TEXT:  
  BDK7-08 
   
   
   
  Little bit ‘o payback 
   
  A Two-Round Dungeons & Dragons® Living Greyhawk™  
  Iuz’s Border States Metaregional Adventure 
  Version .98 
   
  by John Filipek 
   
  Triad Reviewer: Casey Brown 
  Circle Reviewer: Britt F. Frey 
  Playtesters: Stefania Fiorentino, Derrick Mayfield, Bill Oppenlander, Calvin Wong 
   
   
  As the Johrase make their final preparations before attacking Boneheart Cranzer and Riftcrag, a bold group of 
  adventurers has been called upon to find a way to secretly steal into Splinter Keep, rumored prison of the Johrase 
  King’s soul gem, at the edge of the Rift Canyon. Mission? Determine if the keep holds the gem by kidnapping a 
  high-ranking Iuzian officer. Sounds simple, right? It’s not like there is a gate to the Abyss there or anything. Oh 
  wait, there is? You wouldn’t let that stop you from getting a little bit of payback against the Iuzians, would you? A 
  two-round combat intensive Bandit Kingdoms Regional adventure set in the Tangles Forest for characters level 
  APLs 6-12. Those who are squeamish at heart should stay home. You have been warned. Citizens of Johrase and 
  followers of St. Cuthbert, members of Moskol’s Legion and followers of Trithereon, Drinkers of the Cup of 
  Midnight, Druids and followers of the Old Faith, and Dwarves of Morakduum, are especially encouraged to 
  participate in this adventure. 
   
   
   
   
   
  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. © 2007 Wizards of the Coast, Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  For questions specific to this document, please e-mail your metaregional representative at metarep@iuzlg.com; for LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  
   
  BDK7-08 Little bit o’ payback 
   
  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. 
   
  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. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  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. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign 
  Sourcebook for details on APLs. If the APL of your 
  group is an odd number, ask them before the adventure 
  begins whether they would like to play the higher or the 
  lower adjacent APL. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard regional adventure, set in the Bandit 
  Kingdoms. Characters native to that region pay 1 Time 
  Unit per round; all other characters pay 2 Time Units 
  per round. 
   
  More information about Lifestyle and Upkeep can 
  be 
  found 
  in 
  the 
  Living Greyhawk Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Since his return to the region in 596 CY, Cranzer has 
  been busy capturing adventurers & kings in gemstones 
  via the trap the soul spell. It appears these stones have 
  become great trophies for the Boneheart, tangible proof 
  of his dominance. Rumor has it that Cranzer presented 
  The Old One himself with a particularly pesky Radiant 
  Servant’s gem stone.  
   
  The Johrase want their King back and his soul gem 
  has been found, or so they think. They have already 
  raided Wraithkeep, the Rift Canyon, and the Abyss 
  itself in attempts to find the missing soul gem. Now, 
  they think it is being showcased in Splinter Keep of all 
  places.  
   
  No one has ever tried to sneak into Splinter Keep 
  before. Guarded by orcs, demons, and Cranzer-only 
  
   
  knows what else, none have been foolish enough to try 
  it, until now. 
   
  In addition, the Johrase need to capture a patrol 
  captain to gain intelligence for their upcoming attack on 
  Riftcrag. Success has been eluding the Johrase in these 
  endeavors, so they have turned to a familiar power 
  broker in the region to help them find some adventurers 
  brave enough, and foolish enough, to take on the 
  challenge. 
   
  ADVENTURE SUMMARY 
  INTRODUCTION 
  The heroes find themselves in Hallorn preparing for a 
  meeting with someone who wants to enlist their aid for 
  a dangerous mission. 
   
  ENCOUNTER ONE 
  Adventurers 
  meet 
  with 
  Moskol’s 
  Legionnaire, 
  Allehendro, Johrase Mercenary rep, Viscount Bricuth, 
  and Gail Markhalla. Adventurers are given a break 
  down of the mission.  
   
  ENCOUNTER TWO 
  Gathering Information gives the adventurers a place to 
  start. Old caves and tunnels are close to the Keep that 
  might be suitable to move a large group in closely 
  undetected.  
   
  ENCOUNTER THREE 
  The heroes encounter a patrol while traveling towards 
  the keep. 
   
  ENCOUNTER FOUR 
  The heroes find themselves in the Abyss, the price for 
  being too clever to ignore good advice. 
   
  ENCOUNTER FIVE 
  The heroes encounter some ape-demons in the forest. 
  They may also a find a tunnel that leads towards the 
  keep. 
   
  ENCOUNTER SIX  
  To heroes encounter a strange beholder and its ally 
  hidden in the tunnels. 
   
  ENCOUNTER SEVEN 
  The heroes finally encounter a patrol with an Iuzian 
  officer worth capturing. 
   
  Encounters Eight, Nine, Ten, and Eleven only occur if 
  the heroes question the prisoner themselves instead of 
  bringing the prisoner directly to Gaiyle.  
   
  ENCOUNTER EIGHT 
  The heroes question the prisoner and may learn a thing 
  or two. Unfortunately, the leader of Splinter Keep is 
  now on their trail. 
   
  ENCOUNTER NINE 
  The marilith arrives to “convince” the PCs to do her 
  bidding. 
  Heroic 
  actions 
  bring 
  salvation, 
  while 
  cowardice leads to hard choices. 
   
  ENCOUNTER TEN 
  The heroes travel to Green’s Pond to either confront or 
  speak with the green dragon.  
   
  ENCOUNTER ELEVEN 
  The heroes return to either deliver the marilith’s head 
  or report their failure. If successful, their friend is 
  recovered. Failure leads to the marilith’s anger. 
   
  CONCLUSION 
  Various conclusions await the adventurers, depending 
  on the decisions they made during this event. 
   
  PREPARATION FOR PLAY 
  • 
  Unless otherwise specified, during the nights the 
  sky will be relatively free of cloud cover and the 
  moons will provide enough light to give the 
  equivalent of thirty (30) feet of shadowy 
  illumination.  
  • 
  A series of maps were provided with this adventure 
  in a separate file. Reference them when preparing 
  the scenario so that you understand how the 
  encounters are designed to be run. 
  • 
  Remember, you the judge should be rolling the 
  PCs’ Sense Motive rolls (modified as appropriate 
  for that PC and for that Circumstance) to prevent 
  the players from metagaming. In addition, you 
  should roll any Gather Information checks for the 
  players, so that they do not know if they talked to 
  the right people (a high result) or the wrong ones 
  (a low result).  
  • 
  Ask each player if their character belongs to any 
  BK regional or Iuz metaregional meta-orgs and, if 
  so, which one(s). Have them write this information 
  on slips of paper to maintain in-character secrecy. 
  Refer to the introduction for meta-org specific sub-
  BDK7-08 Little bit o’ payback 
   
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  introductions. A PC may only participate in one 
  sub-introduction.  
   
  THE TANGLES FOREST 
  Keep in mind that the vast majority of the Tangles 
  Forest is still dead (if the PCs enter an area that is not 
  dead, the encounter will point this out). Because of this, 
  spells such as entangle, and any other spell which 
  requires a living, plant-filled environment, will not 
  work. Druids will automatically know this once they 
  arrive in the forest. There is no mechanic around this 
  effect. Planting a plant of any kind in the ground causes 
  the plant to die within minutes. 
   
  Listen checks are unaffected by being in the dead 
  forest, as there are no background noises. 
   
  Druids or rangers WILL NOT be able to summon 
  new non-flying animal companions once they have 
  moved several miles inside the forest’s boundaries. 
  There simply are no animals to call inside the forest. 
   
  SPECIAL 
  Find out if any PC is Wanted by the Church of Iuz and, 
  if so, whether the PC intends to make a Disguise check 
  (the PC may NOT take 20 on this). Please keep track of 
  which PC is highly Wanted! Demons and Iuzians 
  should always attack the most highly Wanted! PC if 
  they recognize them. This includes ganging up on that 
  PC as much as possible. A demon or Iuzian that 
  succeeds on a Spot check vs. the PC’s Disguise check 
  has recognized the PC and points him out to his allies. 
   
  VERY SPECIAL 
  Ask players to write down their PC’s saving throw 
  modifiers and to pass this information to you. In 
  addition, collecting their Search, Spot, Listen, Sense 
  Motive and Gather Information modifiers will help 
  avoid meta-gaming as you can make these rolls for the 
  players when you don’t want to know how well they 
  rolled. Keep this in mind for Encounter 8. 
   
  A NOTE ABOUT PCS RESTING 
  At some point in time, the players might wish to rest to 
  regain spells, etc. Should a party teleport away to rest, 
  then teleport back later, they will experience the same 
  encounter as the Iuzians and demons will be in the area 
  looking for them. For instance, if the PCs defeat 
  Encounter 5 and then teleport back to Hallorn to rest, 
  when they return to the Tangles (presumably via 
  teleport), they will encounter more bar-lguras. 
   
  In addition, each encounter will have a special “To 
  Rest or Not to Rest” section that will give further 
  details about what happens if the PCs rest after that 
  encounter. 
   
  REGIONAL WARNING 
  Please remember that things are different in the 
  Bandit Kingdoms; heroes can be made, bought or 
  sold, all in the same day and all depending on the 
  situation and the price. The question isn’t ‘What is 
  the right thing to do?’ in a given situation, but rather 
  ‘What will be the ramifications of any decisions I 
  make? Whose bad side do I not want to be on?’, and 
  ‘When will I need to call in a favor?’ Remember, 
  everything’s negotiable, and some things are more 
  negotiable than others.  
   
  INTRODUCTION 
  Below are several sub-introductions, for PCs of 
  different affiliations. If a PC falls into more than one 
  category, ask them to pick the affiliation they are 
  most dedicated to.  
   
  Should a PC not fall into one of these categories, 
  then just assume that Gaiyle has heard of their exploits 
  (especially if the PC is Wanted! by the Church of Iuz) 
  and has asked for them to come to the meeting or that 
  they have traveled to the meeting with another PC for 
  whom the introduction is appropriate. For everyone 
  else, pull them aside and run the sub-introduction. 
   
  Unless the PCs played their previous adventure 
  together, or are from the same city or meta-
  organization, assume that they traveled to Hallorn 
  separately.  
   
  GAIYLE AND DRINKERS OF THE CUP OF MIDNIGHT 
  (DEFAULT) 
  Read the following introduction for PCs that have 
  worked for Gaiyle Markhalla before, who are Drinkers 
  of the Cup of Midnight, or for whom none of the other 
  sub-introductions apply: 
   
  Once again the familiar summons of “someone” 
  needing “talented and resourceful” people has 
  brought you to Hallorn. At least you recognized the 
  name at the bottom of the letter this time, signed with 
  her signature, stylized “G”. The fact that Gaiyle 
  Markhalla could so easily find you to have the letter 
  delivered, despite your precautions, is perhaps 
  something to think about.  
   
  Still, here you are in Hallorn, home to the Dingy 
  Coffin Tavern. Gaiyle’s cleverly worded letter 
  indicated that you were to meet her there today as 
  dusk fell. She also asked that you bring reliable, brave 
  friends. Once you hear what the mission entails, you 
  can decide to participate or not, as you will. 
   
