TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
  of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  SND7-06 
   
   
   
   
   
  Disillusion 
   
  A One Round Dungeons & Dragons® Living 
  Greyhawk™  
  Sunndi Regional Adventure  
  Version 1.0 
   
  by Derek Knutsen 
  Circle Editor: Pieter Sleijpen  
  Reviewers: Krishna Simonse, Renout van Rijn 
  Playtesters: Auke Teeninga, Bobo Boom, Daniel van Gelderen, Marco Lammers, Renout van Rijn, Tjalling Spaans 
   
  Answers must be dug up from the past as you once again aid the followers of Myrhiss. Along the way you will meet 
  people touched by the world. For some people, it is so easy to get lost in the suffering and wrap themselves in the 
  comfort of pain and sorrow with little room for anyone else. Others come through stronger, but scarred. Who is strong 
  and who is lost? You will need to decide who to trust. A one round Sunndi regional adventure for characters level 1-10 
  (APLs 2-8). Part 2 of the Hero's Love Song series. 
   
   
  Resources for this adventure [and the authors of those works] include Complete Arcane [Richard Baker], Heroes of Battle 
  [David Noonan, Will McDermott, Stephen Schubert], Heroes of Horror [James Wyatt, Ari Marmell, C.A. Suleiman], Magic 
  Item Compendium, Miniatures Handbook [Mike Donais, Skaff Elias, Rob Heinsoo, and Jonathan Tweet], Monster Manual 
  III [varies], Spell Compendium, SND6-01 Lesser Evil [Derek Knutsen and Pieter Sleijpen], Sunndi Meta-Gaming Guide Book 
  [Pierre van Rooden].
  
  SND7-06 Disillusion 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  1. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  2. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within. 
    
  TIME UNITS AND UPKEEP 
  This is a standard one-round Sundi regional adventure, 
  set in the Kingdom of Sunndi. Characters native to 
  Sunndi pay 1 Time Units per round. All other characters 
  pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  The inhabitants of Munmoce are people who see the 
  beauty in everyone and everything. They are ignorant of 
  the wars happening around the country and have not 
  seen many travelers pass through their area. But when 
  the occasional traveler does appear, they are made 
  welcome as if that person were a citizen without 
  question.  
   
  The racial makeup of the villages is almost 
  completely human with a few half-orcs that have 
  migrated into the area. They do not discriminate against 
  visitors, but because it is such an insular society, it is 
  difficult to be completely accepted.  Several people have 
  left the villages to explore the outside world and most 
  have ended up joining the Bardic College in Pitchfield. 
  Mainly these people have dedicated their art to help 
  couples get together by performing at weddings and 
  playing 
  music 
  in 
  romantic 
  locations 
  including 
  restaurants. 
   
  RECENT DEVELOPMENTS 
  It has been a year since Payha, an orphaned girl, brought 
  outsiders to the remote location of Munmoce in SND6-01 
  Lesser Evil to help rescue a couple of kids from Londa. 
  These kids had brutally murdered their parents the night 
  after the town had been visited by a storyteller called 
  Behrand. The event had left them traumatized. With 
  difficulty the PCs learned what happened, concluding 
  the storyteller was likely involved somehow. They chased 
  the man to the nearby hamlet of Qual, delivering the 
  children to that same town. The storyteller was nowhere 
  to be found, but locals pointed towards the ruins of an 
  abandoned hamlet that might have suffered the same fate 
  as Londa. It was here the adventurers found Behrand. 
  Capturing the man alive, they brought him and a curious 
  rod back to Whice to take a deeper look into the mystery, 
  because Behrand appeared to be as much a victim as the 
  children. Something similar had happened when he was 
  a child and he and the children of the now ruined hamlet 
  killed their parents.  
   
  A year later the town of Londa has been deemed 
  “cursed” and been left abandoned. All the children from 
  Londa have been adopted by the people of Qual and seem 
  happy, albeit with routine nightmares. Payha remained 
  behind in Pitchfield with Whice and the Lyre, unwilling 
  to return Munmoce. 
   
  Having been touched by the outside world, several 
  people of Qual ventured out into the greater Sunndi 
  region. They have joined the Bardic College in Pitchfield 
  and some even joined the war that rages in the south. 
  While most of these people remain outside the village, 
  some do return. 
   
  The town is showing the influences of the outside 
  world. Half-elves and half-orcs now fill the citizen's 
  ranks. While the general acceptance of all people still 
  exist, some of the elders are starting to wonder if this 
  change is for the best. 
   
  THE ROD OF BEHRAND AND THE FIEND 
  Through many months of intense study, Whice Ium, the 
  head of the Minstrels, has uncovered much about what 
  happened in Londa. The places he had to go nearly drove 
  him mad and some scars are physically evident. Afraid to 
  go further without risking losing what humanity he has 
  left, he once again calls for adventurers to delve into the 
  past about a town long since destroyed and a unrequited 
  love that brought this fiend to our world. 
   
  THE SOLDIER 
  The Soldier grew up in Qual and was there when the 
  adventurers were last there. He became disillusioned 
  with the isolationist attitude of the other townsfolk and 
  decided to go out into the wider world.  
   
  When he was wandering around in the south, he was 
  picked up by an army unit and drafted. During a fierce 
  battle, where most of his company was killed, including 
  his best friend, he made a decision to leave the army. He 
  was sick of the pain and death caused by other people. 
  The army wouldn't let him go after repeated requests to 
  be released; so one night the Soldier snuck out of camp 
  and headed for home. 
   
  Along the way home, other deserters joined him 
  because there is strength in numbers. His natural 
  charisma helped him become the de-facto leader of the 
  small group. What sealed his leadership status is when he 
  saved his group from a pack of ravaging predators. He 
  SND7-06 Disillusion 
   
  Page 2 
  
  was the last one conscious and was able to revive his 
  companions such that the group only lost one member. 
  They all wear a bear claw symbol to signify the event. 
   
  The group knows that they are wanted by Sunndi 
  officials, so they stayed off the main roads and live in the 
  hills. The Soldier, however, could not forget the look on 
  the children's face as adventurers led them into Qual. He 
  wanted that past to be erased. So the Soldier developed a 
  plan to return his town to the way it was before 
  adventurers arrived in Qual. 
   
  Sunndi would never let the Soldier go into 
  Pitchfield, so he had to find someone to send a clear 
  message to all adventurers that they should stay away 
  from the Munmoce Region. He found a man in a run-
  down tavern near Ahlissa.  
   
  The information the Assassin heard scared the 
  Soldier. Whice was going to send a group of adventurers 
  to Sauwe to do some investigation. The Soldier wrote 
  down a hasty note and told the man to scare them when 
  delivering the note. The Assassin said that he would send 
  them a message. 
   
  Once the man was off with half of his payment (the 
  assassin would need to get to Qual for the other half), the 
  Soldier gathered his group and started towards Qual. He 
  gave instructions to three of his group that they should 
  be ready to set an ambush for a group of adventurers. 
   
  ADVENTURE SUMMARY 
  SND7-06 Disillusion is a 1 round regional adventure set in 
  the country of Trastol in the relatively safe eastern parts 
  of Sunndi. See Player’s Handout 1 for a map. 
   
  Introduction: Whice asks the PCs to go back to 
  Munmoce to do more investigation into the background 
  of the fiend. 
   
  Encounter 1 [A Reunion of Sorts]: The PCs find Payha 
  in a deadly trap and must try to free her without setting 
  the trap off.  
   
  Encounter 2 [Delaying Tactics]: The PCs must 
  determine if Whice is to blame for Payha's predicament. 
   
  Encounter 3 [Draining Joy]: A jester is found telling 
  stories to the children of Qual. The PCs soon find out 
  that the jester has evil intent and thus must be defeated. 
   
  Encounter 4 [Qual Revisited]: This is a chance to learn 
  what has happened to Qual since the adventurers last saw 
  it. Also the Soldier and the Assassin are encountered 
  here. 
   
  Encounter 5 [An Assassin from Ahlissa] (Optional): 
  The adventurers have a chance to defeat the assassin for 
  what he did to Payha and to save another young woman 
  from a similar fate. 
   
  Encounter 6 [Trusting Soul]: Halperle, a ghost, shows 
  the PCs why the fiend came into existence and how she 
  died. 
   
  Encounter 7 [Halperle]: The PCs are able to speak 
  directly with Halperle and she reveals the book Whice 
  was looking for. 
   
  Encounter 8 [Truths and Deceptions]: The Soldier and 
  his followers ambush the PCs. They are determined to 
  stop any more investigation into the fiend in order to 
  protect the citizens of Qual. 
   
  Conclusion: The PCs can choose whether or not they 
  trust Whice enough to handle the books properly. 
   
  PREPARATION FOR PLAY 
  Please note that some descriptive text may not be suitable 
  for sensitive people (e.g. children). Adjust it where 
  needed. 
   
  Before the start of the game determine who has 
  played SND6-01 Lesser Evils and check whether any PC 
  has the Rod of Behrand on his or her AR or “The Kiss 
  of a Fiend”.  
   
  For characters who have the Rod of Behrand and/or 
  have the Kiss of a Fiend on that AR, they each get the 
  Vision in the Introduction. Characters who have the Rod 
  of Behrand must make a DC 24 Will save . Anyone who 
  fails the save gets a +4 Profane bonus to any ability score 
  they choose and they get the Possessed by a Fiend part 
  of the AR. If multiple characters have the Rod of 
  Behrand, first ask the PCs who wants to carry the Rod of 
  Behrand this adventure. After the adventure anyone who 
  had the rod from SND6-01 Lesser Evils still retains the rod. 
  If a decision cannot be made, roll to determine who has 
  the rod in this adventure. If that character is possessed, 
  then they do not let go of the rod. Otherwise that 
  character can do with it what they want. This comes into 
  play during Encounter 3. 
   
  The adventure contains an optional encounter that 
  costs 1 additional TU. Determine whether or not there is 
  both time and interest in running this encounter. If you 
  are running it in a time restricting environment, such as 
  on a convention, it is best not to run. Also make sure 
  whether the players are willing to spend the extra TU. If 
  all PCs agree than use the optional encounter, otherwise 
  ignore it as discussed in the relevant section (the assassin 
  in that case is NOT in Qual).  
   
  INTRODUCTION 
  The adventure starts as the characters are once again in 
  Pitchfield after their assorted adventures.  
   
  THE VISION 
  Read aloud or paraphrase the following to those PCs who 
  either own the rod of Behrand or the Kiss of a Fiend: 
  SND7-06 Disillusion 
   
  Page 3 
  
  It is a bright, beautiful day in Pitchfield. As you 
  wander about the city, you feel fingers touch your 
  mind. Your knees buckle as you fall to the ground. 
   
  You are no longer in Pitchfield, but in another 
  part of the world. This was once a beautiful field, but 
  is now brown and soaked with blood. As you look 
  around, you can make out body parts. There is an 
  arm with white bone sticking out and the frayed 
  meaty tissue that once connected to the body. 
  Further away lies a head with drying blood caked in 
  the nostrils and mouth. Its eyes showing the fervor 
  of the man who thought he was going to kill before 
  he got killed. 
   
  On a solitary knoll kneels an indistinct figure 
  with a lute strapped to his back. The wounded crying 
  for his help surrounds him, which he ignores as he 
  bends and kisses the helmet that lies on a burial 
  mound. The figure stands up, obviously human now, 
  and walks away. The wounded remain, still reaching 
  out for him.  
   
  Your vision blurs and when it clears, you are 
  back in Pitchfield on your knees. Everyone else 
  walks around you not noticing your predicament. 
   
  The character(s) under the influence of the vision are 
  released from its power. Proceed with the generic 
  introduction below. 
   
  GENERIC INTRODUCTION 
  A messenger approaches each character, or groups of 
  characters when the PCs are together at the start (up to 
  the individual players). 
   
  Read aloud: 
   A young man runs up to each of you. His robes bear 
  the mark of The Lyre. Around his neck dangles the 
  symbol of Myrhiss. He reaches you and says, 
   
  To PCs who have not played SND6-01 Lesser Evils: 
  “Master Ium sent me to find an adventurer willing 
  to help him and his people. He says that a reward of 
  wealth and fame will go to those who agree to help. 
  For adventurers pure in heart, they can be assured 
  that this job will lead to the destruction of a great 
  evil. If you are willing to learn more, please follow 
  me.” 
   
  Or to those who did play SND6-01 Lesser Evils: 
  “Excuse me, Sir/Lady, but are you [insert PC name]? 
  You fit the description Master Ium gave me of one 
  of a group of adventures that helped him the past. 
  He asked me to tell you he requires adventures for a 
  task you should be familiar with. If not, he asks you 
  to come anyway. He says that a reward of wealth and 
  fame will go to those who agree to help. For 
  adventurers pure in heart, they can be assured that 
  this job will lead to the destruction of a great evil. If 
  you are willing to learn more, please follow me.” 
   
  The Messenger knows very little about Whice Ium or 
  what he requires adventurers for. All he knows is that 
  Whice is the leader of the Minstrels, a group within the 
  Lyre who cater to the romantics.  
   
  If the PCs follow the messengers he brings them to 
  the Lyre. 
   
  Read aloud or paraphrase: 
  As you approach The Lyre, other adventurer types 
  are joining you. Outside the building stands a stern 
  man wearing glasses. He walks up to you. 
   
  The man with the glasses is Heneth. He has just 
  graduated, but helps with Whice's investigation. Any PC 
  who did SND6-01 Lesser Evils recognizes him. 
   
  � Heneth: Male Human (Oeridian) bard 3 (NG). 
   
  Have the PCs roll a DC 10 Spot check to see that his eyes 
  are clouded over and that he seems to be sad and worried. 
   
   “I am glad you have all come,” the young man starts 
  with soft troubled voice. “My name is Heneth, 
  assistant to Professor Whice Ium. Whether you have 
  come out of pure greed or because you are pure in 
  heart and deed, you are all welcome as we will need 
  your services. Please follow me.” 
   
  As you follow, you notice his body slightly jerk 
  and spasm uncontrollably. It lasts for just an 
  instant. He guides you to a sumptuous sitting room 
  and asks you to sit. He offers you something to 
  drink, and once those are served he moves back to 
  the door to remain standing there unobtrusively. 
   
  The characters can introduce themselves here. If curious 
  PCs enquire, he mentions that Whice is going to join 
  them in a few minutes. If he knows the PCs, and you are 
  not running the adventure in a time sensitive 
  environment, he enquires about the PCs health and what 
  has happened to them since their last visit. Any questions 
  about his own health or mood he shrugs away. He is fine, 
  the unfortunate side effects of an adventure that turned 
  nasty, but he is recovering. 
   
  After a few minutes, Whice Ium comes in alone. 
  Characters who did SND6-01 Lesser Evils recognize him. 
  He has been badly beaten up by his experiences during 
  the investigation, and it shows. 
   
  Read aloud or paraphrase: 
  An old man walks into the room. His body looks 
  frail, but there is an inner strength that shows 
  through. What strikes you is his eyes. Where 
  eyeballs should be are green flames. 
   
  Allow the PCs some time to react before proceeding:  
  “My appearance may disturb you, but these are the 
  scars of my many month investigation into the 
  tragedy that befell Londa, a nearby community.” 
  SND7-06 Disillusion 
   
  Page 4 
  
   
  “While the details of my ordeal are not essential 
  to the task I have set for you, they have been 
  necessary to know what the next step should be. I 
  have found out that a folly made many years ago 
  unleashed a demon bent on destroying the people of 
  Munmoce. Once it has finished that task, it is free to 
  wreak havoc on anyone it chooses.” 
   
  “The fiend we deal with does its work by 
  possessing people, preferably innocents such as 
  children, and having them commit atrocities. What 
  happened in Londa and earlier in a town called 
  Sauwe, will happen again if this fiend is not 
  destroyed. However to destroy it, we must know 
  what it is. While I do not know that answer, I know 
  where the answer is.” 
   
  “You need to go to where this all began and find 
  a house that once was there. Find the lady and give 
  her this ring. She should be able to tell you the 
  information we need.” 
   
  He gives you a pouch filled with a map, a slip of 
  paper with an address, and a gold ring. As he steps 
  back, the flames in his eyes stop moving for a 
  moment and then return to normal. 
   
  “To help guide you I would come, but my 
  condition prevents me from doing much more 
  adventuring until I remove this curse. For which I 
  pray to the thrice-kissed several times a day. In my 
  place I would send Heneth, but he has been cursed 
  as well. So that leaves Sentar.” 
   
  “He may not be the best traveling companion, 
  but he is certainly willful enough to resist the taint 
  that follows this fiend. Meet him at the address, a 
  warehouse, in the pouch. There are two other things 
  you must bring with you. One is at the warehouse. 
  The other is the Behrand’s Rod.” 
   
  If no one has the Rod of Behrand nor the Kiss of a Fiend 
  he gives one of the PCs (preferably a priest or paladin of a 
  good aligned deity, otherwise to somebody who he 
  thinks has the strongest will power) an intricately carved 
  rod of dark wood. 
   
  “Keep this rod safe as it is needed to destroy the 
  fiend and you will need it when speaking with the 
  lady. Do you have questions for me?” 
   
  Note that in this case the PC does not need to make the 
  Will save as stated in the Preparation for Play section. 
   
  If someone has the Rod of Behrand he addresses the 
  character with the rod. 
  “Keep that rod safe. It will prove useful when 
  speaking with the lady and will be needed later on 
  when we destroy that Thing. Do you have questions 
  for me?” 
   
  If no one has the Rod of Behrand and someone has the 
  Kiss of a Fiend he addresses the character(s) that have the 
  Kiss (otherwise he just glares at them): 
  “Idiots! We need the rod intact in order to destroy 
  the fiend. I have found where the power was 
  transferred, through great hardship. Do Not destroy 
  this rod. Do you have questions for me?” 
   
  He gives one of the PCs an intricately carved rod of dark 
  wood. That PC does not make the Will save as stated in 
  the Preparation for Play section. 
   
  � Whice Ium: Male human (Flan/Oeridian) cleric 
  3/bard 7/seeker of the song 2 (CN, Perform +20). 
   
  Several things of note: 
  • 
  Whice does not detect as Evil. 
  • 
  He does hallucinate and the things he sees do not 
  exist – improvise this as you wish. 
  • 
  Impress upon the players that merely looking evil 
  does not necessarily mean he is evil. 
   
  Topics he talks about: 
  • 
  Previous events: If there are players at the table who 
  have not played SND6-01 Lesser Evils he retells the 
  story of Londa and Qual as described in the 
  Background section. 
  • 
  Londa: The town was peaceful, like all the towns in 
  Munmoce, until Behrand and the fiend appeared. 
  The fiend possessed the children and had them 
  brutally kill their parents. When the fiend was done 
  with the children, it left them mentally scarred. 
  • 
  Qual: This town picked up what Londa left behind. 
  The children of Londa now live with people from 
  Qual. After adventurers saved that town from a 
  similar fate that fell on Londa, people from Qual 
  started venturing out into the wider world. 
  • 
  Sauwe: An old town that has long been destroyed. 
  Behrand was captured in its ruins. This is where you 
  must go to learn more about the fiend. 
  • 
  The Fiend: Not much is known, except that it uses 
  possession to exact its destruction. You must find the 
  rest. 
  • 
  The Rod: An extension of the fiend's power. It is risky 
  to hold it, but its wielder may have benefits if they 
  have a strong enough will to resist the fiend's lure. 
  • 
  Payha: The girl is doing as fine as can be expected 
  considering the circumstances. She still has not 
  spoken. 
  • 
  Sentar: Sentar is a young bard recently graduated. He 
  has not been directly involved in the events 
  surrounding this fiend, but he knows all about it. 
  The PCs might remember him from the last time 
  they were here? He entertained them before they 
  met with Whice. 
   
  Development: Whice does not want to dally on 
  questions and tries to move the PCs along. Once the PCs 
  are ready, he urges them to go to the warehouse. Time is 
  of the essence, and letting Sentar waiting would be rude. 
  SND7-06 Disillusion 
   
  Page 5 
  
   
  1: A REUNION OF SORTS 
  The PCs can go to the warehouse at the appointed time 
  and find the “package” (See DM Aid 1, Maps). Whice is 
  not responsible for the predicament that Payha is in 
  currently. The Soldier hired the Associate to set up the 
  trap. The Associate was given free reign to do as he 
  wished as long as the Soldier did not have to hear about it 
  later. 
   
