   
   
   
  100 xp  
  APL 8  
   
   
   
  80 xp 
  APL 10   
   
   
  50 xp 
  APL 12   
   
   
  30 xp 
  Encounter 3: I’ve a bone to pick with you… 
  Defeat the boney guardian(s) 
  APL 6  
   
   
   
  240 xp  
  APL 8  
   
   
   
  300 xp 
  APL 10   
   
   
  360 xp 
  APL 12   
   
   
  420 xp 
  Encounter 6a or 6b:  Mind mazes 
   
  Defeat either set of vampires  
  APL 6  
   
   
   
  240 xp  
  APL 8  
   
   
   
  300 xp 
  APL 10   
   
   
  360 xp 
  APL 12   
   
   
  420 xp 
  Encounter 8: Eternal Torment 
  Defeating Gaspar or freeing him from control 
  APL 6  
   
   
   
  240 xp  
  APL 8  
   
   
   
  300 xp 
  APL 10   
   
   
  360 xp 
  APL 12   
   
   
  420 xp 
  Discretionary Role playing award 
  APL 6  
   
   
   
  80xp  
  APL 8  
   
   
   
  145 xp 
  APL 10   
   
   
  220 xp 
  APL 12   
   
   
  185 xp 
  Total possible experience:  
   
  APL 6 
   
   
   
  900 xp 
  APL 8 
   
   
   
  1,125 xp 
  APL 10   
   
   
  1,350 xp 
  APL 12  
   
   
  1,575 xp 
   
  Treasure Summary 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  
  Vel5-08 The Reaping Part I 
   
  Page 18 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time 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. 
  L:  Looted gear from enemy  
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter 3: I’ve a Bone to pick with you… 
  APL 6:  L: (309 gp per character); C: (0 gp); M – Brooch of 
  Shieldingx2 (250 gp). 
  APL 8:    L: (6 gp); C: (4 gp); M-- Brooch of Shielding x2 
  (250 gp), Bracers of Armor +2 x2 (667 gp), +1 Scythe x2 
  (386 gp), +1 Full Plate Armor x2 (442gp). 
  APL 10:    L: (6 gp); C: (13 gp); M-- Brooch of Shielding x2 
  (250 gp), Bracers of Armor +2 x2 (667 gp), Gauntlets of 
  Ogre Power +2 (667 gp), +1 Scythe x2 (386 gp), +1 Full 
  Plate Armor x2 (442gp). 
  APL 12:    L: (6 gp); C: (13 gp); M-- Brooch of Shielding x2 
  (250 gp), Bracers of Armor +2 x2 (667 gp), Gauntlets of 
  Ogre Power +2 (667 gp), +1 Unholy Scythe x2 (3053 gp), 
  +1 Full Plate Armor (442gp), +2 Full Plate Armor (471 
  gp), +1 Animated Large Shield (392 gp). 
  Encounter 5: Right-Handed Mind-Maze 
  APL 6:  L: (0 gp); C: (0 gp); M – +1 Scythe (193 gp), +1 
  Mithral chain shirt (175 gp), Cursed Everfull Mug (67 
  gp), Wand of Enlarge Person (62 gp) 
  APL 8:    L: (0 gp); C: (0 gp); M-- +1 Scythe (193 gp), +1 
  Death Warded Mithral Breastplate (767 gp), Cursed 
  Everfull Mug (67 gp), Wand of Enlarge Person (62 gp). 
  APL 10:    L: (0 gp); C: (0 gp); M-- +1 Keen Scythe (693 gp), 
  +1 Death Warded Mithral Breastplate (1183 gp), Cursed 
  Everfull Mug (67 gp), Wand of Enlarge Person (62 gp), 
  Dusty Rose Ioun Stone (417 gp). 
  APL 12:    L: (0 gp); C: (0 gp); M—Amulet of Health +4 
  (1333 gp), +1 Keen Scythe (693 gp), +1 Death Warded 
  Mithral Breastplate (1183 gp), Cursed Everfull Mug (67 
  gp), Steadfast Boots (500 gp) Wand of Enlarge Person (62 
  gp), Dusty Rose Ioun Stone (417 gp), Rod of Maximize, 
  Lesser (1167 gp)  
  Encounter 6: Left-Handed Mind-Maze 
  APL 6:  L: (0 gp); C: (0 gp); M – Bracers of Armor +2 (333 
  gp), Cursed Everfull Mug (67 gp), Mithral Shirt (92 gp). 
  APL 8:  L: (14 gp); C: (0 gp); M – Death Warded Bracers of 
  Armor +2 (750 gp), Cursed Everfull Mug (67 gp), Mithral 
  shirt (92 gp), Gauntlets of Ogre Power (333 gp).  
  APL 10:  L: (14 gp); C: (0 gp); M – Death Warded Bracers 
  of Armor +3 (1333 gp), +1 Mithral Breastplate (443 gp), 
  Cursed Everfull Mug (67 gp), Cloak of Charisma +2 
  (667gp), Belt of Strength +4 (1333 gp). 
  APL 12:  L: (0 gp); C: (0 gp); M – Belt of Giant Strength +4 
  (1333 gp), Cursed Everfull Mug (67 gp),  Death Warded 
  Bracers of Armor +4 (2083 gp), +1 Mithral Full Plate (971 
  gp), Cloak of Charisma +4 (1333 gp), Steadfast Boots (500 
  gp), Rod of Maximize, Lesser (1167 gp). 
  Total Awarded Treasure: 
  APL 6   
   
   
  900 gp 
  APL 8 
    
   
   
  1,300 gp 
  APL 10   
   
   
  2,300 gp 
  APL 12   
   
   
  3,300 gp 
  
  Vel5-08 The Reaping Part I 
   
  Page 19 
  Items for the Adventure 
  Record 
  Instructions for filling out the AR:   
  • 
  The Blessing of Gaspar Noleson should only 
  be given to owners of the Bastion of Faith who 
  received the blessing in the adventure.   
  • 
  The Cursed Ever-full Mug should be given to 
  any PC (and only one) who picked it up during 
  the mod.   
  • 
  The Curse of the Pie should be given to any 
  PC who leaves the tomb with the cursed pie 
  plate.   
  Also:  Be sure to cross off any items from the 
  access area not actually recovered (it is likely they 
  will only get one set of vampires or the other, not 
  both). 
   
  
  Vel5-08 The Reaping Part I 
   
  Page 20 
  Appendix 1:  NPCs 
  All APLs 
  Raoan Ghost (22): Male Human Ghost Clr3; CR 
  5; Medium Undead; HD 3d12; hp 27; Init +0; Spd 
  fly 30 ft; AC 13 (touch 13, flat-footed 13) [+3 
  deflection]; Base Atk +2; Grp +2; Atk +2 melee 
  (1d6, corrupting touch); Full Atk +2 melee (1d6, 
  corrupting touch); SA Manifestation, corrupting 
  touch; 
  SQ 
  Incorporeal, 
  rejuvenation, 
  turn 
  resistance +4; AL LG; SV Fort +3, Ref +1, Will +7; 
  Str 10, Dex 11, Con -, Int 12, Wis 15, Cha 17.  
   
  Skills and Feats: Diplomacy +12, Hide +8, 
  Knowledge (Arcana) +8, Knowledge (Religion) 
  +11, Knowledge (History) +8, Listen +10, Search 
  +9, Spot +10; Skill Focus (Knowledge (Religion)), 
  Iron Will, Negotiator. 
   
  Possessions: None.
  
  Vel5-08 The Reaping Part I 
   
  Page 21 
  APL 6 
  Encounter Three:  I’ve a bone to pick with 
  you… 
  Huecuva Monk (2):  Huecuva Mnk3; CR 5; 
  Medium Undead; HD 3d12+3; hp 30; Init +3; Spd 
  40 ft; AC 20 (touch 16, flat-footed 17) [+3 dex, +3 
  wis, +4 natural]; Base Atk +2; Grp +12; Atk +7 
  melee (1d6+5 slam + blight); Full Atk +7 melee 
  (1d6+5 slam +blight) or +5/+5 melee (1d6+5 slams 
  + blight); SA Flurry of Blows, Huecuva blight; SQ 
  Evasion, Still Mind, Turn resistance +2, DR 
  10/Silver, AL NE; SV Fort +3, Ref +6, Will +6; Str 
  20, Dex 16, Con -, Int 4, Wis 16, Cha 13.  
   
  Skills and Feats: Balance +5, Escape Artist 
  +9, Hide +9, Jump +10, Move Silently +9, Tumble 
  +11, Deflect Arrows, Dodge, Improved Grapple, 
  Mobility, Weapon Focus (Grapple), Toughness. 
   
  Possessions:   Brooch of Shielding. 
   
  Huecuva Blight(Su): Victims hit by a 
  huecuva’s slam attack must succeed on a fortitude 
  save DC14 or fall prey to the disease called 
  huecuva blight.  The incubation period is 1 day; at 
  the end of that time, the disease deals 1d2 points 
  of Strength and Constitution damage.  An infected 
  victim must make a saving throw each day 
  thereafter or take another 1d2 points of Strength 
  and Constitution damage.  The effects of huecuva 
  blight are cumulative each day until the victim 
  reaches 0 Constitution (and dies), makes two 
  successive save, or receives magical treatment 
  (such as a remove disease spell) 
  Huecuva Cleric:  Huecuva Clr3; CR 5; Medium 
  Undead; HD 3d12+3; hp 30; Init +0; Spd 20 ft; AC 
  22 (touch 10, flat-footed 22) [+8 armor, +4 natural]; 
  Base Atk +2; Grp +6; Atk +6 melee (1d6+4, slam + 
  blight, x2) or +7 melee (2d4+6, masterwork scythe, 
  x4) or +2 ranged  (1d8, light crossbow, 19-20x2); 
  Full Atk +6 melee (1d6+4, slam + blight, x2) or +7 
  melee (2d4+6, masterwork scythe, x4) or +2 ranged 
   (1d8, light crossbow, 19-20x2); SA Spells, 
  Huecuva blight, rebuke undead; SQ Turn 
  resistance +2, DR 10/Silver, AL NE; SV Fort +3, 
  Ref +1, Will +6; Str 18, Dex 11, Con -, Int 4, Wis 
  17, Cha 16.  
   
  Skills and Feats: Concentration +9, Heal 
  +5, Knowledge (Religion) +3 (6 ranks) Spellcraft -1 
  (2 
  rank); 
  Improved 
  Turning, 
  Skill 
  Focus 
  (Concentration), Toughness, Martial Weapon 
  Proficiency (scythe). 
   
   
  Possessions: 
  Full 
  plate 
  armor, 
  masterwork scythe, 10 bolts, light crossbow, holy 
  symbol of the Nerull. 
   
  Spells Prepared:  (4/4/3; Save DC = 13 + 
  spell level); 0 – No light*x2, inflict minor wounds, 
  slash tongue*; 1
  st – command, heartache*, cause 
  fear**, doom; 2
  nd – death knell**, hold person, 
  sound burst. 
  *See Appendix 2: New Rules Item 
  **Domains: Death (May use a death touch(Su) 
  once a day, it produces a death effect.  Must 
  succeed on a melee touch attack against a living 
  creature; when a victim is touched; roll a 1d6 for 
  every level of cleric. If the total is at least equal the 
  victim’s current hit points it dies (no save)); Evil 
  (Cast evil aligned spells at +1 caster level)  
   
  Huecuva Blight(Su): Victims hit by a 
  huecuva’s slam attack must succeed on a fortitude 
  save DC14 or fall prey to the disease called 
  huecuva blight.  The incubation period is 1 day; at 
  the end of that time, the disease deals 1d2 points 
  of Strength and Constitution damage.  An infected 
  victim must make a saving throw each day 
  thereafter or take another 1d2 points of Strength 
  and Constitution damage.  The effects of huecuva 
  blight are cumulative each day until the victim 
  reaches 0 Constitution (and dies), makes two 
  successive save, or receives magical treatment 
  (such as a remove disease spell) 
  Huecuva Fallen Paladin:  Huecuva Ex-Pal2; CR 4; 
  Medium Undead; HD 2d12+3; hp 21; Init +0; Spd 
  20 ft; AC 22 (touch 10, flat-footed 22) [+8 armor, +4 
  natural]; Base Atk +2; Grp +6; Atk +6 melee (1d6+4, 
  slam + blight, x2) or +8 melee (2d4+6, masterwork 
  scythe, x4) or +2 ranged (1d8 light crossbow 19-
  20x2); Full Atk +6 melee (1d6+4, slam + blight, x2) 
  or +8 melee (2d4+6, masterwork scythe, x4) or +2 
  ranged (1d8 light crossbow 19-20x2); SA Smite 
  good 1/day, Huecuva blight; SQ Turn resistance 
  +2, DR10/Silver; AL NE; SV Fort +3, Ref +0, Will 
  +2; Str 18, Dex 11, Con -, Int 4, Wis 14, Cha 17.  
   
  Skills and Feats: Concentration + 8, 
  Knowledge (Religion) +2 (5 ranks), Ride +5; Power 
  Attack, Toughness, Weapon Focus (scythe). 
   
  Possessions: 
  Full 
  plate 
  armor, 
  masterwork scythe, 10 bolts, light crossbow, 
  defaced holy symbol of Rao. 
  
  Vel5-08 The Reaping Part I 
   
  Page 22 
   
  Huecuva Blight(Su): Victims hit by a 
  huecuva’s slam attack must succeed on a fortitude 
  save DC14 or fall prey to the disease called 
  huecuva blight.  The incubation period is 1 day; at 
  the end of that time, the disease deals 1d2 points 
  of Strength and Constitution damage.  An infected 
  victim must make a saving throw each day 
  thereafter or take another 1d2 points of Strength 
  and Constitution damage.  The effects of huecuva 
  blight are cumulative each day until the victim 
  reaches 0 Constitution (and dies), makes two 
  successive save, or receives magical treatment 
  (such as a remove disease spell) 
  Encounter Five:  Right Handed Mind-
  Maze 
  Hroson: Male Orc Half-Vampire Bbn5 CR 6; 
  Medium Humanoid; HD 5d12+15; hp 60; Init +7; 
  Spd 40 ft; AC 21 (touch 13, flat-footed 18) [+6 
  armor, +3 dex, +2 natural]; Base Atk +5; Grp +11; 
  Atk +13 melee (2d4+10, +1 scythe, x4) or +11 
  (1d6+6, slam, x2) ; Full Atk +13 melee (2d4+10, +1 
  scythe, x4) or +11 melee (1d6+6, slam, x2); SA Rage 
  2/day, blood drain; SQ Fast movement, improved 
  uncanny dodge, blood dependency, DR 5/silver or 
  magic, fast healing 1 (special), resistance cold 5, 
  resistance electricity 5; AL CE; SV Fort +7, Ref +4, 
  Will +0; Str 23, Dex 16, Con 16, Int 6, Wis 8, Cha 8.  
   
  Skills and Feats: Bluff +1, Climb +10, 
  Hide +4, Jump +9, Knowledge (Arcane) +2 Listen 
  +9, Move Silently +4, Spellcraft +2, Spot +1; 
  Improved Initiative, Power Attack, Weapon Focus 
  (scythe). 
   
  Possessions: +1 scythe, +1 mithral 
  chainmail, (cursed) everfull mug (blood). 
   
  Blood Drain(Ex): Half-vampires can suck 
  the blood from a living victim with their fangs by 
  making a successful grapple check.  If the half-
  vampire pins his foe, it drains blood, dealing 1d4 
  point of Constitution drain each round the pin in 
  maintained.  A half-vampire can drain more points 
  of Constitution in a single hour than its 
  Constitution score.  When a half-vampire drains a 
  victim’s Constitution score, it gains 5 Temporary 
  hit points no matter how many points it drains.  
  Temporary hit points gained in this way last for up 
  to 1 hour. 
   
  Blood Dependency(Ex):  If a half-
  vampire doesn’t use its blood drain special attack 
  against at least one living creature each day, it 
  must make a DC 15 Fortitude save or become 
  fatigued.  Each day after the first that the half-
  vampire does not drink blood directly from a 
  living creature; the DC increases by 1 until it fails 
  the save and becomes fatigued.  After that, it must 
  make a DC 20 Fortitude save each week (with the 
  DC increasing by 1 each week thereafter) that it 
  does not use it blood drain or become exhausted. 
   
  Fast Healing(Ex): A half-vampire heals 1 
  point of damage each round so long as it has at 
  least 1 hit point but less than half its normal hit 
  points.  As long as the vampire has more than half 
  its normal hit points, its fast healing does not 
  function (but other forms of healing still function 
  normally). 
  Raged Power up Hroson: Male Orc Half-
  Vampire Bbn5 CR 6; Medium Humanoid; HD 
  5d12+25; hp 70; Init +7; Spd 40 ft; AC 19 (touch 11, 
  flat-footed 16) [+6 armor, +3 dex, +2 natural, -2 
  penalty]; Base Atk +5 Grp +13; Atk +15 melee 
  (2d4+13, +1 scythe, x4) or +13 melee(1d6+8, slam, 
  x2) ; Full Atk +15 melee (2d4+13, +1 scythe, x4) or 
  +13 melee(1d6+8, slam, x2); Fort +9, Ref +4, Will 
  +2; Str 27, Dex 16, Con 20, Int 6, Wis 8, Cha 8. 
  Efric: Male Aassimar Psychic Vampire Sor4; CR 6; 
  Medium Undead; HD 4d12; hp 36; Init +7(9); Spd 
  30 ft; AC 25 (touch 15, flat-footed 20) [+5 dex, +4 
  shield, +6 natural]; Base Atk +2; Grp +5; Atk +5 
  melee (1d6+3, Slam + Wisdom Drain, x2); Full Atk 
  +5 melee (1d6+3, Slam + Wisdom Drain, x2); SA 
  Spells, wisdom drain, blood drain, children of the 
  night, dominate, create spawn; SQ Alternate form, 
  DR 10/magic and silver, fast healing 5, resistance 
  cold 10, resistance electricity 10, gaseous form, 
  spider climb, turn resistance +4, +2 save vs. 
  electricity; AL CE; SV Fort +1, Ref +8, Will +6; Str 
  16, Dex 16 (20 cat’s grace), Con -, Int 12, Wis 14, 
  Cha 24. 
   
  Skills and Feats: Bluff +22, Concentration 
  +14, Diplomacy +11, Hide +13, Intimidate +9, 
  Listen +14, Move Silently +10, Search +9, Sense 
  Motive +10, Spot +14; Alertness, Combat Reflexes, 
  Dodge, Improved Initiative, Lightning Reflexes,  
  Draconic Heritage (Blue)*, Draconic Power*. 
  *See Appendix 2: New Rules Item 
   
  Possessions: Wand of Enlarge Person, 
  Scroll of Shield, Potion of Cat’s Grace. 
  NOTE: Draconic Power grants +1 caster level for 
  spells with the electricity descriptor. 
   
  Spells Known:  (6/8/5; Save DC = 17 + 
  spell level); 0 – Touch of fatigue, ray of frost, 
  
  Vel5-08 The Reaping Part I 
   
  Page 23 
  detect magic, mage hand, message, open/close; 1
  st 
  – charm person, shocking grasp, true strike; 2
  nd – 
  touch of idiocy 
   
   
  Encounter Six: Left-handed Mind Maze 
  Rurd Darkfist: Male Dwarf Half-Vampire Mnk5; 
  CR 6; Medium Humanoid; HD 5d8+20; hp 50; Init 
  +6(8); Spd 30 ft; AC 20(22) (touch 18, flat-footed 
  18) [armor +2, dex +2 (4), wis +4, +2 natural]; Base 
  Atk +3; Grp +7; Atk +8 melee (1d8+4, unarmed, 
  x2); Full Atk +8 melee (1d8+4, unarmed, x2) or 
  +7/+7  melee (1d8+4, unarmed, x2); SA  Blood 
  drain; SQ Fast movement, evasion, ki strike, slow 
  fall 20’, blood dependency, DR 5/silver or magic, 
  fast healing 1(special), resistance cold 5, resistance 
  electricity 5; AL LE; SV Fort +8, Ref +6(8), Will +7; 
  Str 18, Dex 14 (18 cat’s grace), Con 18, Int 8, Wis 
  17, Cha 10; 
   
  Skills and Feats: Bluff +2, Hide +4 (6), 
  Listen +13, Spot +9, Tumble +10 (12); Combat 
  Reflexes, Improved Initiative, Stunning Fist, 
  Weakening Touch*, Weapon Focus (unarmed). 
   
  Possessions: 
  Bracers 
  of 
  Armor +2, 
  (cursed) everfull mug (blood)*, Potion of Cats 
  Grace 
  *See Appendix 2: New Rules Item 
   
  Blood Drain (Ex): Half-vampires can suck 
  the blood from a living victim with their fangs by 
  making a successful grapple check.  If the half-
  vampire pins his foe, it drains blood, dealing 1d4 
  point of Constitution drain each round the pin in 
  maintained.  A half-vampire can drain more points 
  of Constitution in a single hour than its 
  Constitution score.  When a half-vampire drains a 
  victim’s Constitution score, it gains 5 Temporary 
  hit points no matter how many points it drains.  
  Temporary hit points gained in this way last for up 
  to 1 hour. 
   