  BDK7-08 Little bit o’ payback 
   
  Page 3 
  
   
  A Knowledge (local – Iuz’s Border States) check 
  regarding Gaiyle reveals the following: 
  DC 5 
  “Gaiyle” is typically a woman’s name. 
  DC 10 A woman named Gaiyle Markhalla was 
  publicly executed five years ago in Rookroost 
  by the forces of Iuz.  
  DC 15 Gaiyle Markhalla was a “fixer”, who often hired 
  adventurers for jobs that opposed the Old 
  One’s minions.  
  DC 20 Gaiyle’s desiccated remains were on display at 
  Lord Mortoth’s palace during the Grand Ball 
  of 594CY. Rumor has it that an adventurer 
  actually managed to sneak by the guards and 
  swallowed one of her finger bones! The bone 
  was delivered to Guardian General Hok, who 
  arranged to have her resurrected. The General 
  hates owing people favors, especially dead 
  people. 
  DC 25 Gaiyle and Rhaedrick Avenfear are making a 
  power-play to take control of Rookroost from 
  Lord Tadurinal. Gaiyle is rumored to be very 
  close with Rhaedrick. 
   
  Proceed to Encounter 1. 
   
  JOHRASE AND CLERGY OF ST. CUTHBERT 
  Read the following if the PC is a Citizen of Johrase or a 
  divine spellcaster dedicated to St. Cuthbert: 
   
  With Kinemeet secure, Stonehill Fortress being 
  cleaned and rebuilt, and planning well under way for 
  the future attack on Riftcrag, word reached you that 
  the Johrase leadership were looking for volunteers for 
  a dangerous but vital mission. Persons interested were 
  told to meet directly with Chancellor Marischal Hind. 
   
  Meet with Lord Hind you did. To your surprise, 
  Lady Taleetha Hind, Lord Hind’s niece and ranking 
  servant of the Cudgel in the Kingdom of Johrase, was 
  also present at the meeting. She subjected you to a 
  variety of precautionary spells before allowing you to 
  see Lord Hind, and then she sat in on the meeting, 
  silently keeping an eye on you. What Lord Hind told 
  you was for Johrase ears only.  
   
  You already knew that the leadership had ordered 
  various raids over the past two years in search of King 
  Ramiki’s soul gem, but you hadn’t realized perhaps 
  just how many places had been searched. Lord Hind 
  told you of raids to the Rift Canyon, into the Tangles, 
  against various Leering Keeps, even against dreaded 
  Wraithkeep and into the Abyss itself. He also revealed 
  that there were only four places left that they thought 
  Cranzer might have stored the gem, if he even still 
  possesses the gem or doesn’t keep it on himself at all 
  times. 
   
  Dorakaa. If it is there, there is no hope. 
   
  Fleichshriver. Nearly impenetrable, but unlikely 
  that Cranzer would store anything valuable there as 
  the Greater Bonehearts Jumper or Null would take it 
  from him. 
   
  Splinter Keep. The most heavily defended of the 
  Leering Keeps and home to a gate to the Abyss. It was 
  here that the vrocks arrived before they attacked the 
  Tangles in 596 CY. 
   
  Cranzer’s laboratory in Riftcrag. To attack 
  Cranzer’s laboratory without a full-scale assault on 
  the city simply isn’t possible as the archmage’s 
  defenses are too stout. 
   
  Thus, Lord Hind has organized a raid on Splinter 
  Keep. He dares not order good men on what is quite 
  possibly a suicide mission, so he is asking for 
  volunteers. He has also asked Tarren Moskol, of 
  Moskol’s Legionnaires, and Bellamoh, Druid of the 
  Old Faith, to do the same. You gather that the Legion, 
  the Old Faith, and the Johrase have been working 
  more closely together as of late, as the Johrase have 
  taken an interest in the Tangles as they plan for their 
  attack on Riftcrag. 
   
  In addition, he has contacted a renowned “fixer”, 
  Gaiyle Markhalla of Rookroost, to arrange for more 
  “volunteers”, and he has even relayed word to the 
  dwarves of Morakduum an invitation to participate, as 
  Splinter Keep is not too far from their underground 
  city. 
   
  Once you accepted the mission, Lord Hind shook 
  your hand heartily and told you to go to Hallorn and 
  meet up with Lord Harden Bricuth, Viscount of the 
  Western Province, at the Dingy Coffin Tavern in two 
  week’s time. In a rare show of warmth, Lady Taleetha 
  grasped your forearm and bid you borrow one of her 
  favorite 
  weapons: 
  an 
  adamantine 
  morningstar 
  devoted to law and virtue. 
   
  No matter how many PCs are present for this 
  introduction, Lady Hind has loaned only one of them 
  her +1 axiomatic adamantine morningstar. She expects 
  it back. 
   
  Kinemeet 
  (Small 
  city):Conventional; 
  AL 
  LN;15,000gp 
  limit;Assets5,250,000 
  gp;Population 
  7,000; Mixed (human [OFsb] 6,720, halfling 70, gnome 
  70, dwarf35, half-elf 35, half-orc 35).  
   
  Should the PC wish to purchase supplies, Kinemeet has 
  all non-chaotic and non-evil Open items of 15,000 gp 
  or less from the PHB or DMG available for purchase. 
   
  Proceed to Encounter 1. 
   
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  Page 4 
  
   
  MORAKDUUM AND FRIENDS OF MORAKDUUM 
  Read the following if the PC is a dwarf of Morakduum 
  or a Friend of Morakduum: 
   
  For months now, Morakduum patrols have searched 
  for the remnants of the illithid colony that had 
  infested the tunnels below the city. Now, with that 
  work done and the illithid threat removed, word 
  reached you that the elders were looking for 
  volunteers 
  for 
  a 
  dangerous 
  mission. 
  Persons 
  interested were told to meet with the High Priest 
  himself. 
   
  The meeting was short and to the point. 
  Apparently, the Johrase are planning a raid on 
  Splinter Keep. As Splinter Keep is not too far from 
  Morakduum, the Johrase were kind enough to 
  suggest that the dwarves might want to send someone 
  along on the mission. As the Johrase are a pretty 
  sensible lot, for humans, the High Priest put the word 
  out for volunteers. Details are sketchy, but the raid is 
  sure to involve killing some minions of the Old One 
  and their demonic allies. As it was demons from 
  Splinter Keep that killed Ulfar, the priest hoped you 
  would go and get some revenge. Toward that end, he 
  loaned you his favorite warhammer, one forged since 
  Ulfar’s death. 
   
  The High Priest told you to meet with Lord 
  Harden Bricuth, Viscount of the Western Province of 
  the Kingdom of Johrase, in one week’s time at the 
  Dingy Coffin Tavern in the city of Hallorn. He would 
  have more details for you. Once you hear what the 
  mission entails, you can decide to participate or not, 
  as you will. 
   
  The high priest gave you a brief description of the 
  man, shared a mug of dwarven holy water with you, 
  and then bid Moradin to watch over you as you left. 
   
  No matter how many PCs are present for this 
  introduction, the priest has loaned only one of them his 
  +1 holy cold iron warhammer. He expects it back. 
   
  Morakduum (Village):Conventional; AL LG;200gp 
  limit;Assets8,300 gp;Population 830; Isolated (96% hill 
  dwarf, 2% mountain dwarf, 1% deep dwarf, 1% 
  duergar).  
   
  Should the PC wish to purchase supplies, Morakduum 
  has all non-chaotic and non-evil Open items of 200 gp 
  or less from the PHB or DMG available for purchase. 
   
  Proceed to Encounter 1. 
   
  MOSKOL’S LEGION AND CLERGY OF TRITHEREON 
  Read the following introduction for PCs that are in 
  Moskol’s Legion or are divine spellcasters dedicated to 
  Trithereon: 
   
  Otolle, ranking priest of the Summoner, asked you to 
  a brief meeting last week. He asked that you take a 
  break from your work in the Tangles and go to 
  Hallorn to meet up with a Legionnaire named 
  Allehendro.  
   
  Otolle couldn’t share much, other than to say that 
  he had been asked to recommend stout Legionnaires 
  for a future mission of some importance. All Otolle 
  would say was that the mission would prove beneficial 
  to the Legion and to the Tangles in general. It is not 
  like the aging priest to be so tight-lipped, so you will 
  just have to trust him on this one. Once you hear what 
  the mission entails, you can decide to participate or 
  not, as you will. 
   
  While you were in the forest, you learned some 
  interesting things regarding the Tangles regrowth. 
  Apparently it is tied to the green dragon that Gerland 
  is guarding. Should the dragon die, there might not be 
  any hope for the forest for generations to come. As it 
  stands, a little bit more of the forest comes to life each 
  day as the dragon and Gerland fly around it, working 
  some sort of magic which uses drops of the dragon’s 
  blood as a fertilizer. 
   
  While Otolle is not too trusting of dragons, let 
  alone a green dragon, he has been working indirectly 
  with Bellamoh and Gerland to bring natural creatures 
  back to the forest. Just recently, Otolle relocated 
  several pegasi to the forest, and the unicorns are 
  slowly returning as well. 
   
  Before you left, Otolle bid you to borrow one of 
  his most valuable weapons: a mighty spear with a 
  razor sharp silver blade, forged by eladrins to fight 
  evil. 
   
  No matter how many PCs are present for this 
  introduction, Otolle has loaned only one of them his +1 
  keen bane (evil outsiders) silver spear. He expects it 
  back. 
   
  Proceed to Encounter 1. 
   
  DRUIDS OF THE OLD FAITH AND LAY FOLLOWERS 
  OF THE OLD FAITH 
  Read the following introduction for PCs that are 
  members of the Druids of the Old Faith or who worship 
  the Old Faith:  
   
  Bellamoh, ranking Druid of the Old Faith in the 
  Combination of Free Lords, asked you to a brief 
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  Page 5 
  
   
  meeting last week. She asked that you take a break 
  from your work in the Tangles and go to Hallorn to 
  meet up with a Legionnaire named Allehendro who 
  would be accompanied by a Johrase noble named 
  Bricuth.  
   
  Bellamoh couldn’t share much, other than to say 
  that she had been asked to recommend stout 
  worshippers of the Old Faith for a future mission of 
  some importance. All she would say was that the 
  mission would prove beneficial to the Tangles and to 
  the region in general. It is not like the Druid to be so 
  tight-lipped, so you will just have to trust her on this 
  one. Once you hear what the mission entails, you can 
  decide to participate or not, as you will. 
   
  While you were in the forest, you learned some 
  interesting things regarding the Tangles regrowth. 
  Apparently it is tied to the green dragon that Gerland 
  is guarding. Should the dragon die, there might not be 
  any hope for the forest for generations to come. As it 
  stands, a little bit more of the forest comes to life each 
  day as the dragon and Gerland fly around it, working 
  some sort of magic which uses drops of the dragon’s 
  blood as a fertilizer. Bellamoh isn’t necessarily happy 
  that Gerland is spending so much time with the 
  dragon, but at least the dragon’s presence is helping 
  the forest instead of harming it. 
   
  Before you left, Bellamoh kindly let you borrow 
  one of her most valued possessions, a club carved 
  from darkwood and enchanted to protect its wielder. 
   
  No matter how many PCs are present for this 
  introduction, Bellamoh has loaned only one of them her 
  +2 defending darkwood club. She expects it back. 
   
  Proceed to Encounter 1. 
   
  1: DINGY MEETINGS 
  As you walk through Hallorn’s streets, you see that 
  the town has changed again. Last fall, Guardian 
  General Hok re-emerged after over a year of not 
  being heard from after his death to proclaim that he 
  was once again working with the Hierarchs of the 
  Horned Society and that Hallorn would be the 
  Horned Society’s capital until Molag was recaptured 
  from the Furyondians. 
   