  Read aloud or paraphrase the following once the PCs 
  enter the warehouse (which is otherwise typical for a 
  warehouse): 
   
  The warehouse is empty, except for a lone figure 
  against the far wall. The figure appears to be bound. 
   
  If the PCs investigate, they find that the person is a little 
  girl. Characters who played SND6-01 Lesser Evils recognize 
  Payha.  
   
  The following should be read when the PCs ask for 
  more details, likely before they step in a square that 
  triggers the trap. They should have the opportunity to 
  consider what to do before setting off the trap. Don’t have 
  pity though if they rush in to the rescue without any 
  thought. 
   
  On closer inspection, the figure is a little Suel girl 
  who sits bound to a chair. She is blindfolded and 
  appears to be sleeping. Her arms are spread apart 
  and held with ropes that connect to pullies in the 
  ceiling. A metal weight, which sits on a shelf 
  connected to the ceiling, is tied to the end of each of 
  the two ropes. There is a folded sheet of paper 
  pinned to her chest. 
   
  Payha has been places in a relatively simple trap designed 
  to kill her when would be rescuers get to close. Luckily it 
  is relatively easy for a PC to find out what happens when 
  they get to close and to disable it before it can hurt the 
  poor girl. The trap can either be disabled with a DC 17 
  Disable Device check (either disabling the trigger 
  mechanism or preventing the release of the weights) or 
  by targeting the chains that are connected to the girl’s 
  arms. 
   
  All APLs (EL 2) 
  � Dismemberment Trap: CR 2;  
   
  Description: When the PCs get within 5 feet of the 
  girl, the trap triggers releasing the weights and pulling 
  her arms off. 
   
  Search: DC 17; Type: mechanical;  
   
  Trigger: Proximity trigger; no reset;  
   
  Effect: Releases Weights that snap off chained 
  person's arms. 
   
  Destruction: Destroying chains (AC 12, hardness 
  10, 5 hp) 
   
  Disable Device: DC 17. 
   
  IF THE TRAP GOES OFF  
  You hear two clicks and the sound of weights being 
  dropped. Payha wakes up as her arms jerk taught. 
  She screams out and you hear popping coming from 
  her shoulders. Finally there is a loud ripping sound 
  as a spray of blood shoots out of both sides of her 
  body where her arms used to be. The girl's eyes and 
  mouth are wide as she drops to the ground, the color 
  slowly draining from her face. 
   
  The PCs investigating her body realize her tongue has 
  been cut out only a very short time ago with some kind of 
  searing hot blade. A DC 10 Heal check confirms she was 
  alive, although unconscious, before the trap killed her. 
   
  NOTE: Payha does not want to be brought back to life. If 
  the PCs use a speak with dead spell, she can tell them the 
  same things as mentioned below when she survives. 
   
  IF THE PCS GET TO HER SAFELY  
  Read aloud to the PCs who have the Rod of Behrand 
  and/or the Kiss of a Fiend the moment they free the 
  child: 
   
  Your knees buckle and you feel yourself falling back 
  into the warehouse from the ceiling. Payha is sitting 
  in a chair with her arms chained to the ceiling.  
   
  You hear two clicks and the sound of weights 
  being dropped. Payha wakes up as her arms jerk 
  taught. She screams out and you hear popping 
  coming from her shoulders. Finally there is a loud 
  ripping sound as a spray of blood shoots out of both 
  sides of her body where her arms used to be. The 
  girl's eyes and mouth are wide as she drops to the 
  ground, the color slowly draining from her face. 
   
  You hear a voice all around you. “Such an 
  innocent girl. So glad you saved her. Would have 
  been a shame if this had happened to her.” 
   
  You wake on the ground. 
   
  Nothing special happens to the other PCs, who might be 
  worried about the strange behavior of their fellow 
  adventurer. 
   
  Now that they have liberated Payha, they can give 
  her a closer examination. She is unconscious due to pain 
  and loss of blood and her tongue has been cut out 
  recently with some kind of searing hot blade. She is at –1 
  hit points and she can be revived with any healing spell. 
  She is stressed, still in pain and deeply afraid of the PCs. 
  A DC 25 Diplomacy check calms her down enough to let 
  her scribe down what happened (assuming the PCs hand 
  her pen and paper). PCs who befriended her in SND6-01 
  Lesser Evils gain a +10 circumstance bonus on this check. 
  People wearing visible symbols of Pelor or Myrhiss gain 
  an (additional) +2 circumstance bonus on the check as 
  well. 
   
  � Payha: Female Human (Suel) commoner 2 (N). 
  SND7-06 Disillusion 
   
  Page 6 
  
   
  What Payha knows: 
  • 
  She was asked by Whice to go with the PCs on their 
  journey. 
  • 
  A servant, an old man named Gareth, brought her 
  here. The servant was really busy, and since she is 
  not a baby anymore, she told him to go and do his 
  tasks.  
  • 
  After Gareth left, she waited for several minutes 
  before a man dressed in black came into the room.  
  • 
  She is afraid of strangers, and she never opened the 
  door for strangers – either he had a key or he knew 
  how to pick locks. 
  • 
  He said some strange words and the next thing she 
  remembers is a searing pain in her mouth, darkness 
  and then the PCs releasing her from her bonds. 
   
  SAFE OR NOT 
  The PCs get Player Handout 2 if they investigate the 
  note. 
   
  The PCs may wish to investigate this incident 
  further. On a DC 20 Gather Information check, the PCs 
  learn that there was a strange man around the warehouse 
  that does not match anyone the PCs know. If the PCs get 
  a DC 25 Knowledge Local (Splintered Suns) check, they 
  learn there are people for hire that do “dirty” jobs with no 
  questions asked. 
   
  Regardless, the PCs options are detailed in 
  Encounter 2. 
   
  2: DELAYING TACTICS 
  There are several options open to the PCs at this point as 
  to what to do. 
   
  STAY AT THE WAREHOUSE  
  If the PCs stay at the warehouse for a couple of minutes 
  while waiting for Sentar to arrive, read aloud or 
  paraphrase the following: 
   
  After several minutes waiting, an Oeridian man 
  comes running up to you carrying a number of bags. 
  He stops for a moment to catch his breath. He looks 
  surprised, gasping “What happened?!” 
   
  PCs who played SND6-01 Lesser Evils recognize Sentar. 
   
  � Sentar: Male Human (Oeridian) bard 1 (NG). 
   
  Appearance: A young tall clean-shaven Oeridian male 
  with short brow hair and a boyish face. He wears simple 
  traveler’s outfit in subdued wilderness colors under 
  which he wears a set of studded leather. He is armed with 
  a dagger, a light crossbow and a lute. 
   
  Personality: Young, inexperienced, and eager. He is a 
  bit of a matchmaker, and he might try to apply his trade 
  on the PCs. 
   
  Sentar was expecting the PCs, and Payha. If Payha is not 
  present, he enquires about her. He does not know what 
  happened here and is genuinely surprised and worried 
  about the events. If Payha is present, he urges the PCs to 
  bring her to Whice for treatment and for advice on how 
  to deal with the unexpected situation.  
   
  If the PCs question him about the events he 
  mentions that he was on his way down to the warehouse, 
  when he got sidetracked by a patron who wanted to enlist 
  his services as a singer at their next party. Had he known 
  that the servant Gareth had not remained with Payha, he 
  would not have been as easily distracted and he feels 
  really guilty about it. 
   
   If asked about Payha’s presence, he mentions that 
  she is one of the children from Londa, and that Whice 
  thought her presence was needed for the quest. Besides, a 
  visit to her old friends and people would also be good for 
  the healing process after her ordeal one year ago. He 
  doesn’t know much more, since all he is expected to do is 
  guide the PCs to Qual. According to Whice it is best if he 
  knows as little as possible for his own safety. 
   
  Only he, Whice and the servant knew about her 
  presence at the warehouse, and he suspects treachery by 
  the servant. Astute PCs though should realize the servant 
  and the child openly traveled to the warehouse. Anybody 
  intent on harm could simply have followed them. 
   
  Development: If the PCs decide to go to Whice go to 
  the section “Whice” below. If they go to the guards (now 
  or earlier for that matter) go to the section “Guards” 
  below. If the PCs do go to the guard and Sentar is present 
  he accompanies them and professes to the guard Whice's 
  innocence. 
   
  The PCs can decide to go on with their journey. 
  Sentar wants to make sure Payha is left with someone 
  responsible. He will bury her himself if needed or take 
  her to a local church of a good aligned church if she is 
  alive. If they decide to leave Pitchfield immediately 
  proceed to Development below. 
   
  THE GUARD 
  If the PCs go to the guard to describe what happened, the 
  guards investigate. The investigation takes several hours 
  and it does not turn up any evidence as to who did this. 
   
  � City Guard (6): Male/Female Human warrior 1-2 
  (NG) 
   
  If the PCs decide to turn Payha or her body over to the 
  guard, the guard cares for her until they determine that 
  Whice was not responsible for the trap. 
  If Payha is alive, the guards turn her over to 
  clerics of Pelor. The cleric cast regeneration on her to grow 
  back her tongue, but she refuses to talk. If somebody 
  calms her down, and provides her with writing gear she 
  tells the same story as mentioned in Encounter 1. 
   
  If the PCs decide to point blame at Whice, there will 
  be a bigger investigation as Whice is respected. A witness 
  comes forward to see Whice leave and a cloaked man 
  SND7-06 Disillusion 
   
  Page 7 
  
  enter a little later. Whice will submit himself to a zone of 
  truth spell and be found innocent. This delays the trip by 
  two days. The Soldier will not be in Qual (See Encounter 
  4), but setting up the ambush in Encounter 8. 
   
  WHICE  
  If the PCs go to Whice and question him about the 
  incident, he knows the following: 
  • 
  First he asks about Payha's condition before anything 
  else. 
  • 
  He sent her there to wait for you and Sentar to 
  arrive. 
  • 
  The fewer people who know about the expedition, 
  the better. 
  • 
  He can't go out very much anymore, so he sent 
  Gareth (a responsible senior) to take her there. 
  • 
  Sentar was sent to gather supplies for the trip. 
  • 
  No one else knew she would be at the location. 
  • 
  He doesn't know anyone who would want to harm 
  her. 
  • 
  After some consideration he decides that Payha will 
  not go on the expedition. Her presence was not vital 
  in the first place, and apparently it is more dangerous 
  for her than he realized. She also needs to recover 
  from the ordeal. If the PCs do find out they need her 
  aid, they can always return to fetch her (or return 
  what ever they found to show to her). 
   
  If the PCs give Payha or her body to Whice, he takes care 
  of her (either keep her safe or bury her).  
   
  If Payha is alive, and still unconscious, Whice ask for 
  a cleric of Pelor. The cleric casts a regeneration on her to 
  grow back her tongue, but she refuses to talk. However 
  she writes down the same story as discussed above in 
  Encounter 1. 
   
  If the PCs accuse Whice of setting the trap, he 
  profusely denies it and asks that he be questioned under a 
  zone of truth spell. If the PCs agree to this, he is questioned 
  the following day. Whice will be found not guilty as he 
  didn't have anything to do with the incident. 
   
  If the PCs do not agree to this, he asks to be turned 
  over to the guard. This last option takes two days. The 
  Soldier will not be in Qual (See Encounter 4), but setting 
  up the ambush in Encounter 8. 
   
  After the PCs decide what to do about Whice, 
  continue. 
   
  NOTE: Whice will send someone to fetch Sentar if he is 
  not present yet. More information on what Sentar knows 
  can be found above. 
   
  TALKING WITH THE SERVANT 
  If the PCs express an interest to talk with the servant 
  Gareth, Whice sends for him. After about 5 minutes he 
  arrives. 
   
  � Gareth: Male Human (Oeridian) commoner 2. 
   
  Appearance: Gareth is a middle aged man who is 
  growing bald. He has a sun tanned, weather worn face 
  and he looks rather gaunt. He wears simple well kept 
  clean clothes. He is suffering from arthritis. 
   
  Personality: Gareth is a quiet calm unassuming man 
  who doesn’t like to be in the center of attention. When 
  he hears about Payha’s ordeal he is genuinely shocked 
  and overcome by guilt. 
   
  He knows the following: 
  • 
  He was supposed to bring Payha to the warehouse 
  and wait there for either Sentar or the PCs to arrive. 
  He needed to get some errands done though, so he 
  let himself be convinced by Payha to leave earlier. 
  Since the door was locked, and there was nothing 
  dangerous in the warehouse he thought it was 
  alright. 
  • 
  The errands consisted of getting medicines for his 
  arthritis, arranging the delivery of food to the Lyre 
  and then returning to Whice, because he didn’t want 
  to leave his master alone too long. 
  • 
  If the PCs tell him about the man Payha saw, he 
  remembers seeing somebody like that walking over 
  the street when he left the warehouse. At the time 
  he thought nothing of it. The streets of Pitchfield are 
  crawling with adventuring types as it is. 
   
  REQUESTING DIVINE AID 
  Whice is extremely curious about the events, and 
  suggests asking for advice from an oracle. If the PCs 
  agree, he sends for a priestess of Myrhiss, who arrives 
  about 30 minutes later. Read aloud or paraphrase: 
   
  The boy returns with a beautiful Flan woman 
  dressed in a sheer gown. Around her neck is a 
  medallion with a lovebird on it. She looks at Whice 
  and nods. Then she sits on the ground, takes out a 
  scroll, and starts to cast a spell. 
   
  After about ten minutes, she falls silent, opens 
  her eyes, and is about to get up when her eyes go 
  wide and she collapses. The priestess starts to cry 
  softly. After a moment she gets to her knees and 
  then to her feet. 
   
  She turns to you, and softly pleads: “I have seen 
  what this fiend wishes to do. Please stay with the 
  task set by Whice. You will meet one of the people 
  who attacked Payha on your journey. I have also 
  been shown that if you wish to confront the man 
  who physically attacked Payha, he will be staying in 
  Qual's common house. He will have a tattoo of a 
  demonic face with ears like bat wings. That is all I 
  know.” 
   
  The tattoo she speaks of is the symbol of Pyremius, the 
  Suel god of fire and assassins. It requires a DC 15 
  Knowledge (religion) check to recognize the symbol. 
  Whice recognizes the symbol as well. 
   
  This is all she knows. Whice thanks her and she 
  leaves the room. 
  SND7-06 Disillusion 
   
  Page 8 
  
   
  DEVELOPMENT 
  The task set at hand by Whice is important, and there is 
  little time to waste. He tries to get the PCs to leave 
  Pitchfield as quickly as possible, promising to continue 
  with the investigation (although the priestess’ divination 
  suggests the culprit is actually already gone). In any 
  event, at some point the PCs will leave Pitchfield and 
  proceed with the adventure.  
   
  When the PCs are ready to leave, Sentar hands each 
  PC a bag containing: two weeks worth of dehydrated 
  food, 3 waterskins, and 3 signal torches. The dehydrated 
  food and signal torches are described in Appendix 2. 
  Proceed with Encounter 3. 
   
  3: DRAINING JOY 
  After an uneventful trip to Qual, which takes a couple of 
  days, the PCs encounter a Grey Jester “entertaining” the 
  children in the town. During the trip the rod comes to 
  life. 
   
  The Rod of Behrand: Have the PC carrying the rod 
  make a DC10 Wisdom check to determine that the rod is 
  moving on its own accord. 
   
  A detect magic spell now recognizes it as magical. 
   
  It becomes the equivalent of a +1 dancing flaming club. 
  Only the PC who controls the rod at this point can use it. 
   
  Read aloud or paraphrase the following when the PCs 
  approach Qual: 
   
  As you approach Qual, you start to see brightly 
  colored buildings. A shrine to Myrhiss stands off to 
  one side. On a hill outside the town, a group of 
  children and adults are being entertained by what 
  appears to be a clown dressed entirely in gray and 
  white. It carries a scepter in one hand. Standing 
  beside it is an adult with a blank dead stare. When 
  he notes you, he grins, and signals you to join the 
  crowd and enjoy the performance. 
   
  A DC 10 Spot checks reveals the clown to have cold 
  looking eyes, sharp teeth, and to be extremely emaciated. 
  A DC 18 Knowledge (nature) check is needed to tell it is 
  very likely to be a grey jester – a dangerous type of fey 
  that lives on the joy of mortals. If they pass this check by 
  5 or more they realize that a person completely drained of 
  joy becomes a joyless slave of the jester. If they succeed 
  by 10 or more they also learn that to drain the joy, they 
  have to get people to laugh though, for which they have 
  supernatural powers to do so. 
   
  If the PCs ignore the threat, read aloud: 
  When you enter town, you can still hear the sounds 
  of laughter in the distance, but your senses detect 
  that 
  the 
  laughter 
  is 
  slowly 
  becoming 
  less 
  pronounced. It is as if the joy is being sapped out of 
  it. Suddenly a small child runs from that direction 
  towards you, “My mother is doing weird, you got to 
  save her!” 
   
  When the PCs return, 5 children and 3 adults look 
  listless. If they still ignore the jester, the jester soon 
  leaves with two of the adults, never to return. The PCs do 
  not get xp or gold for this encounter, and the villagers 
  treat them with disdain even though the PCs are hardly 
  to blame. 
   
  Terrain: The crowd is ten feet away.  Treat it as 20 ft x 10 
  ft of rough terrain as people are watching the show. 
   
  Creatures:  
  � Gray Jester: Male Fey (CN) 
   
  Appearance: An emaciated human shaped creature 
  dressed in worn fool’s outfit.  His eyes are cold and his 
  teeth are sharpened to points. 
   
  Personality: He is quite alien to the ways of humans, 
  but uses funny stories to entice humans in showing 
  emotions for him to feed on.  If presented with a 
  commoner or an adventurer, he would go after the 
  adventurer.  He will attempt to drain any adventurer on 
  sight.  Any hostile action including spell casting will 
  provoke an attack from any bleak ones he has under his 
  control. 
   
  � Bleak One – Jasper (Parent): Male Human 
  (Oeridian) (CN) 
   
  Appearance: A simple farmer, he wears ordinary 
  clothes.  He has a distant gaze on his face. 
   
  Personality: He will do nothing unless the jester says 
  so.  When he is not a bleak one, he enjoys working 
  behind a plow and baking.  He is a parent of the young 
  girl Linda. 
   
  � Bleak One – Greg: Male Human (Oeridian) (CN) 
   
  Appearance: A heavy hitter for the forces in the south, 
  Greg wears light half-plate and carries a well made sword. 
   
  Personality: He will do nothing unless the jester says 
  so.  When Greg is not a bleak one, he is a tough man and 
  likes to show it at the pubs.  He will challenge anyone to 
  an arm wrestling match. 
   
  � Bleak One – Able: Male Human (Oeridian) (CN) 
   
  Appearance: A heavy hitter for the forces in the south, 
  Able wears light half-plate and carries a well made sword. 
   
  Personality: He will do nothing unless the jester says 
  so.  When Able is not a bleak one, he likes to drink a lot.  
  He currently holds drinking titles throughout the south. 
   
  � Bleak One Commander – Felix: Male Human 
  (Suel) (CN) 
   
  Appearance: A toned man, he apparently likes to stay 
  mobile.  He wears a light chain shirt and carries a 
  longbow. 
   
  Personality: He will do nothing unless the jester says 
  so.  When Felix is not a bleak one, he likes to study 
  SND7-06 Disillusion 
   
  Page 9 
  
  botany.  He will only go to the pub with his troops for 
  special occasions. 
   
  � Fiendish Bleak One: Male Human (Oeridian) (CN) 
   
  Appearance: These are feral looking creatures warped 
  through their travels with the jester.  They carry nice, but 
  dirty longswords.  Each wears light half-plate. 
   
  Personality: They will do nothing unless the jester 
  says so.  No matter how they are helped, they want to 
  destroy as much as possible. 
   
  � The Crowd:  
   
  Appearance: There are approximately 15 people on the 
  hill.  They range from half-orcs to humans (Oeridian).   
   