  Blood Dependency (Ex):  If a half-
  vampire doesn’t use its blood drain special attack 
  against at least one living creature each day, it 
  must make a DC 15 Fortitude save or become 
  fatigued.  Each day after the first that the half-
  vampire does not drink blood directly from a 
  living creature; the DC increases by 1 until it fails 
  the save and becomes fatigued.  After that, it must 
  make a DC 20 Fortitude save each week (with the 
  DC increasing by 1 each week thereafter) that it 
  does not use it blood drain or become exhausted. 
   
  Fast Healing (Ex): A half-vampire heals 1 
  point of damage each round so long as it has at 
  least 1 hit point but less than half its normal hit 
  points.  As long as the vampire has more than half 
  its normal hit points, its fast healing does not 
  function (but other forms of healing still function 
  normally). 
  Versk: Psychic Vampire Hobgoblin Warmage4, 
  CR 6; Medium Undead; HD 4d12; hp 36; Init +10; 
  Spd 30 ft; AC 25(27) (touch 14(16), flat-footed 21) 
  [+4 armor, +4(6) dex, +1 shield, +6 natural]; Base 
  Atk +2; Grp +5; Atk +6(8) melee (1d6+3, slam + 
  wisdom drain, x2); Full Atk +6(8) melee (1d6+3, 
  slam + wisdom drain, x2); SA Spells, wisdom drain, 
  blood drain, children of the night, dominate, 
  create spawn; SQ Armored mage(Light) warmage 
  edge (+3), alternate form, DR10/magic and silver, 
  fast healing 5, resistance cold 10, resistance 
  electricity 10, gaseous form, spider climb turn 
  resistance +4; AL CE; SV Fort +1, Ref +5(7), Will 
  +5; Str 16, Dex 18 (22 cat’s grace), Con -, Int 16, 
  Wis 12, Cha 22. 
   
  Skills and Feats: Bluff +15, Concentration 
  +14, Hide +12(14), Intimidate +15, Listen +11, 
  Move Silently +16(18), Search +12, Sense Motive 
  +9, Spellcraft +10, Spot +11; Alertness, Combat 
  Reflexes, Dodge, Improved Initiative, Lightning 
  Reflexes, Spell Focus (Evocation), Weapon 
  Finesse. 
   
  Possessions: Mithral Shirt, Masterwork 
  Buckler, Potion of Cat’s Grace.  
   
  Spells Known:  (6/8/5; Save DC = 16 + 
  spell level; save DC = 17 + spell level for Evocation 
  spells); See appendix 2 for warmage spells. Plus 
  advanced learning:  0
  th – flare. 
   
  Armored Mage(Ex): A warmage’s limited 
  focus and specialized training allow him to avoid 
  arcane spell failure as long as he wears light armor 
  and shields. 
   
  Warmage Edge(Ex): A warmage is 
  specialized in dealing damage with his spells.  
  Whenever a warmage casts a spell that deals hit 
  point damage, he adds his Intelligence bonus (if 
  any) to the amount of damage dealt. 
   
   
  Encounter Eight:  Torment Eternal 
  Gaspar Noleson: Male Human Ghost Pal6; CR 8; 
  Medium Undead; HD 6d12; hp 54; Init +1; Spd fly 
  30 ft; AC 17 (touch 17, flat-footed 16) [+1 dex, +6 
  
  Vel5-08 The Reaping Part I 
   
  Page 24 
  deflection] (ethereal AC21); Base Atk +6; Grp +8; 
  Atk +10 melee incorporeal touch (2d6+4, +1 
  greatsword, 19-20x2); Full Atk +10/+5 melee 
  incorporeal touch (2d6+4, +1 greatsword, 19-20x2); 
  SA Manifestation, corrupting gaze, frightful moan, 
  telekinesis, smite evil 2/day, turn undead; SQ 
  Incorporeal, rejuvenation, turn resistance +4, 
  divine grace, divine health, aura of good, detect 
  evil, lay on hands, aura of courage, remove disease 
  1/week; AL LG; SV Fort +11, Ref +9, Will +11; Str 
  14, Dex 12, Con -, Int 10, Wis 12, Cha 22.  
   
  Skills and Feats: Diplomacy +15, Hide +9, 
  Knowledge (Religion) +9, Knowledge (Nobility 
  and Royalty) +9, Listen +9, Search +9, Spot +9; Iron 
  Will, Power Attack, Weapon Focus (Greatsword), 
  Leadership. 
   
  Possessions: +1 greatsword, +2 full plate, 
  holy symbol. 
   
  Spells Prepared:  (1; Save DC = 11 + spell 
  level); 1
  st – Divine favor. 
   
  Corrupting Gaze (Su): A ghost can blast 
  living beings with a glance, at a range of up to 30 
  feet. Creatures that meet the ghost’s gaze must 
  succeed on a Fortitude save (DC 19) or take 2d10 
  points of damage and 1d4 points of Charisma 
  damage. 
   
  Frightful Moan (Su): A ghost can emit a 
  frightful moan as a standard action. All living 
  creatures within a 30-foot spread must succeed on 
  a Will save (DC 19) or become panicked for 2d4 
  rounds. This is a sonic necromantic mind-affecting 
  fear effect. A creature that successfully saves 
  against the moan cannot be affected by the same 
  ghost’s moan for 24 hours. 
   
  Telekinesis (Su): A ghost can use 
  telekinesis as a standard action (caster level 12th 
  save DC 19). When a ghost uses this power, it 
  must wait 1d4 rounds before using it again. 
  
  Vel5-08 The Reaping Part I 
   
  Page 25 
  APL 8
  Encounter Three:  I’ve a bone to pick with 
  you… 
  Huecuva Monk (2):  Huecuva Mnk5; CR 7; 
  Medium Undead; HD 5d12+3; hp 48; Init +3; Spd 
  40 ft; AC 23 (touch 17, flat-footed 20) [+2 armor, +3 
  dex, +4 wis, +4 natural]; Base Atk +3; Grp +13; Atk 
  +8 melee (1d8+5 slam + blight); Full Atk +8 melee 
  (1d8+5 slam +blight) or +7/+7 melee (1d8+5 slam + 
  blights); SA Flurry of Blows, Huecuva blight; SQ 
  Evasion, Still Mind, Ki Strike, Slow Fall 20’, Turn 
  resistance +2, DR 10/Silver, AL NE; SV Fort +4, 
  Ref +7, Will +7; Str 20, Dex 17, Con -, Int 4, Wis 
  16, Cha 13.  
   
  Skills and Feats: Balance +7, Escape Artist 
  +11, Hide +11, Jump +10, Move Silently +11, 
  Tumble +13; Deflect Arrows, Dodge, Improved 
  Grapple, Mobility, Toughness, Weapon Focus 
  (Grapple). 
   
  Possessions: bracers of armor +2, brooch 
  of shielding. 
   
  Huecuva Blight(Su): Victims hit by a 
  huecuva’s slam attack must succeed on a fortitude 
  save DC14 or fall prey to the disease called 
  huecuva blight.  The incubation period is 1 day; at 
  the end of that time, the disease deals 1d2 points 
  of Strength and Constitution damage.  An infected 
  victim must make a saving throw each day 
  thereafter or take another 1d2 points of Strength 
  and Constitution damage.  The effects of huecuva 
  blight are cumulative each day until the victim 
  reaches 0 Constitution (and dies), makes two 
  successive save, or receives magical treatment 
  (such as a remove disease spell) 
  Huecuva Cleric:  Huecuva Clr5; CR 7; Medium 
  Undead; HD 5d12+3; hp 48; Init +0; Spd 20 ft; AC 
  23 (touch 10, flat-footed 23) [+9 armor, +4 natural]; 
  Base Atk +3; Grp +7; Atk +7 melee (1d6+4, slam + 
  blight, x2) or +8 melee (2d4+7, +1 scythe, x4) or +3 
  ranged (1d8, light crossbow, 19-20x2); Full Atk +7 
  melee (1d6+4, slam + blight, x2) or +8 melee 
  (2d4+7, +1 scythe, x4) or +3 ranged (1d8, light 
  crossbow, 19-20x2); SA Spells, Huecuva blight, 
  rebuke undead; SQ Turn resistance +2, D 
  R10/Silver, AL NE; SV Fort +4, Ref +2, Will +8; Str 
  18, Dex 11, Con -, Int 4, Wis 18, Cha 16.  
   
  Skills and Feats: Concentration +14, Heal 
  +6, Knowledge (Religion) +3 (6 ranks) Spellcraft 
  +3 (6 ranks); Skill Focus (Concentration), 
  Improved Turning, Toughness, Martial Weapon 
  Proficiency (scythe). 
   
  Possessions: +1 full plate armor, +1 
  scythe, 10 bolts, light crossbow, holy symbol of the 
  Nerull; one 50gp Onyx. 
   
  Spells Prepared:  (5/5/4/3; Save DC = 14 
  + spell level); 0 – No light*x2, inflict minor 
  wounds, 
  slash 
  tongue*x2 
  1
  st 
  – 
  command, 
  heartache*x2, cause fear**, doom; 2
  nd – death 
  knell**, hold person, sound burst, silence; 3
  rd – 
  animate dead*, dispel magic, blindness/deafness. 
  *See Appendix 2: New Rules Items 
  **Domains: Death (May use a death touch (Su) 
  once a day, it produces a death effect.  Must 
  succeed on a melee touch attack against a living 
  creature; when a victim is touched; roll a 1d6 for 
  every level of cleric. If the total is at least equal the 
  victim’s current hit points it dies (no save)); Evil 
  (Cast evil aligned spells at +1 caster level)  
   
  Huecuva Blight (Su): Victims hit by a 
  huecuva’s slam attack must succeed on a fortitude 
  save DC14 or fall prey to the disease called 
  huecuva blight.  The incubation period is 1 day; at 
  the end of that time, the disease deals 1d2 points 
  of Strength and Constitution damage.  An infected 
  victim must make a saving throw each day 
  thereafter or take another 1d2 points of Strength 
  and Constitution damage.  The effects of huecuva 
  blight are cumulative each day until the victim 
  reaches 0 Constitution (and dies), makes two 
  successive save, or receives magical treatment 
  (such as a remove disease spell) 
  Huecuva Fallen Paladin:  Huecuva Ex-Pal4; CR 6; 
  Medium Undead; HD 4d12+3; hp 39; Init +0; Spd 
  20 ft; AC 23 (touch 10, flat-footed 23) [+9 armor, +4 
  natural]; Base Atk +4; Grp +9; Atk +9 melee (1d6+5, 
  slam + blight, x2) or +11 melee (2d4+8, +1 scythe, 
  x4) or +4 ranged (1d8, light crossbow, 19-20x2); 
  Full Atk +9 melee (1d6+5, slam + blight, x2) or +11 
  melee (2d4+8, +1 scythe, x4) or +4 ranged (1d8, 
  light crossbow, 19-20x2); SA Smite good 1/day, 
  Huecuva blight; SQ Lay on hands 12hp/day, Turn 
  resistance +2, DR 10/Silver, AL NE; SV Fort +4, 
  Ref +1, Will +3; Str 20, Dex 11, Con -, Int 4, Wis 
  14, Cha 17.  
   
  Skills and Feats: Concentration + 10, 
  Handle Animal +7, Knowledge (Religion) +2 (5 
  
  Vel5-08 The Reaping Part I 
   
  Page 26 
  ranks), Ride +5; Cleave, Power Attack, Toughness, 
  Weapon Focus (scythe). 
   
  Possessions: +1 plate armor, +1 scythe, 10 
  bolts, light crossbow, defaced holy symbol of Rao. 
   
  Huecuva Blight(Su): Victims hit by a 
  huecuva’s slam attack must succeed on a fortitude 
  save DC14 or fall prey to the disease called 
  huecuva blight.  The incubation period is 1 day; at 
  the end of that time, the disease deals 1d2 points 
  of Strength and Constitution damage.  An infected 
  victim must make a saving throw each day 
  thereafter or take another 1d2 points of Strength 
  and Constitution damage.  The effects of huecuva 
  blight are cumulative each day until the victim 
  reaches 0 Constitution (and dies), makes two 
  successive save, or receives magical treatment 
  (such as a remove disease spell) 
  Encounter Five:  Right Handed Mind-
  Maze 
  Hroson: Male Orc Half-Vampire Bbn6/Ftr1; CR 
  8; Medium Humanoid; HD 6d12+1d10+21; hp 82; 
  Init +7; Spd 40 ft; AC 21 (touch 13, flat-footed 18) 
  [+6 armor, +3 dex, +2 natural]; Base Atk +7; Grp 
  +13(15); Atk +15(17) melee (2d4+10(13), +1 scythe, 
  x4) or +13(15) melee(1d6+6(8), slam, x2) ; Full Atk 
  +15/+10 (17/12) melee (2d4+10(13), +1 scythe, x4) 
  or +13(15) melee (1d6+6(8), slam, x2) ; SA Rage 
  2/day, blood drain; SQ Fast movement, improved 
  uncanny dodge, blood dependency, DR 5/silver or 
  magic, fast healing 1(special), resistance cold 5, 
  resistance electricity 5; AL CE; SV Fort +10, Ref 
  +5, Will +1; Str 23 (27 bull’s strength), Dex 16, Con 
  16, Int 6, Wis 8, Cha 8.  
   
  Skills and Feats: Bluff +1, Climb +10, 
  Hide +4, Jump +9, Knowledge (Arcane) +3 Listen 
  +9, Move Silently +4, Spellcraft +3, Spot +1; 
  Improved Initiative, Power Attack, Intimidating 
  Rage*, Weapon Focus (scythe). 
   
  Possessions: +1 scythe, +1 mithral 
  Breastplate. Potion of Bulls Strength, (cursed) 
  everfull mug (blood)*. 
  *See Appendix 2: New Rules Items 
   
  Blood Drain (Ex): Half-vampires can suck 
  the blood from a living victim with their fangs by 
  making a successful grapple check.  If the half-
  vampire pins his foe, it drains blood, dealing 1d4 
  point of Constitution drain each round the pin in 
  maintained.  A half-vampire can drain more points 
  of Constitution in a single hour than its 
  Constitution score.  When a half-vampire drains a 
  victim’s Constitution score, it gains 5 Temporary 
  hit points no matter how many points it drains.  
  Temporary hit points gained in this way last for up 
  to 1 hour. 
   
  Blood Dependency (Ex):  If a half-
  vampire doesn’t use its blood drain special attack 
  against at least one living creature each day, it 
  must make a DC 15 Fortitude save or become 
  fatigued.  Each day after the first that the half-
  vampire does not drink blood directly from a 
  living creature; the DC increases by 1 until it fails 
  the save and becomes fatigued.  After that, it must 
  make a DC 20 Fortitude save each week (with the 
  DC increasing by 1 each week thereafter) that it 
  does not use it blood drain or become exhausted. 
   
  Fast Healing (Ex): A half-vampire heals 1 
  point of damage each round so long as it has at 
  least 1 hit point but less than half its normal hit 
  points.  As long as the vampire has more than half 
  its normal hit points, its fast healing does not 
  function (but other forms of healing still function 
  normally). 
  Raged Power up Hroson: Male Orc Half-
  Vampire Bbn6/ Ftr1;  CR 8; Medium Humanoid; 
  HD 6d12+1d10+21; hp 90; Init +7; Spd 40 ft; AC 19 
  (touch 11, flat-footed 16) [+6 armor, +3 dex, -2 
  penalty, +2 natural]; Base Atk +7 Grp +15(18); Atk 
  +17(19) melee (2d4+13(16), +1 scythe, x4) or 
  +15(17) melee (1d6+8(10), slam, x2) ; Full Atk 
  +17/+12 (19/14) melee (2d4+13(16), +1 scythe, x4) 
  or +15 (17) melee (1d6+8(10), slam, x2); Fort +12, 
  Ref +5, Will +3; Str 27 (31 bull’s strength), Dex 16, 
  Con 20, Int 6, Wis 8, Cha 8.  
  Efric: Male Human Psychic Vampire Sor6; CR 8; 
  Medium Undead; HD 6d12; hp 54; Init +7(9); Spd 
  30 ft; AC 19(21) (touch 13(15), flat-footed 16) 
  [+3(5) dex, +6 natural]; Base Atk +3; Grp +6; Atk +6 
  melee (1d6+3, slam + wisdom drain, x2); Full Atk 
  +6 melee (1d6+3, slam + wisdom drain, x2); SA 
  Spells, wisdom drain, blood drain, children of the 
  night, dominate, create spawn; SQ Alternate form, 
  DR 10/magic and silver, fast healing 5, resistance 
  cold 10, resistance electricity 10, gaseous form, 
  spider climb turn resistance +4; AL CE; SV Fort +2, 
  Ref +7(9), Will +7; Str 16, Dex 16 (20 cat’s grace), 
  Con -, Int 12, Wis 14, Cha 24. 
   
  Skills and Feats: Bluff +22, Concentration 
  +16, Diplomacy +11, Hide +13, Intimidate +9, 
  Knowledge (Arcane) +3, Listen +14, Move Silently 
  +10, Search +9, Sense Motive +10, Spot +14; 
  
  Vel5-08 The Reaping Part I 
   
  Page 27 
  Alertness, Combat Reflexes, Dodge, Improved 
  Initiative, Lightning Reflexes,  Draconic Heritage 
  (Blue)*, Draconic Power*, Draconic Presence*. 
   
  Possessions: Wand of Enlarge Person, 
  Scroll of Shield, Potion of Cat’s Grace. 
  NOTE: Draconic Power grants +1 Caster level to 
  electricity spells. 
   
  Spells Known:  (6/8/7/5; Save DC = 17 + 
  spell level); Spell Known: 0 – touch of fatigue, ray 
  of frost, detect magic, mage hand, message, 
  open/close, prestidigitation ; 1
  st – charm person, 
  shocking grasp, magic missile, true strike; 2
  nd – 
  touch of idiocy, phantasmal assailants*; 3
  rd – 
  lightning bolt. 
  *See Appendix 2: New Rule Item 
   
  Blood Drain (Ex): A vampire can suck 
  blood from a living victim with its fangs by 
  making a successful grapple check.  If it pins the 
  foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is 
  maintained.  On each successful attack, the 
  vampire gains 5 temporary hit points. 
   
  Wisdom Drain (Su): With a successful 
  touch attack or slam attack, a psychic vampire 
  drains 1d6 points of wisdom from the target, and 
  simultaneously gains 5 temporary hit points that 
  last for up to 1 hour. In addition, each living 
  creature within 10’ of a psychic vampire takes 1 
  point of Wisdom drain per round (Will DC 20 
  Negates).  A psychic vampire does not gain any 
  temporary hit points from this effect.  A psychic 
  vampire can suppress or reactivate its Wisdom-
  draining aura as a standard action.   
   
  Children of the Night (Su):  Vampires 
  command the lesser creatures of the world and 
  once per day can call forth 1d6+1 rat swarms, 
  1d4+1 bat swarms or a pack of 3d6 wolves as a 
  standard action.  The creatures arrive in 2d6 
  rounds and serve the vampire for up to 1 hour. 
   
  Dominate (Su):  A vampire can crush an 
  opponent’s will just by looking into his or her.  
  This is similar to a gaze attack, except that the 
  vampire must use a standard action, and those 
  merely looking at it are not affected.  Anyone the 
  vampire targets must succeed on a Will save (DC 
  20) or fall instantly under the vampires influence 
  as though by a dominate person spell (Caster level 
  12
  th). This ability has a range of 30 ft. 
  Encounter Six: Left-handed Mind Maze 
  Rurd Darkfist: Male Dwarf Half-Vampire Mnk7 
  CR 8; Medium Humanoid; HD 7d8+28; hp 63; Init 
  +6(8); Spd 40 ft; AC 20(22)  (touch 18, flat-footed 
  18) [+2 armor, +2(4) dex, +4 wis, +2 natural]; Base 
  Atk +5; Grp +10; Atk +11 melee (1d8+5, unarmed, 
  x2); Full Atk +11 melee (1d8+5, unarmed, x2) or 
  +10/+10 melee (1d8+5, unarmed, x2); SA  Blood 
  drain; SQ Fast movement, evasion, ki strike, slow 
  fall 30’, wholeness of body, blood dependency, 
  DR5/silver or magic, fast healing 1(special), 
  resistance cold 5, resistance electricity 5; AL LE; 
  SV Fort +9, Ref +7(9), Will +8; Str 20, Dex 14(18 
  cat’s grace), Con 18, Int 8, Wis 17, Cha 10; 
   
  Skills and Feats: Bluff +2, Hide +6(8), 
  Listen +13, Spot +11, Tumble +12(14); Combat 
  Reflexes, Improved Initiative, Improved Trip, 
  Stunning Fist, Weakening Touch*, Weapon Focus 
  (unarmed), Rapid Stunning*. 
   
  Possessions: Gauntlets of ogre power +2, 
  death warded bracers of armor +2*, (cursed) 
  everfull mug (blood) *, potion of cat’s grace. 
  *See Appendix 2: New Rules Item 
   
  Blood Drain (Ex): Half-vampires can suck 
  the blood from a living victim with their fangs by 
  making a successful grapple check.  If the half-
  vampire pins his foe, it drains blood, dealing 1d4 
  point of Constitution drain each round the pin in 
  maintained.  A half-vampire can drain more points 
  of Constitution in a single hour than its 
  Constitution score.  When a half-vampire drains a 
  victim’s Constitution score, it gains 5 Temporary 
  hit points no matter how many points it drains.  
  Temporary hit points gained in this way last for up 
  to 1 hour. 
   