  Perhaps more shocking that this news was the 
  Guardian General’s appearance, which was horrible 
  to behold. He looked as if various bits and pieces of 
  undead and diabolic creatures had replaced his own 
  formerly handsome features. 
   
  Since that time, Hallorn has become a bit darker, 
  a bit scarier. Rumors of devils tempting mortals into 
  diabolic pacts abound and priests of the Reaper walk 
  openly on the streets.  
   
  Of the Army of the Warfields, roughly half have 
  remained to follow Hok and the Horned Society. Of 
  the remainder, many left the city to join Tarren 
  Moskol and his men in the Tangles, which is slowly 
  coming back to life. Rumor has it they are working 
  closely with the druids Bellamoh and Gerland to 
  restore the forest to its former glory. 
   
  Still, the businesses in Hallorn thrive. The laws 
  haven’t changed and Hallorn is still a free market 
  place, safe from the minions of the Old One. This 
  must be why your contact asked you to come to  
  Hallorn. 
   
  SHOPPING 
  Hallorn is a nexus of trade in the combination. The 
  heroes can find any Open item from the PHB or DMG 
  of 800 gp or less in its markets. 
   
  You find it difficult to make your way through the 
  crowds, which is fine because you have plenty of time 
  before the meeting. With all the hustle and bustle of 
  construction, merchandising, and street hawkers, all 
  looking to make a silver or two, it is a wonder you are 
  able to find your destination through the over 
  crowded streets.  
   
  The Dingy Coffin Tavern, is in the seediest part 
  of town, but it has been a haven for adventurers for 
  several years now. The ale is usually passable, but 
  most regulars seem to like the place for its dark 
  atmosphere and nightly dart tournaments.  
   
  As you enter the tavern, with plenty of time before 
  your meeting, the sucking sound of your heel peeling 
  something off the floor is almost enough to distract 
  you from noticing the extremely pungent odor of over 
  cooked seared meat flesh assaulting your nostrils.  
   
  Your senses adjust to acceptance of the foul, 
  smoke filled air, and through the dim lighting you spy 
  only a few open chairs around one of the tavern’s 
  large tables. Several other new arrivals are moving to 
  take some of the other seats. 
   
  As you sit, a pretty Oerdian woman, dressed in 
  ragged-looking clothing, takes your order. 
   
  A DC 15 Spot check will reveal that her clothes are 
  actually clean, she’s just cut holes in them here and 
  there to make them appear ragged. This is in keeping 
  with the Dingy Coffin’s theme. 
   
  Ellyian, Serving Girl: N human female (Oeridian) 
  rogue 3/expert 2; hp 27; Cha 16; Profession (barmaid) 
  +10. 
   
  BDK7-08 Little bit o’ payback 
   
  Page 6 
  
   
  SPECIAL 
  The adventurers should introduce themselves at this 
  time. Depending on how they introduce themselves, the 
  adventurers may unintentionally give away information 
  that can be used against them in Encounter Eight. Try 
  to ask the players how they are introducing themselves 
  without alerting their suspicions. If they are talking 
  normally with out taking care as to what they say or 
  what they talk about (their real name, where they are 
  from, if they know Gaiyle, etc.), then give the demons 
  in Encounter Eight a +2 Circumstance bonus to their 
  Knowledge (local – IBS) check.  
   
  Once the PCs have chatted for a bit, proceed with 
  the following: 
   
  Roughly fifteen minutes before your meeting, three 
  individuals, one woman and two men, enter the Dingy 
  Coffin. The woman is short and lithe, with brown hair 
  and brown eyes. One of the men appears to be a 
  woodsman, while the other has look of a professional 
  soldier as he comfortably wears his full-plate armor, a 
  heavy steel shield strapped to his back. The three 
  move to a newly vacated table and sit down, ordering 
  a round of drinks. 
   
  A DC 20 Knowledge (local – IBS) check will identify 
  Gaiyle Markhalla. A DC 25 will identify Viscount 
  Bricuth. A DC 30 will identify Allehendro.  
   
  Members of Moskol’s Legion and PCs that have 
  played 
  BDK6-05 
  Grass 
  Roots 
  will 
  recognize 
  Allehendro from Moskol’s Legion as the woodsman. 
  PCs that recognize Gaiyle will see that she is the 
  woman. Members of the Johrase Mercenaries and 
  dwarves of Morakduum will recognize the soldier as 
  Viscount Harden Bricuth. 
   
  After several minutes, Gaiyle, Allahendro, and/or 
  Viscount Bricuth will waive the invited heroes over to 
  join them at their table. Proceed with the following: 
   
  After you’re seated, the woman looks at you and says, 
  “I apologize for the decor and accoutrements. With 
  the way things are these days here in Hallorn,  maybe 
  we should be grateful to have even this small fair. My 
  name is Gaiyle Markhalla. Thank you for coming on 
  such short notice.  
   
  “The situation is this; things are coming to a 
  head here and we may be able to throw off the mantle 
  of Iu-...” Gaiyle stops herself, clapping a hand over 
  her own mouth, her eyes wide in fear and terror. You 
  aren’t sure if she finished saying the Old One’s name 
  or not.  
   
  Instantly, the stench of war and death fills the 
  tavern as a lumbering demon appears out of nowhere 
  right inside the Dingy Coffin Tavern! It laughs 
  maniacally and points at Gaiyle while screaming, “My 
  master sends his greetings, fool!” The demon then 
  moves to attack Gaiyle. 
   
  GAIYLE’S RUSE 
  The demon is actually an elaborate illusion created by 
  Gaiyle to test the PCs’ resolve. The upcoming mission 
  calls for a stout team of adventurers who react quickly 
  and aren’t afraid of danger, especially demons.  
   
  To setup the test, Gaiyle cast programmed image 
  via a scroll earlier in the day, setting the illusion to be 
  triggered when she said, “mantle of Iu-“. She then 
  concentrates to control the illusion (it can last up to 11 
  rounds), all the while using her Bluff skill to act as if 
  she is reacting to the threat of the demon. 
   
  Because she has been rehearsing this scene for 
  days, Gaiyle gains a +4 Circumstance bonus to her 
  Bluff check, raising her Bluff modifier to +17. Taking 
  10, this gives her a DC 27 Bluff check result. Because 
  the PCs are likely to want to believe Gaiyle (if they 
  believe the demon is real after interacting with it), they 
  suffer a -5 Circumstance penalty to their Sense Motive 
  checks made against Gaiyle’s acting. ONLY ALLOW 
  SENSE MOTIVE CHECKS IF THE PLAYERS 
  ASK FOR ONE! 
   
  The illusion will wade right into melee, seeking to 
  reach Gaiyle. On her turn during the first round, she 
  will scream out the words, “I won’t let it take me 
  alive!” while pretending to cast dimension door. She 
  then disappears. In actuality, she just activated a 
  contingency invisibility combination (cast earlier from a 
  scroll), to make it appear as if she fled from the fight. 
  PCs that succeed at a DC 19 Spellcraft check will 
  believe that she cast dimension door (she did, she just 
  didn’t have the spell prepared today so she went 
  through the proper motions without actually casting it). 
  However, A DC 27 Spellcraft will allow the PC to see 
  through Gaiyle’s Bluff, and the PC will realize that 
  while she appeared to cast dimension door, there was 
  no displacement of air when she disappeared. These 
  PCs will think it more likely that Gaiyle went invisible 
  somehow.   
   
  Gaiyle hasn’t even told Allehendro or Viscount 
  Bricuth about her ruse, knowing that both are terrible 
  actors. In fact, she is curious as to what their reactions 
  are going to be.  
   
  Gaiyle has enough ranks in Knowledge (the 
  planes) to allow her to portray the illusion as if it were 
  the real thing, minus any weird abilities (for instance, 
  she will not have it use a spell-like ability because the 
  illusion cannot mimic that). See Tactics below. 
   
  PCs that interact with the illusion may attempt a 
  DC 24 Will save (assume that Allehendro and Bricuth, 
  and everyone else in the tavern, fail their save). Merely 
  seeing the illusion does NOT give the PC a saving 
  BDK7-08 Little bit o’ payback 
   
  Page 7 
  
   
  throw, the PC must interact with the illusion (attack it, 
  cast a spell at it, etc.). You, the DM should roll this 
  save and apply the PC’s Will save modifier to 
  prevent the players from meta-gaming. Success 
  indicates that the PC realizes that the demon is just an 
  illusion. INDICATE THIS TO THE PLAYER 
  SECRETLY! 
   
  PCs that failed the save will believe that they are in 
  a life and death struggle with a real demon. Play the 
  battle out as normal. If the PC hits, Gaiyle makes the 
  demon bleed, cry out, etc. If the demon hits a character, 
  that character will believe that they have been wounded 
  as though by a real demon. 
   
  NOTE: If a character is dropped to 0 hit points or 
  lower, they will NOT fall unconscious. The damage is 
  all in their head, none of it is real. At this time, give the 
  PC another saving through to disbelieve the illusion 
  (without telling them what it is for!). They receive a +2 
  Circumstance bonus to this roll.  
   
  APL 6 (EL  1) 
   
  Bebilith Illusion: hp 150; see MM 42. 
   
  APL 8 (EL 3) 
   
  Glabrezu Illusion: hp 174; see MM 43. 
   
  APL 10 (EL 5) 
   
  Nalfashnee Illusion: hp 175; see MM 45. 
   
  APL 12 (EL 7) 
   
  Marilith Illusion: hp 216; see MM 44. 
   
  All APLs 
   
  Gaiyle 
  Markhalla: 
  NG 
  Female 
  human 
  Rog3/Wiz9/Spy2; Init +8; Bluff +13; Cha 14; Practiced 
  Spellcaster*. See Appendix 1. 
   
  Allehendro: CG male human ranger 9; hp 66; Init 
  +6; AC 22; +1 bane (evil outsiders) composite longbow 
  (+5 Str bonus) +14/+14/+9 (1d8+7 plus 2d6 vs. evil 
  outsiders; cold iron arrows); Move 30 ft.; Hide +12, 
  Listen +13, Move Silently +12,  Spot +13. See 
  Appendix 1. 
   
  Viscount Harden Bricuth: LN male human 
  fighter 6/tactical soldier 6; hp 100; Init +4; AC 30; +1 
  speed morningstar +18/+18/+13/+8 (1d8+7); Move 20 
  ft.; Intimidate +13, Sense Motive +10. See Appendix 1. 
   
  Ellyian: Init +2. 
   
  Other Patrons (5) and Rufoldus: Init +0. 
   
  SPECIAL 
  Treat rising from a bench or chair as a swift action. 
   
  TACTICS 
  The illusory demon will attack PCs that attack it just as 
  a real demon of its type would thanks to Gaiyle’s 
  knowledge of outsiders. It will not attack Allehendro or 
  Bricuth as Gaiyle is trying to test the PC’s more than 
  her colleagues. 
   
  While the illusion does not have real hit points, 
  Gaiyle will be able to judge damage inflicted to it well 
  enough to know when it should go down. The same is 
  true of its armor class and to hit and damage statistics. 
   
  Allehendro, believing the demon to be real, will 
  pull his bow and shoot at the demon each round with 
  Rapid Shot. Viscount Bricuth will spring to action, 
  immediately attempting to take charge of the situation 
  (ordering patrons to flee the tavern, directing PCs to 
  flank the demon), while he moves to attack. Roll 
  initiative once for the other patrons and Rufoldus 
  collectively. On their turn, they all dive through 
  windows, run out doors, cower behind the bar, etc. 
  Rufoldus will be crying as he envisions his bar being 
  annihilated by the battle. Be sure to get these non-
  combatants out the way of the battle! 
   