  Personality: Since the jester has entertained them for 
  about half an hour, they are thoroughly entranced with 
  his story.  Anything outside his actual narrative will be 
  seen as part of the same tale.  Each person will account 
  for the jump in story flow in their own way. 
   
  The Bleak Ones will come from just below the hill during 
  the first normal combat round. 
   
  Note: As the PCs fight the Jester, the 20 children 
  and parents will act as if it were a part of the show. Add 
  random cheering, boos, and laughter from the audience. 
  One idea would be to have a small child run up to one 
  fighter when he is in melee and mimic his actions. 
   
  APL 2 (EL 4) 
  � Gray Jester: male fey; hp 44; see Appendix 1. 
  � Bleak One - Jasper (Parent): male human 
  (Oeridian) commoner 2; hp 12; see Appendix 1 
   
   APL 4 (EL 6) 
  � Advanced Gray Jester: male fey; hp 66; see 
  Appendix 1. 
  � Bleak One - Greg: male human (Oeridian) fighter 5; 
  hp 44; see Appendix 1. 
   
   APL 6 (EL 8) 
  � Advanced Gray Jester: male fey; hp 66; see 
  Appendix 1. 
  � Bleak Ones – Greg and Able (2): male human 
  (Oeridian) fighter 5; hp 44; see Appendix 1. 
  � Bleak One Commander: male human (Suel) 
  fighter 6; hp 52; see Appendix 1. 
   
  APL 8 (EL 10) 
  � Spellwarped Advanced Gray Jester: male fey; hp 
  90; see Appendix 1. 
  � Fiendish Bleak Ones (2): male human (Flan) 
  fighter 6; hp 52; see Appendix 1. 
   
   
  Tactics: The Gray Jester starts with 8 rounds with its 
  damage reduction reduced to 5/Cold Iron and its spell 
  resistance at 12 (except at APL 8). 
   
  The Gray Jester's tactic is to make as many PCs laugh 
  with its scepter as possible. Then it will feed until one PC 
  is fully drained, becoming a Bleak One. Then it will flee 
  with its new captive. 
   
  The Bleak Ones engage any identifiable spellcasters 
  first. If the Gray Jester is in trouble, the Bleak Ones 
  protect the Gray Jester and start picking off PCs. 
   
  Treasure: 
   
  APL 2: Coin 300 gp. 
   
  APL 4: Loot 14 gp; Coin 300 gp; Magic 1,506 gp; +1 
  longsword (193 gp), amulet of natural armor +1 (167 gp), 
  cloak of resistance +2 (333 gp),mithril half-plate (813 gp). 
   
  APL 6: Loot 40 gp; Coin 300 gp; Magic 3,072 gp; 3x 
  amulet of natural armor +1 (167 gp each), 3x cloak of 
  resistance +2 (333 gp each), mithril half-plate (813 gp), +1 
  longbow (198 gp), 2x +1 longsword (193 gp), +1 mithril chain 
  shirt (175 gp). 
   
  APL 8: Coin 300 gp; Magic 4,678 gp; 2x amulet of 
  natural armor +1 (167 gp each), 2x cloak of resistance +2 (333 
  gp each), 2x +2 longsword (693 gp each), 2x +2 mithril half-
  plate (1146 gp each). 
   
  Detect magic results: amulet of natural armor (Faint 
  Transmutation), cloak of resistance (Faint Abjuration), +1 
  and +2 weapons (Faint Evocation), +1 and +2 armor (Faint 
  Abjuration) 
   
  Development: Once the Jester is defeated, the rest of the 
  parents collect their children and thank the PCs for 
  saving them again. 
   
  If a PC is captured by the grey jester, that PC is out of 
  the game unless the PCs actually manage to knock him 
  unconscious. If the PC does leave the area he gains the 
  Bleak One item on the AR. The cleric of Mhyriss in town 
  has 1 scroll of restoration which she is willing to sell to the 
  PCs for the normal price (800 gp). She does not ask extra 
  money to cast the spell, but remember that she has to 
  make a DC 7 caster level check. A lesser restoration spell 
  does not cure the Charisma drain. 
   
  4: QUAL REVISITED 
  The town of Qual has changed a lot since the PCs last 
  visited it. There are now more half-elves and more half-
  orcs. The older townsfolk seem to accept the changes on 
  the outside, but inwardly do not like it. 
   
  � Qual (thorp): Conventional; AL NG; 40 gp limit; 
  Assets 150 gp; Population 90; Isolated (72 humans, 5 half-
  orc, 10 half-elves). 
   
  Read aloud or paraphrase when the PCs enter the thorp: 
  Inside the town the buildings are brightly painted 
  with flowers and hearts. However there is a 
  noticeable layer of dirt on the walls that mutes the 
  colors. The people in town are a mixture of half-orcs, 
  half-elves, and humans. You notice that most of the 
  non-humans are young. 
   
  Once in the thorp, Sentar says “We are going to 
  stay here tonight and go to the haunted house 
  tomorrow.” 
  SND7-06 Disillusion 
   
  Page 10 
  
   
  Without waiting for a reply, he heads off to the 
  common house. 
   
  Sentar heads off to drink. The PCs can wander around 
  town. There is the mayor's house, the common house 
  (sort of a meeting hall / inn / tavern rolled into one), the 
  shrine to Myrhiss, and the central park. If they choose to 
  do Gather Information checks: 
  • 
  DC 10: Many townspeople have gone out into the 
  world after the children killed everyone in Londa. 
  Some citizens have returned with newcomers. The 
  older citizens aren't sure about the new people after 
  being betrayed by Behrand. 
  • 
  DC 15: One man from Londa went off to the war, 
  even though most citizens abhor violence. 
  • 
  DC 25: A town called Sauwe was utterly destroyed 
  many years ago. There were no survivors. 
  • 
  DC 35: An old man, one of the few survivors who 
  investigated and buried the ruins of Sauwe, 
  remembers small footprints in the ash that seemed 
  too new to have been made during the destruction. 
  • 
  DC 40: There was a scandalous love triangle in 
  Sauwe right before it was destroyed. 
   
  If specific questions are asked: 
  The Gray Jester: He just appeared and seemed like a 
  good entertainment for the kids. Maybe we should be 
  more careful. It is a shame that you can't trust anyone 
  anymore. 
   
  The Children of Londa: They are safe with their new 
  parents. Some have horrible nightmares and Verlak 
  starved to death, because he refused to eat. Roden went 
  mute. Balora and Daraneth have grown close and do not 
  leave each other's sides. One time Balora got lost and the 
  way we found them was to follow the screaming of both 
  girls. The others seem to be getting along well enough. 
   
  The Man who went to the War: He just returned and is 
  staying in the common house. 
   
  Note: The name of the man who went to war, the 
  soldier, is not given. He will be referred to as the Solder. 
  It was his choice to be called this. 
   
  THE COMMON HOUSE: 
  A large wooden building painted with large brightly 
  colored abstract shapes. Inside, the building is 
  simply decorated with a large wooden table at one 
  end and a raised platform at the other end. A second 
  story holds a series of bunks. The air is perfumed 
  with cooking food and ale. Sentar sits at one end of 
  the table. Two other people are at the table. One 
  wears a dark robe. The other wears a tattered 
  soldier's uniform. 
   
  The Soldier will not be here if the PCs were delayed by 
  the Guard in Encounter 2. 
   
  When the PCs get within sight of the Soldier, give 
  them a Sense Motive versus his Bluff (APL 2 & 4: +2; 
  APL6 & 8: +5) to tell that he is surprised and then 
  unhappy at seeing the PCs. He quickly covers that up. 
   
  � The Soldier (The Lone One): Male Human (Suel) 
  (CN) 
   
  Appearance: The Soldier looks as if the weight of the 
  world has been placed on his shoulders. His dirty blond 
  hair is unkempt and his clothes are well worn. There is a 
  tattoo of a bear claw on his left upper arm. 
   
  Personality: The ordeals of being a soldier on the front 
  lines have caused him to become quite erratic. At one 
  point he will chat amiably with you and the next instant 
  he will scream. A lot of this mental and emotional stress 
  came from burying his best friend; a relationship that was 
  becoming deeper than just being friends. 
   
  No one but him knows his real name. 
   
  Talking to the Soldier: 
  What he tells the PCs: He was in the war in the south and 
  just returned home. People here are too naïve. The 
  massacre in Londa taught him that the towns in this area 
  have to rejoin civilization or be destroyed. 
   
  He is headed to the site of the Sauwe massacre to try 
  to understand why that tragedy occurred. No one will 
  talk about it. The Soldier asks to accompany the PCs. 
   
  The Soldier had to stop in Londa to pay the Black 
  Talon whose hideout is in the area. As far as the Soldier is 
  concerned, the quicker he can finish his task, the better. 
  The cheeriness of the town disgusts him. 
   
  His real motivations: The Soldier wants to use the PCs as 
  guards on the way to Sauwe.  Once he learns what he 
  needs to know, he wants to lead them to the ambush site 
  and permanently silence them. 
   
  A successful Sense Motive check show the PCs that 
  the Soldier is completely lying about his motives for 
  going to Sauwe.  
   
  For any Diplomacy checks, he is Unfriendly. If the 
  PCs tell him what happened or nearly happened to 
  Payha, give the PCs a +5 to their check.  
   
  If the Assassin is still in the Common House and as soon 
  as the PCs mention what happened to Payha, read aloud: 
   
  The Soldier stands up with his tankard. He walks 
  over to where the robed man sits. The man looks at 
  the Soldier, who immediately hits the man with the 
  tankard, shouting angerly “I never told you to do 
  that! Scare them. Give them a message. Can all you 
  people do is kill?”  
  He looks at everyone in the room. “You are all evil!” 
   
  Have the PCs roll initiative.  The Soldier will pull out his 
  scroll of dimension door as a surprise round.  The next action 
  he will take is to cast it and will move in order to do so.  
  He wants to leave. 
   
  SND7-06 Disillusion 
   
  Page 11 
  
  Note: The Assassin can be confronted either by the 
  Soldier or the PCs on their own. 
   
  � The Assassin (“Dorand”, Black Talon): Male 
  Human (Suel) (NE); see Appendix 1. 
   
  Appearance: His natural fair complexion is marred by 
  scars and rough features. He wears a chain shirt dipped in 
  the blood of his victims. That gives it a dark rust color. 
   
  Personality: Black Talon’s livelihood rests on his 
  ability to remain in the shadows. A lot of his past is 
  forgotten, even to him. What little he remembers is 
  painful, including winters spent outside in the snow in 
  order to “toughen him up”. 
   
  The PCs can confront the assassin or turn him over to the 
  Sunndi authorities. This is an optional encounter; and if 
  the PCs decide to confront him, then go to Encounter 5.  
   
  Talking with the Assassin:  
  He will do his best to put off the PCs with his cold 
  attitude.  Black Talon does not want to deal with 
  adventurers and tries to avoid them as much as possible.  
  A sense motive (DC 13) will give the PCs the sense that 
  there is something sinister with this person. 
   
  His cover story is that he is a mercenary travelling 
  the countryside.  This is a vacation for him. 
   
  If the PCs decide not to talk with either of them: The 
  Soldier will shadow the PCs (See Encounter 6) and the 
  Assassin will escape.   
   
  THE MAYOR'S HOUSE 
  Flowers and hearts adorn this marginally larger 
  house than the others in the town, but there are 
  several places where some paint has chipped off. A 
  muscled Oeridian sits in front of the door, carving a 
  stick. He looks up with very troubled eyes. 
   
  PCs who went through SND6-01 Lesser Evils recognize the 
  mayor.  
   
  � Defew: Male Human (Oeridian) Exp 4 (LG, 
  blacksmith) 
   
  Appearance: Defew is a tall broad-shouldered muscled 
  Oeridian with short brown hair and tanned skin. There is 
  stubble on his chin. He has a broad nose, and a strong 
  loud voice. He wears simple, but practical clothing. 
   
  Personality: Defew is a man who works hard by day, 
  and likes to relax and enjoy himself at night. He has a 
  stong sense of responsibility, and tries to protect his 
  villagers from the cruelty of the outside world, though 
  sometimes he can become a bit too protective. The 
  changes to his village disturb him and he hasn't slept well 
  lately. 
   
  He can answer the specific questions under the Gather 
  Information checks above. Defew also tells the PCs that 
  nothing is the same after the tragedy in Londa. People 
  have moved out and others have moved into the town. 
  The older folks are having trouble adjusting to the new 
  people and there seems to be a dark weight on the town. 
   
  THE SHRINE TO MYRHISS 
  An outside shrine painted with bright flowers. 
  There is a single wall and a fire pit in the center. A 
  stern lady stands to one side of the pit, looking at 
  you. 
   
  The woman is Moren, the town's priestess. PCs who 
  played in SND6-01 Lesser Evils recognize her. 
   
  � Moren: Female human (Suel) Clr4 (NG; cleric of 
  Myrhriss; Diplomacy +12, Heal +8, Sense Motive +8) 
   
  Appearance: Moren is a short stocky woman with 
  long almost white hair and fair skin. Her deep blue eyes 
  betray her as a pure blood Suel. She is in her late twenties 
  or early thirties, always ready for a smile. She prefers 
  simple bright colored clothes. 
   
  Personality: Moren is a caring woman who 
  completely lacks the typical arrogance and aloofness of 
  the Suel. She believes in the inherent goodness of people 
  and can sound a bit naïve to the average adventurer. 
  Lately, though, she has grown fearful of the trouble 
  adventurers tend to bring with them. 
   
  The PCs can ask questions and these are the topics she 
  will talk about: 
   
  The Town's changes: They are due to people leaving and 
  then returning, bringing back the outside world. 
   
  The Jester: “Trouble seems to follow people like you, doesn't it.” 
   
  Sauwe: The town was destroyed and buried long ago. 
   
  The Soldier: A foolish man who lost the path of Myrhiss 
  and instead followed a warrior's path - one that led him to 
  a lot of pain and confusion. He warned us that there 
  would be more trouble when adventurers should come. 
   
  The Children of Londa: They are doing better. 
  Considering what they have been through. 
   
  Roden: 
  If Roden is with the PCs, Moren draws him away from 
  them and hide him behind her. If confronted with the 
  dagger, she immediately takes it from him and promise to 
  help him (she is telling the truth).  
   
  THE CENTRAL PARK 
  There is a large tree surrounded by grass. Several 
  people walk through the area, lost in thought. A lone 
  boy sits by the tree. 
   
  � Roden: Male Human (Oeridian) Com 1. 
   
  SND7-06 Disillusion 
   
  Page 12 
  
  A DC 10 Spot Check: The boy is staring at the group. PCs 
  who played SND6-01 Lesser Evils recognize Roden – the 
  boy who rocked back and forth clutching two daggers. 
   
  If the PCs walk up to the boy: 
  Read the following to the PC who carries the Rod of 
  Behrand: 
  Everything except the boy becomes black. The boy 
  grows into a lanky teenager and into a young adult 
  before your eyes. He comes towards you and you see 
  slash marks on his face and on his arms as he rolls 
  up his sleeves.  
   
  A clown with a painted grin that is a bit too wide 
  tumbles beside him. The clown takes the boy's arm 
  and places the boy's hand into a pocket where he 
  draws out a small dagger. Guiding the boy's hand, 
  the knife traces thin red lines around his mouth as 
  if he were painting on the outline of a smile. 
   
  The clown steps back to admire its work and you 
  see a red tail swishing back and forth. The clown 
  turns to you and presents a deep theatrical bow. An 
  ethereal female voice speaks from all around you. 
  Voice: “Together we can be great and eliminate 
  beasts like this.” 
   
  If the PC failed the Will save, he sees his hand on the 
  boy's arm and in the boy's hand is a dagger. 
   
  Otherwise the PCs can search the boy for the dagger. 
   
  A DC 10 Heal check shows the blade has encrusted 
  blood on it. A DC 15 Heal check reveals that this blade 
  has been used many times, but never cleaned. 
   
  Development: The PCs can find the boy's guardian, 
  Moren at the shrine. The boy does not speak. 
   
  DEVELOPMENT (THAT NIGHT) 
  After the PCs explore, they can sleep uneventfully and be 
  awakened early by Sentar. 
   
  If the PCs allow the Soldier to tag along, then he 
  joins them as the group goes to Sauwe. Proceed to 
  Encounter 6 if the PCs go to Sauwe, and Encounter 5 if 
  they try to find the Assassin’s secret hide-out. 
   
  5: AN ASSASSIN FROM 
  AHLISSA (OPTIONAL) 
  This is an optional encounter that cost 1 additional TU. 
   
  Read aloud: 
  The man looks up at you. His expression shows 
  great confusion. 
   
  If the Soldier pointed him out, he immediately reaches 
  for his rapier. 
   
  Otherwise he tries to brush off the PCs by answering any 
  questions in a vague way. If his connection to Payha is 
  brought up or the PCs reveal that they came from 
  Pitchfield, he reaches for his rapier. 
   
  The Assassin (Black Talon): He came into Sunndi on 
  an expedition and at the first chance he got, deserted that 
  group. While in an Inn, he met the Soldier who gave him 
  a proposal that piqued his interest. Not only was he 
  unknown in Sunndi and therefore could have lots of 
  “fun”, he would get paid for it and end up in a remote 
  town. This location eventually became the backbone of 
  his operation. 
   
  APL 2 (EL 4) 
  � Assassin: male human rogue 2/hexblade 2; hp 26; 
  see Appendix 1. 
   
   APL 4 (EL 6) 
  � Assassin: male human rogue 2/hexblade 3/assassin 
  1; hp 36; see Appendix 1. 
   
   APL 6 (EL 8) 
  � Assassin: male human rogue 2/hexblade 3/assassin 
  3; hp 46; see Appendix 1. 
   
  APL 8 (EL 10) 
  � Assassin: male human rogue 2/hexblade 3/assassin 
  5; hp 56; see Appendix 1. 
   
  Treasure: 
   
  APL 2: Loot 50 gp; Magic 716 gp; gloves of dexterity +2 
  (333 gp), headband of intellect +2 (333 gp), 2x potion of 
  invisibility (25 gp each). 
   
  APL 4: Loot 3 gp; Magic 1084 gp; gloves of dexterity +2 
  (333 gp), headband of intellect +2 (333 gp), +1 mithril chain 
  shirt (175 gp), 2x potion of invisibility (25 gp each), +1 rapier 
  (193 gp). 
   
  APL 6: Loot 3 gp; Magic 1084; gloves of dexterity +2 
  (333 gp), headband of intellect +2 (333 gp), +1 mithril chain 
  shirt (175 gp), 2x potion of invisibility (25 gp each), +1 rapier 
  (193 gp). 
   
  APL 8: Loot 3 gp; Magic 6891; gp gloves of dexterity +2 
  (333 gp), headband of intellect +2 (333 gp), +3 keen icy burst 
  rapier (6000 gp), +1 mithril chain shirt (175 gp), 2x potion of 
  invisibility (25 gp each). 
   
  Detect magic results: gloves of dexterity (Moderate 
  Transmutation), 
  headband 
  of 
  intellect 
  (Moderate 
  Transmutation), potion of invisibility (Faint Illusion), +1/+2 
  weapon 
  (Faint 
  Evocation), 
  +1/+2 
  armor 
  (Faint 
  Abjuration), +3 keen icy burst Rapier (Strong Evocation) 
   
  Development: Upon searching his body, the PCs will 
  find several small paintings (See description below) and a 
  map. The map shows a location half a day's journey from 
  here. 
   
  The pictures are to add character flavor and are not 
  necessary for plot development. Go into as much detail as 
  you find appropriate. 
   
  Description: 
  SND7-06 Disillusion 
   
  Page 13 
  
  1. 
  Shows a woman on a rack-like contraption. Her 
  arms and leg joints are clearly out of their 
  sockets. There are blood lines where the skin is 
  being split open. 
  2. 
  A young man's body was dismembered and 
  stuck together as if he were a doll using wooden 
  poles. 
  3. 
  Two bodies, a man and woman, are laid side by 
  side on their backs. The skin on their chest has 
  been pulled apart as if being dissected. 
  4. 
  There is a full, intact body laying on the ground. 
  However 
  it 
  has 
  been 
  burned 
  beyond 
  recognition. It is apparent that time was spent to 
  go into great detail regarding the burned flesh. 
  5. 
  The last picture shows Payha slumping in a 
  chair as blood pours out of the stumps where 
  her arms used to be. 
   