  Blood Dependency (Ex):  If a half-
  vampire doesn’t use its blood drain special attack 
  against at least one living creature each day, it 
  must make a DC 15 Fortitude save or become 
  fatigued.  Each day after the first that the half-
  vampire does not drink blood directly from a 
  living creature; the DC increases by 1 until it fails 
  the save and becomes fatigued.  After that, it must 
  make a DC 20 Fortitude save each week (with the 
  DC increasing by 1 each week thereafter) that it 
  does not use it blood drain or become exhausted. 
   
  Fast Healing (Ex): A half-vampire heals 1 
  point of damage each round so long as it has at 
  least 1 hit point but less than half its normal hit 
  points.  As long as the vampire has more than half 
  its normal hit points, its fast healing does not 
  
  Vel5-08 The Reaping Part I 
   
  Page 28 
  function (but other forms of healing still function 
  normally). 
  Versk: Psychic Vampire Hobgoblin Warmage6, 
  CR 8; Medium Undead; HD 6d12; hp 54; Init 
  +8(10); Spd 30 ft; AC 25(27) (touch 14(16), flat-
  footed 21) [+4 armor, +4(6) dex, +1 shield, +6 
  natural]; Base Atk +3; Grp +6; Atk +7(9) melee 
  (1d6+3, slam + wisdom drain, x2); Full Atk +7(9) 
  melee (1d6+3, slam + wisdom drain, x2); SA Spells, 
  wisdom drain, blood drain, children of the night, 
  dominate, create spawn; SQ Armored mage(light) 
  warmage edge (+3), alternate form, DR 10/magic 
  and silver, fast healing 5, resistance cold 10, 
  resistance electricity 10, gaseous form, spider 
  climb turn resistance +4; AL CE; SV Fort +2, Ref 
  +6(8), Will +6; Str 16, Dex 18 (22 cat’s grace), Con -, 
  Int 16, Wis 12, Cha 24. 
  Skills and Feats: Bluff +16, Concentration +16, 
  Hide +12(14), Intimidate +16, Listen +11, Move 
  Silently +16(18), Search +12, Sense Motive +9, 
  Spellcraft +12, Spot +13; Alertness, Combat 
  Reflexes, Dodge, Improved Initiative, Lightning 
  Reflexes, Spell Focus (Evocation), Greater Spell 
  Focus (Evocation), Weapon Finesse. 
   
  Possessions: Mithral shirt, masterwork 
  buckler, potion of cat’s grace.  
   
  Spells Known:  (6/8/7/5; Save DC = 17 + 
  spell level or DC = 19 + spell level for evocation 
  spells); See appendix 2 for warmage spells. Plus 
  advanced learning:  0
  th – flare; 2
  nd – darkbolt*. 
   
  Armored Mage(Ex): A warmage’s limited 
  focus and specialized training allow him to avoid 
  arcane spell failure as long as he wears light armor 
  and shields. 
   
  Warmage Edge(Ex): A warmage is 
  specialized in dealing damage with his spells.  
  Whenever  a warmage casts a spell that deals hit 
  point damage, he adds his Intelligence bonus (if 
  any) to the amount of damage dealt. 
  Encounter Eight:  Torment Eternal 
  Gaspar Noleson: Male Human Ghost Pal8; CR 10; 
  Medium Undead; HD 8d12; hp 72; Init +1; Spd fly 
  30 ft; AC 18 (touch 18, flat-footed 17) [+1 dex, +7 
  deflection] (ethereal AC21); Base Atk +8; Grp +11; 
  Atk +13 melee incorporeal touch (2d6+5, +1 keen 
  greatsword, 17-20x2); Full Atk +13/+8 melee 
  incorporeal touch (2d6+5, +1 keen greatsword, 17-
  20x2); SA Manifestation, corrupting gaze, frightful 
  moan, telekinesis, smite evil 2/day, turn undead; 
  SQ Incorporeal, rejuvenation, turn resistance +4, 
  divine grace, divine health, aura of good, detect 
  evil, lay on hands, aura of courage, remove disease 
  1/week; AL LG; SV Fort +13, Ref +10, Will +12; Str 
  16, Dex 12, Con -, Int 10, Wis 12, Cha 24.  
   
  Skills and Feats: Diplomacy +18, Hide +9, 
  Knowledge (Religion) +11, Knowledge (Nobility 
  and Royalty) +11, Listen +9, Search +9, Spot +9; 
  Iron 
  Will, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (Greatsword), Leadership. 
   
  Possessions: +1 keen greatsword, +2 full 
  plate, cloak of charisma +2, holy symbol. 
   
  Spells Prepared:  (2; Save DC = 11 + spell 
  level); 1
  st – bless, divine favor. 
   
  Corrupting Gaze (Su): A ghost can blast 
  living beings with a glance, at a range of up to 30 
  feet. Creatures that meet the ghost’s gaze must 
  succeed on a Fortitude save (DC 21) or take 2d10 
  points of damage and 1d4 points of Charisma 
  damage. 
   
  Frightful Moan (Su): A ghost can emit a 
  frightful moan as a standard action. All living 
  creatures within a 30-foot spread must succeed on 
  a Will save (DC 21) or become panicked for 2d4 
  rounds. This is a sonic necromantic mind-affecting 
  fear effect. A creature that successfully saves 
  against the moan cannot be affected by the same 
  ghost’s moan for 24 hours. 
   
  Telekinesis (Su): A ghost can use 
  telekinesis as a standard action (caster level 12th 
  save DC 21). When a ghost uses this power, it 
  must wait 1d4 rounds before using it again. 
  
  Vel5-08 The Reaping Part I 
   
  Page 29 
  APL 10
  Encounter Three:  I’ve a bone to pick with 
  you… 
  Huecuva Monk (2):  Huecuva Mnk7; CR 9; 
  Medium Undead; HD 7d12+10; hp 80; Init +7; Spd 
  50 ft; AC 23 (touch 17, flat-footed 20) [+2 armor, +3 
  dex, +4 wis, +4 natural]; Base Atk +5; Grp +16; Atk 
  +11 melee (1d8+6 slam + blight); Full Atk +11 
  melee (1d8+6 slam +blight) or +10/+10 melee 
  (1d8+6 slam + blights); SA Flurry of Blows, 
  Huecuva blight; SQ Evasion, Still Mind, Ki Strike, 
  Slow Fall 30’, Wholeness of body, Turn resistance 
  +2, DR 10/Silver, AL NE; SV Fort +5, Ref +8, Will 
  +8; Str 22, Dex 17, Con -, Int 4, Wis 16, Cha 13.  
   
  Skills and Feats: Balance +9, Escape Artist 
  +13, Hide +13, Jump +10, Move Silently +13, 
  Tumble +15; Deflect Arrows, Dodge, Improved 
  Grapple, Improved Trip, Mobility, Toughness, 
  Improved Toughness*, Weapon Focus (Grapple). 
   
  Possessions: brooch of shielding, bracers 
  of armor +2, gauntlets of ogre power +2. 
  * see Appendix 2: New Rules Items 
   
  Huecuva Blight(Su): Victims hit by a 
  huecuva’s slam attack must succeed on a fortitude 
  save DC14 or fall prey to the disease called 
  huecuva blight.  The incubation period is 1 day; at 
  the end of that time, the disease deals 1d2 points 
  of Strength and Constitution damage.  An infected 
  victim must make a saving throw each day 
  thereafter or take another 1d2 points of Strength 
  and Constitution damage.  The effects of huecuva 
  blight are cumulative each day until the victim 
  reaches 0 Constitution (and dies), makes two 
  successive save, or receives magical treatment 
  (such as a remove disease spell) 
  Huecuva Cleric:  Huecuva Clr7; CR 9; Medium 
  Undead; HD 7d12+3; hp 66; Init +0; Spd 20 ft; AC 
  23 (touch 10, flat-footed 23) [+9 armor, +4 natural]; 
  Base Atk +5; Grp +10; Atk +10 melee (1d6+5, slam 
  + blight, x2) or +11 melee (2d4+8, +1 scythe, x4) or 
  +5 ranged (1d8, light crossbow, 19-20x2); Full Atk 
  +10 melee (1d6+5, slam + blight, x2) or +11 melee 
  (2d4+8, +1 scythe, x4) or +5 ranged (1d8, light 
  crossbow, 19-20x2); SA Huecuva blight, spells, 
  rebuke undead; SQ Turn resistance +2, DR 
  10/Silver, AL NE; SV Fort +5, Ref +2, Will +10; Str 
  20, Dex 11, Con -, Int 4, Wis 20, Cha 16.  
   
  Skills and Feats: Concentration +16, Heal 
  +9, Knowledge (Religion) +3 (6 ranks) Spellcraft 
  +7 (10 ranks); Improved Turning, Skill Focus 
  (Concentration), Profane Lifeleech*, Toughness, 
  Martial Weapon Proficiency (scythe). 
   
  Possessions: Periapt of wisdom +2, +1 full 
  plate armor, +1 scythe, 10 bolts, light crossbow, 
  holy symbol of the Nerull; Three 50gp Onyxes. 
   
  Spells Prepared:  (6/6/5/4/3; Save DC = 
  15 + spell level); 0 – No light*x2, guidance, inflict 
  minor wounds, slash tongue*x2 1
  st – commandx2, 
  heartache*x2, cause fear**, doom; 2
  nd – silence, 
  death knell**, hold person, sound burst, wave of 
  grief*; 3
  rd – animate dead**, blindness/deafness, 
  dispel magic, prayer; 4
  th – divine  power, unholy 
  blight**, poison. 
  * see Appendix 2: New Rules Items 
  **Domains: Death (May use a death touch(Su) 
  once a day, it produces a death effect.  Must 
  succeed on a melee touch attack against a living 
  creature; when a victim is touched; roll a 1d6 for 
  every level of cleric. If the total is at least equal the 
  victim’s current hit points it dies (no save)); Evil 
  (Cast evil aligned spells at +1 caster level)  
   
  Huecuva Blight(Su): Victims hit by a 
  huecuva’s slam attack must succeed on a fortitude 
  save DC14 or fall prey to the disease called 
  huecuva blight.  The incubation period is 1 day; at 
  the end of that time, the disease deals 1d2 points 
  of Strength and Constitution damage.  An infected 
  victim must make a saving throw each day 
  thereafter or take another 1d2 points of Strength 
  and Constitution damage.  The effects of huecuva 
  blight are cumulative each day until the victim 
  reaches 0 Constitution (and dies), makes two 
  successive save, or receives magical treatment 
  (such as a remove disease spell) 
  Huecuva Fallen Paladin:  Huecuva Ex-Pal6; CR 8; 
  Medium Undead; HD 6d12+3; hp 57; Init +1; Spd 
  20 ft; AC 24 (touch 11, flat-footed 23) [+9 armor, +1 
  dex, +4 natural]; Base Atk +6; Grp +11; Atk +11 
  melee (1d6+5, slam + blight, x2) or +13 melee 
  (2d4+8, +1 scythe, x4) or +6 ranged (1d8, light 
  crossbow, 19-20x2); Full Atk +11 melee (1d6+5, 
  slam + blight, x2) or +13/+8 melee (2d4+8, +1 
  scythe, x4) or +6 ranged (1d8, light crossbow, 19-
  20x2); SA Smite good 2/day, sneak attack +1d6, 
  Huecuva blight; SQ Lay on hands 18hp/day, turn 
  resistance +2, DR 10/Silver, AL NE; SV Fort +5, 
  
  Vel5-08 The Reaping Part I 
   
  Page 30 
  Ref +3, Will +4; Str 20, Dex 12, Con -, Int 4, Wis 
  14, Cha 17.  
   
  Skills and Feats: Concentration + 12, 
  Handle Animal +8, Knowledge (Religion) +2 (8 
  ranks), Ride +9; Cleave, Power Attack, Toughness, 
  Weapon Focus (scythe), Improved Sunder. 
   
  Possessions: +1 full plate armor, +1 
  scythe, 10 bolts, light crossbow, defaced holy 
  symbol of Rao. 
   
  Huecuva Blight(Su): Victims hit by a 
  huecuva’s slam attack must succeed on a fortitude 
  save DC14 or fall prey to the disease called 
  huecuva blight.  The incubation period is 1 day; at 
  the end of that time, the disease deals 1d2 points 
  of Strength and Constitution damage.  An infected 
  victim must make a saving throw each day 
  thereafter or take another 1d2 points of Strength 
  and Constitution damage.  The effects of huecuva 
  blight are cumulative each day until the victim 
  reaches 0 Constitution (and dies), makes two 
  successive save, or receives magical treatment 
  (such as a remove disease spell) 
  Encounter Five:  Right Handed Mind-
  Maze 
  Hroson: 
  Male 
  Orc 
  Half-Vampire 
  Bbn7/Ftr1//Occult Slayer1; CR 10; Medium 
  Humanoid; HD 7d12 + 1d10 + 1d8 + 36; hp 104; 
  Init +7; Spd 40 ft; AC 21 (touch 13, flat-footed 18) 
  [+6 armor, +3 dex, +2 natural]; Base Atk +9; Grp 
  +15(17); Atk +17(19) melee (2d4+10(13), +1 keen 
  scythe, 19-20x4) or +15(17) melee(1d6+6(8), slam, 
  x2) ; Full Atk +17/+12 (19/14) melee (2d4+10(13), 
  +1 keen scythe, 19-20x4) or +15(17) melee 
  (1d6+6(8), slam, x2) ; SA Rage 2/day, blood drain, 
  weapon bond (+1d6 vs. spellcasters); SQ DR 1/-, 
  fast movement, improved uncanny dodge, death 
  ward 1/day, blood dependency, DR 5/silver or 
  magic, fast healing 1(special), resistance cold 5, 
  resistance electricity 5, magical defense +1; AL CE; 
  SV Fort +11, Ref +5, Will +3; Str 22 (26 bull’s 
  strength), Dex 16, Con 19, Int 6, Wis 8, Cha 8.  
   
  Skills and Feats: Bluff +1, Climb +10, 
  Hide +4, Jump +9, Knowledge (Arcane) +4 Listen 
  +10, Move Silently +4, Spellcraft +3, Spot +1; 
  Cleave, Improved Initiative, Power Attack, 
  Intimidating Rage*, Weapon Focus (scythe). 
   
  Possessions: Amulet of health +2, +1 keen 
  scythe, +1 death warded mithral breastplate. 
  Potion of Bulls Strength, (cursed) everfull mug 
  (blood)*. 
  *See Appendix 2: New Rules Item 
   
  Blood Drain(Ex): Half-vampires can suck 
  the blood from a living victim with their fangs by 
  making a successful grapple check.  If the half-
  vampire pins his foe, it drains blood, dealing 1d4 
  point of Constitution drain each round the pin in 
  maintained.  A half-vampire can drain more points 
  of Constitution in a single hour than its 
  Constitution score.  When a half-vampire drains a 
  victim’s Constitution score, it gains 5 Temporary 
  hit points no matter how many points it drains.  
  Temporary hit points gained in this way last for up 
  to 1 hour. 
   
  Blood Dependency(Ex):  If a half-
  vampire doesn’t use its blood drain special attack 
  against at least one living creature each day, it 
  must make a DC 15 Fortitude save or become 
  fatigued.  Each day after the first that the half-
  vampire does not drink blood directly from a 
  living creature; the DC increases by 1 until it fails 
  the save and becomes fatigued.  After that, it must 
  make a DC 20 Fortitude save each week (with the 
  DC increasing by 1 each week thereafter) that it 
  does not use it blood drain or become exhausted. 
   
  Fast Healing(Ex): A half-vampire heals 1 
  point of damage each round so long as it has at 
  least 1 hit point but less than half its normal hit 
  points.  As long as the vampire has more than half 
  its normal hit points, its fast healing does not 
  function (but other forms of healing still function 
  normally). 
  Raged Power up Hroson: Male Orc Half-
  Vampire Bbn7/Ftr1/Occult Slayer1; CR 10; 
  Medium Humanoid; HD 7d12+1d10+1d8+54; hp 
  122; Init +7; Spd 40 ft; AC 19 (touch 11, flat-footed 
  16) [+6 armor, +3 dex, +2 natural, -2 penalty]; Base 
  Atk +9; Grp +17(19); Atk +19(22) melee 
  (2d4+13(16), +1 keen scythe, 19-20x4) or +17(19) 
  melee(1d6+8(10), slam, x2); Full Atk +19/+14 
  (21/16) melee (2d4+13(16), +1 keen scythe, 19-
  20x4) or +17 (19) melee (1d6+8(10), slam, x2); SA 
  Rage 2/day, blood drain, weapon bond (+1d6 vs. 
  spellcasters); SQ DR 1/-, fast movement, improved 
  uncanny dodge, death ward 1/day, blood 
  dependency, DR 5/silver or magic, fast healing 
  1(special), resistance cold 5, resistance electricity 
  5, magical defense +1; AL CE; SV Fort +13, Ref +5, 
  Will +5; Str 26 (30 bull’s strength), Dex 16, Con 23, 
  Int 6, Wis 8, Cha 8.  
  Efric: 
  Male 
  Human 
  Psychic 
  Vampire 
  Sor6/Marsh1/Mindbendr1; 
  CR 
  10; 
  Medium 
  
  Vel5-08 The Reaping Part I 
   
  Page 31 
  Undead; HD 8d12; hp 72; Init +7(9); Spd 30 ft; AC 
  24(26) (touch 13(15), flat-footed 16) [+4 armor 
  (precast mage armor), +3(5) dex, +1 insight, +6 
  natural]; Base Atk +3; Grp +6; Atk +6 melee (1d6+3, 
  slam + wisdom drain, x2); Full Atk +6 melee 
  (1d6+3, slam + wisdom drain, x2); SA Spells, 
  wisdom drain, blood drain, children of the night, 
  dominate, create spawn; SQ Minor aura:  force of 
  will (allies +8 will saves), alternate form, DR 
  10/magic and silver, fast healing 5, resistance cold 
  10, resistance electricity 10, gaseous form, spider 
  climb, telepathy, turn resistance +4; AL CE; SV 
  Fort +6, Ref +7(9), Will +11; Str 16, Dex 16 (20 cat’s 
  grace), Con -, Int 12, Wis 14, Cha 27. 
   
  Skills and Feats: Bluff +25, Concentration 
  +18, Diplomacy +15, Hide +13, Intimidate +10, 
  Knowledge (Arcane) +3, Listen +14, Move Silently 
  +10, Search +9, Sense Motive +10, Spot +16; 
  Alertness, Combat Reflexes, Dodge, Improved 
  Initiative, Lightning Reflexes,  Draconic Heritage 
  (Blue)*, Draconic Power*, Draconic Presence*, 
  Skill Focus (Diplomacy). 
   
  Possessions: wand of enlarge person, 
  cloak of charisma +2, dusty rose ioun stone, scroll 
  of shield (CL6), potion of cat’s grace. 
  NOTE: Draconic Power grants +1 Caster level to 
  electricity spells. 
   
  Spells Known:  (6/7/8/6; Save DC = 18 + 
  spell level); Spell Known: 0 – touch of fatigue, ray 
  of frost, detect magic, mage hand, message, 
  open/close, prestidigitation ; 1
  st – charm person, 
  mage armor, shocking grasp, magic missile, true 
  strike; 2
  nd – mirror image, touch of idiocy, 
  phantasmal assailants*; 3
  rd – bands of steel*, 
  lightning bolt. 
  * see Appendix 2: New Rules Items 
   
  Minor Aura: Force of Will; the Marshall’s 
  Aura grants a bonus on Will saves equal to the 
  bonus of his Charisma (if any).  This aura includes 
  all allies within 60’ (including himself). 
   
  Blood Drain (Ex): A vampire can suck 
  blood from a living victim with its fangs by 
  making a successful grapple check.  If it pins the 
  foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is 
  maintained.  On each successful attack, the 
  vampire gains 5 temporary hit points. 
   
  Wisdom Drain (Su): With a successful 
  touch attack or slam attack, a psychic vampire 
  drains 1d6 points of wisdom from the target, and 
  simultaneously gains 5 temporary hit points that 
  last for up to 1 hour. In addition, each living 
  creature within 10’ of a psychic vampire takes 1 
  point of Wisdom drain per round (Will DC 22 
  Negates).  A psychic vampire does not gain any 
  temporary hit points from this effect.  A psychic 
  vampire can suppress or reactivate its Wisdom-
  draining aura as a standard action.   
   
  Children of the Night (Su):  Vampires 
  command the lesser creatures of the world and 
  once per day can call forth 1d6+1 rat swarms, 
  1d4+1 bat swarms or a pack of 3d6 wolves as a 
  standard action.  The creatures arrive in 2d6 
  rounds and serve the vampire for up to 1 hour. 
   