  DEVELOPMENT: FAILED THE TEST 
  If enough PCs fled from the illusion, leaving the inn 
  and their comrades completely at the start or early 
  stages of the battle, the event will be over for them. 
  Failure is avoided if at least 4 PCs stay to fight the 
  illusion. If less than four heroes stayed to fight, go to 
  Not Brave Enough. 
   
  DEVELOPMENT: PASSED THE TEST 
  Once the PCs have defeated the demon, or have all 
  realized that it is an illusion, Gaiyle becomes visible 
  again. Proceed with the following: 
   
  As the demon falls/As you realize that the demon is an 
  illusion, Gaiyle becomes visible again, sitting exactly 
  where she had been prior to the demon’s arrival. She 
  looks perfectly calm as she eyes each one of you, 
  having assessed your performance. 
   
  “What the hell was the meaning of that?” the 
  warrior almost shouts at her, his sword tightly gripped 
  in his hand. Beside him, the woodsman looks none 
  too happy, but at least he has lowered his bow. 
   
  “Easy, friends. That was merely a test. I’m sure 
  you realize, Viscount Bricuth, that a test of their 
  mettle was called for,” she replies while gesturing at 
  your group. “We can’t send just anyone off on the 
  mission that we are going to ask of them. Plus, it was 
  a good way of giving us an empty tavern to ourselves 
  for a few minutes.” 
   
  Reluctantly, the warrior nods, lowering his blade 
  as he begins to calm after the fight. “Damn me, 
  BDK7-08 Little bit o’ payback 
   
  Page 8 
  
   
  Gaiyle, that thing looked REAL!” he says as he takes 
  a seat followed by a long pull on a miraculously 
  unspilled mug of ale. 
   
  The woodsman gives a short bark of a laugh, 
  then says, “It looked real alright! I nearly soiled 
  myself when it arrived!” 
   
  Allow the PCs to berate or applaud Gaiyle’s cunning as 
  they see fit. She is not insulted by most words, as she 
  knows the PCs are probably still ready for a fight, the 
  adrenaline running through their veins. 
   
  Once the PCs have calmed down enough to talk, 
  continue with the following (allow the PCs to interject, 
  interrupt, ask questions, etc. Use the information below 
  to construct Gaiyle’s responses to the best of your 
  ability): 
   
  “Now, on to why you all are here,” Gaiyle says once 
  you have resumed your seats. 
   
  “Our noble friend from the Johrase, Viscount 
  Bricuth of the Western Province, wants King Ramiki 
  returned to his throne to lead his people back to their 
  former glory. Frankly, Allehendro and I want to see 
  that happen as well. It is no secret that Cranzer 
  trapped the King of the Johrase in a soul gem. What 
  has been a secret is where that gem is being kept.” 
   
  Intelligence at first indicated Cranzer made the 
  gem a gift to the Old One himself. It was later 
  discovered by a well-placed spy in the City of Skulls 
  itself that the soul gem given to the Old One was 
  actually given by Xavendra and contained the soul of 
  a powerful cleric of Pelor who had gotten himself 
  trapped. While this is a sad blow for the forces of 
  good,  for surely the priest’s soul was eaten by the Old 
  One himself, it means that the same fate is not likely 
  to have befallen King Ramiki as Cranzer is unlikely to 
  want to imitate Xavendra. Thus, we believe he is 
  keeping Ramiki’s gem for some other nefarious 
  purpose.” 
   
  Some of you may be aware of various raids 
  orchestrated by the Johrase against various locations, 
  each ending in failure as the missing gem was not 
  located. As a result of those raids, the Johrase now 
  believe that there are only a few places left where 
  Cranzer might be hiding the gem. Your mission will 
  be to capture an officer from one of those places, 
  Splinter Keep, so that we might learn if the gem is 
  there or not.” 
   
  What we need from you is to harass the patrols in 
  the area around the Keep a bit, capture an Iuzian 
  patrol leader alive and bring him to us alive. We must 
  know if the missing soul gem is indeed hidden in 
  Splinter Keep, and a high-ranking officer should be 
  able to tell us that,” she says before adding ominously, 
  “whether he wants to or not.” 
   
  I wish we had more time, but we need 
  information fast. The Johrase are in the final stages 
  of planning their assault on Riftcrag. Their leadership 
  must know if the king’s gem is in Splinter Keep to 
  determine which way their army will march so that 
  they can prepare accordingly. Thus, you will have a 
  week to meet us back here. Speed is paramount. Will 
  you do this for us?”  
   
  Gaiyle, Allehendro, and Viscount Bricuth, will answer 
  questions at this point. They will only answer questions 
  after the heroes agree to take the mission. If the 
  Adventurers refuse the mission, the adventure is over. 
   
  The following questions may be asked by the 
  adventurers, answer as follows or in the best flavor of 
  the game. For other questions, use your best judgment 
  using what you know about the BK’s plots, or answer, 
  “I don’t know,” or “You don’t need to know that.” 
   
  Who are you?  
  I am Gaiyle Markhalla, this is Allehendro from 
  Moskol’s Legion and this is Viscount Bricuth, a noble 
  from the Johrase.  
   
  Where is Splinter Keep? (Gaiyle) 
  The keep is in the southern Tangles, near the edge of 
  the Rift Canyon. A road actually runs directly there 
  from Hallorn, but it is far too dangerous to stay on 
  once you near the keep. I suggest following the road 
  until you encounter a patrol. 
   
  Should we fight the patrol? 
  If you can capture an officer without coming near 
  Splinter Keep, you should do so! 
   
  Why can’t we just teleport to the keep, grab an officer, 
  and teleport out? (Gaiyle) 
  I can name several reasons. One, we suspect that the 
  keep’s 
  wizards 
  have 
  some 
  sort 
  of 
  incoming 
  teleportation detection magic operating. Two, there is 
  rumored to be a gate to the Abyss in the keep itself. A 
  gate like that could interfere with a teleport, perhaps 
  sucking you into the Abyss itself! Three, you have no 
  idea what you would be facing if you just teleport into 
  the keep. Four, you may arrive off target and get 
  completely lost.  
   
   
  Why can’t the Johrase send a squad on this mission? 
  (Bricuth) 
  We are busy preparing for their upcoming attack on 
  Riftcrag. We need every able-bodied soldier to patrol 
  the kingdom  so that Cranzer doesn’t catch us off-
  guard with a pre-emptive strike. Besides, not many of 
  the common soldiers have the skills that you, together 
  as a team, possess. 
  BDK7-08 Little bit o’ payback 
   
  Page 9 
  
   
   
  What is the pay or what is in it for us? (Allehendro) 
  Payback. The knowledge that you are taking the fight 
  to the Old One and Cranzer just as others of us are. 
  Helping the Johrase find their king. If you can’t find 
  enough reward in those reasons, then you are little 
  better than the Old One’s minions we seek to kill. 
   
  When and where do we meet you when we are 
  finished? (Gaiyle) 
  Meet us in this place one week from now. If plans 
  change, I will magically contact one of you. If your 
  plans change, contact me and we can arrange to meet 
  you somewhere else or meet you here earlier. Can one 
  of you cast the spell known as sending?—If none of 
  the PCs know the spell or have it in their spellbook, 
  Gaiyle hands an arcane caster PC a scroll of sending. 
   
  Do you want us to retrieve the Gem? (Bricuth) 
  No, you couldn’t possibly get to it if Cranzer has 
  guarded it half as well as we fear he has. If you tried, 
  you would be foolishly throwing your lives away, and 
  we need you alive. No, this is to be a probing mission 
  only. Do not attempt to assail the keep. Kidnapping a 
  high-ranking officer and getting out of their alive is 
  more than enough to give us what we need, we hope. 
   
  When do you want us to start? (Gaiyle) 
  Even now, I am wary that there are forces in this town 
  that are aware of our meeting. Part of the reason for 
  my demonic illusion was to drive everyone else out of 
  the inn. Anyone who stayed to cheer on the demon, 
  well,  we would have dealt with them.. 
   
  Do you have any assistance to offer?  
  Our resources are currently taxed to the limits, so 
  there is little aid we can provide. Still, take these so 
  that you may return safely. Should you survive, I’d 
  like my sword back. – She hands the PCs a scroll of 
  teleport and a +1 spell storing rapier. The sword is 
  currently storing a vampiric touch spell (CL 13). 
   
  SPELL STORING WEAPON CLARIFICATION 
  A spell’s DC when used by a spell storing weapon 
  follows the normal rules for saving throws against 
  magic item power (DMG 214). Thus, an inflict serious 
  wounds spell stored in the weapon and then triggered 
  after a successful attack would have a DC of 14, 
  regardless of who cast the spell into the sword and what 
  their normal DC for that spell would be. Caster level, 
  however, remains the same. 
   
  SPECIAL 
  If any of the PCs are a member of the Drinkers of the 
  Cup of Midnight metaregional meta-organization, the 
  weapon is instead a +1 spell storing shattermantle* 
  shadowstrike* rapier. See Appendix Two for the new 
  rules items (marked with *). 
   
  Where do you want us to start?  
  You might want to snoop around town to see what the 
  locals think they know about the keep. I’ll keep an eye 
  out to see if anyone takes an interest in you.  
   
  TO REST OR NOT TO REST 
  Should the PCs wish to rest before leaving on their 
  mission, to change prepared spells, etc., then they will 
  be able to find affordable inn rooms at the Dingy 
  Coffin (covered by Standard upkeep).  
   
  However, rumor will link the adventurers to the 
  demon that appeared in the tavern. The demons in 
  Encounter 8 will gain a +2 circumstance bonus to their 
  Knowledge check made to identify the heroes if they 
  spend the night in a public place in Hallorn. 
   
  DEVELOPMENT 
  Proceed to Encounter Two when the adventurers have 
  finished their conversation with Gaiyle, Allehendro, 
  and Viscount Bricuth. 
   
  The PCs only earn experience for fighting the 
  illusion if they actually interacted with the illusion by 
  attacking it, casting a spell at it, etc. A PC who fled 
  earns no experience for this encounter. 
   
  NOT BRAVE ENOUGH 
  The PCs have failed Gaiyle’s test of bravery. She 
  refuses to entrust them with the mission. This scenario 
  is over for the characters. 
   
  2: GATHERING INFORMATION 
  The Adventurers will probably Gather Information if 
  for no other reason than to find out where Splinter 
  Keep is located or to try to learn more about its 
  defenses. Remember that each attempt takes 1d4+1 
  hours. PCs may assist each other as normal on this 
  attempt. 
   
  You should inquire as to the style of gathering they 
  are doing. Are they spending a lot of gold, buying a lot 
  of drinks? For every 5 gp the adventurers spend they 
  gain an additional +1 circumstance modifier to their 
  gather information check, to a maximum of +10. 
  However, the gold attracts attention and gives the 
  demons in Encounter Seven the same Circumstance 
  BDK7-08 Little bit o’ payback 
   
  Page 10 
  
   
  bonus to Gather Information that the adventurers 
  receive.  
   
  If the adventurers say they are being “discrete” 
  with the inquires they make, give the demons in 
  Encounter Seven a -5 circumstance modifier to their 
  Gather Information roll.  
   
  DC 5:  Bad weather a’brewin’. Best get your chickens 
  inside before the storm gets here. 
   
  A DC 15 Survival check can confirm that bad weather 
  is indeed on the way. A storm will arrive within a day 
  or two. 
   