  ASSASSIN’S HIDE−OUT 
  If the Soldier was met after dealing with the Assassin and 
  before leaving for the location on the map, he waits for 
  the PCs. 
   
  It takes half a day to travel to the location, which is a 
  cave. The entrance is ten feet wide and the trap is just 
  inside the entrance. 
   
  Trap: Triggered when the door is opened 
   
  APL 2 (EL 2) 
  � Javelin Trap: CR 2; location trigger; repair reset; 
  Atk +16 ranged (1d6+4, javelin); Search DC 20; Disable 
  Device DC 18. 
   
  APL 4 (EL 4) 
  � Poisoned Dart Trap: CR 4; location trigger; manual 
  reset; Atk +15 ranged (1d4+4 plus poison, dart); Multiple 
  targets (1 dart per target in a 10-ft-by-10-ft area); Poison 
  (small monstrous centipede poison, DC 10 Fortitude save 
  resists, 1d2 Dex/1d2 Dex); Search DC 21; Disable Device 
  DC 22. 
   
  APL 6 (EL 6) 
  � Wyvern Arrow Trap: CR 6; proximity trigger; 
  manual reset; Atk +14 ranged (1d8 plus poison, arrow); 
  Poison (wyvern poison, DC 17 Fortitude save resists, 2d6 
  Con/2d6 Con); Search DC 20; Disable Device DC 16. 
   
  APL 8 (EL 8) 
  � Deathblade Wall Scythe Trap: CR 8; touch trigger; 
  manual reset; Atk +16 melee (2d4+8 plus poison, scythe); 
  Poison (deathblade, DC 20 Fortitude save resists, 1d6 
  Con/2d6 Con); Search DC 24; Disable Device DC 19. 
   
  Read aloud: 
  The cave is circular and 50 feet in diameter. A pile of 
  clothes and supplies are against the far wall. 
   
  The supplies here are the normal adventuring gear, but 
  there is also a small crest of Ahlissa. A picture showing a 
  woman you have seen around town being burned by acid 
  is sketched out on a piece of paper. 
   
  6: TRUSTING SOUL 
  The distance from Qual to Sauwe is roughly 12 miles. 
  There are no trails though, reducing travel to ¾th of the 
  PCs normal speed. 
   
  The PCs arrive at a stone foundation in an area that is 
  familiar to the PCs who went through SND6-01 Lesser 
  Evils. This is in the same area as Behrand's house. 
   
  If the Soldier is not with the PCs: Have them roll 4 
  Spots and Listens against the Soldier’s Hide and Move 
  Silently using the appropriate modifiers for the APL. 
  • 
  APL 2: Hide: +6 Move Silently: +6 
  • 
  APL 4: Hide: +8 Move Silently: +8 
  • 
  APL 6: Hide: +10 Move Silently: +10 
  • 
  APL 8: Hide: +10 Move Silently: +10 
   
  If the Soldier is spotted: He will attempt to give the 
  reason that he didn’t want to intrude on the PCs, but 
  wanted to see what happened to Sauwe (Bluff APLs 2 & 4: 
  +2, APLs 6 & 8: +5).  Otherwise follow his encounter in 
  Encounter 4 (The Common House) without the reaction 
  regarding the Assassin.  If the PCs act violently towards 
  him, he will still try to get away with one of his scrolls of 
  dimension door. 
   
  Note: The Soldier, if with them, pretty much observes 
  everything. He is not a factor in Encounters 6 and 7. 
   
  Read aloud: 
  You crest a hill and find yourselves by a stone 
  foundation. Suddenly a one-story house appears. It 
  is brightly colored with flowers on its shingles and 
  different colored geometrics surrounding the house 
  walls. 
   
  The house is a mirage arcana created by the ghost of 
  Halperle. As the PCs move from room to room, she casts 
  persistent images that play out what happened in each 
  room. 
   
  See Appendix 3 for a map of the house and the 
  associated areas. 
   
  Note: All doors except for the trap door in Area E are 
  already open. 
   
  Note: The Oeridian man in each of these visions is 
  the same, Domon. While the Read Aloud text is generic, 
  it should be pointed out that this is the same man. 
   
  AREA A – ENTRYWAY 
  A small alcove greets you with a door ahead, a door 
  to the left, and a door to the right. The inside walls 
  are painted a cheery pastel peach. 
   
  SND7-06 Disillusion 
   
  Page 14 
  
  AREA B – HALL 
  A small 10 by 10 hallway with two doors ahead of 
  you, a door behind you, and a door to the right. 
   
  The first time entering the hall, read aloud: 
  A middle aged Oeridian man emerges from the 
  entryway door dragging a woman's body. She seems 
  to be of the same age and is also Oeridian. As soon as 
  he enters the right doorway they both vanish. 
   
  AREA C – STUDY 
  The room is 10 by 10 with an additional alcove on 
  the far side. A desk is in that alcove and there is a 
  solitary bookcase in the south-east corner. There is a 
  patchwork rug on the floor. 
   
  A DC 12 Search Check of the bookcase reveals that aside 
  from gardening books, there are several books on 
  mythology and demons. There are also several books on 
  the ground that are real. 
   
  A DC 10 Appraise Check: The books on the ground are 
  rare. 
   
  The first time the desk is searched, read aloud: 
  An Oeridian man appears seated in the desk chair. 
  He is reading a tome and muttering to himself.  
  Domon: “And the little boy sought out the ...” (more 
  mumbling) “to make the woman fall in love with his 
  father...” 
  The man disappears. 
   
  AREA D – MASTER BEDROOM 
  A spacious room with a large bed on the far eastern 
  wall. There is also a dresser on the western wall and 
  a woven straw rug by the foot of the beds. Above the 
  bed is a small golden lovebird. 
   
  A DC 15 Knowledge (religion) check tells that the 
  lovebird is the symbol of Myrhiss. 
   
  The first time the bed is searched, read aloud: 
  The Oeridian man from the hallway escorts a 
  woman into the room. As they head to the bed, he 
  casts a spell and the woman changes to appear like 
  the women he was dragging in the hallway. When 
  they reach the bed, they both disappear. The 
  Oeridian man enters from the hall with another 
  woman and repeats the spell. She looks in a mirror 
  and screams, running out of the room. He runs after 
  her and they both disappear. Once again the 
  Oeridian man appears with yet another woman, 
  upon whom he casts the same spell. They reach the 
  bed and both disappear. 
   
  Each time the rug is searched, read aloud: 
  The rug starts to smoke and then catch fire. It burns 
  away to ash within seconds. Then it returns good as 
  new. 
   
  A DC 18 Search check reveals a pair of women's gloves. 
  Beneath the gloves is a painting of the woman the 
  Oeridian man was dragging in the hallway. 
   
  AREA E – GUEST BEDROOM 
  This is a sparsely furnished room. There is a bed 
  against the far wall and a dresser by the door. 
   
  The first time the bed is searched, read aloud: 
  A younger version of the Oeridian man and the 
  woman appear, sitting on the bed. She takes his 
  hand. The woman whispers softly, “I love you 
  Domon.” 
   
  They both disappear and reappear as being a 
  little older. The man tells in a mix of anger and tears 
  “Halperle, this just isn't working is it.” At which the 
  tear struck woman cries softly “No. I'm sorry.” 
   
  She gets up and disappears as she walks away. 
  He then disappears. 
   
  The first time the dresser is searched, read aloud: 
  Behrand [if none of the PCs know who Behrand is it is 
  just a generic young Oeridian man – Seltar does 
  recognize him] is seen kneeling by the dresser and 
  appears to be looking through it. He reaches 
  through the dresser and pulls out the rod. 
   
  The hidden door is found with a DC 20 Search check.  
   
  Trap: Triggered when the door is opened. See Appendix 
  2 for the APL 8 trap. 
   
  APL 2 (EL 3) 
  � Melf's acid arrow trap: CR 3; proximity trigger 
  (alarm); automatic reset; Atk +2 ranged touch; spell effect 
  (Melf's Acid Arrow, 3rd level Wizard, 2d4 acid/round for 2 
  rounds); Search DC 27; Disable Device DC 27. 
   
  APL 4 (EL 5) 
  � Fireball trap: CR 5; touch trigger; automatic reset; 
  spell effect (Fireball, 8th level Wizard, 8d6 fire, DC 14 
  Reflex save half damage); Search DC 28; Disable Device 
  DC 28. 
   
  APL 6 (EL 7) 
  � Chain lightning trap: CR 7; proximity trigger 
  (alarm); automatic reset; spell effect (Chain Lightning, 11th 
  level Wizard, 11d6 electricity to target nearest center of 
  trigger area plus 5d6 electricity to each of up to eleven 
  secondary targets, DC 19 Reflex save half damage); 
  Search DC 31; Disable Device DC 31. 
   
  APL 8 (EL 9) 
  � Field of icy razors trap: CR 9; proximity trigger 
  (alarm); automatic reset; spell effect (Field of Icy Razors, 
  SND7-06 Disillusion 
   
  Page 15 
  
  15th level Wizard, DC 22 Reflex save half damage and no 
  speed penalty, 15d6 damage (half cold, half slashing) and 
  speed is reduced by 20 ft for 15 rounds to all creatures / 
  no two of which are more than 60 feet apart; Search DC 
  33; Disable Device DC 33. 
   
  Hidden Compartment: Once the door is opened, read 
  aloud or paraphrase: 
  Inside the small storage area, you see a skeleton 
  dressed in the remains of a wedding dress. Right 
  beside you, you hear the man speak, “This is only 
  temporary. I will come back for you.” 
   
  A second later he says from another spot, “They 
  must all go away so we may be together.” 
   
  A woman's voice comes from the skeleton, 
  “Domon. Please.” Followed by the sound of the trap 
  door being shut. Then another male voice is heard 
  casting a spell. A familiar male voice states “Thank 
  you. I feel much safer.” 
   
  A faint pleading voice is heard from the 
  skeleton. “Domon. Please…” 
   
  If the PCs have found the Hidden Compartment and 
  have not already met Halperle, go to Encounter 7. 
   
  AREA F – LIVING ROOM 
  The room holds several chairs and two bookcases. 
  There is a patchwork rug in the center of the room. 
   
  The first time the bookcase is searched, read aloud or 
  paraphrase: 
  A tall Suel man appears and takes a book from the 
  bookcase. An Oeridian man appears and walks to 
  him. The tall Suel man turns toward the Oeridian 
  man, saying “Oh. Domon. You have many interesting 
  books.” 
   
  At which the Oeridian replies, “Thank you Gyan. 
  I like to keep my mind occupied.” 
   
  “I am sorry it didn't work out between my sister 
  and you.” 
   
  “What can I say.” 
  They both disappear. 
   
  A DC 20 Search check on the room reveals a secret 
  chamber with an elixir of love. 
   
  The first time the chairs are searched: 
   
  If the person with the Rod of Behrand failed their 
  Will save, they blank out and collapse. 
   
  Then read aloud: 
   
  The Oeridian man appears seated in a chair. He 
  seems to be speaking with somebody, angry and 
  embittered. “Love is over-rated. This world is over-
  rated. Take it. Just make sure these naïve people go 
  first. What do I need to do?” 
   
  He considers something he heard. 
   
  “Is that all?” 
   
  He leans forward and kisses the blank air. It 
  seems passionate since it lasts for many seconds. As 
  he pulls back, he collapses to the ground. Lifeless. 
   
  His body starts to slowly deteriorate as flesh 
  reveals muscle and muscle starts to reveal bone. A 
  young boy rushes in. His hands and clothes are 
  covered in blood. The body momentarily stops him 
  as he softly nudges it with his boot. 
   
  The boy searches the body and not finding 
  anything, runs out of the room. A smooth female 
  voice says, “Behrand.” 
  The body disappears. 
   
  Any PC that blanked out wakes now. 
   
  AREA G – DINING ROOM 
  This room is furnished with a simple wooden 
  dining room table and four chairs. There is a tall 
  clock in one corner of the room. 
   
  The first time the dining room table is searched, read 
  aloud or paraphrase: 
  An Oeridian man appears sitting opposite a Suel 
  man. They are eating stew. The Suel man cheerfully 
  says: “You make an excellent stew, Domon.” 
   
  “Thank you Gyan. I am glad you enjoy it.” 
   
  After taking another bite, and the Suel man 
  looks at his hands. “This is strange, I can't move my 
  fingers.” 
   
  The clock starts to chime the half-hour. Gyan's 
  arms drop to the table and he opens and closes his 
  mouth. He looks confused. When his head hits the 
  table, Domon wipes his lips and walks over to Suel. 
  He wispers into the Suel’s ear, “She will be much 
  happier.”  
  They disappear. 
   
  AREA H – KITCHEN 
  The kitchen has a butcher block in the center of the 
  room. There is a wood burning stove on the outside 
  wall. Cooking utensils hang everywhere. 
   
  The first time the butcher block is searched, read aloud or 
  paraphrase: 
  A young boy appears by the butcher block. He holds 
  the arm of a decaying corpse on the block. In his 
  other hand, he holds a knife. A smooth female voice 
  says, 
  Demon: “That's it. Just nice back and forth motions 
  and it will all be over soon. You don't want them to 
  take you away. Do you?” 
   
  He starts to cut the hand from the wrist and you 
  see his eyes go blank. When the hand is severed and 
  the rest of the body falls to the ground, the boy takes 
  out an intricately carved rod and places it on the 
  block. Then he takes the hand and tosses it into the 
  oven. 
   
  SND7-06 Disillusion 
   
  Page 16 
  
  The first time the oven is searched, read aloud or 
  paraphrase: 
  An Oeridian man appears carrying the body of a Suel 
  man. The Oeridian man drops the body on the 
  ground and takes out a large kitchen knife. He hacks 
  away at the body and throws the pieces into the 
  oven. When he is finished, he takes several buckets 
  of water and starts to clean the floor as he hums to 
  himself. 
   
  A DC 15 Search check of the room reveals an adamantine 
  dagger. 
   
  If the PCs are leaving the Kitchen and have not already 
  met Halperle, go to Encounter 7. 
   
  Treasure: The elixir of love in Area F, the adamantine 
  dagger in Area H. 
   
  7: HALPERLE 
  This encounter can be triggered either in Area E or Area 
  H. 
   
  If the PCs are in Area E and have been in Area G, 
  read aloud or paraphrase: 
  A beautiful Oeridian woman, Halperle, appears 
  before you floating above the compartment. She 
  looks at you with sad eyes. 
   
  “You have finally come to put this all to rest. 
  Domon was a foolish boy that got in over his head. 
  Poor, poor boy.” 
   
  She looks at you expectantly. 
   
  If the PCs are in Area H and have been in Area E, read 
  aloud: 
  A beautiful Oeridian woman, Halperle, appears 
  before you floating in front of the oven. She looks at 
  you with sad eyes. 
   
   “You have finally come to put this all to rest. 
  Domon was a foolish boy that got in over his head. 
  Poor, poor boy.” 
   
  She looks at you expectantly. 
   
  Halperle answer the following: 
   
  Domon got in over his head: He fell back in love with 
  Halperle after they had been separated for over a year. 
  However she was deeply in love with another man. 
  Domon became jealous and sought an old fairy tale to get 
  me back. Thinking he could control the beast that 
  emerged, he summoned an old demon. He lost control 
  and it eventually killed him. It is now loose and acting on 
  its own. 
   
  How do we kill it: She doesn't know, but the book may 
  help in the right hands. It is buried outside by the 
  northwest corner of the building. 
   
  Back Corner of House 
  If the PCs decide to dig here, there will be a locked (Good 
  Lock: Open Lock DC 30, 30hp Hardness 15) strong box 3 
  feet down. Inside the PCs find a children's book and a 
  book written in Abyssal. Those that can read Abyssal 
  know that this book has spells to summon powerful 
  demons. 
   
  Anyone with 6HD or less who tries to detect evil on 
  the book is stunned for 1 round. Otherwise the aura is 
  overpowering. 
   
  The ring: It was given to me by my love, Gyan. I would 
  like to keep it. 
   
   
  Note: If the PCs bury her with the ring, they get 
  Halperle's Favor. 
   
  The Rod: A thing of great evil, but is needed to destroy 
  the thing Domon summoned. 
   
  Behrand: After the town was destroyed by the children, 
  Behrand became the only survivor. He came in looking 
  for what little food was left and found the rod instead. He 
  changed after that.  
   
  Development: When the PCs are finished, she will kiss 
  each PC that does not have the Kiss of the Fiend. She will 
  then sink into the ground. Each PC kissed gets the Kiss of the 
  Lady. 
   
   
  8: TRUTHS AND DECEPTIONS 
  The following happens on the way back to Qual. 
   
  If the Soldier is with the party he answers questions 
  about the following topics: 
   
  The War: He realized that the war effort was not for 
  him. So he left to return home. 
   
  Sauwe: He doesn't know any more than the PCs at 
  this point. But he feels that this is the place where the 
  trouble started for the people of Munmoce. 
   
  In a sparsely forested area (See the Dungeon Master’s Guide 
  pg. 87), the PCs must make a Spot check against the 
  NPC's Hide checks. The Grunt and the Medic are in the 
  Portable Foxhole giving them cover from ranged attacks 
  and the Sniper is in the trees. See Appendix 3 for the 
  layout. 
   
  Assume the soldiers have taken 10 on their hide checks, 
  with a +4 circumstance bonus for the terrain, and an 
  additional +5 circumstance bonus for the camouflage 
  paint. Making a DC 19 Spot check factoring in distance 
  modifiers. 
   
  If the Soldier is with the party: 
  The Soldier: “All you bring is destruction and misery 
  wherever you go. Our town was nice and peaceful 
  before you arrived. Now we have mad clowns 
  SND7-06 Disillusion 
   
  Page 17 
  
  feeding on our children and much worse will come. 
  I tried your outside world and you can have it. 
   
   We stopped being soldiers and now your 
  government hunts us. Well once Munmoce is 
  forgotten again, we will be able to live in peace. All 
  you people need to do is leave us alone.” 
   
  The Soldier starts to sing about war and how 
  brave men and women march to their deaths. 
   
  Note: The four soldiers address each other and 
  themselves by their nicknames. They address the Soldier 
  as The Soldier or The Lone One. When someone in the 
  group needs healing assistance, they will ask for “medic”. 
   
  � The Soldier (The Lone One): Male Human (Suel) 
  (CN) 
   
  Appearance: The Soldier looks as if the weight of the 
  world has been placed on his shoulders. His dirty blond 
  hair is unkempt and his clothes are well worn. There is a 
  tattoo of a bear claw on his left upper arm. 
   
  Personality: The ordeals of being a soldier on the front 
  lines have caused him to become quite erratic. At one 
  point he will chat amiably with you and the next instant 
  he will scream. A lot of this mental and emotional stress 
  came from burying his best friend; a relationship that was 
  becoming deeper than just being friends. 
   
  No one but him knows his real name. 
   
  � Old Ox: Male Human (Oeridian) (CN) 
   
  Appearance: There is a reason why his nickname is 
  Old Ox. He is built like an Ox, but he isn’t particularly 
  old. It was just a name that seemed to stick. There is a 
  bear claw tattooed on his left upper arm. 
   
  Personality: Old Ox and three of his friends joined the 
  war effort on the same day. After a series of bad 
  skirmishes, he and his friends decided to leave at the 
  same time too. The trouble is that they did not do it in the 
  proper manner, so they are now in hiding. 
   
  He wanted something more than being behind the 
  plow in his hometown of Merand, which is within the 
  area of Munmoce. Old Ox underestimated the price of 
  glory. 
   
  Only Erin, Vick, and himself know his name, but no 
  one will divulge it. 
   
  � Eagle Eyed Erin: Female Human (Oeridian) (CN) 
   
  Appearance: She is a wiry woman with eyesight that 
  many people envy. A tomboy all her life, she was 
  constantly getting into scrapes. This toughened her up to 
  where she can come off looking and sounding very harsh. 
  There is a tattoo of a bear claw on her left upper arm. 
   