  Dominate (Su):  A vampire can crush an 
  opponent’s will just by looking into his or her.  
  This is similar to a gaze attack, except that the 
  vampire must use a standard action, and those 
  merely looking at it are not affected.  Anyone the 
  vampire targets must succeed on a Will save (DC 
  22) or fall instantly under the vampires influence 
  as though by a dominate person spell (Caster level 
  12
  th). This ability has a range of 30 ft. 
  Encounter Six: Left-handed Mind Maze 
  Rurd Darkfist: Male Dwarf Half-Vampire Mnk9 
  CR 10; Medium Humanoid; HD 9d8+36; hp 81; 
  Init +6(8); Spd 50 ft; AC 22(24)  (touch 19, flat-
  footed 19) [+3 armor, +2(4) dex, +5 wis, +2 natural]; 
  Base Atk +6; Grp +12; Atk +13 melee (1d10+6, 
  unarmed, x2); Full Atk +13 melee (1d10+6, 
  unarmed, x2) or +13/+13/+8 melee (1d10+6, 
  unarmed, x2); SA  Blood drain; SQ Fast movement, 
  improved evasion, ki strike, slow fall 40’, 
  wholeness of body, blood dependency, DR 
  5/silver or magic, fast healing 1(special), resistance 
  cold 5, resistance electricity 5; AL LE; SV Fort +10, 
  Ref +8(10), Will +10; Str 22, Dex 14(18 cat’s grace), 
  Con 18, Int 8, Wis 18, Cha 10; 
   
  Skills and Feats: Bluff +2, Hide +8(10), 
  Listen +14, Spot +14, Tumble +14(16); Combat 
  Reflexes, Improved Initiative, Improved Trip, 
  Stunning Fist, Extra Stunning*, Weakening 
  Touch*, 
  Weapon 
  Focus 
  (unarmed), 
  Rapid 
  Stunning*. 
   
  Possessions: Belt of giant strength +4, 
  death warded bracers of armor +3*, (cursed) 
  everfull mug (blood) *. potion of cat’s grace. 
  * see Appendix 2: New Rules Items 
  
  Vel5-08 The Reaping Part I 
   
  Page 32 
   
  Blood Drain(Ex): Half-vampires can suck 
  the blood from a living victim with their fangs by 
  making a successful grapple check.  If the half-
  vampire pins his foe, it drains blood, dealing 1d4 
  point of Constitution drain each round the pin in 
  maintained.  A half-vampire can drain more points 
  of Constitution in a single hour than its 
  Constitution score.  When a half-vampire drains a 
  victim’s Constitution score, it gains 5 Temporary 
  hit points no matter how many points it drains.  
  Temporary hit points gained in this way last for up 
  to 1 hour. 
   
  Blood Dependency(Ex):  If a half-
  vampire doesn’t use its blood drain special attack 
  against at least one living creature each day, it 
  must make a DC 15 Fortitude save or become 
  fatigued.  Each day after the first that the half-
  vampire does not drink blood directly from a 
  living creature; the DC increases by 1 until it fails 
  the save and becomes fatigued.  After that, it must 
  make a DC 20 Fortitude save each week (with the 
  DC increasing by 1 each week thereafter) that it 
  does not use it blood drain or become exhausted. 
   
  Fast Healing(Ex): A half-vampire heals 1 
  point of damage each round so long as it has at 
  least 1 hit point but less than half its normal hit 
  points.  As long as the vampire has more than half 
  its normal hit points, its fast healing does not 
  function (but other forms of healing still function 
  normally). 
  Versk: Psychic Vampire Hobgoblin Warmage8, 
  CR 10; Medium Undead; HD 8d12; hp 72; Init 
  +8(10); Spd 30 ft; AC 27(28) (touch 14(15), flat-
  footed 23) [+6 armor, +4(5) dex, +1 shield, +6 
  natural]; Base Atk +4; Grp +7; Atk +8(10) melee 
  (1d6+3, slam + wisdom drain, x2); Full Atk +8(10) 
  melee (1d6+3, slam + wisdom drain, x2); SA Spells, 
  wisdom drain, blood drain, children of the night, 
  dominate, 
  create 
  spawn; 
  SQ 
  Armored 
  mage(medium) warmage edge (+3), alternate form, 
  DR 10/magic and silver, fast healing 5, resistance 
  cold 10, resistance electricity 10, gaseous form, 
  spider climb turn resistance +4; AL CE; SV Fort +2, 
  Ref +6(8), Will +7; Str 16, Dex 18 (22 cat’s grace), 
  Con -, Int 16, Wis 12, Cha 27. 
   
  Skills and Feats: Bluff +16, Concentration 
  +16, Hide +12(14), Intimidate +16, Listen +11, 
  Move Silently +16(18), Search +12, Sense Motive 
  +9, Spellcraft +12, Spot +13; Alertness, Combat 
  Reflexes, Dodge, Improved Initiative, Lightning 
  Reflexes, Spell Focus (Evocation), Greater Spell 
  Focus (Evocation), Weapon Finesse, Sudden 
  Empower*. 
   
  Possessions: 
  +1 
  mithral 
  breastplate, 
  masterwork buckler, cloak of charisma +2, scroll of 
  shield (CL6), potion of cat’s grace.  
   
  Spells Known:  (6/8/8/7/5; Save DC = 18 
  + spell level or DC = 20 + spell level for evocation 
  spells); See appendix 2 for warmage spells. Plus 
  advanced learning:  0
  th – flare; 2
  nd – darkbolt*. 
  * see Appendix 2: New Rules Items 
   
  Armored Mage(Ex): A warmage’s limited 
  focus and specialized training allow him to avoid 
  arcane spell failure as long as he wears medium 
  armor and shields. 
   
  Warmage Edge(Ex): A warmage is 
  specialized in dealing damage with his spells.  
  Whenever  a warmage casts a spell that deals hit 
  point damage, he adds his Intelligence bonus (if 
  any) to the amount of damage dealt. 
   
  Blood Drain(Ex): A vampire can suck 
  blood from a living victim with its fangs by 
  making a successful grapple check.  If it pins the 
  foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is 
  maintained.  On each successful attack, the 
  vampire gains 5 temporary hit points. 
   
  Wisdom Drain(Su): With a successful 
  touch attack or slam attack, a psychic vampire 
  drains 1d6 points of wisdom from the target, and 
  simultaneously gains 5 temporary hit points that 
  last for up to 1 hour. In addition, each living 
  creature within 10’ of a psychic vampire takes 1 
  point of Wisdom drain per round (Will DC 22 
  Negates).  A psychic vampire does not gain any 
  temporary hit points from this effect.  A psychic 
  vampire can suppress or reactivate its Wisdom-
  draining aura as a standard action.   
   
  Children of the Night(Su):  Vampires 
  command the lesser creatures of the world and 
  once per day can call forth 1d6+1 rat swarms, 
  1d4+1 bat swarms or a pack of 3d6 wolves as a 
  standard action.  The creatures arrive in 2d6 
  rounds and serve the vampire for up to 1 hour. 
   
  Dominate(Su):  A vampire can crush an 
  opponent’s will just by looking into his or her.  
  This is similar to a gaze attack, except that the 
  vampire must use a standard action, and those 
  merely looking at it are not affected.  Anyone the 
  vampire targets must succeed on a Will save (DC 
  
  Vel5-08 The Reaping Part I 
   
  Page 33 
  22) or fall instantly under the vampires influence 
  as though by a dominate person spell (Caster level 
  12th). This ability has a range of 30 ft 
  Encounter Eight:  Torment Eternal 
  Gaspar Noleson: Male Human Ghost Pal10; CR 
  12; Medium Undead; HD 10d12; hp 90; Init +1; 
  Spd fly 30 ft; AC 18 (touch 18, flat-footed 17) [+1 
  dex, +7 deflection] (ethereal AC21); Base Atk +10; 
  Grp +13; Atk +15 melee incorporeal touch (2d6+5, 
  +1 greatsword, 17-20x2); Full Atk +15/+10 melee 
  incorporeal touch (2d6+5, +1 greatsword, 17-20x2); 
  SA Manifestation, corrupting gaze, frightful moan, 
  telekinesis, smite evil 3/day, turn undead; SQ 
  Incorporeal, rejuvenation, turn resistance +4, 
  divine grace, divine health, aura of good, detect 
  evil, lay on hands, aura of courage, remove disease 
  2/week; AL LG; SV Fort +14, Ref +11, Will +13; Str 
  16, Dex 12, Con -, Int 10, Wis 12, Cha 24.  
   
  Skills and Feats: Diplomacy +20, Hide +9, 
  Knowledge (Religion) +13, Knowledge (Nobility 
  and Royalty) +13, Listen +9, Search +9, Spot +9; 
  Iron 
  Will, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (Greatsword), Leadership, Mounted Combat. 
   
  Possessions: 
  +1 
  keen 
  ghost 
  touch 
  greatsword, +2 full plate, cloak of charisma +2, 
  holy symbol. 
   
  Spells Prepared:  (2/1; Save DC = 11 + 
  spell level); 1
  st – bless, divine favor; 2
  nd – resist 
  energy. 
   
  Corrupting Gaze (Su): A ghost can blast 
  living beings with a glance, at a range of up to 30 
  feet. Creatures that meet the ghost’s gaze must 
  succeed on a Fortitude save (DC 22) or take 2d10 
  points of damage and 1d4 points of Charisma 
  damage. 
   
  Frightful Moan (Su): A ghost can emit a 
  frightful moan as a standard action. All living 
  creatures within a 30-foot spread must succeed on 
  a Will save (DC 22) or become panicked for 2d4 
  rounds. This is a sonic necromantic mind-affecting 
  fear effect. A creature that successfully saves 
  against the moan cannot be affected by the same 
  ghost’s moan for 24 hours. 
   
  Telekinesis (Su): A ghost can use 
  telekinesis as a standard action (caster level 12th 
  save DC 22). When a ghost uses this power, it 
  must wait 1d4 rounds before using it again. 
  
  Vel5-08 The Reaping Part I 
   
  Page 34 
  APL 12
  Encounter Three:  I’ve a bone to pick with 
  you… 
  Huecuva Monk (2):  Huecuva Mnk9; CR 11; 
  Medium Undead; HD 9d12+12; hp 96; Init +4; Spd 
  60 ft; AC 25 (touch 19, flat-footed 21) [+2 armor, +4 
  dex, +5 wis, +4 natural]; Base Atk +6; Grp +17; Atk 
  +12 melee (1d10+6, slam + blight, x2); Full Atk 
  +12/+7 melee (1d10+6, slam + blight, x2) or 
  +12/+12/+7 melee (1d10+6, slam + blight, x2); SA 
  Flurry of Blows, Huecuva blight; SQ Improved 
  Evasion, Still Mind, Ki Strike, Slow Fall 40’, 
  Wholeness of body, Turn resistance +2, DR 
  10/Silver, AL NE; SV Fort +6, Ref +10, Will +10; 
  Str 22, Dex 18, Con -, Int 5, Wis 18, Cha 13.  
   
  Skills and Feats: Balance +12, Escape 
  Artist +16, Hide +16, Jump +11, Move Silently +16, 
  Tumble +18; Deflect Arrows, Dodge, Weapon 
  Focus (Grapple), Improved Grapple, Improved 
  Trip, Mobility, Toughness, Improved Toughness*, 
  Spring Attack. 
   
  Possessions: Brooch of Shielding, Bracers 
  of Armor +2, Gauntlets of Ogre Power +2, Empty 
  vial of Dragonbile poison. 
  * see Appendix 2: New Rules Items 
   
  Poison:  Dragonbile.  Contact DC 26, 1d6 
  Str initial, no secondary. 
   
  Huecuva Blight(Su): Victims hit by a 
  huecuva’s slam attack must succeed on a fortitude 
  save DC14 or fall prey to the disease called 
  huecuva blight.  The incubation period is 1 day; at 
  the end of that time, the disease deals 1d2 points 
  of Strength and Constitution damage.  An infected 
  victim must make a saving throw each day 
  thereafter or take another 1d2 points of Strength 
  and Constitution damage.  The effects of huecuva 
  blight are cumulative each day until the victim 
  reaches 0 Constitution (and dies), makes two 
  successive save, or receives magical treatment 
  (such as a remove disease spell) 
  Huecuva Cleric:  Huecuva Clr9; CR 11; Medium 
  Undead; HD 9d12+3; hp 84; Init +0; Spd 20 ft; AC 
  24 (touch 10, flat-footed 24) [+10 armor, +4 
  natural]; Base Atk +6; Grp +11; Atk +11 melee 
  (1d6+5, slam + blight, x2) or +12 melee (2d4+8, +1 
  scythe, x4) or  +6 ranged (1d8, light crossbow, 19-
  20x2); Full Atk +11 melee (1d6+5, slam + blight, 
  x2) or +12/+7 melee (2d4+8, +1 scythe, x4) or  +6 
  ranged (1d8, light crossbow, 19-20x2); SA Huecuva 
  blight, spells, rebuke undead; SQ Turn resistance 
  +2, DR10/Silver, AL NE; SV Fort +6, Ref +3, Will 
  +12; Str 20, Dex 11, Con -, Int 5, Wis 22, Cha 16.  
   
  Skills and Feats: Concentration +18, Heal 
  +10, Knowledge (Religion) +7 (10 ranks) Spellcraft 
  +7 (10 ranks); Divine Spell Power*, Improved 
  Turning, Skill Focus (Concentration), Profane 
  Lifeleech*, 
  Toughness, 
  Martial 
  Weapon 
  Proficiency (scythe). 
   
  Possessions: Periapt of wisdom +4, +2 full 
  plate armor, +1 unholy scythe, 10 bolts, light 
  crossbow, holy symbol of Nerull; Three 50gp 
  Onyxes. 
   
  Spells Prepared:  (6/7/7/5/4/3; Save DC = 
  16 + spell level); 0 – No light* x2, guidance, inflict 
  minor wounds, slash tongue* x2 1
  st – command x2, 
  heartache* x2, cause fear**, divine favor, doom; 2
  nd 
  – silence, death knell**, hold person x2, sound 
  burst, wave of grief*; 3
  rd – animate dead**, 
  blindness/deafness, dispel magic x2, prayer; 4
  th – 
  Imbue with Spell Ability, unholy blight**, divine 
  power, poison; 5
  th – slay living**, earth’s hammer*, 
  flame strike. 
  * see Appendix 2: New Rules Items 
  **Domains: Death (May use a death touch (Su) 
  once a day, it produces a death effect.  Must 
  succeed on a melee touch attack against a living 
  creature; when a victim is touched; roll a 1d6 for 
  every level of cleric. If the total is at least equal the 
  victim’s current hit points it dies (no save)); Evil 
  (Cast evil aligned spells at +1 caster level)  
   
  Huecuva Blight(Su): Victims hit by a 
  huecuva’s slam attack must succeed on a fortitude 
  save DC14 or fall prey to the disease called 
  huecuva blight.  The incubation period is 1 day; at 
  the end of that time, the disease deals 1d2 points 
  of Strength and Constitution damage.  An infected 
  victim must make a saving throw each day 
  thereafter or take another 1d2 points of Strength 
  and Constitution damage.  The effects of huecuva 
  blight are cumulative each day until the victim 
  reaches 0 Constitution (and dies), makes two 
  successive save, or receives magical treatment 
  (such as a remove disease spell) 
  Huecuva 
  Fallen 
  Paladin: 
   
  Huecuva 
  Ex-
  Pal6/BlackGuard2; CR 10; Medium Undead; HD 
  8d12+3; hp 75; Init +1; Spd 20 ft; AC 27 (touch 11, 
  flat-footed 26) [+9 armor, +1 dex, +3 shield, +4 
  
  Vel5-08 The Reaping Part I 
   
  Page 35 
  natural]; Base Atk +8; Grp +14; Atk +14 melee 
  (1d6+6, slam + blight, x2) or +16 melee (2d4+10, +1 
  unholy scythe, x4) or +9 ranged (1d8, light 
  crossbow, 19-20x2); Full Atk +14 melee (1d6+6, 
  slam + blight, x2) or +16/+11 melee (2d4+10, +1 
  unholy scythe, x4) or +9 ranged (1d8, light 
  crossbow, 19-20x2); SA Spells, smite good 3/day, 
  sneak attack +1d6, Huecuva blight; SQ Lay on 
  hands 32hp/day, dark blessing, aura of evil, detect 
  good, poison use, turn resistance +2, DR 10/Silver; 
  AL NE; SV Fort +12, Ref +7, Will +8; Str 22, Dex 
  12, Con -, Int 5, Wis 14, Cha 18.  
   
  Skills and Feats: Concentration + 12, 
  Handle 
  Animal 
  +8, 
  Hide 
  +3, 
  Knowledge 
  (Religion) +2 (8 ranks), Ride +9; Cleave, Improved 
  Sunder, Power Attack, Toughness, Weapon Focus 
  (scythe) 
   
  Possessions: Belt of giant strength +4, +1 
  full plate armor, +1 animated large steel shield, +1 
  unholy scythe, 10 bolts, light crossbow, holy 
  symbol of the One. 
   
  Spells Prepared:  (2; Save DC = 12 + spell 
  level); 1
  st – Corrupt weapon, inflict light wounds; 
   
  Imbued Spells (Divine Spell Powered to 
  12
  th caster level): Shield of faith, entropic shield, 
  resist energy. 
   
  Huecuva Blight(Su): Victims hit by a 
  huecuva’s slam attack must succeed on a fortitude 
  save DC14 or fall prey to the disease called 
  huecuva blight.  The incubation period is 1 day; at 
  the end of that time, the disease deals 1d2 points 
  of Strength and Constitution damage.  An infected 
  victim must make a saving throw each day 
  thereafter or take another 1d2 points of Strength 
  and Constitution damage.  The effects of huecuva 
  blight are cumulative each day until the victim 
  reaches 0 Constitution (and dies), makes two 
  successive save, or receives magical treatment 
  (such as a remove disease spell) 
  Encounter Five:  Right Handed Mind-
  Maze 
  Hroson: 
  Male 
  Orc 
  Half-Vampire 
  Bbn9/Ftr1/OccultSlayer1; 
  CR 
  12; 
  Medium 
  Humanoid; HD 9d12 + 1d10 + 1d8 + 55; hp 144; 
  Init +7; Spd 40 ft; AC 21 (touch 13, flat-footed 18) 
  [+6 armor, +3 dex, +2 natural]; Base Atk +11; Grp 
  +17(19); Atk +19(21) melee (2d4+10(13), +1 keen 
  scythe, 19-20x4) or +17(19) melee(1d6+6(8), slam, 
  x2); Full Atk +19/+14/+9 (21/16/11) melee 
  (2d4+10(13), +1 keen scythe, 19-20x4) or +17(19) 
  melee (1d6+6(8), slam, x2); SA Rage 3/day, blood 
  drain, weapon bond (+1d6 vs. spellcasters); SQ DR 
  1/-, fast movement, improved uncanny dodge, 
  death ward 1/day, blood dependency, DR 5/silver 
  or magic, fast healing 1(special), resistance cold 5, 
  resistance electricity 5, magical defense +1; AL CE; 
  SV Fort +13, Ref +6, Will +4; Str 22 (26 bull’s 
  strength), Dex 16, Con 21, Int 6, Wis 8, Cha 8.  
   
  Skills and Feats: Bluff +1, Climb +10, 
  Hide +4, Jump +9, Knowledge (Arcane) +4 Listen 
  +10, Move Silently +4, Spellcraft +3, Spot +1; 
  Cleave, Improved Initiative, Power Attack, 
  Intimidating Rage*, Weapon Focus (scythe). 
   
  Possessions: Amulet of health +4, +1 keen 
  scythe, +1 death warded mithral breastplate*, 
  steadfast boots, potion of bull’s strength, (cursed) 
  everfull mug (blood)*. 
  *See Appendix 2: New Rules Item 
   
  Blood Drain(Ex): Half-vampires can suck 
  the blood from a living victim with their fangs by 
  making a successful grapple check.  If the half-
  vampire pins his foe, it drains blood, dealing 1d4 
  point of Constitution drain each round the pin in 
  maintained.  A half-vampire can drain more points 
  of Constitution in a single hour than its 
  Constitution score.  When a half-vampire drains a 
  victim’s Constitution score, it gains 5 Temporary 
  hit points no matter how many points it drains.  
  Temporary hit points gained in this way last for up 
  to 1 hour. 
   
  Blood Dependency (Ex):  If a half-
  vampire doesn’t use its blood drain special attack 
  against at least one living creature each day, it 
  must make a DC 15 Fortitude save or become 
  fatigued.  Each day after the first that the half-
  vampire does not drink blood directly from a 
  living creature; the DC increases by 1 until it fails 
  the save and becomes fatigued.  After that, it must 
  make a DC 20 Fortitude save each week (with the 
  DC increasing by 1 each week thereafter) that it 
  does not use it blood drain or become exhausted. 
   