  DC 7:  What you say again? What you wantin’ that 
  information for? Maybe the city guard would 
  be interested in knowing what you’re about? 
  Splinter Keep? Was this about patrols and 
  undead? Keep stepin’ I ain’t got nothin’ ta say 
  ta ya. 
   
  DC 10:  I say an’ yee didn’t hear it from me fo’ su’e, 
  that Cranzer bloke is certainly a nasty type 
  fellow. But the keep is east o’ here about 50 or 
  so miles, moe’ or less you know. I wouldn’t 
  go there. Need a map of the area? I got one for 
  sale for just 5 gp! (see Appendix Four) 
   
  DC 15:  PPPsssttt; K’mer- Buy me a bit o’ drink an’ let 
  me tell you this. The Tangles is full of nasty 
  surprises, just the other day my brother was 
  exploring some caves by Splinter Keep and his 
  ever-burning torch went out. Just like someone 
  snuffed it out, you know? Boy did he ever run 
  out of dat da’re cave. He was chased by 
  demons all they way back to Hallorn, I swear 
  on my dead momma’s soul! Odd thing was, 
  when he showed me the torch, it was all lit up 
  again! 
   
  DC 20:  That whacked out druid, you know Garland I 
  think his name is. Found himself a new pet I 
  hear. Green too, shiny green, not so scary 
  since he’s here to help us right?  
   
  DC 25:  I have a cousin that follows Tarren Moskol. 
  He said that the forest is really starting to 
  come back to life around this one pond and 
  that a great big huge green dragon lives there! 
  He says he even saw some green painted 
  lizards poking around the area, but he left 
  them alone because that druid, Gerland, 
  supposedly threatened to kill anyone who 
  messed with the dragon or her kin. 
   
  DC 27:  Splinter Keep? What are you crazy? What do 
  you want to know about that place for? You 
  must be mad, ‘cause only someone who is a 
  stone cold loony would go there or any where 
  close. But if you’re fixing to get yourself 
  killed, then you should know the priest of Ol’ 
  Wicked have spells to keep you alive while the 
  demons feast on your body so you never die as 
  they rip the parts from you. 
   
  DC 30:  May the gods preserve us! What are you 
  thinking? Yes the King of the Johrase’s Gem 
  might be there but why would you ever want 
  to go there? There’s a gate to the Abyss there! 
  That’s where Cranzer’s vrocks came from 
  when he destroyed the forest! Plus, I heard 
  that magic won’t save you in the caves. But 
  they know that too don’t they? At least that is 
  what I heard. 
   
  TO REST OR NOT TO REST 
  Should the PCs wish to rest before leaving on their 
  mission, to change prepared spells, etc., then they will 
  be able to find affordable inn rooms at the Dingy 
  Coffin (covered by Standard upkeep).  
   
  However, rumor will link the adventurers to the 
  demon that appeared in the tavern. The demons in 
  Encounter 8 will gain a +2 circumstance bonus to their 
  Knowledge check made to identify the heroes if they 
  spend the night in a public place in Hallorn. 
   
  DEVELOPMENT 
  Once the PCs are ready to leave town, proceed to 
  Encounter Three. 
   
  3: ON THE ROAD AGAIN… 
  Ask the players how the PCs intend to get to Splinter 
  Keep. There are several possible methods they might 
  choose to take:   
  1)  By foot along the road until they are near the keep. 
  This is roughly a two-day journey by horseback. 
  Go to Encounter 3a. 
  2) By teleporting to Morakduum (a resident of that 
  city must be present and be willing to guide the 
  PCs along the tunnels) and then walking along the 
  road until they are near the keep. This reduces the 
  travel time to one day. Go to Encounter 3a. 
  3) By flying. Go to Encounter 3b. 
  4) Teleporting DIRECTLY into Splinter Keep. Go to 
  Encounter 4. 
  5) Teleporting to the area of Splinter Keep. Go to 
  Encounter 5. 
   
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  NOTE  
  Traveling by day or night does not change these 
  encounters, only how well various characters can see 
  and the encounter start distances. 
   
  DEVELOPMENT 
  Once the PCs have chosen what they are doing, 
  proceed to that sub-encounter or encounter. If they 
  throw you a curve, adapt to the best of your ability.  
   
  ENCOUNTER 3A: HOOFIN’ IT 
  Have the PCs give you a marching order. The road is 
  20 feet wide and well paved. 
   
  As the PCs move along the roads toward Splinter 
  Keep, they will encounter a ground-based patrol once 
  they are roughly 20 miles away from Splinter Keep. 
  Flying demons are flying 120 feet in the air. They will 
  easily be able to see the PCs from quite a ways away. 
  Daytime encounter start distance: 840 feet. Nighttime 
  encounter start distance: 60 feet.  
   
  SPECIAL 
  The 20-foot wide road is well-kept. All squares within 
  20 feet of the road are to be treated as light rubble in a 
  rocky desert environment (the DC of Balance and 
  Tumble checks increases by 2; DMG 91). Squares 
  beyond these are to be considered as dense rubble 
  (half-movement, the DC of Balance and Tumble checks 
  increases by 5 and the DC of Move Silently checks 
  increases by 2; DMG 91). 
   
  APL 6 (EL 9) 
   
  Iuzian Corpse Taxer: hp 21; see Appendix 1. 
   
  Iuzian Arcane Novice: hp 16; see Appendix 1. 
   
  Human Warrior Skeletons (3): hp 6 each; see 
  MM 226. 
   
  Orcs (10): hp 5 each; see MM 203. 
   
  Quasit: hp 13; see MM 46. 
   
  Babau: hp 66; see MM 40. 
   
  APL 8 (EL 11) 
   
  Iuzian Corpse Taxer: hp 21; see Appendix 1. 
   
  Iuzian Arcane Novice: hp 16; see Appendix 1. 
   
  Human Warrior Skeletons (3): hp 6 each; see 
  MM 226. 
   
  Orcs (10): hp 5 each; see MM 203. 
   
  Quasit: hp 13; see MM 46. 
   
  Babau: hp 66; see MM 40. 
   
  Vrock: hp 115; see MM 40. 
   
  APL 10 (EL 13) 
   
  Iuzian Corpse Taxer: hp 21; see Appendix 1. 
   
  Iuzian Arcane Novice: hp 16; see Appendix 1. 
   
  Human Warrior Skeletons (3): hp 6 each; see 
  MM 226. 
   
  Orcs (10): hp 5 each; see MM 203. 
   
  Quasit: hp 13; see MM 46. 
   
  Babau: hp 66; see MM 40. 
   
  Vrock: hp 115; see MM 40. 
   
  Hezrou: hp 138; see MM 44 
   
  APL 12 (EL 15) 
   
  Iuzian Corpse Taxer: hp 21; see Appendix 1. 
   
  Iuzian Arcane Novice: hp 16; see Appendix 1. 
   
  Human Warrior Skeletons (3): hp 6 each; see 
  MM 226. 
   
  Orcs (10): hp 5 each; see MM 203. 
   
  Quasit: hp 13; see MM 46. 
   
  Babau: hp 66; see MM 40. 
   
  Vrock: hp 115; see MM 40. 
   
  Hezrou: hp 138; see MM 44 
   
  Glabrezu: hp 174; see MM 43. 
   
  TACTICS 
  The Iuzians would prefer to capture their prize alive, to 
  later sacrifice on the altar in the keep as this advances 
  their rank. However, if that is proving problematic, they 
  will seek to kill the PCs, especially Wanted! PCs, 
  hoping to animate them later. All Iuzian forces focus 
  their attacks on capturing recognized Wanted! PCs. 
   
  If the PCs initially resist, but then attempt to 
  surrender, the Iuzians decline their offer, as they are 
  now consumed by bloodlust (especially the demons). 
   
  The quasits typically avoid melee combat, going 
  invisible and harassing PCs from a distance. The rest of 
  the demons wade right into combat, using their most 
  deadly abilities early in the encounter. They make good 
  use of their greater teleport abilities to get to the PCs 
  and cut off their retreat, or to chase down fleeing PCs. 
   
  Note that none of the demons will attempt to 
  summon another demon to the fight. They simply do 
  not care enough to be beholden to another demon. 
  However, they will fight to the death and they will 
  chase fleeing PCs down. 
   
  TREASURE 
   
  All APLs: Loot 252 gp; Coin 0 gp; Magic 424 gp 
  – brooch of shielding (125 gp), pearl of power 1st (83 
  gp), scrolls of [animate dead (52 gp), burning hands 
  (CL 3, 6 gp), web (12 gp), sound burst (17 gp), 
  protection from arrows (12 gp), mirror image (12 gp), 
  levitate (12 gp), ray of enfeeblement (6 gp), shield (2 
  gp), true strike (2 gp)], vest of resistance +1 (83 gp); 
  Total 676 gp. 
   
   
   
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  TO REST OR NOT TO REST 
  Resting on or near the road is a bad idea (within one 
  mile). Every 1d3 hours, another patrol will move along 
  the road. Flying demons fly 30 ft. off the ground at 
  night and fly in large circles around the patrol group, 
  up to a mile away from the road. These demons should 
  be considered to be taking 10 on their Spot checks. 
  Should they see the PCs, they will immediately use 
  their teleport ability to return to their comrades and 
  guide the patrol to the PCs’ location 
   
  Should the PCs use a magical shelter to rest in, 
  adjudicate using the appropriate rules based on the spell 
  and the demon’s abilities. 
   
  DEVELOPMENT 
  If the PCs defeat the Iuzians, it should be clear that the 
  spellcasters are too low ranking to be of any use. If 
  questioned, they are utterly terrified of Cranzer and will 
  never reveal anything that they know (they think 
  Cranzer can summon their soul back from the dead and 
  then eat it). In essence, Cranzer wins an opposed 
  Intimidate check against the PCs to keep his minions 
  quiet.  
   
  Proceed to Encounter 5. If the PCs teleport past 
  this encounter, they do not gain any experience for it. 
   
  ENCOUNTER 3B: ON WINGS AND A... 
  Have the PCs give you a marching order. As the PCs 
  fly towards Splinter Keep, they encounter some flying 
  demons. Daytime encounter start distance: 840 feet. 
  Nighttime encounter start distance: 60 feet. 
   
  APL 6 (EL 9) 
   
  Vrock: hp 115; see MM 40. 
   
  APL 8 (EL 11) 
   
  Vrocks (2): hp 115 each; see MM 40. 
   
  APL 10 (EL 13) 
   
  Vrocks (4): hp 115 each; see MM 40. 
   
  APL 12 (EL 15) 
   
  Vrocks (3): hp 115 each; see MM 40. 
   
  Nalfashnee: hp 175; see MM 43. 
   
  TACTICS 
  The demons buff and then wade right into combat, 
  using their most deadly abilities early in the encounter. 
  They make good use of their greater teleport abilities 
  to reach the PCs quickly or to chase down fleeing PCs. 
   
  Note that none of the demons will attempt to 
  summon another demon to the fight. They simply do 
  not care enough to be beholden to another demon. 
  However, they will fight to the death and they will 
  chase fleeing PCs down. 
   
  TO REST OR NOT TO REST 
  Resting on or near the road is a bad idea (within one 
  mile). Every 1d3 hours, another patrol will move along 
  the road. Flying demons that accompany a ground-
  based patrol fly 30 ft. off the ground at night and fly in 
  large circles around the patrol group, up to a mile away 
  from the road. These demons should be considered to 
  be taking 10 on their Spot checks. Should they see the 
  PCs, they will immediately use their teleport ability to 
  return to their comrades and guide the patrol to the 
  PCs’ location 
   
  Should the PCs use a magical shelter to rest in, 
  adjudicate using the appropriate rules based on the spell 
  and the demon’s abilities. 
   