  Personality: Deep down inside, Erin is very warm. But 
  you need to get through all her protective layers first. The 
  only one to do it so far is Old Ox, who has been her 
  friend since they were very little. A lot of the scrapes she 
  has, came from when the two were rough housing in the 
  fields. 
   
  If she could admit it to herself, she would have a 
  romantic relationship with Old Ox. But caring about 
  someone at that level frightens her. 
   
  � Father Vick: Male Human (Oeridian) (CN) 
   
  Appearance: Out of everyone involved with the war, 
  Father Vick has the least amount of outward changes. His 
  features are still soft and his eyes reflect the nurturing 
  values he holds dear. The only body decoration is that of a 
  bear claw tattoo on his left upper arm. 
   
  Personality: Father Vick is a true follower of Myrhiss 
  that has strayed slightly from the path. He is a true 
  follower and many a time has his friends Old Ox and 
  Erin pushed him to do things that were beyond his 
  comfort zone. Joining was the furthest he ever went and 
  many times at night, he would softly cry himself to sleep. 
   
  He doesn’t know this, but it was his reaction to the 
  horrors he saw and helped mend that drove Old Ox, and 
  Erin to desert.  
   
  There is a surprise round if any of the PCs do not spot the 
  NPCs. 
   
  APL 2 (EL 5) 
  � Soldier: male human bard 1; hp 7 see Appendix 1. 
  � Old Ox (Grunt): male human fighter 1; hp 11; see 
  Appendix 1. 
  � Eagle Eyed Erin (Sniper): female human warmage 
  1; hp 7; see Appendix 1. 
  � Father Vick (Medic): male human favored soul 1; 
  hp 9; see Appendix 1. 
   
  APL 4 (EL 7) 
  � Soldier: male human bard 3; hp 17; see Appendix 1. 
  � Old Ox (Grunt): male human fighter 2/barbarian 1; 
  hp 26; see Appendix 1. 
  � Eagle Eyed Erin (Sniper): female human warmage 
  3; hp 17; see Appendix 1. 
  � Father Vick (Medic): male human favored soul 3; 
  hp 21; see Appendix 1. 
   
  APL 6 (EL 9) 
  � Soldier: male human bard 5; hp 27; see Appendix 1. 
   
  Old Ox (Grunt): male human fighter 4/barbarian 1; 
  hp 40; see Appendix 1. 
  � Eagle Eyed Erin (Sniper): female human warmage 
  5; hp 27; see Appendix 1. 
  � Father Vick (Medic): male human favored soul 5; 
  hp 33; see Appendix 1. 
   
  APL 8 (EL 11) 
  � Soldier: male human bard 5/Marshal 2; hp 39; 
  Appendix 1. 
  � Old Ox (Grunt): male human fighter 6/barbarian 1; 
  hp 54; Appendix 1. 
  � Eagle Eyed Erin (Sniper): female human warmage 
  7; hp 37; Appendix 1. 
  SND7-06 Disillusion 
   
  Page 18 
  
  � Father Vick (Medic): male human favored soul 7; 
  hp 45; Appendix 1. 
   
  Tactics: At APLs 6-8, the NPCs have set blast discs (See 
  Appendix 2) in the squares marked with an X. They are 
  all set to proximity trigger. 
   
  The Soldier backs up and gives himself some 
  distance between the party and him. His first action is to 
  read a scroll of dimension door to go to a more defensible 
  position. 
   
  The Sniper fires orbs and other distance spells at the 
  party. The Grunt goes in for melee combat with the 
  Medic following behind ready to heal. The Soldier 
  supports with buff spells. 
   
  No one, including the Soldier, fights to the death. 
  They surrender once two of their group goes down. 
   
  Treasure: 
   
  APL 2: Loot 102 gp; Magic 116 gp; 2x scroll of 
  dimension door (58 gp each). 
   
  APL 4: Magic 1241 gp; +1 club (192 gp), 2x +1 mithril 
  chain shirt (175 gp each), 2x scroll of dimension door (58 gp 
  each), +1 shortbow (194 gp), +1 rapier (193 gp), 2x +1 
  studded leather (98 gp each). 
   
  APL 6: Magic 4129 gp; cloak of charisma +4 (1333 gp), 
  cloak of resistance +2 (333 gp), +1 club (192 gp), 2x  +1 mithril 
  chain shirt (175 gp each), +1 rapier ( 193 gp), 2x scroll of 
  dimension door (58 gp each), +1 shock shortbow (694 gp), 2x 
  +2 studded leather (348 gp each), wand cure light wounds (64 
  gp). 
   
  APL 8: Magic 7032 gp; cloak of charisma +2 (333 gp), 
  cloak of charisma +4 (1333 gp), cloak of resistance +1 (83 gp), 
  vest of resistance +2 (333 gp), +2 club (692 gp), +1 mithril 
  chain shirt (175 gp), +2 mithril chain shirt (425 gp), ring of 
  protection +1 (167 gp), 2x scroll of dimension door (58 gp 
  each), +1 shocking burst shortbow (1528 gp), +2 rapier (693 
  gp), 2x +2 studded leather (348 gp each), wand cure moderate 
  wounds (375 gp). 
   
  Detect 
  magic 
  results: 
  +1/+2 
  armor 
  (Faint 
  Abjuration), +1/+2 weapons (Faint Evocation), +1 shock 
  and shocking burst short bow (Moderate Evocation), cloak of 
  charisma (Moderate Transmutation), cloak of resistance 
  (Faint Abjuration), ring of protection (Faint Abjuration), 
  scroll of dimension door (Faint Conjuration), wand cure light 
  wounds (Faint Conjuration), wand cure moderate wounds 
  (Faint Conjuration), vest of resistance (Faint Abjuration).  
   
   
  Development: After the squad is overcome with non-
  lethal force, they submit themselves to the Sunndi 
  authority. If the PCs want to let the group go, they gain 
  the Favor of the Lost Squad. See below for the special 
  circumstance if the Soldier is alive. 
   
  If the Soldier is alive: 
  Anyone who tries to detect thoughts know that he is the 
  one who setup Payha. 
   
  The Soldier starts at Unfriendly. 
   
  If he can be brought to at least Friendly, then he 
  gives himself up to the authorities. He also reveals that he 
  was going to destroy whatever remained in Sauwe. Thus 
  destroying the past altogether. 
   
  If he can be brought to Helpful, then he confesses to 
  what he did to Payha. 
   
  If the PCs let the Soldier live, they gain the Favor of the Soldier. 
   
  CONCLUSION 
  The PCs have two choices now. They can either return to 
  Pitchfield to give the books and rod back to Whice or 
  they can keep the books. 
   
  Use Sentar to nudge the PCs' conscious in the right 
  direction. 
   
  If the PCs decide to return the books, read aloud: 
  Your trip back to Pitchfield is uneventful and as you 
  near the gates, Whice Ium is out to greet you. He 
  smiles at you; the green fires in his eyes burn 
  brightly. 
  Sentar: “Sir, we got these books.” 
  Whice: “Good. Good. Come with me.” 
   
  He leads you back to the college and you notice 
  that the town guard hardly pays attention to you. 
  One of the guards smiles and waves a greeting. 
  Whice: “As soon as you left, I had some divination 
  experts come down and find out what happened. 
  They learned someone was trying to frame you.” 
   
  When you reach Whice's office, he asks for the 
  books. He leafs through the two books and says, 
  “These will greatly help in my research in how to 
  destroy the fiend. Thank you. Unfortunately I may 
  have need of you one more time.” 
   
  With that, Sentar leads you out of the college. 
   
  If the PCs decide not to return the books, read aloud: 
  Sentar looks at you with great disapproval. “I know 
  my professor and whatever he may appear like now, 
  but he is still good. However all I was told to do was 
  to lead you here. See ya.” 
   
  He shrugs, waves goodbye, and leaves. 
   
  Several weeks later, a messenger boy comes up 
  to you. It reads, “All was set right with the Pitchfield 
  guard. I used divination spells to do so. However 
  tragedy struck and on a recent expedition to find 
  out more about the demon, Heneth went mad and 
  fell off a bridge in a cave he was exploring. Sincerely, 
  Professor Whice Ium.” 
   
  If the PCs give the books to Whice, they get the favor of 
  the College of Bards and the favor of Whice Ium. 
   
  If the PCs do not give the books to Whice, they get the 
  Children's Book and the Book of Fiends. 
   
  By spending 1 TU extra they can get a copy of the books 
  and both keep them and earn the favor. 
  SND7-06 Disillusion 
   
  Page 19 
  
   
  CAMPAIGN CONSEQUENCES 
  This module has "Campaign Consequences"; that is the 
  outcome of this module directly affects future events in 
  the course of the campaign. The answers to some of the 
  questions below may seem trivial or pointless, but 
  because of the complex nature of the back-story and 
  campaign all information requested is vital. 
   
  Please send your answers to poc@sunndi.org as soon 
  as possible. General comments about the module are also 
  welcomed at this address. 
   
  1. 
  Did the PCs save Pahya? 
  2. 
  Did a PC become a Bleak One? 
  3. 
  Was the ring returned to Halperle? 
  4. 
  Did the PCs capture, free, or kill the Soldier and his 
  companions? 
  5. 
  Did they return the book? 
  SND7-06 Disillusion 
   
  Page 20 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  3: Draining Joy 
  Defeat the Jester and his cronies. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  6: Trusting Soul 
  Bypass the trap to find the dead body 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  8: Truths and Deceptions 
  Overcome the Soldier and his cohorts 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
   
  Story Award 
  Objective(s) met: 
  1. 
  Determine what happened to Payha 
  2. 
  Learn what happened to Qual 
  3. 
  Learn the origins of the fiend 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  170 XP 
  APL 8  
  195 XP 
   
  Optional Extension 
  5: An Assassin from Ahlissa 
  Defeat the Assassin and bypass his trap. 
  APL 2  
  225 XP 
  APL 4  
  338 XP 
  APL 6  
  450 XP 
  APL 8  
  563 XP 
   
  Total Possible Experience 
  The value between the brackets is the maximum when 
  played with the optional extension. 
  APL 2  
  450 (675) XP 
  APL 4  
  675 (1,015) XP 
  APL 6  
  900 (1,350) XP 
  APL 8  
  1125 (1,688) XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  3: Draining Joy 
   
  APL 2: Coin 300 gp. 
   
  APL 4: Loot 14 gp; Coin 300 gp; Magic 1506 gp +1 
  longsword (193 gp), amulet of natural armor +1 (167 gp), 
  cloak of resistance +2 (333 gp),mithril half-plate (813 gp). 
   
  APL 6: Loot 40 gp; Coin 300 gp; Magic 3072 gp 3x 
  amulet of natural armor +1 (167 gp each), 3x cloak of 
  resistance +2 (333 gp each), mithril half-plate (813 gp), +1 
  longbow (198 gp), 2x +1 longsword (193 gp), +1 mithril chain 
  shirt (175 gp). 
   
  APL 8: Coin 300 gp; Magic  4678 gp 2x amulet of 
  natural armor +1 (167 gp each), 2x cloak of resistance +2 (333 
  gp each), 2x +2 longsword (693 gp each), 2x +2 mithril half-
  plate (1146 gp each). 
   
  SND7-06 Disillusion 
   
  Page 21 
  
  5: An Assassin From Ahlissa (Optional) 
   
  APL 2: Loot 51 gp, Magic 716 gp; gloves of dexterity +2 
  (333 gp), headband of intellect +2 (333 gp), 2x potion of 
  invisibility (25 gp each). 
   
  APL 4: Magic 1087 gp; gloves of dexterity +2 (333 gp), 
  headband of intellect +2 (333 gp), +1 mithril chain shirt (175 
  gp), 2x potion of invisibility (25 gp each), +1 rapier (193 gp). 
   
  APL 6: Magic 1087 gp; gloves of dexterity +2 (333 gp), 
  headband of intellect +2 (333 gp), +1 mithril chain shirt (175 
  gp), 2x potion of invisibility (25 gp each), +1 rapier (193 gp). 
   
  APL 8: Magic 6894 gp; gloves of dexterity +2 (333 gp), 
  headband of intellect +2 (333 gp), +3 keen icy burst rapier 
  (6000 gp), +1 mithril chain shirt (175 gp), 2x potion of 
  invisibility (25 gp each). 
   
  8: Truths and Deceptions 
   
  APL 2: Loot 102 gp, Magic 116 gp; 2x scroll of 
  dimension door (58 gp each). 
   
  APL 4: Magic 1241 gp; +1 club (192 gp), 2x +1 mithril 
  chain shirt (175 gp each), 2x scroll of dimension door (58 gp 
  each), +1 shortbow (194 gp), +1 rapier (193 gp), 2x +1 
  studded leather (98 gp each). 
   
  APL 6: Magic 4129 gp; cloak of charisma +4 (1333 gp), 
  2x cloak of resistance +2 (333 gp), +1 club (192 gp), +1 mithril 
  chain shirt (175 gp each), +1 rapier (193 gp), 2x scroll of 
  dimension door (58 gp each), +1 shock shortbow (694 gp), 2x 
  +2 studded leather (348 gp each), wand cure light wounds (64 
  gp). 
   
  APL 8: Magic 7032 gp; cloak of charisma +2 (333 gp), 
  cloak of charisma +4 (1333 gp), cloak of resistance +1 (83 gp), 
  cloak of resistance +2 (333 gp), +2 club (692 gp), +1 mithril 
  chain shirt (175 gp), +2 mithril chain shirt (425 gp), ring of 
  protection +1 (167 gp), 2x scroll of dimension door (58 gp 
  each), +1 shocking burst shortbow (1528 gp), +2 rapier (693 
  gp), 2x +2 studded leather (348 gp each), vest of resistance +1 
  (83 gp), wand cure moderate wounds (375 gp). 
   
  Treasure Cap 
   
  APL 2: 450 
   
   
  APL 4: 650 
   
  APL 6: 900 
   
  APL 8: 1300 
   
   
  Total Possible Treasure 
   
  APL 2: 518   
   
  APL 4: 3061 
   
  APL 6: 7541 
   
  APL 8: 12010 
   
  ADVENTURE RECORD ITEMS 
  Favor of the Lost Squad: You gain regional access to the 
  items marked with *. 
   
  Favor of the Soldier: You gain access to one of the 
  following prestige classes (circle the one chosen): 
  Combat Medic (Heroes of Battle), Dread Commando 
  (Heroes of Battle), or War Weaver (Heroes of Battle). 
   
  Kiss of the Lady: A small red mark on your neck in the 
  shape of a small bird appears. For one year from the date 
  of the AR, once per adventure you can empower one cure 
  spell of 4th level or lower cast upon you as an immediate 
  action. 
   
  Halperle's Favor: If you get lost in another plane, 
  Halperle's ghost comes and guides you to your 
  destination without any costs in TU and/or gold. Cross 
  off when used. 
   
  Children's Book: There are several stories teaching 
  children moral lessons. This may prove useful later. Cost: 
  5 gp. 
   
  Book of Fiends: This book, written in Abyssal, details 
  how to summon powerful demons. If studied for 10 
  minutes, you gain a +2 competence bonus to Knowledge 
  (Planes) checks in regards to demons for the rest of the 
  day. Cost: 400 gp. 
   
  Favor of Whice Ium: You may join the Lyre without 
  cost, but you still have to take the test. Also you can buy 
  (limit of 1) a special one use “romantic ballad” with the 
  following effect:  
   
  Affected allies are under the effects of a protection 
  from evil spell for 1 minute or until the song ends 
  (whichever is first). 
   
  If the PC does not have bardic music, then the song 
  can only be used on one target and takes a standard action 
  to sing. 
   
  If the PC has bardic music, then anyone who can 
  hear it is affected following the rules for a normal song. 
  Cost 25 gp. 
   
  Possessed by a Fiend: You now have a taste of power. 
  For the next two adventures, you have a +4 Profane 
  Bonus to the following ability score (circle one: Str, Dex, 
  Con, Int, Wis, Cha) and you radiate evil as a cleric of your 
  character level. Additionally, from now on, you have a +4 
  competence bonus to Craft (Painting).  
   
  Bleak One: You have been captured by a Gray Jester and 
  have become its slave. Please see Appendix 2 for 
  information on Bleak Ones. Spend 21 TUs in which time 
  an adventuring party will come and rescue you. You will 
  also need to have Restoration cast on you before your next 
  adventure. Each influence point with a Fey spent will 
  reduce the TU time by 7. Also, you may spend the Favor 
  of Whice Ium on this mod to have a Restoration cast at no 
  cost. 
   
   
  ITEM ACCESS 
  APL 2: 
  • 
  Adamantine dagger (Adventure; DMG) 
  • 
  Camouflage 
  paint 
  (Adventure; 
  Magic 
  Item 
  Compendium; 1,500 gp)* 
  SND7-06 Disillusion 
   
  Page 22 
  
  • 
  Dehydrated food (Adventure; Arms & Equipment 
  Guide; 2 gp) 
  • 
  Elixir of love (Adventure; DMG) 
  • 
  Portable foxhole (Adventure; Magic Item Compendium; 
  5,000 gp)* 
  • 
  Signal torch (Adventure; Arms & Equipment Guide; 1 
  gp) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  +1 mithril chain shirt (Adventure; DMG)* 
  • 
  Mithril half-plate (Adventure; DMG) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  +1 short bow, shock (Adventure; DMG)* 
  • 
  Blast disk (Adventure; Magic Item Compendium; 900 
  gp)* 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  +1 shocking burst short bow (Adventure; DMG)* 
  • 
  Wand of cure moderate wounds (Adventure; DMG)* 
   
  Special – Optional Encounter AR 
   
  3: An Assassin from Ahlissa 
  Defeat the Assassin and bypass his trap. 
  APL 2  
  225 XP 
  APL 4  
  338 XP 
  APL 6  
  450 XP 
  APL 8  
  563 XP 
   
  Treasure Cap 
   
  APL 2: 225 
   
   
  APL 4: 325 
   
  APL 6: 450 
   
  APL 8: 650 
   
   
  Total Possible Treasure 
   
  APL 2: 764   
   
  APL 4: 1,084 
   
  APL 6: 1,084 
   
  APL 8: 6,891 
   
  Favor of the Sunndi Authorities:  
   
  ITEM ACCESS 
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  +3 keen icy burst rapier (Adventure; DMG)
  SND7-06 Disillusion 
   
  Page 23 
  
  SND7-06 Disillusion 
   
  Page 24 
  APPENDIX 1: APL 2
  3: DRAINING JOY 
   
   
   
  GRAY JESTER* 
  CR 4 
  * Heroes of Horror 151 
  NE Medium Fey 
  Init +10; Senses Low-light vision; Listen +3, Spot +3 
  Languages Common, Elven, Sylvan  
  AC 18, touch 18, flat-footed 12 
   (+6 Dex, +2 deflection); 5 ranks Tumble 
  hp 44 (8 HD); DR 5(10)/Cold Iron (see text) 
  SR 12(18) (see text) 
  Fort +4, Ref +12, Will +6  
  Speed 50 ft. (10 squares), base movement 50 ft. 
  Melee scepter +10 (1d4 plus Tasha's hideous 
  laughter) or 
  Melee scepter +10 touch (Tasha's hideous laughter) 
  Base Atk +4; Grp +4 Atk Options empathic feeding 
  Special Actions Blind Fight 
  Combat Gear  
  Abilities Str 10, Dex 23, Con 14, Int 14, Wis 11, Cha 
  17 
  SQ  
  Feats Blind Fight, Improved Initiative, Weapon 
  Finesse  
  Skills Bluff +7, Diplomacy +10, Hide +12, Listen +3, 
  Perform (Comedy) +9, Move Silently +12, Sense 
  Motive +7, Spot +3, Tumble +11, Use Magic 
  Device +12 
  Possessions Scepter 
  Empathic Feeding (Su) A gray jester can drain 
  joyous emotions from humanoid beings. The jester 
  must be within 30 feet of a living humanoid who is 
  experiencing laughter, joy, or similar emotions (this 
  includes emotions evoked by magic, such as 
  Tasha's hideous laughter). 
   