  Fast Healing (Ex): A half-vampire heals 1 
  point of damage each round so long as it has at 
  least 1 hit point but less than half its normal hit 
  points.  As long as the vampire has more than half 
  its normal hit points, its fast healing does not 
  function (but other forms of healing still function 
  normally). 
  Raged Power up Hroson: Male Orc Half-
  Vampire 
  Bbn9/Ftr1/OccultSlayer1; 
  CR 
  12; 
  
  Vel5-08 The Reaping Part I 
   
  Page 36 
  Medium Humanoid; HD 7d12 + 1d10 + 1d8 + 77; 
  hp 158; Init +7; Spd 40 ft; AC 19 (touch 11, flat-
  footed 16) [+6 armor, +3 dex, +2 natural, -2 
  penalty]; Base Atk +11; Grp +19(21); Atk +21(23) 
  melee (2d4+13(16), +1 keen scythe, 19-20x4) or 
  +19(21) melee(1d6+8(10), slam, x2); Full Atk 
  +21/+16/+11 (23/18/13) melee (2d4+13(16), +1 
  keen scythe, 19-20x4) or +19 (21) melee 
  (1d6+8(10), slam, x2); SA Rage 3/day, blood drain, 
  weapon bond (+1d6 vs. spellcasters); SQ DR 1/-, 
  fast movement, improved uncanny dodge, death 
  ward 1/day, blood dependency, DR 5/silver or 
  magic, fast healing 1(special), resistance cold 5, 
  resistance electricity 5, magical defense +1; AL CE; 
  SV Fort +15, Ref +6, Will +6; Str 26 (30 bull’s 
  strength), Dex 16, Con 25, Int 6, Wis 8, Cha 8.  
  Efric: 
  Male 
  Human 
  Psychic 
  Vampire 
  Sor8/Marsh1/Mindbender1; CR 12; Medium 
  Undead; HD 10d12; hp 90; Init +7(9); Spd 30 ft; 
  AC 24(26) (touch 13(15), flat-footed 16) [+4 armor 
  (precast mage armor), +3(5) dex, +1 insight, +6 
  natural]; Base Atk +4; Grp +7; Atk +7 melee (1d6+3, 
  slam + wisdom drain, x2); Full Atk +7 melee 
  (1d6+3, slam + wisdom drain, x2); SA Spells, 
  wisdom drain, blood drain, children of the night, 
  dominate, create spawn; SQ Minor aura:  force of 
  will (allies +9 will saves), alternate form, DR 
  10/magic and silver, fast healing 5, resistance cold 
  10, resistance electricity 10, gaseous form, spider 
  climb, telepathy, turn resistance +4; AL CE; SV 
  Fort +6, Ref +7(9), Will +12; Str 16, Dex 16 (20 cat’s 
  grace), Con -, Int 12, Wis 14, Cha 29. 
   
  Skills and Feats: Bluff +25, Concentration 
  +23, Diplomacy +15, Hide +13, Intimidate +10, 
  Knowledge (Arcane) +3, Listen +14, Move Silently 
  +10, Search +9, Sense Motive +10, Spot +16; 
  Alertness, Combat Reflexes, Dodge, Improved 
  Initiative, Lightning Reflexes,  Draconic Breath*, 
  Draconic Heritage (Blue)*, Draconic Power*, 
  Draconic Presence*, Skill Focus (Diplomacy). 
   
  Possessions: wand of enlarge person, 
  cloak of charisma +4, dusty rose ioun stone, scroll 
  of shield (CL6), tunic of steady spellcasting, rod of 
  lesser maximize, scroll of stoneskin, potion of cat’s 
  grace. 
  NOTE: Draconic Power grants +1 Caster level to 
  electricity spells. 
   
  Spells Known:  (6/8/8/8/6; Save DC = 19 
  + spell level); Spell Known: 0 – touch of fatigue, 
  ray of frost, detect magic, mage hand, message, 
  open/close, prestidigitation ; 1
  st – charm person, 
  mage armor, shocking grasp, magic missile, true 
  strike; 2
  nd – mirror image, touch of idiocy, Tasha’s 
  hideous laughter, phantasmal assailants*; 3
  rd – 
  bands of steel*, displacement, lightning bolt; 4
  th – 
  phantasmal killer, orb of electricity*. 
  * see Appendix 2: New Rules Items 
   
  Minor Aura: Force of Will; the Marshall’s 
  Aura grants a bonus on Will saves equal to the 
  bonus of his Charisma (if any).  This aura includes 
  all allies within 60’ (including himself). 
   
  Blood Drain (Ex): A vampire can suck 
  blood from a living victim with its fangs by 
  making a successful grapple check.  If it pins the 
  foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is 
  maintained.  On each successful attack, the 
  vampire gains 5 temporary hit points. 
   
  Wisdom Drain (Su): With a successful 
  touch attack or slam attack, a psychic vampire 
  drains 1d6 points of wisdom from the target, and 
  simultaneously gains 5 temporary hit points that 
  last for up to 1 hour. In addition, each living 
  creature within 10’ of a psychic vampire takes 1 
  point of Wisdom drain per round (Will DC 24 
  Negates).  A psychic vampire does not gain any 
  temporary hit points from this effect.  A psychic 
  vampire can suppress or reactivate its Wisdom-
  draining aura as a standard action.   
   
  Children of the Nigh t(Su):  Vampires 
  command the lesser creatures of the world and 
  once per day can call forth 1d6+1 rat swarms, 
  1d4+1 bat swarms or a pack of 3d6 wolves as a 
  standard action.  The creatures arrive in 2d6 
  rounds and serve the vampire for up to 1 hour. 
   
  Dominate (Su):  A vampire can crush an 
  opponent’s will just by looking into his or her.  
  This is similar to a gaze attack, except that the 
  vampire must use a standard action, and those 
  merely looking at it are not affected.  Anyone the 
  vampire targets must succeed on a Will save (DC 
  24) or fall instantly under the vampires influence 
  as though by a dominate person spell (Caster level 
  12
  th). This ability has a range of 30 ft. 
  Encounter Six: Left-handed Mind Maze 
  Rurd Darkfist: Male Dwarf Half-Vampire Mnk11 
  CR 10; Medium Humanoid; HD 11d8+55; hp 108; 
  Init +6(8); Spd 50 ft; AC 25(27)  (touch 19(21), flat-
  footed 23) [+4 armor, +2(4) dex, +7 wis, +2 natural]; 
  Base Atk +8; Grp +14; Atk +15 melee (1d10+6, 
  
  Vel5-08 The Reaping Part I 
   
  Page 37 
  unarmed, x2); Full Atk +15 melee (1d10+6, 
  unarmed, x2) or +15/+15/+15/+10 melee (1d10+6, 
  unarmed, x2); SA  Blood drain; SQ Fast movement, 
  diamond body, improved evasion, ki strike (magic 
  and lawful), slow fall 50’, wholeness of body, blood 
  dependency, DR 5/silver or magic, fast healing 
  1(special), resistance cold 5, resistance electricity 
  5; AL LE; SV Fort +12, Ref +9(11), Will +12; Str 22, 
  Dex 14(18 cat’s grace), Con 20, Int 8, Wis 20, Cha 
  10; 
   
  Skills and Feats: Bluff +2, Hide +11(13), 
  Listen +14, Spot +16, Tumble +16(18); Combat 
  Reflexes, Improved Initiative, Improved Trip, 
  Stunning Fist, Extra Stunning*, Weakening 
  Touch*, 
  Weapon 
  Focus 
  (unarmed), 
  Rapid 
  Stunning*. 
   
  Possessions: Belt of giant strength +4, 
  death warded bracers of armor +4*, periapt of 
  wisdom +2, steadfast boots, (cursed) everfull mug 
  (blood) *. potion of cat’s grace. 
  * see Appendix 2: New Rules Items 
   
  Blood Drain(Ex): Half-vampires can suck 
  the blood from a living victim with their fangs by 
  making a successful grapple check.  If the half-
  vampire pins his foe, it drains blood, dealing 1d4 
  point of Constitution drain each round the pin in 
  maintained.  A half-vampire can drain more points 
  of Constitution in a single hour than its 
  Constitution score.  When a half-vampire drains a 
  victim’s Constitution score, it gains 5 Temporary 
  hit points no matter how many points it drains.  
  Temporary hit points gained in this way last for up 
  to 1 hour. 
   
  Blood Dependency(Ex):  If a half-
  vampire doesn’t use its blood drain special attack 
  against at least one living creature each day, it 
  must make a DC 15 Fortitude save or become 
  fatigued.  Each day after the first that the half-
  vampire does not drink blood directly from a 
  living creature; the DC increases by 1 until it fails 
  the save and becomes fatigued.  After that, it must 
  make a DC 20 Fortitude save each week (with the 
  DC increasing by 1 each week thereafter) that it 
  does not use it blood drain or become exhausted. 
   
  Fast Healing(Ex): A half-vampire heals 1 
  point of damage each round so long as it has at 
  least 1 hit point but less than half its normal hit 
  points.  As long as the vampire has more than half 
  its normal hit points, its fast healing does not 
  function (but other forms of healing still function 
  normally). 
  Versk: Psychic Vampire Hobgoblin Warmage10, 
  CR 12; Medium Undead; HD 10d12; hp 90; Init 
  +8(10); Spd 20 ft; AC 29 (touch 13, flat-footed 26) 
  [+9 armor, +3 dex, +1 shield, +6 natural]; Base Atk 
  +5; Grp +8; Atk +9(11) melee (1d6+3, slam + 
  wisdom drain, x2); Full Atk +9(11) melee (1d6+3, 
  slam + wisdom drain, x2); SA Spells, wisdom drain, 
  blood drain, children of the night, dominate, 
  create spawn; SQ Armored mage(medium) 
  warmage edge (+3), alternate form, DR 10/magic 
  and silver, fast healing 5, resistance cold 10, 
  resistance electricity 10, gaseous form, spider 
  climb turn resistance +4; AL CE; SV Fort +3, Ref 
  +7(9), Will +8; Str 16, Dex 18 (22 cat’s grace), Con -, 
  Int 16, Wis 12, Cha 29. 
   
  Skills and Feats: Bluff +16, Concentration 
  +21, Hide +12(14), Intimidate +16, Listen +11, 
  Move Silently +14(16), Search +12, Sense Motive 
  +9, Spellcraft +14, Spot +16; Alertness, Combat 
  Reflexes, Dodge, Improved Initiative, Lightning 
  Reflexes, Spell Focus (Evocation), Greater Spell 
  Focus (Evocation), Weapon Finesse, Weapon 
  Focus (Ray), Sudden Empower*, Sudden Enlarge*. 
   
  Possessions: 
  +1 
  mithral 
  full 
  plate, 
  masterwork buckler, cloak of charisma +4, scroll of 
  shield (CL6), potion of cat’s grace.  
   
  Spells Known:  (6/9/8/8/7/5; Save DC = 
  19 + spell level or DC = 21 + spell level for 
  Evocation spells); See appendix 2 for warmage 
  spells. Plus advanced learning:  0
  th – flare; 2
  nd – 
  darkbolt*. 
  * see Appendix 2: New Rules Items 
   
  Armored Mage(Ex): A warmage’s limited 
  focus and specialized training allow him to avoid 
  arcane spell failure as long as he wears medium 
  armor and shields. 
   
  Warmage Edge(Ex): A warmage is 
  specialized in dealing damage with his spells.  
  Whenever  a warmage casts a spell that deals hit 
  point damage, he adds his Intelligence bonus (if 
  any) to the amount of damage dealt. 
   
  Blood Drain(Ex): A vampire can suck 
  blood from a living victim with its fangs by 
  making a successful grapple check.  If it pins the 
  foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is 
  maintained.  On each successful attack, the 
  vampire gains 5 temporary hit points. 
   
  Wisdom Drain(Su): With a successful 
  touch attack or slam attack, a psychic vampire 
  
  Vel5-08 The Reaping Part I 
   
  Page 38 
  drains 1d6 points of wisdom from the target, and 
  simultaneously gains 5 temporary hit points that 
  last for up to 1 hour. In addition, each living 
  creature within 10’ of a psychic vampire takes 1 
  point of Wisdom drain per round (Will DC 24 
  Negates).  A psychic vampire does not gain any 
  temporary hit points from this effect.  A psychic 
  vampire can suppress or reactivate its Wisdom-
  draining aura as a standard action.   
   
  Children of the Night(Su):  Vampires 
  command the lesser creatures of the world and 
  once per day can call forth 1d6+1 rat swarms, 
  1d4+1 bat swarms or a pack of 3d6 wolves as a 
  standard action.  The creatures arrive in 2d6 
  rounds and serve the vampire for up to 1 hour. 
   
  Dominate(Su):  A vampire can crush an 
  opponent’s will just by looking into his or her.  
  This is similar to a gaze attack, except that the 
  vampire must use a standard action, and those 
  merely looking at it are not affected.  Anyone the 
  vampire targets must succeed on a Will save (DC 
  24) or fall instantly under the vampires influence 
  as though by a dominate person spell (Caster level 
  12th). This ability has a range of 30 ft 
  Encounter Eight:  Torment Eternal 
  Gaspar Noleson: Male Human Ghost Pal12; CR 
  14; Medium Undead; HD 12d12; hp 108; Init +1; 
  Spd fly 30 ft; AC 28 (touch 19, flat-footed 27) [+9 
  armor, +1 dex, +8 deflection]; Base Atk +12; Grp 
  +15; Atk +17 melee incorporeal touch (2d6+5, +1 
  greatsword, 17-20x2); Full Atk +17/+12/+7 melee 
  incorporeal touch (2d6+5, +1 greatsword, 17-20x2); 
  SA Manifestation, corrupting gaze, frightful moan, 
  telekinesis, smite evil 3/day, turn undead; SQ 
  Incorporeal, rejuvenation, turn resistance +4, 
  divine grace, divine health, aura of good, detect 
  evil, lay on hands, aura of courage, remove disease 
  3/week; AL LG; SV Fort +15, Ref +12, Will +14; Str 
  16, Dex 12, Con -, Int 13, Wis 12, Cha 26.  
   
  Skills and Feats: Diplomacy +22, Hide +9, 
  Knowledge (Religion) +15, Knowledge (Nobility 
  and Royalty) +15, Listen +9, Search +9, Spot +9; 
  Combat Expertise, Iron Will, Power Attack, 
  Weapon 
  Focus 
  (Greatsword), 
  Leadership, 
  Mounted Combat. 
   
  Possessions: 
  +1 
  keen 
  ghost 
  touch 
  greatsword, +1 ghost touch full plate, cloak of 
  charisma +4, holy symbol. 
   
  Spells Prepared:  (2/1/1; Save DC = 11 + 
  spell level); 1
  st – Bless, divine favor; 2
  nd – resist 
  energy; 3
  rd – dispel magic. 
   
  Corrupting Gaze (Su): A ghost can blast 
  living beings with a glance, at a range of up to 30 
  feet. Creatures that meet the ghost’s gaze must 
  succeed on a Fortitude save (DC 24) or take 2d10 
  points of damage and 1d4 points of Charisma 
  damage. 
   
  Frightful Moan (Su): A ghost can emit a 
  frightful moan as a standard action. All living 
  creatures within a 30-foot spread must succeed on 
  a Will save (DC 24) or become panicked for 2d4 
  rounds. This is a sonic necromantic mind-affecting 
  fear effect. A creature that successfully saves 
  against the moan cannot be affected by the same 
  ghost’s moan for 24 hours. 
   
  Telekinesis (Su): A ghost can use 
  telekinesis as a standard action (caster level 12th 
  save DC 24). When a ghost uses this power, it 
  must wait 1d4 rounds before using it again. 
  
  Vel5-08 The Reaping Part I 
   
  Page 39 
  Appendix 2: New Rules Items 
  Death Ward as presented in Complete Arcane  
  Once per day, someone wearing armor enhanced by 
  this special ability who is struck with a death effect 
  (death spells, magical death effects, energy drain, and 
  any negative energy effects such as those from inflict 
  spells or chill touch) can ignore the effect.  
  Refer to the Arms & Equipment Guide, pg 130 sidebar, 
  for adding Armor Special Abilities to Bracers of Armor. 
   
  Moderate 
  necromancy; 
  Caster 
  level: 
  7
  th; 
  Prerequisites: Craft Magic Arms and Armor, death 
  ward; Price: +1 bonus 
  Boots, Steadfast as presented in Arms & 
  Equipment Guide 
   These thick and heavy iron-toed boots help keep the 
  wearer from getting knocked down.  Someone wearing 
  steadfast boots cannot be tripped or pushed back by a 
  bull rush.  As long as the wearer carries a melee 
  weapon that is Medium-size or larger, she also counts 
  as set against a charge.  The weapon does not have to 
  have reach. 
   
  Faint 
  Transmutation; 
  Caster 
  level: 
  3
  rd; 
  Prerequisites: Craft Wondrous Item, bull’s strength;  
  Market Price: 6000 gp; Weight: 1lb. 
  Everfull Mug as presented in the Arms & 
  Equipment Guide 
   With a command word, this common-looking mug 
  fills with 12 ounces of water, cheap ale, or watery wine 
  (user’s choice).  It functions three times per day.  The 
  one listed in this adventure has been cursed to only 
  provide fresh blood three times a day.  A 9
  th level 
  casting of Remove Curse (or similar spell) can remove 
  the vile ability. 
   
  Faint Conjuration; Caster level: 1
  st; Prerequisites: 
  Craft Wondrous Item, create water; Market Price: 800 
  gp; Weight: - 
  Tunic of Steady Spellcasting as presented in 
  the Complete Adventurer 
  The wearer of this tunic gains a +5 competence bonus 
  on Concentration checks.  Despite the item’s name, its 
  bonus applies to all Concentration checks, not just 
  those made to cast spells. 
   
  Faint 
  Transmutation; 
  Caster 
  level: 
  3
  rd; 
  Prerequisites: Craft Wondrous Item, bear’s endurance;  
  Market Price: 2500 gp; Weight: - 
  Destructive Rage as presented in Complete 
  Warrior 
  You can shatter barriers and objects when enraged. 
  Prerequisite:  Rage or Frenzy ability. 
  Benefit:  While you are in a rage or frenzy, you gain a 
  +6 bonus on any Strength checks you make to break 
  down doors or break inanimate, immobile objects. 
  Divine Spell Power as presented in Complete 
  Divine 
  You can channel positive or negative energy to 
  enhance your divine spellcasting ability. 
  Prerequisite:  Ability to turn or rebuke undead, able to 
  cast 1
  st level divine spells. 
  Benefit:  You can spend a turn or rebuke attempt as a 
  free action and a roll a turning check (with a special +3 
  bonus, plus any other modifiers you’d normally apply 
  to your turning check).  Treat the result of the turning 
  check as a modifier to your caster level on the next 
  divine spell you cast in that round. 
  For example, if a cleric used this feat and rolled a 16 on 
  his turning check, he would add a +2 bonus to his 
  caster level for the next divine spell he casts in the 
  round.  Had he rolled an 8, he would instead apply a -1 
  penalty to his caster level for the next divine spell he 
  cast in the round. 
  If you don’t cast a divine spell before your next turn, 
  you lose the effect of the check result.  This feat has no 
  effect on your arcane spellcasting ability. 
  Draconic Breath as presented in Complete 
  Divine 
  You can convert your arcane spells into a breath 
  weapon. 
  Prerequisite:  Draconic Heritage. 
  Benefit:  As a standard action, you can change arcane 
  spell energy into a breath weapon of your draconic 
  heritage energy type.  The breath weapon is a 30-foot 
  cone (fire or cold) or a 60-foot line (acid or electricity) 
  that deals 2d6 points of damage per level of the spell 
  that you expended to create the effect.  Any creature in 
  the area can make a Reflex save (DC 10+level of the 
  spell+ your Charisma modifier) for half damage.  This 
  is a supernatural ability. 
  
  Vel5-08 The Reaping Part I 
   
  Page 40 
  Draconic Heritage as presented in Complete 
  Divine 
  You have greater connection with your distant 
  draconic bloodline. 
  Prerequisite:  Sorcerer level 1st. 
  Benefit:  Choose one dragon from the Draconic 
  Heritage list below and gain the indicated skill as a 
  class skill.  This is your draconic heritage, which 
  cannot be changed once the feat has been taken.  Half-
  dragon must choose the same dragon kind as their 
  dragon parent. 
  In addition, you gain a bonus on saving throws against 
  sleep and paralysis, as well as spell and abilities with 
  the energy type of your Draconic Heritage.  This bonus 
  is equal to the number of draconic feats you have. 
  Dragon kind Energy type 
  Skill 
   
  Blue 
   
  Electricity 
  Listen 
  Draconic Power as presented in Complete 
  Divine 
  You have great power manipulating the energies of 
  your heritage. 
  Prerequisite:  Draconic Heritage. 
  Benefit:  Your caster level increases by 1, and you add 1 
  to the save DC of all arcane spells with the energy 
  descriptor of the same energy type as determined by 
  your draconic heritage. 
  Special:  If the Energy Substitution feat is used to 
  modify a spell, this feat will work if the new type of 
  energy matches the energy type of your draconic 
  heritage. 
  Draconic Presence as presented in Complete 
  Divine 
  When you use your magic, your mere presence can 
  terrify those around you. 
  Prerequisite:  Draconic Heritage. 
  Benefit:  Whenever you cast an arcane spell, all 
  opponents within 10ft of you who have fewer hit dice 
  than you become shaken for a number of rounds equal 
  to the level of the spell you cast.  The effect is negated 
  by a Will save (DC 10+level of the spell + your 
  Charisma modifier.) 
   