  DEVELOPMENT 
  Proceed to Encounter 5. If the PCs teleport past this 
  encounter, they do not gain any experience for it. 
   
  ENCOUNTER 4: WELCOME TO PAZUNIA! 
  If the heroes attempt to teleport directly into Splinter 
  Keep, they will be shunted to the Abyss due to the 
  proximity of the gate.  
   
  You are clearly not in Splinter Keep. Instead, you find 
  yourselves standing on a windswept plain illuminated 
  by an angry red sun. Jagged tors reach to the sky, and 
  flocks of flying demons darken the sky. Massive pits 
  lead down to Pelor knows where while lesser demons 
  crawl in and out of these. 
   
  You notice that sixty feet away is a gate of some 
  sort, a large, round, shimmering field. You can see 
  through it and it appears to lead into some sort of 
  building. Several human spellcasters stand in the 
  gate’s room, accompanied by a variety of demons, the 
  most alarming of which is a six-armed woman with a 
  snake’s tail for legs. It appears that they are keeping 
  an eye on the gate while discussing something of 
  importance. 
   
  The PCs have arrived on the windswept plains of the 
  1st layer of the Abyss, Pazunia. Sixty feet away is the 
  two-way gate to Splinter Keep. PCs can see even more 
  demons and Iuzians through the gate. Going through 
  would be suicide unless the PCs have a quickened 
  dimension door or teleport. The gate was designed by 
  Cranzer not to let every demon from the Abyss onto 
  Oerth, but rather only to allow demons loyal to Iuz 
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  through it. In addition, all mortals may move through it 
  as normal. 
   
  The PCs are immediately spotted by demons that 
  move to attack.  
   
  Encounter start distance 120 feet. 
   
   
  APL 6 (EL 10) 
   
  Bebilith: hp 150; see MM 40. 
   
  APL 8 (EL 12) 
   
  Hezrou: hp 138; see MM 44. 
   
  Vrock: hp 115; see MM 40. 
   
  APL 10 (EL 14) 
   
  Nalfashnee: hp 175; see MM 43. 
   
  APL 12 (EL 16) 
   
  Nalfashnee: hp 175; see MM 43. 
   
  Hezrou: hp 138; see MM 44. 
   
  Vrocks (4): hp 115 each; see MM 40. 
   
  TACTICS 
  Note that none of the demons will attempt to summon 
  another demon to the fight. They simply do not care 
  enough to be beholden to another demon. They fight to 
  the death and they will chase fleeing PCs down. 
   
  TO REST OR NOT TO REST 
  Resting on the Abyss is a horrible idea. Keep throwing 
  demons at the PCs until they escape, are killed, or say 
  that they flee and quit the adventure. In the latter case, 
  refer to the LGCS for adjudication of how they get 
  home. 
   
  DEVELOPMENT 
  If the PCs teleport or plane shift past this encounter, 
  they do not gain any experience for it. 
   
  If the heroes escape through the portal, then they  
  enter the large central room middle of the keep (100 ft. 
  square, 30 ft. high ceiling, one double-door exit) and 
  they face the following encounter: 
   
  All APLs (EL 20) 
   
  Iuzian Garrison Commander: hp 87 plus 5 temp 
  plus 10 temp; see Appendix 1. 
   
  Bolstered Commanded Troll Skeletons (2)*: 
  hp 39 each; bolstered to 13 HD; see MM 227.  
   
  Planar Ally*: Glabrezu; hp 174; see MM 43. 
   
  Stone Golem*: hp 107; see MM 136. 
   
  Iuzian Mage: hp 49; see Appendix 1. 
   
  War Troll: hp 162; see Appendix 1. 
   
  Kastighur: hp 172; see Appendix 1. 
   
  Advanced Dread Wraith: hp 156; see Appendix 
  1. 
   
  Quasit: hp 13; see MM 46. 
   
  Babau: hp 66; MM 40. 
   
  Vrock: hp 115; MM 48. 
   
  Hezrou: hp 138; MM 44. 
   
  Glabrezu: hp 174; MM 43. 
   
  Nalfashnee: hp 175; see MM 43. 
   
  Marilith: hp 232; see MM 44. 
   
  If the PCs return to Oerth and continue the adventure, 
  proceed with the next logical encounter based on where 
  they return to. If the PCs call it quits, the adventure is 
  over for them. If the PCs have no means of returning to 
  Oerth on their own, see the LGCS for rules on PCs lost 
  on other planes. 
   
  TO REST OR NOT TO REST 
  If the PCs defeat the Splinter Keep encounter detailed 
  above, you need to audit their characters and send the 
  players’ names, RPGA #’s, and PC names to the Bandit 
  Kingdoms Triad Point-of-Contact. 
   
  5: WHICH WAY TO GO? 
  You have reached the edge of the Tangles Forest near 
  the keep. The forest is still very much dead here, and 
  the lack of foliage provides very little cover to hide in. 
  Approaching the keep will be very dangerous as flying 
  demons will easily be able to see you moving about on 
  the forest floor. You need to find an Iuzian patrol that 
  contains an officer fast or you need to find some other 
  way to approach the keep. 
   
  This area of the Tangles is still completely decimated. 
  It counts as a sparse forest (DMG 87) for purposes of 
  terrain, except there is no undergrowth and the trees are 
  all dead. Roughly 50% of the squares contain a 30-foot 
  tall dead typical tree (AC 2, hardness 2, hp 75). A 
  creature standing in the same square as a tree gains a +2 
  cover bonus to Armor Class and a +1 cover bonus to 
  Reflex saves. The trees do not hinder tactical 
  movement, regardless of a creature’s size. 
   
  As the PCs move through the forest, a group of 
  demons will have a chance of noticing them. Unless the 
  PCs are all hiding as they move, the bar-lguras will see 
  them from 105 feet away and will move to attack. Even 
  if they are hiding, the bar-lgura might spot them. 
  Remember that the bra-lguras all have see invisibility 
  active at all times. 
   
  APL 6 (EL 9) 
   
  Bar-lguras (4): hp 57 each; see Appendix 1. 
   
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  APL 8 (EL 11) 
   
  Elite Advanced Bar-lguras (3): hp 110 each; see 
  Appendix 1. 
   
  APL 10 (EL 13) 
   
  Very Elite Advanced Bar-lguras (2): hp 185 
  each; see Appendix 1. 
   
  APL 12 (EL 15) 
   
  Superior Elite Advanced Bar-lguras (2): hp 237 
  each; see Appendix 1. 
   
  TACTICS 
  Bar-lguras enjoy setting ambushes and attacking with 
  surprise. Once they see the heroes, they will activate 
  their invisibility ability and then teleport into the 
  branches of a tree above a PC to set up a pounce 
  charge-attack.  
   
  If brought below 30 hit points, the bar-lgura will 
  attempt to use its abduction ability to finish a PC off 
  alone somewhere else in the forest. Under no 
  circumstance will the demon teleport the PC to Splinter 
  Keep. 
   
  TREASURE 
   
  APL 6: Loot 58 gp; Coin 0 gp; Magic 332 gp – 
  vest of resistance +1 (4@83 gp); Total 390 gp. 
   
  APL 8: Loot 44 gp; Coin 0 gp; Magic 1,152 gp – 
  rending gauntlets (3@301 gp each), vest of resistance 
  +1 (3@83 gp each); Total 1,196 gp. 
   
  APL 10: Loot 29 gp; Coin 0 gp; Magic 2,102 gp – 
  horned helm (2@667 gp), rending gauntlets (2@301 
  gp each), vest of resistance +1 (2@83 gp each); Total 
  2,131 gp. 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 3,298 gp – 
  +1 linked studded leather armor (2@598 gp), horned 
  helm (2@667 gp), rending gauntlets (2@301 gp each), 
  vest of resistance +1 (2@83 gp each); Total 3,298 gp. 
   
  Once the PC’s have defeated the demons, continue with 
  the following: 
   
  The ape-demons no longer a threat, you still need to 
  determine how to approach the keep in order to snag 
  an Iuzian officer. It is beginning to look like 
  approaching the keep by ground or air is suicidal, as 
  even now you can see more demons flying in the 
  distance. Undoubtedly, more demons patrol the dead 
  forest’s floor. You’ll need to hurry and find some 
  cover if you don’t want to be noticed by more demons. 
   
  A DC 20 Spot check will reveal a hidden cave entrance 
  nearby.  
   
  Below the truck of one particularly massive dead tree, 
  you see what appears to be a tunnel entrance that 
  leads into the earth. Dead roots obscure the entrance 
  from casual observation. 
   
  The black maw of the cave beckons to you with a 
  strange allure in this demon-filled forest. The tunnel 
  appears to head in the direction of Splinter Keep, but 
  where it ends you cannot possibly guess. 
   
  A DC 20 Knowledge (dungeoneering) check made by a 
  dwarven PC will reveal that the tunnel appears to have 
  been crafted by duergar many years ago. A dwarf will 
  be fairly certain that the cave will lead closer to Splinter 
  Keep, but unsure of if it leads directly there or not. 
   
  A DC 20 Survival check made by a PC with the 
  Track feat will reveal that there is a lone set of kobold 
  footprints leading into the cave. These are several days 
  old. 
   
  TO REST OR NOT TO REST 
  The PCs may rest once they have moved deeper into 
  the tunnel unless they have made the demons aware of 
  it. 
   
  DEVELOPMENT 
  By now it should be clear that approaching Splinter 
  Keep any further on the ground or by air is suicidal. If 
  the PCs do not wish to enter the cave, then continue to 
  throw demons at them until they flee, enter the cave, or 
  are dead. Use the APL appropriate encounters from 
  Encounter 3a or 3b for this, not the demons 
  encountered later in this event. If the PCs defeat the 
  first group, then the next group will be from the next 
  APL. If the PCs defeat this, then throw two groups 
  from that same APL at them, and so on and so forth 
  until the PCs die, flee, or return to the cave. 
   
  Once the PCs move into the cave, which the 
  demons are unaware of, the demons will just assume 
  that the mortals teleported away. Thus, they will NOT 
  pursue the PCs into the cave unless they actually see 
  the PCs enter the cave. 
   
  6: CAVE BARE 
  After the tunnel has moved 120 feet into the earth, it 
  will be utterly dark unless the PCs provide their own 
  light.  
   
  The deeper into the cave you go, the further under the 
  surface you are. Darkness surrounds you, the only 
  sound you hear is that created by your group; the 
  slight jingle of armor, the sounds of breathing, 
  perhaps a quiet curse or two. A tomb would have more 
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  Page 15 
  
   
  ambient sound than here as the sounds of the demon-
  infested forest no longer reach your ears.  
   
  The ten-foot wide tunnel slopes down at a gentle ten 
  (10) degree down angle as it wends and winds gently, 
  generally heading in the direction of Splinter Keep. The 
  ancient Duergar had made use of a natural tunnel 
  system in these parts to add to the defensive network of 
  their city (where Morakduum now lies). As some of 
  their deep hounds were Huge in size, the tunnel will 
  always be at least ten feet tall and wide.  
   