   In a single round, a gray jester can feed on a 
  number of people equal to its Charisma bonus 
  (three targets for a typical gray jester). Any target 
  who fails her DC 15 Will save takes 1d4 points of 
  Charisma drain. Those drained to 0 Charisma in 
  this fashion might become bleak ones. 
   
   Gray jesters feed on emotions but are at their 
  weakest just after feeding. For a number of rounds 
  equal to the total points of Charisma drained, a 
  gray jester's damage reduction falls to 5/cold iron 
  and its spell resistance falls to 12. 
  Tasha's hideous laughter (Sp) At will, DC 15, caster 
  level 5th. The gray jester must touch the subject, 
  either by hand or with its scepter, to use this ability. 
   
  BLEAK ONE − JASPER(PARENT) CR 1 
  Male Human Commoner 2 
  N Medium Humanoid (human) 
  Init +2; Senses Listen -1, Spot -1 
  Languages Common, Orc  
  AC 10, touch 10, flat-footed 10 
   
  (+0 Dex) 
  hp 12 (2 HD);  
  Fort +1, Ref +0, Will +0 
  Speed 30 ft in no armor (6 squares), base movement 
  30 ft.; 
  Melee dagger +2 (1d4+1/19-20) 
  Base Atk +1; Grp +2 Combat Gear  
  Abilities Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha - 
  Feats Combat Reflexes, Toughness 
  Skills  Hide +0, Move Silently +0, Climb +6, Ride +5, 
  Swim +6 Possessions dagger 
   
  5: AN ASSASSIN FROM AHLISSA
   (OPTIONAL)  
   
  ASSASSIN 
  CR 4 
  Male Human (Suel) Rogue 2/Hexblade* 2 
  *Complete Warrior 5  
  NE Medium Humanoid (human) 
  Init +1; Senses Listen +1, Spot +2 
  Languages Common, Ancient Sueloise  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor); 5 ranks Tumble 
  hp 26 (4 HD) 
  Resistance arcane resistance (+3 bonus on saves 
  against spells and spell-like effects), evasion 
  Fort +1, Ref +4, Will +2 
  Speed 30 ft. (6 squares), base movement 30 ft.; 
  Melee masterwork rapier +6 (1d6+2/18-20) 
  Ranged light crossbow +4 (1d8/19-20) 
  Base Atk +3; Grp +5  
  Atk Options sneak attack +1d6 
  Special Actions hexblade curse (DC 14) 
  Combat Gear 2 potions of invisibility 
  Abilities Str 14, Dex 12, Con 12, Int 15, Wis 8, Cha 
  16 
  Feats Combat Expertise, Improved Feint, Power 
  Attack  
  Skills Balance+2, Bluff +10, Diplomacy +14, Disguise 
  +8, Escape Artist +5, Hide +5, Intimidate +12, 
  Jump +3, Move Silently +5, Sense Motive +4, 
  Tumble +6 
  Possessions combat gear plus masterwork rapier, 
  dagger, light crossbow, 20 bolts, masterwork chain 
  shirt, headband of intellect +2, gloves of dexterity 
  +2, pictures, map. 
  Hexblade's Curse (Su): Once per day, as a free 
  action, a hexblade can unleash a curse upon a foe. 
  The target must be visible to the hexblade and 
  within 60 feet. The target of the hexblade's curse 
  takes a -2 penalty on attacks, saves, ability checks, 
  skill checks, and weapon damage rolls for 1 hour 
  thereafter. A successful Will save (DC 10 + ½ 
  hexblade's class level + hexblade's Cha modifier) 
  negates the effect. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade's curse.  
  Arcane Resistance (Su): At 2nd level, a hexblade 
  gains a bonus equal to his Charisma bonus 
  
  (minimum +1) on saving throws against spells and 
  spell-like effects. 
   
  8: TRUTHS AND DECEPTIONS 
  SOLDIER 
   
   
   
  CR 1 
  Male Human Bard 1 
  CN Medium Humanoid (human) 
  Init +2; Senses Listen +1, Spot +0 
  Languages Common  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 7 (1 HD);  
  Fort +1, Ref +4, Will +1 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.; 
  Melee dagger +1 (1d4+1/19-20) 
  Ranged shortbow +2 (1d6/x3) 
  Base Atk +0; Grp +1 Special Actions bardic music 
  1/day, bardic knowledge 
  Combat Gear 2x scroll of dimension door 
  Bard Spells Known (CL 1st): 
   0 (2/day)—detect magic, mage hand, open/close, 
  prestidigitation 
  Abilities Str 12, Dex 14, Con 13, Int 10, Wis 8, Cha 
  15 
  Feats Point Blank Shot, Precise ShotSkills  
  Concentration +5, Diplomacy +6, Hide +6, Move 
  Silently +6, Perform (Sing) +6, Sense Motive +3 
  Possessions combat gear plus dagger, shortbow, 
  chain shirt   
    
  GRUNT – OLD OX 
  CR 1 
  Male Human Fighter 1 
  CN Medium Humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common, Undercommon  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 11 (1 HD);  
  Fort +3, Ref +2, Will +0 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft.; 
  Melee masterwork longsword +4 (1d8+3/19-20) 
  Ranged light crossbow +4 (1d8/19-20) 
  Base Atk +1; Grp +3 Atk Options Combat Reflexes, 
  Cleave, Power Attack 
  Combat Gear  
  Abilities Str 15, Dex 14, Con 13, Int 12, Wis 10, Cha 
  8 
  Feats Combat Reflexes, Cleave, Power AttackSkills  
  Hide +4, Move Silently +4, Tumble 
  +4Possessions combat gear plus masterwork 
  longsword, dagger, light crossbow, 20 bolts, 
  masterwork studded leather 
    
  MEDIC – FATHER VICK 
  CR 1 
  Male Human Favored Soul* 1 
  *Complete Divine  6 
  CN Medium Humanoid 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor) 
  hp 9 (1 HD);  
  Fort +3, Ref +3, Will +4 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft.; 
  Melee masterwork club +1 (1d6+1) 
  Base Atk +0; Grp +1  
  Combat Gear  
  Favored Soul Spells Known (CL 1st): 
   1st (4/day)—bless, cure light wounds, obscuring 
  mist 
   0 (5/day)—create water, cure minor wounds, 
  mending, resistance 
  Abilities Str 10, Dex 13, Con 12, Int 8, Wis 15, Cha 
  14 
  Feats Combat Casting, StealthySkills  Concentration 
  +5 (+9 when casting defensively), Hide +4, Move 
  Silently +4 
  Possessions masterwork club, dagger, masterwork 
  studded leather, holy symbol of Myrhiss 
    
  SNIPER – EAGLE EYED ERIN 
   CR 1 
  Female Human Warmage* 1 
  *Complete Arcane 10 
  CN Medium Humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Draconic, Undercommon  
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor) 
  hp 7 (1 HD);  
  Fort +1, Ref +1, Will +2 
  Speed 30 ft. movement in studded leather (6 
  squares), base movement 30 ft.; 
  Melee dagger -1 (1d4/19-20 ) or Touch -1 
  Ranged ranged touch +1 
  Base Atk +0; Grp -1  
  Combat Gear 
  Attack Option warmage edge (+2 damage)  
  Warmage Spells Known (CL 1st): 
   1st (4/day)— burning hands (DC 13), chill touch 
  (DC 13), fist of stone, hail of stone, magic missile, 
  lesser orb of acid, lesser orb of cold, lesser orb of 
  electricity, lesser orb of fire, lesser orb of sound, 
  shocking grasp, true strike 
   0 (5/day)—acid splash, disrupt undead, light, ray of 
  frost 
  Abilities Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 
  15SQ  
  Feats Point Blank Shot, Precise ShotSkills  Climb -1, 
  Concentration +5, Hide +3, Move Silently 
  +3Possessions dagger, masterwork studded 
  leather 
   Armored Mage (Ex) You may wear light armor and 
  light shields with no chance of arcane spell failure. 
  SND7-06 Disillusion 
   
  Page 25 
  
   Warmage Edge (Ex) Whenever you cast a spell that 
  deals hit point damage, you add your Int bonus (if 
  any) to the amount of total damage dealt. 
  SND7-06 Disillusion 
   
  Page 26 
  
  SND7-06 Disillusion 
   
  Page 27 
   
  APL 4
  3: DRAINING JOY 
   
   
   
  GRAY JESTER (ADVANCED)* 
  CR 5 
  * Heroes of Horror 151 
  NE Medium Fey 
  Init +11; Senses Low-light vision; Listen +10, Spot 
  +10 
  Languages Common, Elven, Sylvan  
  AC 19, touch 19, flat-footed 12 
   (+7 Dex, +2 deflection); Dodge, 5 ranks Balance, 5 
  ranks Tumble 
  hp 66 (12 HD); DR 5(10)/Cold Iron (see text) 
  SR 12(18) (see text) 
  Fort +6, Ref +14, Will +8  
  Speed 50 ft. (10 squares), base movement 50 ft. 
  Melee scepter +13 (1d4 plus Tasha's hideous 
  laughter) or 
  Melee 
  scepter +13 touch (Tasha's hideous laughter) 
  Base Atk +6; Grp +6 Atk Options empathic feeding 
  Special Actions Blind Fight, Combat Reflexes 
  Combat Gear  
  Abilities Str 10, Dex 24, Con 14, Int 14, Wis 11, Cha 
  17 
  SQ  
  Feats Blind Fight, Combat Reflexes, Dodge, Improved 
  Initiative, Weapon Finesse.  
  Skills Balance +14, Bluff +12, Diplomacy +17, Hide 
  +19, Listen +10, Perform (Comedy) +14, Move 
  Silently +19, Sense Motive +9, Spot +10, Tumble 
  +20, Use Magic Device +17Possessions combat 
  gear plus Scepter 
  Empathic Feeding (Su) A gray jester can drain 
  joyous emotions from humanoid beings. The jester 
  must be within 30 feet of a living humanoid who is 
  experiencing laughter, joy, or similar emotions (this 
  includes emotions evoked by magic, such as 
  Tasha's hideous laughter). 
   
   In a single round, a gray jester can feed on a 
  number of people equal to its Charisma bonus 
  (three targets for a typical gray jester). Any target 
  who fails her DC 19 Will save takes 1d4 points of 
  Charisma drain. Those drained to 0 Charisma in 
  this fashion might become bleak ones. 
   
   Gray jesters feed on emotions but are at their 
  weakest just after feeding. For a number of rounds 
  equal to the total points of Charisma drained, a 
  gray jester's damage reduction falls to 5/cold iron 
  and its spell resistance falls to 12. 
  Tasha's hideous laughter (Sp) At will, DC 19, caster 
  level 5th. The gray jester must touch the subject, 
  either by hand or with its scepter, to use this ability. 
   
  BLEAK ONE − GREG 
  CR 5 
  Male Human Fighter 5 
  CN Medium Humanoid (human) 
  Init +2; Senses Listen +4, Spot +4 
  Languages Common, Sylvan  
  AC 22, touch 12, flat-footed 20 
   (+2 Dex, +7 armor, +2 shield, +1 natural) 
  hp 44 (5 HD);  
  Fort +8, Ref +5, Will +3 
  Speed 20ft. in armor (4 squares), base movement 30 
  ft.; 
  Melee +1 longsword +9 (1d8+5/19-20) 
  Base Atk +5; Grp +7 Combat Gear  
  Abilities Str 15, Dex 14, Con 14, Int 12, Wis 10, Cha - 
  Feats Cleave, Combat Reflexes, Dodge, Power 
  Attack, Weapon Focus (longsword), Weapon 
  Specialization (longsword)Skills  Climb +5, Tumble 
  +1 
  Possessions combat gear plus +1 longsword, mithril 
  half-plate, masterwork heavy steel shield, cloak of 
  resistance +2, amulet of natural armor +1 
    
  5: AN ASSASSIN FROM AHLISSA
   (OPTIONAL)  
   
  ASSASSIN 
  CR 6 
  Male Human (Suel) Rogue 3/Hexblade* 2/Assassin 1 
  *Complete Warrior 5  
  NE Medium Humanoid 
  Init +1; Senses Listen +1, Spot +2 
  Languages Common, Ancient Sueloise  
  AC 16, touch 14, flat-footed 15 
   (+1 Dex, +5 armor); 5 ranks Tumble 
  hp 36 (6 HD) 
  Restistance arcane resistance (+3 on saves vs. 
  spells and spell-like effects), evasion 
  Fort +2, Ref +6, Will +3 
  Speed 30 ft. chain shirt (6 squares), base movement 
  30 ft.; 
  Melee +1 rapier +7 (1d6+3/18-20) 
  Ranged light crossbow +5 (1d8/19-20)  
  Base Atk +4; Grp +6  
  Atk Options sneak attack +3d6, death attack (DC 13) 
  Special Actions hexblade curse (DC 16), poison use 
  Combat Gear 2 potions of invisibility 
  Assassin Spells Known (CL 1st): 
   1st (1/day)—insightful feint, true strike 
  Abilities Str 14, Dex 12, Con 12, Int 15, Wis 8, Cha 
  16 
  Feats Ability Focus (hexblade’s curse), Combat 
  Expertise, Improved Feint, Power Attack.  
  Skills Balance+3, Bluff +12, Diplomacy +16, Disguise 
  +8, Escape Artist +6, Hide +10, Intimidate +14, 
  Jump +4, Move Silently +10, Sense Motive +4, 
  Tumble +9 
  Possessions +1 rapier, dagger, light crossbow, 20 
  bolts, +1 mithril chain shirt, 2 potions of invisibility, 
  headband of intellect +2, gloves of dexterity +2, 
  Pictures, Map 
  Hexblade's Curse (Su): Once per day, as a free 
  action, a hexblade can unleash a curse upon a foe. 
  The target must be visible to the hexblade and 
  within 60 feet. The target of the hexblade's curse 
  
  takes a -2 penalty on attacks, saves, ability checks, 
  skill checks, and weapon damage rolls for 1 hour 
  thereafter. A successful Will save (DC 10 + ½ 
  hexblade's class level + hexblade's Cha modifier) 
  negates the effect. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade's curse.  
  Arcane Resistance (Su): At 2nd level, a hexblade 
  gains a bonus equal to his Charisma bonus 
  (minimum +1) on saving throws against spells and 
  spell-like effects. 
  Death Attack: An assassin must study a target for 3 
  rounds and then attack with sneak attack damage 
  within another 3 rounds in order to either add a 
  paralysis or death effect (Assassin’s choice). The 
  victim must make a Fortitude Save (DC 10 + the 
  Assassin’s class level + the Assassin’s Int 
  modifier). The paralysis lasts for 1d6+1 per 
  Assassin level rounds. 
   
  8: TRUTHS AND DECEPTIONS 
  SOLDIER 
   
   
  CR 3 
  Male Human Bard 3 
  CN Medium Humanoid (human) 
  Init +6; Senses Listen +3, Spot +0 
  Languages Common, Undercommon  
  AC 17, touch 12, flat-footed 15 
   
  (+2 Dex, +5 armor) 
  hp 17 (3 HD);  
  Fort +2, Ref +5, Will +2 
  Speed 30 ft. in chain shirt (6 square), base movement 
  30 ft.; 
  Melee short sword +3 (1d6+1/19-20) 
  Ranged +1 shortbow +5 (1d6/x3) 
  Special Attacks Point Blank Shot, Precise Shot 
  Base Atk +2; Grp +3 Special Actions bardic music 
  3/day, bardic knowledge 
  Combat Gear 2x scroll of dimension door 
  Bard Spells Known (CL 3rd): 
   1st (2/day)—grease, inspirational boost, lesser 
  confusion (DC 13) 
   0 (3/day)—detect magic, light, mage hand, 
  message, open/close, prestidigitation 
  Abilities Str 12, Dex 14, Con 13, Int 10, Wis 8, Cha 
  15 
  Feats Improved Initiative, Point Blank Shot, Precise 
  ShotSkills  Concentration +7, Diplomacy +10, Hide 
  +8, Move Silently +8, Perform (Sing) +8, Sense 
  Motive +5 
  Possessions combat gear plus shortsword, dagger, 
  +1 shortbow, 20 arrows, +1 mithril chain shirt  
    
  GRUNT – OLD OX 
  CR 3 
  Male Human Barbarian 1/Fighter 2 
  CN Medium Humanoid (human) 
  Init +2; Senses Listen +2, Spot +2 
  Languages Common, Undercommon  
  AC 17, touch 12, flat-footed 15 
   
  (+2 Dex, +5 armor) 
  hp 26 (3 HD);  
  Fort +6, Ref +2, Will +1 
  Speed 40 ft. movement in chain shirt (8 squares), 
  base movement 40 ft.; 
  Melee +1 rapier +6 (1d6+4/18-20) 
  Ranged light crossbow +5 (1d8/19-20) 
  Base Atk +3; Grp +5 Atk Options Power Attack, 
  Rage 1/day (6 rounds); 
  Combat Gear  
  Abilities Str 15, Dex 14, Con 13, Int 12, Wis 10, Cha 
  8 
  Feats Combat Reflexes, Power Attack, Cleave, 
  Dodge, StealthySkills  Hide +7, Move Silently +7, 
  Survival +1, Tumble +5 
  Possessions combat gear plus +1 rapier, dagger, 
  light crossbow, 20 bolts, +1 mithril chain shirt 
   
  When Raging: 
  AC 15, touch 10, flat-footed 13 
   (+2 Dex, +5 armor, -2 rage) 
  hp 32;  
  Fort +8, Will +3 
  Melee +1 rapier +8 (1d6+7/18-20  
  Grp +7 Abilities Str 19, Con 17 
  MEDIC – FATHER VICK 
  CR 3 
  Male Human Favored Soul* 3 
  *Complete Divine 6 
  CN Medium Humanoid (human) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common, Undercommon  
  AC 15, touch 11, flat-footed 14 
   
  (+1 Dex, +4 armor) 
  hp 21 (3 HD);  
  Fort +4, Ref +4 Will +5 
  Speed 30 ft. movement in studded leather (6 
  squares), base movement 30 ft.; 
  Melee +1 club +4 (1d6+1) 
  Base Atk +2; Grp +3  
  Combat Gear  
  Favored Soul Spells Known (CL 3rd): 
   1st (6/day)—bless, cure light wounds, obscuring 
  mist, shield of faith 
   0 (6/day)—create water, cure minor wounds, 
  guidance, mending, resistance 
  Abilities Str 10, Dex 13, Con 12, Int 8, Wis 15, Cha 
  14 
  Feats Augment Healing, Combat Casting, Stealthy 
  Weapon Focus (club), Skills  Concentration +5 (+9 
  when casting defensively), Heal +6Hide +4, Move 
  Silently +4Possessions +1 club, +1 studded 
  leather, holy symbol of Myrhiss 
    
  SNIPER – EAGLE EYED ERIN 
  CR 3 
  Female Human Warmage* 3 
  *Complete Arcane 10 
  CN Medium Humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common, Draconic, Undercommon  
  AC 15, touch 11, flat-footed 14 
  SND7-06 Disillusion 
   
  Page 28 
   
  
   
  (+1 Dex, +4 armor) 
  hp 17 (3 HD);  
  Fort +2, Ref +2, Will +3 
  Speed 30 ft. movement in studded leather (6 
  squares), base movement 30 ft.; 
  Melee dagger +0 (1d4/19-20) or  
  Melee touch +0 
  Ranged ranged touch +2 
  Special Attack warmage edge (+2 damage) 
  Base Atk +1; Grp +0  
  Combat Gear  
  Warmage Spells Known (CL 3rd): 
   1st (6/day)— burning hands (DC 13), chill touch 
  (DC 13), fist of stone, floating disc, hail of stone, 
  magic missile, lesser orb of acid, lesser orb of 
  cold, lesser orb of electricity, lesser orb of fire, 
  lesser orb of sound, shocking grasp, true strike 
   0 (6/day)—acid splash, disrupt undead, light, ray of 
  frost 
  Abilities Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 
  15SQ Warmage Edge (+2 damage) 
  Feats Point Blank Shot, Precise Shot, Skill Focus 
  (Climb)Skills  Climb +3, Concentration +5, Hide 
  +4, Move Silently +4Possessions dagger, +1 
  studded leather  
   Warmage Edge (Ex) Whenever you cast a spell  that 
  deals hit point damage, you add your Int bonus (if 
  any) to the amount of total damage dealt. 
  Armored Mage (Ex) You may wear light armor and 
  light shields with no chance of arcane spell failure. 
  SND7-06 Disillusion 
   
  Page 29 
   
  
  APL 6
  3: DRAINING JOY  
   
   
  ADVANCED GRAY JESTER 
  CR 5 
  * Heroes of Horror 151 
  NE Medium Fey 
  Init +11; Senses Low-light vision; Listen +10 Spot 
  +10 
  Languages Common, Elven, Sylvan  
  AC 19, touch 19, flat-footed 12 
   (+7 Dex, +2 deflection); Dodge, 5 ranks Balance, 5 
  ranks Tumble 
  hp 66 (12 HD); DR 5(10)/Cold Iron (see text) 
  SR 12(18) (see text) 
  Fort +6, Ref +14, Will +8  
  Speed 50 ft. (10 squares), base movement 50 ft. 
  Melee scepter +13 (1d4 plus Tasha's hideous 
  laughter) or 
  Melee 
  scepter +13 touch (Tasha's hideous laughter) 
  Base Atk +6; Grp +6 Atk Options empathic feeding 
  Special Actions Blind Fight, Combat Reflexes 
  Combat Gear  
  Abilities Str 10, Dex 24, Con 14, Int 14, Wis 11, Cha 
  17 
  SQ  
  Feats Blind Fight, Combat Reflexes, Dodge, Improved 
  Initiative, Weapon Finesse 
  Skills Balance +14, Bluff +12, Diplomacy +17, Hide 
  +19, Listen +10, Perform (Comedy) +14, Move 
  Silently +19, Sense Motive +9, Spot +10, Tumble 
  +20, Use Magic Device +17 
  Possessions combat gear plus scepter 
  Empathic Feeding (Su) A gray jester can drain 
  joyous emotions from humanoid beings. The jester 
  must be within 30 feet of a living humanoid who is 
  experiencing laughter, joy, or similar emotions (this 
  includes emotions evoked by magic, such as 
  Tasha's hideous laughter). 
   