  A successful save indicates that the opponent is 
  immune to your draconic presence for 24 hours.  This 
  ability does not affect creatures with an Intelligence of 
  3 or lower or creatures that are already shaken, nor 
  does it have any affect on dragons. 
  Extra Stunning as presented in Complete 
  Warrior 
  You gain extra stunning attacks. 
  Prerequisite:  Stunning Fist, base attack bonus +2. 
  Benefit:  You gain the ability to make three extra 
  stunning attacks per day. 
  Special:  You can take this feat multiple times.  Its 
  effects stack. 
  Improved Toughness as presented in Complete 
  Warrior 
  You are significantly tougher than normal. 
  Prerequisite:  Base Fortitude save bonus +2. 
  Benefit:  You gain a number of hit points equal to your 
  current Hit Dice.  Each time you gain a HD (such as by 
  gaining a level), you gain 1 additional hit point.  If you 
  lose a HD (such as by losing a level), you lost 1 hit 
  point permanently. 
  Special:  A fighter may select Improved Toughness as 
  one of his fighter bonus feats. 
  Intimidating Rage as presented in Complete 
  Warrior 
  You rage engenders fear in your opponents. 
  Prerequisite:  Rage or Frenzy ability. 
  Benefit:  While you are raging, you designate a single 
  foe within 30ft of you that you can attempt to 
  demoralize as a free action (see the Intimidate skill, pg 
  76 of the Player’s Handbook).  A foe that you 
  successfully demoralize remains shaken for as long as 
  you continue to rage.  You may only use this feat 
  against a single foe in any particular encounter. 
  Profane Lifeleech 
  You can channel negative energy to draw the life force 
  from nearby living creatures. 
  Prerequisite:  Ability to rebuke undead. 
  Benefit:  As a standard action, you can spend two of 
  your rebuke attempts to deal 1d6 points of damage to 
  all living creatures within a 30-foot burst.  This effect 
  can’t reduce any creatures currently hit points less than 
  0.  You are healed of an amount of damage equal to the 
  total amount of hit points that you drain from affected 
  creatures, but this healing does not allow you to exceed 
  your full normal hit point total. 
  
  Vel5-08 The Reaping Part I 
   
  Page 41 
  Special:  This feat does no damage to constructs or 
  undead. 
  Rapid Stunning as presented in Complete 
  Warrior 
  You can use your stunning attacks in rapid succession. 
  Prerequisite:  Combat Reflexes, Stunning Fist, base 
  attack bonus +6. 
  Benefit:  You may use one additional stunning attack 
  (or other special attack that counts against your daily 
  limit of stunning attacks) per round.  
  Normal:  You may only attempt a stunning attack (or 
  any other special attack that counts against your daily 
  limit of stunning attacks) once per round.  
  Special:  A fighter may select Rapid Stunning as one of 
  his fighter bonus feats.  A character can take this feat 
  multiple times.  Its effects stack. 
  Sudden Empower as presented in Complete 
  Arcane 
  You can cast a spell to greater effect without special 
  preparation. 
  Prerequisite:  Any metamagic feat. 
  Benefit:  Once per day, you can apply the effect of the 
  Empower spell to any spell you cast without increasing 
  the level of the spell or specially preparing it ahead of 
  time.  You can still use Empower Spell normally if you 
  have it. 
  Sudden Enlarge as presented in Complete 
  Arcane 
  You can cast a spell to greater effect without special 
  preparation. 
  Prerequisite:  Any metamagic feat. 
  Benefit:  Once per day, you can apply the effect of the 
  Enlarge spell to any spell you cast without increasing 
  the level of the spell or specially preparing it ahead of 
  time.  You can still use Enlarge Spell normally if you 
  have it. 
  Weakening Touch as presented in Complete 
  Warrior 
  You can temporarily weaken an opponent with your 
  unarmed strike. 
  Prerequisite:  Wisdom 17, Improved Unarmed Strike, 
  Stunning Fist, base attack bonus +2. 
  Benefit:  Declare that you are using this feat before 
  your make your attack roll (thus a missed attack roll 
  ruins the attempt).  You can make an unarmed attack 
  that deals no damage, but instead applies a -6 penalty to 
  the target’s strength score for 1 minute.  Multiple 
  weakening touches delivered on the same target are 
  not cumulative.  Each attempt to deliver a weakening 
  touch counts as one of your Stunning Fist attacks for 
  the day.  Creatures with immunity to stun effects 
  cannot be affected by this feat.  
  Special:  A fighter may select Weakening Touch as one 
  of his fighter bonus feats.  
   
  Accuracy as presented in Complete Arcane 
  Transmutation  
  Level: Warmage 1, wu jen 1  
  Components: V,S,M  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: One thrown weapon/level touched or one 
  projectile weapon touched  
  Duration: 10 min./level  
  Saving Throw: Will negates (harmless, object)  
  Spell Resistance: Yes (harmless object)  
   
  When you cast this spell, you enhance one or more 
  thrown weapons or one projectile weapon to improve 
  its chance of hitting distant targets. For the duration of 
  the spell, the range increment for the affected weapon 
  or weapons is doubled.  
  Material Component: Ink used to scribe a mystical 
  character on each weapon affected by the spell. 
   
  Arc of Lightning as presented in Complete 
  Arcane 
  Conjuration (Creation) [Electricity]  
  Level: Druid 4, sorcerer/wizard 5, Warmage 5, wu jen 5  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./21evels)  
  Area: A line between two creatures  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: No  
   
  You create natural conductivity between two creatures, 
  and a bolt of electricity arcs between them. This bolt 
  deals ld6 points of electricity damage per caster level 
  (maximum 15d6) to both creatures and to anything in 
  the line between them.  
    Both creatures must be in range, and you must be able 
  to target them (as if this spell had them as its targets). 
  Draw the line from any corner in one creature's space 
  to any corner in the other's space.  
  
  Vel5-08 The Reaping Part I 
   
  Page 42 
    Arcane Material Component: Two small iron rods.  
   
  Bands of Steel as presented in Complete 
  Arcane 
  Conjuration (Creation) 
  Level: Sor/Wiz 3 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Medium (100ft + 10ft/level) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Reflex partial 
  Spell Resistance: No 
   
  You conjure a number of shining metallic bands out of 
  thin air, encircling a Medium or smaller creature.  The 
  victim must succeed on a Reflex save or be 
  immobilized (helpless).  If the saving throw succeeds, 
  the victim is only partially trapped by the bands (treat 
  as entangled). 
     A creature immobilized by the bands can attempt 
  escape as a full-round action, either by bursting free 
  (Strength DC 18) or wiggling out (Escape Artist DC 
  18).  An entangled creature can use a full-round action 
  to break or disentangle itself with a DC 13 Strength 
  check or a DC 13 Escape Artist check.  Large or larger 
  creatures are too big to be captured or impeded by the 
  bands. 
  Material Component: Three small silver hoops, 
  interlocked. 
   
  Blades of Fire as presented in Complete Arcane 
  Conjuration (Creation) [Fire]  
  Level: Ranger 2, sorcerer/wizard 2, warmage 2  
  Components: V  
  Casting Time: 1 swift action  
  Range: Touch  
  Targets: Up to two melee weapons you are wielding  
  Duration: 1 round  
  Saving Throw: None  
  Spell Resistance: No 
   
  Flames sheathe your melee weapons, harming neither 
  you nor the weapons but possibly burning your 
  opponents. Your melee weapons each deal an extra 1d6 
  points of fire damage. This damage stacks with any 
  energy damage your weapons already deal.  
   
  Blast of Flame as presented in Complete 
  Arcane 
  Conjuration (Creation) [Fire]  
  Level: Sorcerer/wizard 4, warmage 4  
  Components: V, S, M  
  Casting Time: 1 Standard action  
  Range: 60 ft.  
  Area: Cone-shaped burst  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: No  
   
  Flames fill the area, dealing 1d6 points of fire damage 
  per caster level (maximum 10d6) to any creature in the 
  area that fails its saving throw.  
  Material Component: A bit of wick soaked in oil.  
   
  Darkbolt as presented in Complete Arcane 
  Evocation [Darkness, Evil] 
  Level: Clr2, Darkness2, Sor/Wiz 2 
  Components: V,S 
  Casting Time: 1 action 
  Range: Close (25ft + 5ft/2 levels) 
  Target: One Creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
   
  The caster makes a ranged touch attack against a foe, 
  launching a blot of cold darkness from his left hand.  
  The bolt deals 1d8 points of damage per two caster 
  levels (maximum 5d8).  Half the damage is cold, and 
  the other has no specific type.  When struck, the foe 
  must succeed at a Fortitude save or be stunned for 1 
  round, overwhelmed by the evil charge of the darkbolt. 
   
  Earth Hammer as presented in Complete 
  Arcane 
  Transmutation 
  Level: Clr 5, Paladin 3 
  Components: V 
  Casting Time: 1 swift action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 round/level 
  Saving Throw: Will negate/harmless, object 
  Spell Resistance: Yes (harmless, object) 
   
  You infuse one melee weapon with the power of the 
  earth. The base damage of the weapon improves by one 
  step (as if the weapon were one size category larger). 
  Regardless of the weapon’s normal material and 
  damage type, the weapon deals bludgeoning damage 
  and overcomes damage reduction as if it were made of 
  adamantine. 
  If this spell is cast on a weapon made of a different 
  special material (such as alchemical silver), the 
  
  Vel5-08 The Reaping Part I 
   
  Page 43 
  properties of that material are replaced with those of 
  adamantine for the duration of the spell. 
   
  Fire Shield, Mass as presented in Complete 
  Arcane 
  Evocation [Fire or Cold]  
  Level: Sorcerer/wizard 5, warmage 5  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./21evels) Targets: One or 
  more allied creatures, no two of which can be more 
  than 30 ft. apart  
  Duration: 1 round/level (D)  
  Save: Will negates (harmless) Spell Resistance: Yes 
  (harmless)  
  This spell functions like fire shield (see page 230 of the 
  Player's Handbook), except as noted above. 
   
  Fireburst as presented in Complete Arcane 
  Evocation [Fire)  
  Level: Sorcerer/wizard 2, warmage2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: 5 ft.  
  Effect: Burst of fire extending 5 ft. from you  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: Yes  
   
  Fireburst causes a powerful explosion of flame to burst 
  from you, damaging anyone within 5 feet of you. All 
  creatures and objects within that area, except for you 
  and any creatures or objects that share your space, take 
  1d8 points of fire damage per caster level (maximum 
  5d8).  
  Material Component: A bit of sulfur. 
    
  Fireburst, Greater as presented in Complete 
  Arcane 
  Evocation [Fire]  
   
  Level: Sorcerer/Wizard 5, warmage 5  
  Effect: Burst of fire extending 10 ft. from you  
  This spell functions like fireburst, except that it affects 
  creatures within 10 feet of you and deals a maximum of 
  8d8 points of damage to each one.  
   
  Fist of Stone as presented in Complete Arcane 
  Transmutation [Earth]  
  Level: Sorcerer/wizard 1, warmage 1  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 minute  
   
  You transform one of your hands into a mighty fist of 
  living stone, gaining a +6 enhancement bonus to 
  Strength for purposes of attacks, grapple checks, or 
  breaking and crushing items. In addition, you gain the 
  ability to make one natural slam attack as a standard 
  action, dealing 1d6 points of damage plus your new 
  Strength bonus (or 1-1/2 times your Strength bonus if 
  you make no other attacks that round). au can make 
  the slam attack as a natural secondary attack with the 
  normal -5 penalty (or -2 penalty if you have the Multi-
  attack feat; See page 304 of the Monster Manual) as 
  part of a full attack action. However, you cannot gain 
  more than one slam attack per round with this spell 
  due to a high base attack bonus (+6 or higher).  
  Your fist undergoes no change in size or form, 
  remaining as flexible and responsive as it would 
  normally be while under the spell's effect.  
  Material Component: A pebble inscribed with a 
  stylized fist design.  
   
  Ghoul Light as presented in the Libris Mortis 
  Necromancy 
  Level: Hunger 1 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Touch 
  Target: One creature 
  Effect:  Magical, heatless green flame 
  Duration: 10 min/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  A sickly green flame, equivalent in brightness to a 
  torch, springs forth from an object that you touch.  The 
  effect looks like a regular flame, except for its green 
  hue, but it creates no heat and doesn’t use oxygen.  
  Ghoul light can be covered and hidden, but not 
  smothered or quenched. 
    All undead within 30ft of a source of ghoul light gain 
  +1 turn resistance.  Multiple ghoul light sources do not 
  stack. 
    Darkness spells of 2
  nd level or lower counter ghoul 
  light. 
  Material Component: A bit of rendered fat. 
   
  Heartache as presented in Complete Arcane 
  Enchantment [Evil, Mind-affecting] 
  Level: Clr1, Mortal Hunter 1 
  
  Vel5-08 The Reaping Part I 
   
  Page 44 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Close (25ft + 5ft/2 levels) 
  Target: One Creature 
  Duration: 1 round 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  The caster fills the subject with heart-wrenching 
  sorrow that renders it incapacitated for 1 round.  The 
  subject cannot move or take actions and is helpless for 
  that round. 
   
  Ice Knife as presented in Complete Arcane 
  Conjuration (Creation) [Cold]  
  Level: Assassin 2, Wu Jen 2 (water), Warmage 2  
  Components: S, M  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Effect: One icy missile  
  Duration: Instantaneous  
  Saving Throw: See text  
  Spell Resistance: Yes  
   
  A magical shard of ice blasts from your hand and 
  speeds to its target. You must succeed on a normal 
  ranged attack to hit (with a +2 bonus on the attack roll 
  for every two caster levels).  If it hits, an ice knife deal 
  2d8 points of cold damage plus 2 points of Dexterity 
  damage (no Dexterity damage on a successful Fortitude 
  save). Creatures that have immunity to cold damage 
  also take no Dexterity damage automatically.  
    A knife that misses creates a shower of ice crystals in a 
  10-foot-radius burst (see Missing with a Thrown 
  Weapon, page 158 of the player's Handbook, to 
  determine where the shard hits). The icy burst deals 
  ld8 points of cold damage to all creatures within the 
  area of the effect (Reflex half).  
   
  Material Component: A drop of water or piece of ice.  
   
  No Light as presented in Complete Arcane 
  Transmutation 
  Level: Brd 1, Clr 0, Sor/Wiz 0 
  Components: V,S 
  Casting Time: 1 action 
  Range: Close (25ft + 5ft/2 levels) 
  Area: 20-ft radius spread 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  The caster creates an area of darkness.  Normal light 
  sources cannot illuminate the area, but darkvision 
  allows a creature to see within the area.  Light counters 
  no light (and vice versa), leaving whatever light 
  conditions normally prevail in the overlapping areas of 
  the spells.  Higher-level light spells counter and dispel 
  no light. 
   
  Orb of Acid as presented in Complete Arcane 
  Conjuration (Creation) [Acid]  
  Level: Sorcerer/wizard 4, warmage 4 Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One orb of acid  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: 0  
  An orb of acid about 3 inches across shoots from your 
  palm at its target, dealing ld6 points of acid damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target.  
   
  A creature struck by the orb take damage and becomes 
  sickened by the acid's noxious fumes for 1 round. A 
  successful Fortitude save negates the sickened effect 
  bur does not reduce the damage.  
   
   
  Orb of Acid, Lesser as presented in Complete 
  Arcane 
  Conjuration (Creation) [Acid]  
  Level: Sorcerer/wizard 1, warmage 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2Ievels)  
   
  Effect: One orb of acid  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No  
   
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing ld8 points of acid damage. 
  You must succeed on a ranged touch attack to hit your 
  target.  
   
  For every two caster levels beyond 1st, your orb deals 
  an additional 1d8 points of damage: 2d8 at 3rd level, 
  3d8 at 5th level, 4d8 at 7th level, and the maximum of 
  5d8 at 9th level or higher.  
   
  Orb of Cold as presented in Complete Arcane 
  Conjuration (Creation) [Cold]  
  
  Vel5-08 The Reaping Part I 
   
  Page 45 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action Range: Close (25 ft. + 5 
  ft./2 levels)  
  Effect: One orb of cold  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: No 
   
  This spell functions like orb of acid, except that it deals 
  cold damage. In addition, a creature struck by an orb of 
  cold must make a Fortitude save or be blinded for 1 
  round instead of being quickened.  
   
  Orb of Cold, Lesser as presented in Complete 
  Arcane 
  Conjuration (Creation) [Cold]  
  Level: Sorcerer/wizard 1, warmage 1  
  Effect: One orb of cold  
  This spell functions like Lesser orb of acid, except that 
  it deals cold damage.  
   
  Orb of Electricity as presented in Complete 
  Arcane 
  Conjuration (Creation) [Electricity]  
  Level: Sorcerer/wizard 4, warmage4  
  Components: V, S 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One orb of electricity  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: No  
  This spell functions like orb of acid, except that it deals 
  electricity damage. In addition, a creature wearing 
  metal armor truck by an orb of electricity must make a 
  Fortitude save or be entangled for 1 round instead of 
  being sickened.  
   
  Orb of Electricity, Lesser as presented in 
  Complete Arcane 
  Conjuration (Creation) [Electricity]  
  Level: Sorcerer/wizard 1, warmage 1  
  Effect: One orb of electricity  
  This spell functions like lesser orb of acid, except that 
  it deals electricity damage.  
   
  Orb of Fire as presented in Complete Arcane 
  Conjuration (Creation) [Fire]  
  Level: Sorcerer/wizard 4, warmage 4  
  Components: V, S 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 level ) 
  Effect: One orb of fire  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: No  
   
  This spell functions like orb of acid, except that it deals 
  fire damage. In addition, a creature struck by an orb of 
  fire must make a Fortitude save or be dazed for 1 round 
  instead of being sickened.  
   
  Orb of Fire, Lesser as presented in Complete 
  Arcane 
  Conjuration (Creation) [Fire]  
  Level: Sorcerer/wizard 1, warmage 1 Effect: One orb of 
  fire  
   
  This spell functions like lesser orb of acid, except it 
  deals fire damage.  
   
  Orb of Force as presented in Complete Arcane 
  Conjuration (Creation) [Force]  
  Level: Sorcerer/wizard 4, warmage 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: One orb of force  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No  
   
  You create a globe of force 3 inches across, which 
  streaks from your palm toward your target. You must 
  succeed on a ranged touch attack to hit the target. The 
  orb deals a total of 1d6 points of damage per caster level 
  (maximum 10d6).  
   
  Orb of Sound as presented in Complete Arcane 
  Conjuration (Creation) [Sonic] Level: Sorcerer/wizard 
  4, warmage4  
  Components: V,  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels  
  Effect: One orb of Sound Energy  
  Duration: Instantaneous Saving Throw: Fortitude 
  partial  
  Spell Resistance: No  
  This spell functions like orb of acid, except that it deals 
  1d4 points of sonic damage per level (maximum 15d4). 
  In  
  addition, a creature struck by an orb of sound must 
  make a Fortitude save or be deafened for 1 round 
  instead of being sickened.  
   
  
  Vel5-08 The Reaping Part I 
   
  Page 46 
  Orb of Sound, Lesser as presented in Complete 
  Arcane 
  Conjuration (Creation) [Sonic]  
  Level: Sorcerer/wizard 1, warmage 1  
  Effect: One orb of sonic energy  
   
   
  This spell functions like lesser orb of acid, except it 
  deals 1d6 points of sonic damage, plus an additional ld6 
  points of damage per two caster levels beyond 1st: 2d6 
  at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and the 
  maximum of 5d6 at 9th level or higher.  
   
  Phantasmal 
  Assailants 
  as 
  presented 
  in 
  Complete Arcane 
  Illusion (Phantasm) [Fear, Mind-affecting] 
  Level: Sor/Wiz 2 
  Components: V,S 
  Casting Time: 1 action 
  Range: Close (25ft + 5ft/2 levels) 
  Target: One Creature 
  Duration: Instantaneous 
  Saving Throw: Will disbelief (if interacted with); then 
  Fortitude partial; see text 
  Spell Resistance: Yes 
   
  You create phantasmal images of nightmare creatures 
  in the targets mind, visible only as shadowy shapes to 
  you and unseen by all others.  If the target succeeds on 
  an initial Will save, it recognizes that the targets are 
  not real, and the spell fails.  If not, the phantasms strike 
  the target dealing 4 points of Wisdom damage and 4 
  points of Dexterity damage (2 points each on a 
  successful Fortitude save). If the subject of a 
  phantasmal assailants succeeds in disbelieving and is 
  wearing a helm of telepathy, the spell can be turned 
  back upon you with the same effect. 
   
  Prismatic Ray as presented in Complete Arcane 
  Evocation  
  Level: Sorcerer/wizard 5, warmage 5  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Ray  
  Duration: Instantaneous  
  Saving Throw: See text  
  Spell Resistance: Yes  
   
  A single beam of brilliantly colored light shoots from 
  your outstretched hand. On a successful ranged touch 
  attack, creatures with 6 Hit Dice or fewer are blinded 
  for 2d4 rounds by the prismatic ray in addition to 
  suffering a randomly determined effect (see rhe 
  accompanying table).  
   