  At various times, side tunnels will branch off and 
  lead back up to the surface. Roughly half of these have 
  collapsed over time, and a dwarven PC will know that 
  none are likely to head towards Splinter Keep. Still, 
  these side tunnels provide excellent places for creatures 
  to hide and lay in wait for the unwary. Play up this fear 
  by having the PCs go past several side tunnels before 
  triggering the actual fight detailed below. 
   
  It is very important for you to determine what type 
  of light source the adventurers are using. If they are 
  using any type of magic to use for light, it is important 
  you know this, as they will lose this light when they 
  enter the area of the beholder’s anti-magic cone.  
   
  Twists, turns, cave ins, switch backs, stalagmites, 
  stalactites, water pools, lime deposits, faults, cracks, 
  worked stone and un-worked stone, this tunnel system 
  seems to have it all. About a mile into the tunnel, and 
  far below the surface now, you come to a portion of 
  the tunnel that is made of well-crafted inlaid stone.  
   
   
  A DC 20 Knowledge (dungeoneering) check will 
  confirm that the stonework is duergar in nature. 
   
  Oddly, intricate carvings are worked onto the stone, 
  and they do not appear to have been part of the 
  original design of the stonework. These carvings are 
  painstakingly detailed and depict a strange creature in 
  a worshipful way. The creature appears to be a 
  floating orb, with one large eye above a large mouth 
  full of razor sharp teeth. A number of stalks protrude 
  from its head, each with an eye of its own. In addition, 
  the creature sports a large set of wings and clawed 
  hands. 
   
  A DC 21 Knowledge (dungeoneering) check will 
  reveal the floating orb creature to be some sort of 
  beholder-kin. A DC 20 Knowledge (arcana) check will 
  identify the wings and claws as “dragon-like”. If a PC 
  succeeds at both checks, they will be able to conclude 
  that the depiction is of a half-dragon beholder. PCs 
  native to the region should be able to predict that the 
  creature is a half-red dragon, and thus they should take 
  measures to protect against fire at this time.  
   
  Keep in mind how far the PCs can see when 
  reading the following: If the PCs have brought a light 
  source that can provide illumination 150 feet away, 
  they will see the other side of the room and the entrance 
  that leads back to the surface. 
   
  Oddly, while the tunnel continues to slope gently 
  downwards, now perfectly straight, the ceiling does 
  not. As you descend, the ceiling is farther and farther 
  above your heads. It appears as if this area opens up 
  into a large, circular shaped room with a level floor. 
  The entire area appears to be clean of dust and debris. 
   
  The ceiling is sixty feet above the floor at this point. 
  The room itself is circular with a 75-foot radius. If the 
  PCs can see the 150 feet to the opposite side of the 
  room, they will see a tunnel heading back up to the 
  surface. Various other tunnels, blasted by the 
  beholder’s disintegrate eye, lead down into the 
  UnderOerth, which is outside the scope of this 
  adventure.  
   
  In addition, spread along the walls are various 10-
  foot cube cubby-holes. The beholder will use these for 
  cover against dangerous foes, otherwise it floats near 
  the ceiling above the center of the room and blasts the 
  PCs with its eye rays. 
   
   
  ENCOUNTER SETUP 
   Unless the PCs have been very quiet and have not used 
  a light source, Smeckle and the half-red dragon 
  beholder will have heard the PCs approaching and seen 
  their light coming towards them. In this case, Smeckle 
  will take up a position in his hidey-hole, and the 
  beholder will occupy one of the cubic indentations 
  along the room’s perimeter, and they will start blasting 
  the PCs once they enter the area. 
   
  In addition, Smeckle has trapped both entrances to 
  the chamber. The last sloped squares of the entrances 
  are trapped.  
   
  TRAP (ALL APLS) 
  Fireball Trap: CR 6; magic device; proximity trigger 
  (alarm); no reset; spell effect (fireball, 9th-level 
  wizard, 9d6 fire, DC 14 Reflex save half damage); 
  Search DC 28; Disable Device DC 28. 
   
  Note: The trap does not increase the EL of the 
  encounter because it is has too low of a CR to affect the 
  overall EL. 
   
  CREATURES 
  Lairing here are an odd pair of creatures: Smeckle, a 
  kobold who worships Morginstaler as a god, and one of 
  Morginstaler’s children, a half-red dragon beholder-
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  Page 16 
  
   
  kin. Unlike most of his children, Morginstaler did not 
  mate to produce this offspring. Beholders are asexual. 
  Morginstaler spent some time polymorphed as a 
  beholder years ago and eventually “birthed” the half-
  dragon. A bit surprised, Morginstaler left the creature 
  to fend for itself. Years later, Smeckle found it and 
  worshipped it as the son of a god. 
   
  The half-red dragon beholder, confused by its own 
  nature, enjoys Smeckle’s devotion and merely lives to 
  cause chaos and terror and to devour the weaker. Over 
  the years, it has slain quite a few of Splinter Keep’s 
  demons. The Iuzians are aware that something is in the 
  tunnels, but every demon they have sent in to 
  investigate has failed to return, thus they leave this area 
  alone. 
   
   
  APL 6 (EL 9*) 
   
  Smeckle: hp 38; out of 3rd and 4th level spells for 
  the day; see Appendix 1. 
   
  Half-Red Dragon Gauth: hp 64; see Appendix 1. 
   
  APL 8 (EL 11) 
   
  Smeckle: hp 58; see Appendix 1. 
   
  Half-Red Dragon Gauth: hp 64; see Appendix 1. 
   
  APL 10 (EL 13) 
   
  Smeckle: hp 58; see Appendix 1. 
   
  Elite Advanced Half-Red Dragon Gauth: hp 
  200; see Appendix 1. 
   
  APL 12 (EL 15) 
   
  Smeckle: hp 58; see Appendix 1. 
   
  Half-Red Dragon Beholder: hp 125; see 
  Appendix 1. 
   
  NOTE 
  The EL at APL 6 has been lowered by one because 
  Smeckle has already cast all of his 4th level spells for 
  the day (he ran into something in the tunnels that he 
  didn’t like).  
   
  TACTICS 
  Whether or not the PCs activate the trap, Smeckle will 
  attack as soon as the PCs enter the area (and he will 
  surely attack if the PCs are snooping around trying to 
  Search for traps or disable his trap). This could be 
  particularly rough on the APL 6 table, as they might set 
  off the fireball trap and then eat a fireball cast at them. 
  Luckily, the DC on the trap’s fireball is much lower, so 
  it should cause little damage. Smart PCs should also 
  have cast spells that protected them from fire as soon as 
  they saw the carvings. 
   
  The creatures fight to the death, confident that they 
  can drive the heroes away. They fight because they are 
  evil and are defending their lair, and the beholder 
  cannot be reasoned with except by Smeckle (the 
  beholder is insane by human standards). Smeckle fights 
  to the death to protect the son of his god. Smeckle likes 
  to fly during battles, but he has to keep an eye on the 
  beholder’s anti-magic cone at APL 12. 
   
  If the adventurers are trying to fly at APL 12, the 
  half-red dragon beholder will turn his eye on them. 
  Remember, a fly spell negated by an anti-magic cone 
  does not turn into a feather fall spell.  
   
  TREASURE 
   
  APL 6: Loot 33 gp; Coin 0 gp; Magic 1,510 gp – 
  ring of the darkhidden (167 gp), bracers of armor +1 
  (83 gp), cloak of charisma +2 (333 gp), gloves of 
  dexterity + 2 (333 gp), potion of cure serious wounds 
  (63 gp), ring of protection +1 (167 gp), scroll of fly (31 
  gp), vest of resistance +2 (333 gp); Total 1,543 gp. 
   
  APL 8: Loot 33 gp; Coin 0 gp; Magic 1,510 gp – 
  ring of the darkhidden (167 gp), bracers of armor +1 
  (83 gp), cloak of charisma +2 (333 gp), gloves of 
  dexterity + 2 (333 gp), potion of cure serious wounds 
  (63 gp), ring of protection +1 (167 gp), scroll of fly (31 
  gp), vest of resistance +2 (333 gp); Total 1,543 gp. 
   
  APL 10: Loot 33 gp; Coin 0 gp; Magic 2,344 gp – 
  ring of the darkhidden (167 gp), bracers of armor +3 
  (750 gp), cloak of charisma +2 (333 gp), gloves of 
  dexterity + 2 (333 gp), potion of cure serious wounds 
  (63 gp), ring of protection +1 (2@167 gp), scroll of fly 
  (31 gp), vest of resistance +2 (333 gp); Total 2,377 gp. 
   
  APL 12: Loot 33 gp; Coin 0 gp; Magic 4,602 gp – 
  ring of the darkhidden (167 gp), bracers of armor +5 
  (2,083 gp), cloak of charisma +2 (333 gp), gloves of 
  dexterity + 2 (333 gp), potion of cure serious wounds 
  (63 gp), ring of the forcewall (425 gp), ring of 
  protection +1 (167 gp), ring of protection +2 (667 gp), 
  scroll of fly (31 gp), vest of resistance +2 (333 gp); 
  Total 4,635 gp.  
   
  TO REST OR NOT TO REST 
  The PCs may rest once they have defeated the kobold 
  and the beholder. The demons while aware of these 
  tunnels, have no desire to face the beholder. If they 
  know it is dead, however, then they will search for the 
  PCs in the tunnels if they have reason to (i.e., if they 
  saw them flee Encounter 7 by heading into the tunnels). 
   
  DEVELOPMENT 
  Remember the trap on the exit as the PCs leave.  
   
  After the adventurers defeat this encounter read or 
  paraphrase the following. 
   
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  With the abomination/kobold defeated, you warily 
  head up the other tunnel. After roughly the same 
  distance, you reach the surface. The exit is similarly 
  hidden by dead detritus and foliage.  
   
  Looking out the cave entrance, you can see that 
  dark clouds hang in the area. The storm will arrive 
  soon. You can also see that the cave exits a mere mile 
  or so from Splinter Keep! Were the forest alive, you 
  wouldn’t be able to tell this, but, because the trees are 
  dead, you can see the keep’s towers rising in the 
  distance. Demons fly to and fro in the distance, clearly 
  keeping watch. 
   
  Then you spy a group making their way back to 
  the keep and they are only sixty feet away from the 
  cave’s exit! One of the humans appears to be in 
  charge and is issuing orders to the other creatures in 
  his retinue, which range from ogres to demons. This 
  is your chance! You can surprise them if you act now! 
   
  If the heroes attack, proceed to Encounter 7. For every 
  round they delay, the bad guys get 60 feet further away. 
   
   
  7: A PRISONER WITH LOVE 
  If the PCs make noise prior to attacking, by discussing 
  their plans or doing something else noisy, give the bad 
  guys Listen checks modified as appropriate for the 
  distance and terrain. While this encounter is designed to 
  be very difficult, the PCs should have the advantage of 
  surprise unless they blow it. 
   
  This area of the Tangles is still completely 
  decimated. It counts as a sparse forest (DMG 87) for 
  purposes of terrain, except there is no undergrowth and 
  the trees are all dead. Roughly 50% of the squares 
  contain a 30-foot tall dead typical tree (AC 2, hardness 
  2, hp 75). A creature standing in the same square as a 
  tree gains a +2 cover bonus to Armor Class and a +1 
  cover bonus to Reflex saves. The trees do not hinder 
  tactical movement, regardless of a creature’s size. 
   
  CREATURES 
  Walking back toward the keep is an Iuzian officer 
  accompanied by his retinue. Because the dread wraith 
  has lifesense 60 ft., be sure to place him on the other 
  side of the cleric from the PCs so as to not negate the 
  PCs’ surprise round. 
   