   In a single round, a gray jester can feed on a 
  number of people equal to its Charisma bonus 
  (three targets for a typical gray jester). Any target 
  who fails her DC 19 Will save takes 1d4 points of 
  Charisma drain. Those drained to 0 Charisma in 
  this fashion might become bleak ones. 
   
   Gray jesters feed on emotions but are at their 
  weakest just after feeding. For a number of rounds 
  equal to the total points of Charisma drained, a 
  gray jester's damage reduction falls to 5/cold iron 
  and its spell resistance falls to 12. 
  Tasha's hideous laughter (Sp) At will, DC 19, caster 
  level 5th. The gray jester must touch the subject, 
  either by hand or with its scepter, to use this ability. 
   
  BLEAK ONE COMMANDER – FELIX CR 6 
  Male Human Fighter 6 
  CN Medium Humanoid (Suel) 
  Init +6; Senses Listen +4, Spot +4 
  Languages Common, Sylvan  
  AC 18, touch 12, flat-footed 16 
   
  (+2 Dex, +5 armor, +1 natural) 
  hp 52 (6 HD);  
  Fort +9, Ref +6, Will +4 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.; 
  Melee masterwork longsword +8/+3 (1d8+3/19-20) 
  Ranged +1 longbow +10/+5 (1d8+3/x3) or 
  Ranged +1 longbow +8/+8/+3 (1d8+3/x3) 
  Base Atk +6; Grp +8 Combat Gear  
  Abilities Str 15, Dex 14, Con 14, Int 12, Wis 10, Cha - 
  Feats Dodge, Improved Initiative, Mobility, Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (longbow), Weapon Specialization (longbow) 
  Skills  Climb +7, Search +3, Tumble +6 
  Possessions +1 longbow, masterwork longsword, +1 
  mithril chain shirt, cloak of resistance +2, amulet of 
  natural armor +1 
    
  BLEAK ONE – GREG & ABLE 
  CR 5 
  Male Human Fighter 5 
  CN Medium Humanoid (human) 
  Init +2; Senses Listen +4, Spot +4 
  Languages Common, Sylvan  
  AC 22, touch 12, flat-footed 20 
   
  (+2 Dex, +7 armor, +2 shield, +1 natural); Dodge 
  hp 44 (5 HD);  
  Fort +8, Ref +5, Will +3 
  Speed 20ft. in armor (4 squares), base movement 30 
  ft.; 
  Melee +1 longsword +9 (1d8+5/19-20) 
  Special Attacks Cleave, Power Attack 
  Base Atk +5; Grp +7 Combat Gear  
  Abilities Str 15, Dex 14, Con 14, Int 12, Wis 10, Cha - 
  Feats Cleave, Combat Reflexes, Dodge, Power 
  Attack, Weapon Focus (longsword), Weapon 
  Specialization (longsword)Skills  Climb +5, Tumble 
  +0 
  Possessions +1 longsword, mithril half-plate, 
  masterwork heavy steel shield, cloak of resistance 
  +2, amulet of natural armor +1 
    
  5: AN ASSASSIN FROM AHLISSA
   (OPTIONAL)  
   
  ASSASSIN 
  CR 8 
  Male Human (Suel) Rogue 3/Hexblade* 2/Assassin 3 
  *Complete Warrior 5  
  NE Medium Humanoid (human) 
  Init +1; Senses Listen +1, Spot +2 
  Languages Common, Ancient Sueloise  
  AC 16, touch 11, flat-footed 15 
   
  (+1 Dex, +5 armor); Uncanny Dodge, 5 ranks 
  Tumble 
  hp 46 (8 HD) 
  Resistance arcane resistance (+3 on saves against 
  spells and spell-like effects), evasaion 
  Fort +3 (+4 against poison), Ref +7, Will +4 
  SND7-06 Disillusion 
   
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  SND7-06 Disillusion 
   
  Page 31 
   
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.; 
  Melee +1 rapier +9/+4 (1d6+4/18-20) 
  Ranged +7 light crossbow (1d8/19-20)  
  Base Atk +6; Grp +8  
  Atk Options sneak attack +4d6, death attack (DC 15) 
  Special Actions hexblade curse (DC 16), poison use 
  Combat Gear 2 potions of invisibility 
  Assassin Spells Known (CL 3rd): 
  2nd (1/day)—invisibility, spider climb 
   
  1rd (3/day)—feather fall, insightful feint, true strike 
  Abilities Str 14, Dex 13, Con 12, Int 15, Wis 8, Cha 
  16 
  Feats Ability Focus (hexblade’s curse), Combat 
  Expertise, Improved Feint, Power Attack.  
  Skills Balance+3, Bluff +14, Diplomacy +18, Disguise 
  +8, Escape Artist +6, Hide +12, Intimidate +16, 
  Jump +4, Move Silently +12, Sense Motive +4, 
  Tumble +11 
  Possessions combat gear plus +1 rapier, dagger, 
  light crossbow, 20 bolts, +1 mithril chain shirt, 
  headband of intellect +2, gloves of dexterity +2, 
  Pictures, Map 
  Hexblade's Curse (Su): Once per day, as a free 
  action, a hexblade can unleash a curse upon a foe. 
  The target must be visible to the hexblade and 
  within 60 feet. The target of the hexblade's curse 
  takes a -2 penalty on attacks, saves, ability checks, 
  skill checks, and weapon damage rolls for 1 hour 
  thereafter. A successful Will save (DC 10 + ½ 
  hexblade's class level + hexblade's Cha modifier) 
  negates the effect. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade's curse.  
  Arcane Resistance (Su): At 2nd level, a hexblade 
  gains a bonus equal to his Charisma bonus 
  (minimum +1) on saving throws against spells and 
  spell-like effects. 
  Death Attack: An assassin must study a target for 3 
  rounds and then attack with sneak attack damage 
  within another 3 rounds in order to either add a 
  paralysis or death effect (Assassin’s choice). The 
  victim must make a Fortitude Save (DC 10 + the 
  Assassin’s class level + the Assassin’s Int 
  modifier). The paralysis lasts for 1d6+1 per 
  Assassin level rounds. 
   
  8: TRUTHS AND DECEPTIONS 
  SOLDIER 
   
   
   
  CR 5 
  Male Human Bard 5 
  CN Medium Humanoid (human) 
  Init +6; Senses Listen +5, Spot +2 
  Languages Common  
  AC 17, touch 12, flat-footed 15 
   
  (+2 Dex, +5 armor) 
  hp 27 (5 HD);  
  Fort +2, Ref +6, Will +3 
  Speed 30 ft. movement in chain shirt (6 squares), 
  base movement 30 ft.; 
  Melee short sword +4 (1d6+1/19-20) 
  Ranged +1 shock shortbow +6 (1d6+1d6 
  electricity/x3) 
  Base Atk +3; Grp +4 Special Actions bardic music 
  5/day, bardic knowledge 
  Combat Gear 2x scroll of dimension door 
  Bard Spells Known (CL 5th): 
   2nd (2/day)—cat's grace, silence (DC 17) 
   1st (5/day)—charm person (DC 16), grease (DC 
  16), inspirational boost, lesser confusion (DC 16) 
   0 (3/day)—detect magic, light, mage hand, 
  message, open/close, prestidigitation 
  Abilities Str 12, Dex 14, Con 13, Int 10, Wis 8, Cha 
  20 
  Feats Improved Initiative, Point Blank Shot, Precise 
  ShotSkills  Concentration +9, Diplomacy +13, Hide 
  +10, Move Silently +10, Perform (Sing) +13, Sense 
  Motive +7 
  Possessions combat gear plus +1 shock shortbow, 
  +1 mithril chain shirt, cloak of charisma +4 
    
  GRUNT – OLD OX 
  CR 5 
  Male Human Barbarian 1/Fighter 4 
  CN Medium Humanoid (human) 
  Init +2; Senses Listen +3, Spot +3 
  Languages Common, Undercommon  
  AC 17, touch 12, flat-footed 15 
   
  (+2 Dex, +5 armor) 
  hp 40 (5 HD);  
  Fort +7, Ref +3, Will +1 
  Speed 40 ft. movement in chain shirt (8 squares), 
  base movement 40 ft.; 
  Melee +1 rapier +10 (1d6+4/18-20) 
  Ranged +7 light crossbow (1d8/19-20) 
  Base Atk +5; Grp +8 Atk Options Power Attack, 
  rage 1/day (6 rounds). 
  Combat Gear  
  Abilities Str 16, Dex 14, Con 13, Int 12, Wis 10, Cha 
  8 
  Feats Cleave, Combat Reflexes, Dodge, Power 
  Attack, Stealthy, Weapon Focus (rapier)Skills  
  Hide +8, Move Silently +8, Survival +1, Tumble 
  +5Possessions combat gear plus +1 rapier, 
  dagger, light crossbow, 20 bolts, +1 mithril chain 
  shirt 
   
  When Raging: 
  AC 15, touch 10, flat-footed 13 
   
  (+2 Dex, +5 armor, -2 rage) 
  hp 50;  
  Fort +10, Will +5 
  Melee +1 rapier +12 (1d6+6/18-20) 
  Grp +10 Abilities Str 20, Con 17  
   
  MEDIC – FATHER VICK 
  CR 5 
  Male Human Favored Soul* 5 
  *Complete Divine  6 
  CN Medium Humanoid (human) 
  Init +2; Senses Listen +2, Spot +2 
  
  Languages Common  
  AC 17, touch 12, flat-footed 15 
   
  (+2 Dex, +5 armor) 
  hp 33 (5 HD); DR 10 Fire 
  Fort +5, Ref +6 Will +6 
  Speed 30 ft. movement in studded leather (6 
  squares), base movement 30 ft.; 
  Melee +1 club +5 (1d6+1) 
  Base Atk +2; Grp +2  
  Combat Gear wand of cure light wounds  
  Favored Soul Spells Known (CL 5th): 
      2nd (5/day)—close wounds, cure moderate 
  wounds, silence (DC 14) 
   1st (7/day)—bless, blessed aim, cure light wounds, 
  obscuring mist, shield of faith 
   0 (6/day)—create water, cure minor wounds, detect 
  magic, guidance, mending, resistance 
  Abilities Str 10, Dex 14, Con 12, Int 8, Wis 15, Cha 
  14 
  Feats Augment Healing, Combat Casting, Stealthy 
  Weapon Focus (club)Skills  Concentration +5 (+9 
  when casting defensively), Heal +6, Hide +6, Move 
  Silently +6 
  Possessions combat gear plus +1 club, +2 studded 
  leather, holy symbol of Myrhiss 
    
  SNIPER – EAGLE EYED ERIN 
  CR 5 
  Female Human Warmage* 5 
  *Complete Arcane 10 
  CN Medium Humanoid (human) 
  Init +2; Senses Listen +4, Spot +4 
  Languages Common, Draconic, Undercommon  
  AC 17, touch 12, flat-footed 15 
   
  (+2 Dex, +5 armor) 
  hp 27 (5 HD);  
  Fort +4, Ref +5, Will +6 
  Speed 30 ft. movement in studded leather (6 
  squares), Base movement 30 ft.; 
  Melee dagger +1 (1d4/19-20) or 
  Melee touch +1 
  Ranged ranged touch +4 
  Base Atk +2; Grp +1  
  Combat Gear 
  Special Actions Warmage Edge (+2 damage) 
  Warmage Spells Known (CL 5th): 
   2nd (5/day)—blades of fire, continual flame, fire trap 
  (DC 14), fireburst (DC 14), flaming sphere (DC 
  14), ice knife (+4 Ranged, DC 14), melf's acid 
  arrow, pyrotechnics (DC 14), scorching ray, 
  shatter, whirling blade 
   1st (7/day)— burning hands (DC 13), chill touch 
  (DC 13), fist of stone, floating disc, hail of stone, 
  magic missile, lesser orb of acid, lesser orb of 
  cold, lesser orb of electricity, lesser orb of fire, 
  lesser orb of sound, shocking grasp, true strike 
   0 (6/day)—acid splash, disrupt undead, light, ray of 
  frost 
  Abilities Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 
  15SQ  
  Feats Point Blank Shot, Precise Shot, Skill Focus 
  (climb)Skills  Climb +4, Concentration +5, Hide +6, 
  Move Silently +6 
  Possessions dagger, +2 studded leather, cloak of 
  resistance +2 
   Armored Mage (Ex) You may wear light armor and 
  light shields with no chance of arcane spell failure. 
   Warmage Edge (Ex) Whenever you cast a spell that 
  deals hit point damage, you add your Int bonus (if 
  any) to the amount of total damage dealt. 
  SND7-06 Disillusion 
   
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  APL 8
  3: DRAINING JOY 
   
   
   
  S P E L L W A R P E D* A D V A N C E D  G R A Y  J E S T E R** CR 7 
  * MM III 162 
  ** Heroes of Horror 151 
  NE Medium Aberation 
  Init +12; Senses Low-light vision; Listen +10, Spot 
  +10 
  Languages Common, Elven, Sylvan  
  AC 22, touch 20, flat-footed 14 
   (+8 Dex, +2 deflection, +2 natural); Dodge, 5 ranks 
  Balance, 5 ranks Tumble 
  hp 90 (12 HD); DR 10/Cold Iron 
  SR 23 
  Fort +8, Ref +15, Will +8  
  Speed 50 ft. (10 squares), base movement 50 ft. 
  Melee scepter +14 (1d4+2 plus Tasha's hideous 
  laughter) or 
  Melee 
  scepter +14 touch (Tasha's hideous laughter) 
  Base Atk +6; Grp +8 Atk Options empathic feeding 
  Special Actions Blind Fight, Combat Reflexes 
  Combat Gear  
  Abilities Str 14, Dex 26, Con 18, Int 18, Wis 11, Cha 
  17 
  SQ  
  Feats Blind Fight, Combat Reflexes, Dodge, Improved 
  Initiative, Weapon Finesse  
  Skills Balance +15, Bluff +12, Diplomacy +17, Hide 
  +20, Listen +10, Perform (Comedy) +14, Move 
  Silently +20, Sense Motive +9, Spot +10, Tumble 
  +21, Use Magic Device +17Possessions combat 
  gear plus scepter 
  Empathic Feeding (Su) A gray jester can drain 
  joyous emotions from humanoid beings. The jester 
  must be within 30 feet of a living humanoid who is 
  experiencing laughter, joy, or similar emotions (this 
  includes emotions evoked by magic, such as 
  Tasha's hideous laughter). 
   
   In a single round, a gray jester can feed on a 
  number of people equal to its Charisma bonus 
  (three targets for a typical gray jester). Any target 
  who fails her DC 19 Will save takes 1d4 points of 
  Charisma drain. Those drained to 0 Charisma in 
  this fashion might become bleak ones. 
   
   Gray jesters feed on emotions but are at their 
  weakest just after feeding. For a number of rounds 
  equal to the total points of Charisma drained, a 
  gray jester's damage reduction falls to 5/cold iron 
  and its spell resistance falls to 12. 
  Tasha's hideous laughter (Sp) At will, DC 19, caster 
  level 5th. The gray jester must touch the subject, 
  either by hand or with its scepter, to use this ability. 
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate a spellwarped creature's spell resistance, 
  the creature gains one of the following benefits, 
  chosen at the time that the spell resolves. 
   
   Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute. 
   
   Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute. 
   
   Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute. 
   
   Life: The spellwarped creature gains temporary 
  hit points equal to 5 x the level of the failed spell. 
   
   Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x the level 
  of the failed spell. 
   
   Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire, or sonic). 
   
  FIENDISH BLEAK ONE 
  CR 7 
  Male Human Fighter 6 
  NE Medium Humanoid (augmented human, 
  extraplanar) 
  Init +6; Senses Darkvision 60 ft.; Listen +0, Spot +4 
  Languages Common, Sylvan, Infernal  
  AC 22, touch 12, flat-footed 20 
  (+2 Dex, +9 armor, +1 natural); Dodge 
  hp 52 (6 HD); DR 5/magic 
  SR 11  
  Resistance Cold 5; Fire 5 
  Fort +9, Ref +6, Will +4 
  Speed 20 ft. in armor (4 squares), base movement 30 
  ft.; 
  Melee +2 longsword +12/+7 (1d8+7/19-20) 
  Base Atk +6; Grp +8 Attack Options Combat 
  Reflexes, Great Cleave, Power Attack 
  Special Actions smite good 1/day (+0 to hit,+6 
  damage versus good foe) 
  Combat Gear  
  Abilities Str 15, Dex 14, Con 14, Int 12, Wis 10, Cha - 
  Feats Cleave, Combat Reflexes, Dodge, Great 
  Cleave, Improved Initiative, Power Attack, Weapon 
  Focus (longsword), Weapon Specialization 
  (longsword)Skills  Climb +7, Intimidate +8, Tumble 
  +2 
  Possessions +2 longsword, +2 mithril half-plate, 
  cloak of resistance +2, amulet of natural armor +1 
    
  5: AN ASSASSIN FROM AHLISSA
   (OPTIONAL)  
   
  ASSASSIN 
  CR 10 
  Male Human (Suel) Rogue 3/Hexblade* 2/Assassin 5 
  *Complete Warrior 5  
  NE Medium Humanoid (human) 
  Init +5; Senses Listen +1, Spot +2 
  Languages Common, Ancient Sueloise  
  AC 16, touch 11, flat-footed 15 
   
  (+1 Dex, +5 armor); Improved Uncanny Dodge, 5 
  ranks Tumble 
  hp 56 (10 HD) 
  Resistance arcane resistance (+3 on saves vs. Spells 
  and spell-like effects), evasion 
  SND7-06 Disillusion 
   
  Page 33 
   
  
  SND7-06 Disillusion 
   
  Page 34 
   
  Fort +3 (+5 against poison), Ref +8, Will +4  
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.; 
  Melee +3 keen icy burst rapier +12/+7 (1d6 +5 plus 
  1d6 cold/15-20  plus 1d10 cold)  
  Ranged +8 light crossbow (1d8/19-20) 
  Base Atk +7; Grp +9  
  Atk Options sneak attack +5d6, death attack (DC 17) 
  Special Actions hexblade curse (DC 16), poison use 
  Combat Gear 2 potions of invisibility 
  Assassin Spells Known (CL 5th): 
     3rd (1/day)—false life, find the gap 
  2nd (3/day)—invisibility, spider climb, undetectable 
  alignment 
   
  1st (4/day)—feather fall, insightful feint, obscuring 
  mist, true strike 
  Abilities Str 14, Dex 13, Con 12, Int 15, Wis 8, Cha 
  16 
  Feats Ability Focus (hexblade’s curse), Combat 
  Expertise, Improved Feint, Improved Initiative, 
  Power Attack  
  Skills Balance+3, Bluff +16, Diplomacy +20, Disguise 
  +8, Escape Artist +6, Hide +14, Intimidate +18, 
  Jump +4, Move Silently +14, Sense Motive +4, 
  Tumble +13 
  Possessions combat gear plus +3 keen icy burst 
  rapier, dagger, light crossbow, 20 bolts, +1 mithril 
  chain shirt, headband of intellect +2, gloves of 
  dexterity +2, pictures, map 
  Hexblade's Curse (Su): Once per day, as a free 
  action, a hexblade can unleash a curse upon a foe. 
  The target must be visible to the hexblade and 
  within 60 feet. The target of the hexblade's curse 
  takes a -2 penalty on attacks, saves, ability checks, 
  skill checks, and weapon damage rolls for 1 hour 
  thereafter. A successful Will save (DC 10 + ½ 
  hexblade's class level + hexblade's Cha modifier) 
  negates the effect. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade's curse.  
  Arcane Resistance (Su): At 2nd level, a hexblade 
  gains a bonus equal to his Charisma bonus 
  (minimum +1) on saving throws against spells and 
  spell-like effects. 
  Death Attack: An assassin must study a target for 3 
  rounds and then attack with sneak attack damage 
  within another 3 rounds in order to either add a 
  paralysis or death effect (Assassin’s choice). The 
  victim must make a Fortitude Save (DC 10 + the 
  Assassin’s class level + the Assassin’s Int 
  modifier). The paralysis lasts for 1d6+1 per 
  Assassin level rounds. 
   