  PRISMATIC RAY 
  Color of  
  1d6   
  Beam  
   
  Effect 
  1  Red  
   
  20 points fire damage (Reflex 
  half)  
  2  Orange  40 points acid damage (Reflex half)  
  3   Yellow   
  80 points electricity damage 
  (Reflex half)  
  4   Green   
  Poison (Kills; Fortitude partial, 
  take ld6 Con damage instead)  
  5   Blue  
   
  Turned to stone (Fortitude 
  negates)  
  6  
   
  Indigo   
  Insane, 
  as 
  insanity 
  spell (Will negates)  
   
  Ring of Blades as presented in Complete 
  Arcane 
  Conjuration (Creation) Level: Cleric 3, warmage 3 
  Components: V, 5,M  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 min./level  
   
  This spell conjures a horizontal ring of swirling metal 
  blades around you. The ring extends 5 feet from you, 
  into any squares adjacent to your space, and it moves 
  with you as you move. Each round on your turn, 
  starting when you cast the spell, the blades deal1d6 
  points of damage +1 point per caster level (maximum 
  +10) to all creatures in the affected area.  
  The blades conjured by a lawful aligned cleric are cold 
  iron, those conjured by a chaotic-aligned cleric are 
  silver, and those conjured by a cleric who is neither 
  lawful nor chaotic are steel.  
  Material Component: A small dagger.  
   
  Slash Tongue as presented in Complete Arcane 
  Transmutation [Evil] 
  Level: Clr0, Sor/Wiz 0 
  Components: V,S 
  Casting Time: 1 action 
  Range: Close (25ft + 5ft/2 levels) 
  Target: One living creature with a tongue 
  Duration: 1 round 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  The subjects tongue gets a thin cut.  The subject take 1 
  point of damage and takes a -1 penalty on attack rolls, 
  
  Vel5-08 The Reaping Part I 
   
  Page 47 
  saving throws, skill checks, and ability checks on the 
  following round due to the annoying pain.  
   
  Utterdark as presented in Complete Arcane 
  Conjuration (Creation) [Evil] 
  Level: Darkness 8, Demonic 8, Sor/Wiz 9 
  Components: V, S, M, DF 
  Casting Time: 1 hour 
  Range: Close (25ft + 5ft/2 levels) 
  Area: 100ft-level radius spread, centered on caster 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  Utterdark spreads from the caster, creating an area of cold, cloying magical darkness.  This darkness is similar to 
  that created by the deeper darkness spell, but no magical light counters or dispels it.  Furthermore, evil-aligned 
  creatures can see in the darkness as if it were simply a dimly lighted area.
   
  Wave of Grief as presented in Complete Arcane 
  Enchantment [Evil, Mind-affecting] 
  Level: Brd 2, Blackguard 2, Clr 2 
  Components: S, M 
  Casting Time: 1 action 
  Range: Close (25ft + 5ft/2 levels) 
  Area: Cone 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  All within the cone when the spell is cast are overcome with sorrow and grief.  They suffer -3 morale penalty on all 
  attack rolls, saving throws, ability checks, and skill checks. 
  Material component: Three tears 
   
  Whirling Blades as presented in Complete Arcane 
  Transmutation  
  Level: Bard 2, sorcerer/wizard 2, warmage 2  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: 60 ft.  
  Effect: 60-ft. line  
  Duration: Instantaneous  
  Saving Throw: None  
  
  Vel5-08 The Reaping Part I 
   
  Page 48 
  Spell Resistance: No  
  As you cast this spell, you hurl a single slashing weapon at your foes, magically striking at all enemies along a line 
  to the extent of the spell's range. You make a normal melee attack, just as if you attacked with the weapon in 
  melee, against each foe in the weapon's path, but you can choose to substitute your Intelligence or Charisma 
  modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon's attack rolls and 
  damage rolls. Even if your base attack bonus would normally give you multiple attack rolls, a whirling blade gets 
  only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung 
  it in melee, including any bonuses you might have from ability scores or feats.  
  No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after 
  attempting the last of its attacks.  
  Focus: A slashing melee weapon that the caster hurls. 
   
  Half-Vampire as presented in Libris Mortis 
  Creating a Half-Vampire 
  “Half-Vampire” is an inherited template that can be added to any humanoid, or monstrous humanoid (referred to 
  hereafter as the base creature).  The creature’s size and type do not change. 
  It has all the base creature’s statistics and special abilities except as noted here. 
  Armor Class:  The base creature’s natural armor bonus improves by 2. 
  Attack:  A half-vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already 
  have one. If the base creature can use weapons, the half-vampire retains this ability.  A creature with natural 
  weapons retains those natural weapons.  A half-vampire fighting without weapons uses either its slam attack or its 
  primary natural weapon (if it has one.)  A half-vampire armed with a weapon uses its slam or a weapon, as it 
  desires.  A half-vampire’s natural weapons are treated as magic weapons for the purposes of overcoming damage 
  reduction. 
  Full Attack:  A half-vampire fighting without weapons uses either its slam attack (see above) or its natural 
  weapons (if it has one).  If armed with a weapon, it usually uses the weapon as its primary attack along with a slam 
  or other natural weapon as a natural secondary attack. 
  Damage:  Half-vampires has a slam attack.  If the base creature does not have this attack form, use the appropriate 
  damage value from the table below according to the half-vampire’s size.  Creatures that have other kinds of natural 
  weapons retain their old damage values or use the appropriate value from the table below, whichever is better. 
   
  Size 
  Claw 
  Damage 
  Fine 
  - 
  Diminutive 
  1 
  Tiny 
  1d2 
  Small 
  1d3 
  Medium 
  1d4 
  Large 
  1d6 
  Huge 
  1d8 
  Gargantuan 
  2d6 
  
  Vel5-08 The Reaping Part I 
   
  Page 49 
  Colossal 
  2d8 
   
  Special Attacks:  A half-vampire retains all the special attacks of the base creature and gains one of those described 
  below.  Saves have a DC of 10 + ½ the half-vampire’s HD + half-vampire’s Cha modifier unless otherwise noted. 
  Blood Drain (Ex): Some half-vampires can suck the blood from a living victim with their fangs by making a 
  successful grapple check.  If the half-vampire pins his foe, it drains blood, dealing 1d4 point of Constitution drain 
  each round the pin in maintained.  A half-vampire can drain more points of Constitution in a single hour than its 
  Constitution score.  When a half-vampire drains a victim’s Constitution score, it gains 5 Temporary hit points no 
  matter how many points it drains.  Temporary hit points gained in this way last for up to 1 hour. 
  Charm Gaze (Su): Some half-vampires can charm humanoid or monstrous humanoid opponents just by looking 
  into their eyes.  This is similar to a gaze attack, except that the half-vampire must use a standard action, and those 
  merely looking at the half-vampire are not affected.  Anyone the half-vampire targets must make a successful Will 
  save or fall under the half-vampire’s influence as though affected by a charm monster (caster level equal to HD).  
  Any creature that successfully saves against a half-vampire’s charm gaze cannot be affected by that half-vampire’s 
  charm gaze for 24 hours.  The ability has a range of 30 feet. 
  Children of the Night (Su): Some half-vampires can command lesser creatures of the world.  Once per day, a half-
  vampire that has this special attack can call forth 1d4 rat swarms, 1d3 bat swarms or a pack of 1d6 wolves as a 
  standard action. (if the base creature is not terrestrial, this ability might summon other creatures of equivalent 
  power.  These creatures arrive in 2d6 rounds and serve the half-vampire for up to 1 hour. 
  Special Qualities:  A half-vampire retains all the special qualities of the base creature and gains those described 
  below. 
  Blood Dependency (Ex):  If a half-vampire doesn’t use its blood drain special attack against at least one living 
  creature each day, it must make a DC 15 Fortitude save or become fatigued.  Each day after the first that the half-
  vampire does not drink blood directly from a living creature; the DC increases by 1 until it fails the save and 
  becomes fatigued.  After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each 
  week thereafter) that it does not use it blood drain or become exhausted. 
  Only half-vampires with the blood drain special attack(see above) gain this special ability. 
  Damage Reduction (Su): A half-vampire has damage reduction 5/silver or magic. 
  Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less 
  than half its normal hit points.  As long as the vampire has more than half its normal hit points, its fast healing 
  does not function (but other forms of healing still function normally). 
  Resistances (Ex): A half-vampire has resistance to cold 5 and electricity 5. 
  Abilities:  Increase from the base creature as follows:  Str +2, Dex +2, Cha +2.    
  Skills: Half-vampires have a special +2 racial bonus on Bluff, Hide, Listen, Move Silently, and Spot checks.  
  Otherwise same as base creature. 
  Feats:  A half-vampire gains Improved Initiative as a bonus feat if the base creature doesn’t already have that feat. 
  Environment:  Any, usually same as base creature. 
  Organization:  Solitary.   
  Challenge Rating:  Same as the base creature +1 
   
  Psychic Vampire Variant as presented in Fiend Folio 
  A psychic vampire drains a victim’s mental strength, rather than physical health. 
  
  Vel5-08 The Reaping Part I 
   
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  Special Attacks:  Wisdom Drain (Su):  With a successful touch or slam attack, a psychic vampire drains 1d6 points 
  of Wisdom from the target, and simultaneously gains 5 temporary h it points that last up to 1 hour.  It can do this 
  once per round.  In addition, each living creature within 10 feet of the psychic vampire takes 1 point of Wisdom 
  drain per round (Will negates; DC10 + ½ vampires HD + charisma modifier).  A psychic vampire does not gain 
  any temporary hit points from this effect.  A psychic vampire scan suppress or reactivate its Wisdom-draining aura 
  as a standard action. 
  A psychic vampire does not have the vampire’s energy drain ability. 
  CR Adjustment:  +0. 
   
  Huecuva as presented in Fiend Folio 
  Creating a Huecuva 
  “Huecuva” is an acquired template that can be added to any humanoid (referred to hereafter as the base creature) 
  with at least one level in the cleric, druid, monk or paladin class.  The creature’s type changes to undead.  Unlike 
  lichdom, which preserves the intellect and powers of the base creature, the transformation to a huecuva exacts a 
  terrible toll on the victim’s mind, reducing its intelligence to barely sentient levels. It has all the base creature’s 
  statistics and special abilities except as noted here. 
  Hit Dice: Increase to d12 
   
  Armor Class:  The base creature’s natural armor bonus improves by 4. 
  Attack:  A huecuva retains all the attacks of the base creature and also gains a slam attack if it didn’t already have 
  one. If the base creature can use weapons, the huecuva retains this ability.  A creature with natural weapons 
  retains those natural weapons.  A huecuva fighting without weapons uses either its slam attack or its primary 
  natural weapon (if it has one.)  A huecuva armed with a weapon uses its slam or a weapon, as it desires.  A 
  huecuva’s natural weapons are treated as magic weapons for the purposes of overcoming damage reduction. 
  Full Attack:  A huecuva fighting without weapons uses either its slam attack (see above) or its natural weapons (if 
  it has one).  If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other 
  natural weapon as a natural secondary attack. 
  Damage:  Huecuvas has a slam attack.  If the base creature does not have this attack form, use the appropriate 
  damage value from the table below according to the huecuva’s size.  Creatures that have other kinds of natural 
  weapons retain their old damage values or use the appropriate value from the table below, whichever is better. 
   
  Size 
  Claw 
  Damage 
  Fine 
  - 
  Diminutive 
  1 
  Tiny 
  1d2 
  Small 
  1d3 
  Medium 
  1d4 
  Large 
  1d6 
  Huge 
  1d8 
  Gargantuan 
  2d6 
  Colossal 
  2d8 
   
  
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  Special Attacks:  A huecuva retains all the special attacks of the base creature.  In addition, huecuvas expose any 
  victims hit with a natural attack to a deadly disease known as huecuva blight. 
  Huecuva Blight (Su): Victims hit by a huecuva’s slam attack must succeed on a fortitude save DC14 or fall prey to 
  the disease called huecuva blight.  The incubation period is 1 day; at the end of that time, the disease deals 1d2 
  points of Strength and Constitution damage.  An infected victim must make a saving throw each day thereafter or 
  take another 1d2 points of Strength and Constitution damage.  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and dies), makes two successive save, or receives magical treatment 
  (such as a remove disease spell)  
  Special Qualities:  A huecuva retains all the special qualities of the base creature and gains those described below. 
  Turn-Resistance (Ex):  A huecuva is treated as an undead with 2 more Hit Dice than it actually has for the purposes 
  of turn, rebuke, command, or bolster attempts. 
  Damage Reduction (Ex): A huecuva has damage reduction 15/silver. 
  Divine Conversion: A cleric who becomes a huecuva loses access to the domains he had in life and replaces them 
  with the Death and Evil domains.  A cleric who previous was able to turn undead loses that ability and gains the 
  ability to rebuke or command undead like other evil clerics. 
  A paladin who becomes a huecuva gains special abilities much like a fallen paladin who becomes a blackguard.  
  See the information on fallen paladin blackguard abilities in the DMG to determine the huecuva’s special abilities. 
  Abilities:  Increase from the base creature as follows:  Str +2, Int -6, Wis +2, Cha +2.  As undead creatures they have 
  no Constitution score. 
  Feats:  A huecuva gains toughness as a bonus feat. 
  Organization:  Solitary or gang (2-12).   
  Challenge Rating:  Same as the base creature +1 
  Alignment: Always evil (any). 
   
  Marshal as presented in the Miniature’s Handbook 
  Sometimes it is not enough to be a conquering warrior, a champion of all that’s right, an experienced sellsword, or 
  an elite foot soldier.  Sometimes the circumstances require a solid commander of soldiers and situations.  
  Sometimes the circumstances demand a marshal. 
     Marshals inspire trust in those they lead.  They earn that trust by slogging through the harsh landscapes, 
  dangerous battlefields, and haunted catacombs along with those under their command.  With a look, they can see 
  where to best deploy their resources or come up with a sneaky ruse to fool their enemies.  A marshal has a 
  tactician’s mind, a cartographer’s overview of the disputed landscape (or dungeon warren), and a way with words 
  that can inspire battle-hardened fighters to give it their all when melee breaks out. 
     Adventures:  Whether leading troops or a company of adventurers, marshals accept commissions in return for 
  their service.  Once a commission is accepted, most marshals feel honor-bound to see the contract through to its 
  end.  If the choice is between honoring the commission and the survival of his company, though, many a marshal 
  will break the commission and lead his forces to a new patron in distant lands. 
     Characteristics:  Trained in the basics of fighting, marshals possess a general knowledge of weapons and armor.  
  Their real strength is their ability to lead those who follow them to success they might not otherwise reach in 
  combat.  Marshals make passable warriors themselves, when personal danger finds them. 
     Alignment:  Marshals may be of any alignment.  Good-aligned marshals are often crusading leaders who seek out 
  and fight evil.  Lawful-aligned marshals accept commissions from people who face invasion by foreign aggressors.  
  Chaotic-aligned marshals lead mercenaries to wherever the pay is best.  Evil-aligned marshals tend to lead forces of 
  foreign aggressors set on invasion and plunder. 
  
  Vel5-08 The Reaping Part I 
   
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     Religion:  Marshals often worship Heironeous (god of valor), or Kord (god of strength).  Some worship St 
  Cuthbert (god of retribution), Hextor (god of tyranny) or Erythnul (god of slaughter). 
     Background:  Marshals come to their profession through study and desire.  Most have had formal training in an 
  noble’s army where they were given positions of authority.  Others have trained in formal academies, preparing 
  themselves for careers as a military officer.  Marshals see other of their class as part of a special group, especially 
  those they have studied with.  Even enemy marshals can be afforded some respect, though the enemy’s forces must 
  be crushed all the same. 
     Races:  Human marshals often follow in the footsteps of their parents, who served as officers in earlier wars, 
  conflicts or mercenary companies.  Dwarf marshals are trained to lead strike teams that protect the underground 
  dwarven kingdoms.  Elf marshals rarely enroll in military academies, though half-elves often do.  Half-orcs 
  marshals fight an uphill battle in trying to garner respect in mixed-race units. 
     Among the brutal humanoids, few manage to enroll in the academies where the elite skills of command are 
  taught. 
     Other Classes:  The marshal relies on the other classes in all ways – it is his job to support a team, magnifying the 
  strengths of each member for success in battles or forays into dangerous cavern complexes.  
     Role:  In most adventuring parties, the marshal serves as the lead tactician, while his comrades support him with 
  spells, ranged attacks, and other effects.  However once a plan is in motion, most marshals enter the melee to assure 
  victory. 
     Abilities:  Charisma is especially important for marshals because it improves their standing with those they lead, 
  as well as permitting them to magnify the effort of the group.  Constitution is important for a marshal’s staying 
  power.  Intelligence is important for the many skills required by marshals to complete their commissions. 
  Alignment: Any.     
  Hit Die: d8 
  Class Skills 
  The marshal’s class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), 
  Intimidate (Cha), Knowledge (all skills, taken individually), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive 
  (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str). 
  Skill Points at 1st Level: (4 + Int modifier) X 4. 
  Skill Points at Each Additional Level: 4 + Int modifier 
   
  The Marshal 
  Auras Known 
  Level 
  BAB 
  Fort 
  Save 
  Reflex 
  Save 
  Will 
  Save 
  Special  
  Minor 
  Major 
  1 
  0 
  2 
  0 
  2 
  Skill 
  Focus 
  (Diplomacy), 
  minor aura 
  1 
  0 
   
  Class Features 
  All of the following are class features of the marshal. 
  
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  Weapon and Armor Proficiency:  Marshals are proficient with all simple and martial weapons, with all types or 
  armor (heavy, medium and light) and with shields (except tower shields). 
  Auras (Ex):  The Marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, 
  over the course of his career. The marshal may project only one minor aura and (starting at 2
  nd level) one major aura 
  at a time. 
     Projecting an aura is a swift action.  The aura remains in effect until the marshal uses a free action to dismiss it or 
  activates another aura of the same kind (minor or major).  A marshal can have an aura active continually; thus, an 
  aura can be in effect at the start of a combat encounter even before the marshal takes his first turn. 
     Activating an aura involves haranguing, ordering, directing, encouraging, cajoling or calming allies.  A marshal 
  sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best. 
     Unless otherwise noted, a marshal’s aura affects all allies within 60ft (including himself) who can hear the 
  marshal.  An ally must have an Intelligence score of 3 or higher and be able to understand the marshal’s language to 
  get the bonus.  A marshal’s aura is dismissed if he is dazed, unconscious, stunned paralyzed, or otherwise unable to 
  be heard or understood by his allies. 
     A marshal begins play knowing one minor aura of his choice.  As a marshal level increases, he gains access to new 
  auras, as indicated.  All bonuses granted by a marshal’s auras are circumstance bonuses that do not stack with each 
  other. 
  Minor Aura:  A minor aura lets allies add the marshal’s Charisma bonus (if any) to certain rolls. 
  Accurate Strike:  Bonus on rolls made to confirm critical hits. 
  Art of War:  Bonus on disarm, trip, bull rush, and sunder attempts. 
  Demand Fortitude:  Bonus on Fortitude saves. 
  Determined Caster: Bonus on rolls to overcome spell resistance. 
  Force of Will:  Bonus on Will saves. 
  Master of Opportunity:  Bonus to Armor Class against attacks of opportunity. 
  Master of Tactics:  Bonus on damage rolls when flanking. 
  Motivate Charisma:  Bonus on Charisma checks and Charisma-based skill checks. 
  Motivate Constitution:  Bonus on Constitution checks and Constitution -based skill checks. 
  Motivate Dexterity:  Bonus on Dexterity checks and Dexterity -based skill checks. 
  Motivate Intelligence:  Bonus on Intelligence checks and Intelligence -based skill checks. 
  Motivate Strength:  Bonus on Strength checks and Strength -based skill checks. 
  Motivate Wisdom:  Bonus on Wisdom checks and Wisdom -based skill checks. 
  Over the Top:  Bonus on damage rolls when charging. 
  Watchful Eye:  Bonus on Reflex saves. 
     Skill Focus (Diplomacy):  Because a marshal has a way with people, he gains this feat as a bonus feat.  If the 
  marshal already has the feat he can choose a different one. 
   
  Mindbender as presented in the Complete Arcane 
  Mindbenders seek to control the thoughts and dreams of others.  From an early age, those destined to walk this 
  path learn little tricks of manipulation to get their way.  Later, they turn to spellcasting to enhance their already 
  impressive skills at bluffing, intimidating, and otherwise dealing with people to their own advantage.  Magic holds 
  the promise of complete mental domination, and the mindbender realizes it spectacularly. 
  
  Vel5-08 The Reaping Part I 
   
  Page 54 
     Spellcasters who take the prestige class give up a great deal of their caster level advancement, but they instead 
  gain ever greater abilities to alter and eventually command the will of others.   Anyone who is ready to sacrifice 
  magic for manipulation is a suitable candidate for this prestige class. 
     Mindbenders do not get on well with one another, as each attempts to assert his control over the rest.  It is not 
  unknowns for one mindbender to secretly control another – such is considered the perfect front.  Possessing the 
  power to control others’ minds doesn’t ensure immunity to the same treatment.  
     Most NPC mindbenders are neutral or evil in alignment.  Using magic to enslave the will of others is rarely a 
  good act, especially if the mindbender had no intention of ever compensating this thrall for its involuntary service 
  or releasing it in the future.  NPC mindbenders therefore tend to be found in position where their enchantment 
  abilities allow them to amass great wealth and influence, ruling small towns or isolated keeps as the power behind 
  the throne, secret masters who brook no rival in their domains.   
  Hit Die: d4 
  Requirements: 
  To qualify to become an occult slayer, a character must fulfill all of the following criteria. 
  Alignment: Any nongood 
  Skills: Bluff 4 ranks, Diplomacy  4 ranks, Intimidate 4 ranks, Sense Motive 4 ranks. 
  Spells: Able to cast charm person, use charm person as a spell-like ability or use the charm invocation. 
  Spell or Spell-Like Abilities:  Arcane caster level 5
  th. 
   
  Class Skills 
  The mindbender’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Intimidate 
  (Cha), Knowledge (all skills, taken individually), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). 
  Skill Points at Each Level: 2 + Int modifier. 
   
  The Mindbender 
   
   
   
   
   
   
   
   
  Level 
  BAB 
  Fort 
  save 
  Ref 
  Save 
  Will 
  Save 
  Special  
  Spells per day/Spells known 
  1st 
  +0 
  +2 
  +0 
  +2 
  Telepathy 
  +1 level of existing arcane spellcasting class 
   
  Class Features 
  All of the following are class features of the mindbender prestige class. 
  Weapon and Armor Proficiency:  Mindbenders gain no proficiency with any weapon or armor. 
  Spells per Day/Spells Known:  At each odd-numbered level, a mindbender gains new spells per day (and spells 
  known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before 
  adding the prestige class level.  He does not, however, gain any other benefit a character of that class would have 
  gained (such as the bonus feat sometimes gained by a wizard).  If he had more than one arcane spellcasting class 
  before becoming a mindbender, he must decide to which class to add each level for the purpose of determining 
  spells per day and spells known. 
  Telepathy (Su):  A mindbender unlocks one of the most basic elements of his mental craft at 1
  st level, gaining the 
  ability to communicate telepathically with any creature within 100 ft that has a language. 
  
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  Warmage as presented in the Complete Arcane             
  Some spellcasters care for only one thing: war.  They dream of steel and mighty blasts of devastating magic, the 
  march of troops, and the unleashed destruction found on battlefields everywhere. Graduates of special arcane war 
  colleges, those known as warmages are drilled only and utterly in the casting of spells most useful for laying down 
  destruction, confusing an enemy, or screening an allied action.  The utilitarian spells used by wizards and sorcerers 
  have little importance to a warmage’s why of thinking.  What are support caster for, after all?  A warmage cares only 
  for success on the battle field or in some cases, in the series of smaller campaigns favored by adventuring 
  companies. 
  Adventures:  Warmages sign up for stints with adventuring companies that require straightforward, military-style 
  blasting magic.  Warmages hone and develop their arts through action rather than study, so without prolonged use 
  of their power in combat they cannot reach the pinnacle of their profession.  Good-aligned warmages are 
  concerned with rebuffing the movements of warlike groups – who better to blast into smoking ruin than those 
  who have it coming?  Evil-aligned warmages feel no constraints on who might become targets of their spells.  They 
  adventure to gain destructive power. 
   
  Characteristics:  Warmages access their magic peculiarly, at least compared to the way wizards, sorcerers and 
  clerics do.  A warmage selects his spells from a limited poll of knowledge that rarely changes.  Early in their 
  difficult training, warmages instill deep within themselves the knowledge of all the spells they will ever need.  
  Warmages know fewer spells than wizards and even sorcerers, but the spells they do know are enhanced.  
  Warmages do not need to study spellbooks, but they do need to prepare their spells each day by spending time to 
  call up the knowledge from their unconscious minds.  Warmages do not specialize in schools of magic the way 
  wizards can. 
   
  In their training, warmages also learn a few mundane warlike skills.  They develop proficiency with some 
  weapons and armor, learning to use such items without incurring risk of arcane failure. 
   
  Alignment:  Because all alignments must be prepared to fight for their causes, warmages might be found 
  among virtually any army that uses spellcasting as artillery on the battlefield. 
   
  Religion:  Some warmages favor Boccob (deity of magic), while others follow Wee Jas (deity of death and 
  magic).  Many warmages revere no deity at all. 
   
  Background:  Warmages are chosen (or apply) to attend special arcane war colleges.  Such colleges are not for 
  the weak of spirit.  The rigors of both body and mind bear little resemblance to the apprenticeship undergone by 
  regular wizards, or the self-taught fumbling of sorcerers.  Warmage colleges are more similar to boot camps 
  sponsored by large nation-states.  Throughout their training, warmages are forced to wear ponderous garments 
  (meant to familiarize their bodies with the limitation of movement in armor) while drilling constantly with spells, 
  most of which are too high in level to be cast by the student.  This vigorous drilling instills the spells in a warmage’s 
  unconscious mind, so that as he grows in power later in life, those spells become available for his use without his 
  needing a spellbook. 
    After their training, warmages share a deep feeling of camaraderie with their fellow students and continue to feel 
  a slight affection for any well-run military outfit. 
   
  Races:  Most warmages are humans or half-elves.  But the toughness of spirit needed to survive a term at an 
  arcane war college can manifest itself in any of the common races.  It is more rare for save humanoids to be 
  accepted into a war college, though some of the more organized societies might set up their own war colleges for 
  arcane spellcasters. 
   
  Other Classes:  Warmages find they have little in common with sorcerers and wizards, who learn their craft 
  without the rigors or discipline of a warmage’s apprenticeship.  In fact, warmages are more likely to be more 
  comfortable with the more regimented classes – those that appreciate military training – such as paladins, monks, 
  and fighters. 
  
  Vel5-08 The Reaping Part I 
   
  Page 56 
   
  Role:  The warmage’s spell selection is already determined.  He is the ranged magical artillery that military 
  troops rely on, or the center of a smaller adventuring company’s offensive power.  An adventuring company with a 
  warmage should strongly consider including a spellcaster, such as a bard, cleric, druid or even a wizard, to 
  complement the warmage’s offensive focus with defensive and utilitarian abilities.  
   
  Abilities: Charisma determines how powerful a spell a warmage can cast, how many spells a warmage can cast 
  per day, and how hard those spells are to resist (see Spells below).  A warmage’s Intelligence bonus is added to 
  damage dealt by spell though his warmage edge ability.  Like a sorcerer or wizard, a warmage benefits from high 
  Dexterity and Constitution scores. 
   
  Alignment: Any 
   
  Hit Die: d6 
  Class Skills 
  The warmage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), 
  Knowledge (arcana) (Int), Knowledge (history) (Int), Profession (Wis), and Spellcraft (Int). 
   
  Skill Points at 1
  st level: (2 + Int modifier) x 4. 
   
  Skill points at each additional level:  2 + Int modifier. 
   
  Class Features: 
  All of the following are class features of the warmage. 
   
  Weapon and Armor Proficiency:  Warmages are proficient with all simple weapons, light armor and light 
  shields.   At 8
  th level, a warmage gains proficiency with medium armor. (See Armored Mage, below). 
   
  Spells:  A warmage casts arcane spells (the same type of spells available to sorcerers and wizards), which are 
  drawn from the warmage spell list given below.  He can cast any spell he knows without preparing it ahead of time 
  the way a cleric or wizard must.  When a warmage gains access to a new level of spells, he automatically knows all 
  the spells for that level listed on the warmage’s spell list.  Essentially, his spell list is the same as his spells known 
  list.  Warmages also have the option of adding to their existing spell list through their advanced learning ability as 
  they increase in level (see below). 
   
  To cast a spell, a warmage must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 
  for 1
  st level spells, and so forth).  The difficulty class for a saving throw against a warmage’s spell is 10 + the spell 
  level + the warmage’s Charisma modifier.  Like other spellcasters, a warmage can cast only a certain number of 
  spells of each level per day.  His base daily spell allotment is giving on Table 1-1: The Warmage.  In addition, he 
  receives bonus spells for a high Charisma score (see Table 1-1, pg 8 of the Player’s Handbook). 
   
  Unlike a cleric or a wizard, a warmage need not prepare his spells in advance.  He can cast any spell he knows 
  at any time, assuming he has not yet used up his spells per day for that spell level. 
   
  Armored Mage (Ex):  Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can 
  cause his spells to fail (if those spells have somatic components).  A warmage’s limited focus and specialized 
  training, however allows him to avoid arcane spell failure as long as he sticks to light armor and light shields.  This 
  training does not extend to medium or heavy armors, nor to heavy shields.  Not does this ability apply to spells 
  gained from a different spellcasting class. 
  At 8
  th level, a warmage learns to use medium armor and no chance of arcane spell failure. 
   
  Warmage Edge (Ex):  A warmage is specialized in dealing damage with his spells.  Whenever a warmage casts a 
  spell that deals hit point damage, he adds his Intelligence bonus (if any) to the amount of damage dealt.  For 
  instance, if a 1
  st-level warmage with a 17 Intelligence casts magic missile, he deals 1d4+1 points of damage normally, 
  plus an extra 3 point of damage due to his Intelligence bonus.  The bonus from the warmage edge special ability 
  only apply to spells he casts as a warmage, not to those he might have by virtue of levels in another class.  
   
  A single spell can never gain this extra damage more that once per casting.  For instance, a fireball deals the 
  extra damage to all creatures in the area it affects.  However, if a 3
  rd-level warmage casts magic missile and produces 
  
  Vel5-08 The Reaping Part I 
   
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  two missiles, only one of them (of the warmage’s choice) gains the extra damage, if even if both missiles are 
  directed at the same target.  If a spell deals damage for more than 1 round, it deals this extra damage in each round. 
   
  Scrolls scribed by a warmage do not gain any benefit from warmage edge.  Scrolls activated by a warmage also 
  gain no benefit from warmage edge.  The same is true for most other magic items, such as wands and potions.  
  However, staffs activated by a warmage use not only the warmage’s caster level but also gain the benefits of the 
  warmage edge, if applicable. 
   
  Advanced Learning (Ex):  At 3
  rd, 6
  th, 11
  th, and 16
  th level, a warmage can add a new spell to his list, representing 
  the result of personal study and experimentation.  The spell must be a wizard spell of the evocation school, and of a 
  level no higher than that of the highest-level spell the warmage already knows.  Once a new spell is selected, it is 
  forever added to that warmage’s spell list and can be cast just like any other spell on the warmage’s list. 
   
  Sudden Empower:  At 7
  th level, a warmage gains Sudden Empower as a bonus feat.  If he already has the feat, he 
  can choose a different metamagic feat. 
   
  Sudden Enlarge:  At 10
  th level, a warmage gains Sudden Enlarge as a bonus feat.  If he already has the feat, he 
  can choose a different metamagic feat. 
   
  The Warmage 
   
   
   
   
   
   
  Spells per day 
  Lvl 
  BAB 
  Fort 
  save 
  Ref 
  Save 
  Will 
  Save 
  Special  
  0
  1st 
  2nd 
  3rd 
  4th 
  5th 
  1st 
  +0  
  +0 
  +0 
  +2 
  Armored 
  mage 
  (light), 
  warmage edge 
  5
  3 
  - 
  - 
  - 
  - 
  2nd 
  +1 
  +0+ 
  +0+ 
  +3 
   
  6
  4 
  - 
  - 
  - 
  - 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Advanced learning 
  6
  5 
  - 
  - 
  - 
  - 
  4th 
  +2 
  +1 
  +1 
  +4 
   
  6
  6 
  3 
  - 
  - 
  - 
  5th 
  +2 
  +1 
  +1 
  +4 
   
  6
  6 
  4 
  - 
  - 
  - 
  6th 
  +3 
  +2 
  +2 
  +5 
  Advanced learning 
  6
  6 
  5 
  3 
  - 
  - 
  7th 
  +3 
  +2 
  +2 
  +5 
  Sudden Empower 
  6
  6 
  6 
  4 
  - 
  - 
  8th 
  +4 
  +2 
  +2 
  +6 
  Armored mage (med) 
  6
  6 
  6 
  5 
  3 
  - 
  9th 
  +4 
  +3 
  +3 
  +6 
   
  6
  6 
  6 
  6 
  4 
  - 
  10th 
  +5 
  +3 
  +3 
  +7 
  Sudden Enlarge 
  6
  6 
  6 
  6 
  5 
  3 
   
  WARMAGE SPELL LIST (as presented in Complete Arcane) 
  The Warmage spell list presented here includes spells from Complete Arcane.  
  0-LEVEL WARMAGE SPELLS (CANTRIPS) 
  Acid Splash: Orb deals 1d3 acid damage. 
  Disrupt Undead: Deals 1d6 damage to one undead. 
  Light: Object shines like a torch. 
  Ray of Frost: Ray deals 1d3 cold damage.  
  1ST-LEVEL WARMAGE SPELLS 
  Accuracy: Doubles weapon's range increment (CA) 
  
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  Burning Hands: 1d4/level fire damage (max 5d4). 
  Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. 
  Fist of Stone: Your fist gains +6 enhancement bonus to strength for attacks, grapples, breaking, or crushing things. 
  You gain a slam attack. (CA) 
  Hail of Stone M: Stones deal 1d4 points of damage/level to creatures in the area (max 5d4). Costs 5 gp. (CA) 
  Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).  
  Orb of Acid, Lesser: Ranged touch, 1d8 acid damage +1d8 per two levels above 1 (max 5d8). (CA) 
  Orb of Cold, Lesser: Ranged touch, 1d8 cold damage +1d8 per two levels above 1 (max 5d8). (CA) 
  Orb of Electricity, Lesser: Ranged touch, 1d8 electricity damage +1d8 per two levels above 1 (max 5d8). (CA) 
  Orb of Fire, Lesser: Ranged touch, 1d8 fire damage +1d8 per two levels above 1 (max 5d8). (CA) 
  Orb of Sound, Lesser: Ranged touch, 1d6 sonic damage +1d6 per two levels above 1 (max 5d6). (CA) 
  Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). 
  True Strike S: +20 on your next attack roll. 
  2ND-LEVEL WARMAGE SPELLS 
  Blades of Fire S: Swift. Your melee weapons deal +1d6 fire damage for 1 round. (CA) 
  Continual Flame M: Makes a permanent, heatless torch. Costs 50 gp. 
  Fire Trap M: Opened object deals 1d4 +1/level damage. Costs 25 gp. 
  Fireburst: Adjacent subjects take 1d8/level fire damage. (CA) 
  Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. 
  Ice Knife: Enhanced range attack deals 2d8 cold damage (no save) plus 2 Dex damage (Fort save negates), or a miss 
  deals 1d8 cold damage in 10-ft-radius burst (Reflex half). (CA) 
  Melf's Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.  
  Pyrotechnics: Turns fire into blinding light or choking smoke. 
  Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).  
  Shatter: Sonic vibration damages objects or crystalline creatures. 
  Whirling Blade F: Make an attack on a line of foes with your slashing weapon. (CA) 
  3RD-LEVEL WARMAGE SPELLS 
  Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. 
  Fireball: 1d6 damage per level, 20-ft. radius.  
  Flame Arrow: Arrows deal +1d6 fire damage. 
  Gust of Wind: Blows away or knocks down smaller creatures. 
  Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. 
  Lightning Bolt: Electricity deals 1d6/level damage. 
  Poison: Touch deals 1d10 Con damage, repeats in 1 min. 
  Ring of Blades M: Blades surround you, damaging other creatures (1d6+1/level damage). Costs 2 gp for a small 
  dagger. (CA)  
  Sleet Storm: Hampers vision and movement. 
  
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  Stinking Cloud: Nauseating vapors, 1 round/level. 
  4TH-LEVEL WARMAGE SPELLS 
  Blast of Flame: 60-ft. cone of fire (1d6/level damage). (CA) 
  Contagion: Infects subject with chosen disease. [Evil] 
  Evard's Black Tentacles: Tentacles grapple all within 20 ft. spread.  
  Orb of Acid: Ranged touch, 1d6/level (max 15d6) points of acid damage, target might be sickened. (CA) 
  Orb of Cold: Ranged touch, 1d6/level (max 15d6) points of cold damage, target might be blinded. (CA) 
  Orb of Electricity: Ranged touch, 1d6/level (max 15d6) points of electricity damage, target might be entangled. 
  (CA) 
  Orb of Fire: Ranged touch, 1d6/level (max 15d6) points of fire damage, target might be dazed. (CA) 
  Orb of Force: Ranged touch, 1d6/level (max 10d6) points of force damage. (CA) 
  Orb of Sound: Ranged touch, 1d4/level (max 15d4) points of sonic damage, target might be deafened. (CA) 
  Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage. 
  Shout S: Deafens all within cone and deals 5d6 sonic damage. 
  Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage 
  +1/level. 
  5TH-LEVEL WARMAGE SPELLS 
  Arc of Lightning: Line of electricity between two creatures (1d6/level damage). (CA) 
  Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage. 
  Cone of Cold: 1d6/level cold damage. 
  Fireburst, Greater: Subjects within 10 ft. take 1d8/level fire damage. (CA) 
  Flame Strike: Smite foes with divine fire (1d6/level damage). 
  Prismatic Ray: Blind target with 6 HD or less and deal random effect. (CA) 
   
  Occult Slayer as presented in the Complete Warrior 
  The occult slayer is driven to confront any arcane or divine spellcaster that crosses her path.  Occult slayers believe that 
  mortals are too irresponsible to wield magic, and that those who dare to do this must be slain.  Spellcasters who become 
  occult slayers are considered to have seen their error of their ways – although they may still cast spells, they rely 
  primarily on their battle prowess and their ability to resist magical effect to defeat their enemies. 
   
  The occult slayer comes into her own through exhaustive training.  Every regimen she performs is an exercise 
  that refines her anger against spellcasters into a martial skill.  Each occult slayer forms a preternatural bond with her 
  masterwork weapon of choice, which serves as the instrument of her vengeance. 
   
  This prestige class is ideal for individuals who have been victimized by spellcasters and seek acceptable ways to 
  oppose them.  Most occult slayers begin their careers as fighters although barbarians and rangers often take this path as 
  well.  Monks and rogues have also been known to embrace the calling, but bards and paladins find the occult slayer’s 
  preoccupation with spellcasters stifling.  Clerics, druids, sorcerers and wizards – the primary targets of occult slayers – 
  tend not to adopt this prestige class, although such turnarounds are not without precedent. 
   
  NPC occult slayers seldom form organizations, because they have discovered that congregating in one place 
  attracts spellcasters intent on making preemptive strikes against them.  Instead, occult slayers discreetly meet from time 
  to time to exchange information about spellcasting opponents they have targeted for matches.  Otherwise, the occult 
  
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  slayer operates alone, traveling between venues in search of matches that involve spellcasters.  Because of the inherent 
  discretion that occult slayers display, a candidate for this prestige class must be chosen and trained by another occult 
  slayer who is willing to share her secrets. 
   
  Hit Die: d8 
  Requirements: 
  To qualify to become an occult slayer, a character must fulfill all of the following criteria. 
   
  Base Attack Bonus: +5 
   
  Skills: Knowledge (arcana) 4 ranks, Spellcraft 3 ranks. 
   
  Feats: Improved Initiative, Weapon Focus (any weapon). 
   
  Class Skills 
  The occult slayer’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Gather Information (Cha), 
  Knowledge (arcana), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). 
  Class Features 
  All of the following are class features of the frenzied berserker prestige class. 
   
  Weapon and Armor Proficiency:  Occult slayers are proficient with all simple and martial weapons and all 
  armor and shields. 
   
  Magical Defense (Ex):  An occult slayer’s constant training in countering magic of all types manifests itself as a 
  bonus on saving throws against spells or spell-like abilities.  This bonus is +1 at 1
  st level, and it increases to +2 at 3
  rd and to 
  +3 at 5
  th level. 
   
  Weapon Bond (Su):  An Occult slayer must choose a particular weapon of at least masterwork quality as the 
  focus of her power.  Upon making her selection, she immediately forms a bond with the chose weapon that imbues it 
  with the force of her hatred for spellcasters.  Thereafter, any successful attack she makes with that weapon against a 
  spellcaster or a creature with spell-like abilities deals an extra 1d6 points of damage.  If this particular weapon is lost, the 
  occult slayer loses the ability to deal the extra damage until she acquires and bonds with another weapon of the same 
  kind of at least masterwork quality.  The occult slayer must spend one day per character level practicing with the 
  replacement weapon (and doing very little else – no adventuring) to create a new weapon bond. 
   
  The Occult Slayer 
   
   
   
   
   
   
  Level 
  BAB 
  Fort 
  save 
  Ref Save 
  Will Save 
  Special  
  1st 
  +1 
  +0 
  +0 
  +2 
  Magical 
  defense 
  +1, weapon bond 
  
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  Appendix 3:  Maps and Aids 
   
  DM Map #1:  The Body and Peace 
   
   
   
  
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  DM Map #2:  The Mind and Reason 
   
   
    
  
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  Appendix 4:  Player Handouts 
  Player Handout #1:  The Entrance to Herion’s Tomb 
  
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  Player Handout #2:  The North Face 
   
   
   
  
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  Player Handout #3:  The South Face 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/595/Normal Scenarios/VEL5-08 - The Reaping Pt 1 (APL 6-16)/VEL5-08 - The Reaping Pt 1.pdf