  8: TRUTHS AND DECEPTIONS 
  SOLDIER 
   
   
   
  CR 7 
  Male Human Bard 5/Marshal 2* 
  *Minature's Handbook 11 
  CN Medium Humanoid (human) 
  Init +6; Senses Listen +7, Spot +3 
  Aura marshal auras 60 ft. (major and minor) 
  Languages Common  
  AC 17, touch 12, flat-footed 15 
   
  (+2 Dex, +5 armor) 
  HP 39 (7 HD); DR 1/- (if conscious) 
  Fort +5, Ref +6 (+11 if conscious), Will +6 
  Speed 30 ft. movement in chain shirt (6 squares), 
  base movement 30 ft.; 
  Melee short sword +5 (1d6+1/19-20) 
  Ranged +1 shocking burst shortbow +7 (1d6+1d6 
  electricity/x3 plus 2d10 electricity) 
  Base Atk +4; Grp +5 Special Actions bardic Music, 
  bardic knowledge,  
  Combat Gear 2x scroll of dimension door 
  Bard Spells Known (CL 5th): 
   2nd (2/day)—cat's grace, silence (DC 17) 
   1st (5/day)—charm person (DC 16), grease (DC 
  16), inspirational boost, lesser confusion (DC 16) 
   0 (3/day)—detect magic, light, mage hand, 
  message, open/close, prestidigitation 
  Abilities Str 12, Dex 14, Con 13, Int 10, Wis 8, Cha 
  20 
  Feats Improved Initiative, Point Blank Shot, Precise 
  Shot, Rapid Shot, Skill Focus (diplomacy)Skills  
  Concentration +9, Diplomacy +18, Hide +10, Move 
  Silently +10, Perform (Sing) +15, Sense Motive +9 
  Possessions combat gear plus +1 shocking burst 
  shortbow, dagger, short sword, +1 mithril chain 
  shirt, cloak of charisma +4, insignia 
   Minor Aura (Ex) Watchful Eye: Each ally gets a 
  bonus equal to the Marshal's Charisma score (if 
  any) to their reflex save. 
   Major Aura (Ex) Hardy Soldiers: Each ally gets DR 
  1/-. 
   
  GRUNT – OLD OX 
  CR 7 
  Male Human Barbarian 1/Fighter 6 
  CN Medium Humanoid (human) 
  Init +6; Senses Listen +4, Spot +4 
  Languages Common, Undercommon  
  AC 19, touch 13, flat-footed 17 
   
  (+2 Dex, +6 armor, +1 Deflection) 
  hp 54 (7 HD); DR 1/- (if Soldier is conscious) 
  Fort +9, Ref +5 (+10 if Soldier is conscious), Will +3 
  Speed 40 ft. movement in chain shirt (8 squares), 
  base movement 40 ft.; 
  Melee +2 rapier +13/+8 (1d6+7/18-20) 
  Ranged light crossbow +9 (1d8/19-20) 
  Base Atk +7; Grp +10 Atk Options Power Attack, 
  rage 1/day (6 rounds); 
  Combat Gear  
  Abilities Str 16, Dex 14, Con 13, Int 12, Wis 10, Cha 
  8 
  Feats Cleave, Combat Reflexes, Dodge, Improved 
  Initiative, Power Attack, Stealthy, Weapon Focus 
  (rapier), Weapon Specialization (rapier)Skills  Hide 
  +9, Move Silently +9, Survival +1, Tumble +5 
  Possessions combat gear plus +2 rapier, dagger, 
  light crossbow, 20 bolts, +2 mithril chain shirt, ring 
  of protection +1, cloak of resistance +1, insignia 
  
   
  When Raging: 
  AC 17, touch 11, flat-footed 15 
   (+2 Dex, +6 armor, +1 deflection, -2 rage) 
  HP 68;  
  Fort +11, Will +5 
  Melee +2 rapier +15 (1d6 + 8 18-20  
  Grp +12 Abilities Str 20, Con 17  
   
  MEDIC – FATHER VICK 
   CR 7 
  Male Human Favored Soul* 7 
  *Complete Divine 6 
  CN Medium Humanoid (human) 
  Init +6; Senses Listen +2, Spot +2 
  Languages Common  
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +5 armor) 
  hp 45 (7 HD); DR 1/- (if Soldier is conscious) 
  Resistance 10 fire 
  Fort +6, Ref +7 (+12 if Soldier is conscious), Will +7 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft.; 
  Melee +2 club +8 (1d6+2) 
  Base Atk +5; Grp +6  
  Combat Gear wand of cure moderate wounds 
  Favored Soul Spells Known (CL 7th): 
   
   3rd (4/day)—cure serious wounds, insignia of 
  healing, summon monster III 
       2nd (7/day)—close wounds, cure moderate 
  wounds, lesser energized shield, silence (DC 14) 
    1st (7/day)—bless, blessed aim, cure light wounds, 
  divine favor, obscuring mist, shield of faith 
   0 (6/day)—create water, cure minor wounds, detect 
  magic, guidance, light, mending, resistance 
  Abilities Str 10, Dex 14, Con 12, Int 8, Wis 15, Cha 
  14 
  Feats Augment Healing, Combat Casting, Improved 
  Initiative, Stealthy Weapon Focus (club)Skills  
  Concentration +5 (+9 when casting defensively), 
  Heal +6Hide +7, Move Silently +7 
  Possessions combat gear plus +2 club, +2 studded 
  leather, holy symbol of Myrhiss, insignia 
    
  SNIPER – EAGLE EYED ERIN 
   CR 7 
  Female Human Warmage* 7 
  *Complete Arcane 10 
  CN Medium Humanoid (human) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Draconic, Undercommon  
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +5 armor) 
  hp 37 (7 HD); DR 1/- (if Soldier is conscious) 
  Fort +5, Ref +6 (+11 if Soldier is conscious), Will +7 
  Speed Base movement 30 ft.; 
  Melee dagger +2 (1d4/19-20) or  
  Melee touch +2 
  Ranged ranged touch +5 
  Base Atk +3; Grp +2  
  Combat Gear  
  Warmage Spells Known (CL 7th): 
   3rd (5/day)—fire shield, fireball (DC 16), flame 
  arrow, gust of wind (DC 16), ice storm, lightning 
  bolt (DC 16), poison, ring of blades, sleet storm, 
  stinking cloud (DC 16) 
  2nd (7/day)— blades of fire, continual flame, fire trap 
  (DC 15), fireburst (DC 15), flaming sphere (DC 
  15), ice knife (+4 Ranged, DC 15), melf's acid 
  arrow, pyrotechnics (DC 15), scorching ray, 
  shatter, whirling blade 
   1st (7/day)— burning hands (DC 14), chill touch 
  (DC 14), fist of stone, floating disc, hail of stone, 
  magic missile, lesser orb of acid, lesser orb of 
  cold, lesser orb of electricity, lesser orb of fire, 
  lesser orb of sound, shocking grasp, true strike 
   0 (6/day)—acid splash, disrupt undead, light, ray of 
  frost 
  Abilities Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 
  17SQ Warmage Edge (+4 damage) 
  Feats Extra Edge, Point Blank Shot, Precise Shot, 
  Skill Focus (climb), Sudden EmpowerSkills  Climb 
  +5, Concentration +5, Hide +7, Move Silently +7 
  Possessions dagger, +2 studded leather, vest of 
  resistance +2, cloak of charisma +2, insignia 
   Armored Mage (Ex) You may wear light armor and 
  light shields with no chance of arcane spell failure. 
   Warmage Edge (Ex) Whenever you cast a spell that 
  deals hit point damage, you add your Int bonus (if 
  any) to the amount of total damage dealt. 
  SND7-06 Disillusion 
   
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  APPENDIX 2: NEW RULES ITEMS
  FEATS 
  Augment Healing  
   
  Benefit: Add +2 points per spell level to the 
  amount of damage healed by any Conjuration 
  [Healing] spell that you cast. 
   
  Source: Complete Divine  79. 
   
  Extra Edge  
  Your ability to deal spell damage is particularly 
  striking. 
   
  Benefit: You gain a +1 bonus on your warmage 
  edge, plus an additional +1 bonus per four warmage 
  levels. 
   
  Source: Complete Arcane 79. 
   
  Sudden Empower  
  You can cast a spell to greater effect without special 
  preparation. 
   
  Benefit: Once per day, you can apply the effect of 
  the Empower Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. 
   
  Source: Complete Arcane 83 
   
  MUNDANE EQUIPMENT 
  Dehydrated Food  
  Food that is alchemically dried. 
   
  Benefit: This food weighs half as much as trail 
  rations, but the character must drink twice as much 
  water. 
   
  Source: Arms and Equipment Guide 33. 
   
  Signal Torch  
  A normal torch treated with alchemical substance to 
  make the fire change color. 
   
  Benefit: The torches come in a variety of colors 
  including green, blue, and yellow. 
   
  Source: Arms and Equipment Guide 35. 
   
  MAGIC ITEMS 
  Blast Disk  
  Price (Item Level): 900 gp (4th) 
  Body Slot: – (held) 
  Caster Level: 5th 
  Aura: Faint; (DC 17) evocation 
  Activation: Standard (manipulation) 
  Weight: 1 lb. 
   
  A blast disk can be set to explode through proximity or 
  on a timer. In either case, when the disk activates it 
  explodes, destroying the blast disk and dealing 5d6 
  points of fire damage to all creatures and objects within 
  10 feet (Reflex DC 14 half). 
   
  If set to explode through proximity, a blast disk 
  must be set down in a square on the battlefield. The 
  next creature of Small or larger size to enter that square 
  (either on the ground or airborne within 5 feet) sets off 
  the blast disk. That creature receives a –2 penalty on the 
  save against the blast. 
   
  A blast disk can also be set to automatically explode 
  up to 10 rounds after placement. 
   
  A character who has trapfinding can find (Search 
  DC 28) and disable (Disable Device DC 28) a blast disk. 
   
  Prerequisites: Craft Wondrous Item, fireball. 
   
  Cost to Create: 450 gp, 36 XP, 1 day 
   
  Source: Magic Item Compendium 152. 
   
  Camouflage Paint  
  Price (Item Level): 1,500 gp (5th) 
  Body Slot: – (held) 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: Standard (manipulation) 
  Weight: ½ lb. 
   
  As a standard action, the user of camouflage paint can 
  spread a glob of the substance across her face. Once 
  applied, camouflage paint changes the color of the user’s 
  skin, clothing, and gear to that of her surroundings. 
  This effect provides a +5 circumstance bonus on Hide 
  checks, but only when the user is stationary. An 
  application of camouflage paint lasts for 2 hours. Each 3-
  inch-diameter, 2-inch-deep jar of camouflage paint has 
  enough material for five applications. 
   
  Prerequisites: Craft Wondrous Item, disguise self. 
   
  Cost to create: 750 gp, 60 XP, 2 days. 
   
  Source: Magic Item Compendium 153. 
   
  Portable Foxhole 
  Price (Item Level): 5,000 gp (9th) 
  Body Slot: – (held) 
  Caster Level: 11th 
  Aura: Moderate; (DC 20) transmutation 
  Activation: Standard (command) 
  Weight: – 
    
  When placed on a flat surface, a portable foxhole creates a 
  shallow extradimensional pit 5 feet square and 3 feet 
  deep. A foxhole provides cover against ranged attacks. 
  Any items or creatures in a portable foxhole when it is 
  picked up (another standard action) are dumped out 
  unharmed in the space the foxhole occupied. 
   
  Prerequisites: Craft Wondrous Item, move earth. 
   
  Cost to Create: 2,500 gp, 200 XP, 5 days. 
   
  Source: Magic Item Compendium 169. 
   
  MONSTER 
  Bleak One  
  Anyone who is of equal HD or less than the Gray Jester 
  after being drained of their Charisma becomes a Bleak 
  One. While not being mindless, that person will follow 
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  the orders of the Gray Jester to the exclusion of 
  everything else. That person also loses all abilities tied 
  with alignment and abilities tied with Charisma, but 
  retain all other abilities. 
   
  Source: Heroes of Horror 151. 
   
  SPELLS 
  Blessed Aim 
  Divination 
  Level: Blackguard 1, cleric 1, paladin 1 
  Component: V, S 
  Casting Time: 1 standard action 
  Range: 50 ft. 
  Effect: 50-ft.-radius spread centered on you 
  Duration: 1 minute/level 
  Saving Throw: Will negate (harmless) 
  Spell Resistance: No 
   
  This spell grants your allies within the spread a +2 
  morale bonus on ranged attack rolls. 
   
  Source: Spell Compendium 31. 
   
  Close Wounds 
  Conjuration (Healing) 
  Level: Cleric 2 
  Components: V 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft/2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless); see text 
  Spell Resistance: Yes (harmless) 
   
  This spell cures 1d4 points of damage +1 point per cast 
  level (maximum +5). 
   
  If you cast this spell immediately after the subject 
  takes damage, it effectively prevents the damage. It 
  would keep alive someone who had just dropped to –
  10 hit points, for example leaving the character at 
  negative hit points but stable. 
   
  Used against an undead creature, close wounds deals 
  damage instead of curing the creature (which takes half 
  damage if it makes a Will saving throw). 
   
  Source: Spell Compendium 48. 
   
  Energized Shield, lesser 
  Abjuration [see text] 
  Level: Cleric 2, paladin 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Shield touched 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  When this spell is cast, the shield touched appears to 
  be made entirely out of one type of energy (fire, cold, 
  electricity, acid, or sonic). Whoever bears the shield 
  gains resistance 5 against the chosen energy type. 
  Additionally, if the wielder successfully hits someone 
  with the shield with a shield bash attack, the victim 
  takes 1d6 points of the appropriate energy damage in 
  addition to the normal shield bash damage. The energy 
  type must be chosen when the spell is cast and cannot 
  be changed during the duration of the spell. The 
  energy resistance overlaps (and does not stack) with 
  resist elements. A given shield cannot be the subject of 
  more than one lesser energy shield or energized shield spell 
  at the same time. 
   
  The descriptor of this spell is the same as the 
  energy type you choose when you cast it. 
   
  Source: Spell Compendium 79. 
   
  Field of Icy Razors 
  Evocation [Cold] 
  Level: Sorcerer/wizard 8 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. +10 ft./level) 
  Targets: One creature/level, no two of which are more 
  than 60 ft. apart 
  Duration: Instantaneous plus 1 round/level; see text. 
  Saving Throw: Reflex partial 
  Spell Resistance: Yes 
   
  Razor-sharp ice crystals surround the targets. Each 
  target takes 1d6 points of damage per caster level 
  (maximum 20d6); half of this damage is cold damage, 
  and half is slashing. In addition, each target’s speed is 
  reduced by 20 feet for 1 round per caster level. 
  Creatures that succeed on Reflex saving throws take 
  half damage and their movement is unaffected. 
   
  Focus: A silver shuriken worth 50 gp that looks like 
  a snowflake. 
   
  Source: Spell Compendium 90. 
   
  Find the Gap 
  Divination 
  Level: Assassin 3, paladin 3, ranger 3 
  Components: V 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  You gain the ability to perceive weak points in your 
  opponent’s armor. Your first melee or ranged attack 
  each round is resolved as a touch attack disregarding 
  the subject’s armor, shield, and natural armor bonuses 
  (including any enhancement bonuses) to Armor Class. 
  Other AC bonuses, such as dodge bonuses, deflection 
  bonuses, and luck bonuses, still apply. 
   
  Source: Spell Compendium 91 
   
  Insightful Feint 
  Divination 
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  SND7-06 Disillusion 
   
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  Level: Assassin 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  You gain a +10 insight bonus on the next single Bluff 
  check that you make to feint in combat (if it is made 
  before the start of your next turn). You can make the 
  feint as a move action, or once as a free action if you 
  have the Improved Feint feat. 
   
  Source: Spell Compendium 124. 
   
  Insignia of Healing 
  Conjuration (Healing) 
  Level: Bard 3, cleric 3 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless); see text. 
  Spell Resistance: Yes (harmless); see text 
   
  This spell works just like insignia of alarm except the 
  insignia wearers are instead healed by positive energy. 
  The spell cures 1d8 points of damage +1 point per 
  caster level (maximum +10) to all wearers of the 
  insignia. 
   
  Since undead are powered by negative energy, this 
  spell deals damage to them instead of curing their 
  wounds. Any undead creature can apply spell 
  resistance and attempt a Will save to take half damage. 
   
  Focus: A specially prepared insignia (10 gp). 
   
  Source: Races of Destiny 166 
   
  Inspirational Boost 
  Enchantment (Compulsion) [Mind-Affecting, Sonic] 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round or special; see text. 
   
  While this spell is in effect, the moral bonus 
  granted by your inspire courage bardic music increases 
  by 1. 
   
  The effect lasts until your inspire courage effect 
  ends. If you don’t begin to use your inspire courage 
  ability before the beginning of your next turn, the 
  spell’s effect ends. 
   
  Source: Spell Compendium 124 
   
   
   
  
  APPENDIX 3: DM MAPS 
   
  ENCOUNTER 5: 
   
   
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  ENCOUNTER 6: 
   
   
   
   
   
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  PLAYER’S HANDOUT 1:  
  MAP SUNNDI 
   
  The thick green-blue line is the current front line. Londa can be found in M/N8. 
   
  SND7-06 Disillusion 
   
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  PLAYER’S HANDOUT 2 
  To you, 
  You have all done too much damage to us. We have lost so much. If 
  I can return our villages to the way they were, I will. You are no 
  longer welcome in Munmoce. Stay away and keep your evil out of 
  our peaceful existence. All the past will be gone soon and we can 
  return to our faith. Myrhiss foresake me, but maybe she will return 
  to the rest of my people. 
   
  Let the girl's troubled soul finally be at peace and with her gone, we 
  can be at peace too. 
   
  SND7-06 Disillusion 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Sunndi/597/Normal Scenarios/SND7-06 - Disillusion (APL 2-8)/SND7-06 - Disillusion.pdf