  Flying creatures should be 30 ft. off the ground at 
  the beginning of the combat. The cleric and mage 
  should be surrounded by their entourage of undead and 
  demons. 
   
  SPECIAL 
  The PCs will be in a time-crunch during this attack. As 
  soon as the battle starts, there is the chance that other 
  demons will notice the fight and will teleport to the 
  battle. Luckily for the PCs, they have 10 rounds before 
  any of the demons near the keep hear or see the battle.  
   
  After 10 rounds, add another APL appropriate 
  demon to the fight (see Reinforcements, below). 
  Continue to do so every 5 rounds thereafter until the 
  PCs flee, are captured, or are killed. 
   
  APL 6 (EL 10) 
   
  Blackguard Lieutenant: hp 68 plus 10 temp; see 
  Appendix 1. 
   
  Iuzian Apprentice: hp 24; see Appendix 1. 
   
  Quasit: hp 13; see MM 46. 
   
  Ogre Scout: hp 71; see Appendix 1. 
   
  Ogre Shock Trooper: hp 53; see Appendix 1. 
   
   
   
  Reinforcement: Babau: hp 66; see MM 40. 
   
   
  APL 8 (EL 12) 
   
  Iuzian Captain: hp 66 plus 5 temp plus 10 temp; 
  see Appendix 1. 
   
  Bolstered Commanded Wolf Skeletons (4)*: 
  hp 13 each; bolstered to 10 HD; see MM 226.  
   
  Bolstered 
  Commanded 
  Human 
  Warrior 
  Skeleton*: hp 6; bolstered to 10 HD; see MM 
  226. 
   
  Lesser 
  Planar 
  Ally*: 
  thrice-fed 
  juvenile 
  nabassu; hp 67; see Appendix 1. 
   
  Flesh Golem*: hp 79; see MM 135. 
   
  Iuzian Skull-Tosser: hp 32; see Appendix 1. 
   
  Ogre Barbarian 4: hp 79; see MM 199. 
   
  Ogre Fighter 4/Tempest 2: hp 106; see Appendix 
  1. 
   
  Quasit: hp 13; see MM 46. 
   
   
   
  Reinforcement: Vrock: hp 115; see MM 40. 
   
  APL 10 (EL 14) 
   
  Iuzian Major: hp 80 plus 5 temp plus 10 temp; 
  see Appendix 1. 
   
  Bolstered Commanded Owlbear Skeletons 
  (2)*: hp 32 each; bolstered to 12 HD; see MM 
  226.  
   
  Bolstered Commanded Wolf Skeleton*: hp 13; 
  bolstered to 12 HD; see MM 226.  
   
  Planar Ally*: Glabrezu; hp 174; see MM 43. 
   
  Clay Golem*: hp 90; see MM 134. 
   
  Iuzian Mage: hp 49; see Appendix 1.  
   
  Troll Ranger 6: hp 130; see MM 247. 
   
  Vrock: hp 115; see MM 40. 
   
  Quasit: hp 13; see MM 46. 
   
   
  Reinforcement: Hezrou: hp 138; see MM 44 
   
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  APL 12 (EL 16) 
   
  Iuzian Garrison Commander: hp 87 plus 5 temp 
  plus 10 temp; see Appendix 1. 
   
  Bolstered Commanded Troll Skeletons (2)*: 
  hp 39 each; bolstered to 13 HD; see MM 227.  
   
  Planar Ally*: Glabrezu; hp 174; see MM 43. 
   
  Stone Golem*: hp 107; see MM 136. 
   
  Iuzian Mage: hp 49; see Appendix 1. 
   
  War Troll: hp 162; see Appendix 1. 
   
  Kastighur: hp 172; see Appendix 1. 
   
  Advanced Dread Wraith: hp 156; see Appendix 
  1. 
   
  Quasit: hp 13; see MM 46. 
   
   
  Reinforcement: Glabrezu: hp 174; see MM 43. 
   
  NOTE 
  At APLs 8 and up, several of the monsters do not count 
  towards the EL. These are marked with an “*”. This is 
  because they are there due to another character’s class 
  abilities. The Iuzian officer has cast spells such as 
  lesser planar ally to summon a demon. In addition, the 
  cleric has the Craft Construct feat. The construct’s 
  construction cost counts against the NPC’s total gear 
  value. You’ll note that the clerics have very little gear 
  of worth. This is because the constructs are so 
  expensive for them to make. 
   
  TACTICS 
  They will all fight to the death, and will try to capture 
  PCs for later sacrifice. Once attacked, the spellcasters 
  will react to either attack or buff themselves. They will 
  not buff the giants or the demons as they are too selfish 
  for that.  
   
  Remember to keep the thrice-fed juvenile nabassu 
  away from its allies that are susceptible to its gaze 
  attack.  
   
  DEATH WARD  CLARIFICATION 
  Many judges incorrectly think that the spell death ward 
  protects from all ability damaging or draining effects, 
  especially those of undead. This is incorrect! Death 
  ward provides no protection against a dread wraith’s 
  Constitution Drain (Su) ability because this ability is 
  not defined as a negative-energy effect. For an example 
  of an undead ability attack that death ward does protect 
  against, see the shadow (MM 221). Note that the 
  shadow’s Strength Damage (Su) ability description 
  specifically states, “this is a negative energy effect” 
  (thus it is protected against by death ward), whereas an 
  allip’s, ghost’s, and wraith’s supernatural ability attack 
  form does not.  
   
  TREASURE 
  As it takes 10 minutes to loot five bodies, per the 
  Treasure section at the end of this scenario, the heroes 
  do not have the time to loot the bodies, as more demons 
  will arrive if they dawdle. Thus, the below treasure 
  section only presumes that they captured the Iuzian 
  officer and dragged him off somewhere to be searched, 
  stripped, and tied up without demonic interference 
  (such as the beholder’s cave). If the PCs somehow end 
  up with time to loot the dead (by teleporting one of 
  them into the cave), be sure to add this loot the party’s 
  treasure totals (Loot and Magic are totaled up and 
  divided by 12, Coin is divided by 6, regardless of how 
  many PCs play this adventure). 
   
  Note that the golem is included in this treasure 
  total. HOWEVER, to earn the golem, the PCs MUST 
  think on their own to force the cleric to order the golem 
  to obey them from now on (see MM 134) AND the 
  golem must not have been destroyed by the PCs AND 
  the golem must be brought to a town where it can be 
  sold (such as Hallorn). If the golem is sold damaged, 
  compute its sale value based on the percentage of hit 
  points it has left. Thus, a flesh golem sold at 50% hit 
  points has a value of: 20,000 gp/2 for being sold/2 for 
  being 50% damaged/6 for number of PCs (regardless of 
  number of PCs at the table; this is a Living Greyhawk 
  rule) = 833 gp per PC. 
   
  As a role-playing note, clerics of good aligned 
  deities should find flesh golems to be repulsive, as it is 
  constructed out of the remains of dead creatures. Any 
  divine spellcaster of a good-aligned deity who allows 
  the flesh golem into his party will immediately become 
  an ex-member of his divine spellcasting class and will 
  require an atonement from a member of his faith in 
  order to regain his powers. 
   
  APL 6: Loot 118 gp; Coin 0 gp; Magic 833 gp –
  +1 full-plate (221 gp), +1 greatsword (196 gp), 
  gauntlets of ogre power (333 gp), vest of resistance +1 
  (83 gp); Total 951 gp. 
   
  APL 8: Loot 180 gp; Coin 0 gp; Magic 2,083 gp – 
  flesh golem (1,667 gp), periapt of wisdom +2 (333 gp), 
  vest of resistance +1 (83 gp); Total 2,266 gp. 
   
  APL 10: Loot 180 gp; Coin 0 gp; Magic 3,749 gp 
  – clay golem (3,333 gp), periapt of wisdom +2 (333 
  gp), vest of resistance +1 (83 gp); Total 3,929 gp. 
   
  APL 12: Loot 209 gp; Coin 0 gp; Magic 8,166 gp 
  – stone golem (7,500 gp), periapt of wisdom +2 (333 
  gp), vest of resistance +2 (333 gp); Total 8,375 gp. 
   
  TO REST OR NOT TO REST 
  Unless there are no signs of where the PCs exited the 
  tunnels from, they should NOT be able to rest in the 
  tunnels anymore, as the demons will scour the area 
  looking for them. As soon as a reinforcement demon 
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  has found them, it will teleport to summon 
  reinforcements. In this case, the PCs will encounter a 
  ground-based patrol from Encounter 3a unless they 
  flee.  
   
  DEVELOPMENT 
  If the heroes capture the Iuzian, they should flee with 
  him, either back into the beholder’s lair, where they can 
  find various empty tunnels to hide in as long as they 
  don’t leave obvious tracks (see above), or by 
  teleporting back to Hallorn. 
   
  If the PCs leave any of the intelligent minions 
  alive, the demons in Encounter 8 will gain a +2 bonus 
  to the Knowledge (local – IBS) check as they will now 
  have more information about the heroes. 
   
  If the PCs wish to interrogate the prisoner 
  themselves, go to Encounter 8. If the PCs teleport the 
  prisoner directly back to Hallorn, go to Conclusion: 
  Success! 
   
  If the PCs are too scared to attack, then this is the 
  last chance they have at capturing an officer. They 
  might as well go home. If they leave the area by foot 
  and on the road, or they fly, be sure to have them 
  encounter another patrol from Encounter 3. 
   
  8: TO QUESTION OR? 
  SPECIAL 
  Encounters 8-11 ONLY occur for parties that 
  interrogate the Iuzian prisoner themselves. If the PCs 
  teleport back to Hallorn immediately after capturing the 
  officer, these encounters DO NOT occur. 
   
  The adventurers can question the cleric of Iuz on 
  their own, if they so choose. They will be able to find 
  empty tunnels in the beholder’s lair to do this in, or 
  they can teleport to another city and do it. If somehow 
  the adventurers killed the cleric, they can still obtain the 
  information they seek by using speak with dead spell if 
  the cleric fails the saving throw (the only way to avoid 
  the saving throw is if the spell is cast by a Chaotic Evil 
  character. Thus, someone utilizing the Use Magic 
  Device skill to emulate alignment while using a scroll 
  of speak with dead will be able to avoid the need for a 
  saving throw). 
   
  QUESTIONING THE PRISONER 
  If the adventurers cast zone of truth, or other spells to 
  find out if the cleric is telling the truth, they will find 
  the cleric is being very honest with them. While Iuz is a 
  god of treachery and lies, the cleric wants to stay alive 
  long enough to escape (plus he is arrogant and believes 
  that Cranzer’s plans cannot be stopped). 
   
  If the heroes ask questions that are not covered 
  here, make something up that sounds reasonable based 
  on what you know about the region and our plots. The 
  point is to string the players along into asking more and 
  more questions, which gives the marilith more time to 
  prepare her trap. Regardless of how many questions are 
  asked, the trap will be sprung. A bigger build up will 
  just sell the trap more, so to speak. 
   
  Is the Johrase King’s gem at Splinter Keep?  
  Fools. Why would Cranzer let that object out of his 
  sight? Ah, such a trophy! 
   
  Do you know where Cranzer keeps the gem?  
  He sleeps with it under his pillows, you idiots. Of 
  course I don’t know where he keeps the gem. 
   
  Is there really a gate to the Abyss in Splinter Keep? 
  Yes. Morons. 
   
  What is Cranzer up to?  
  We have not seen our lord in some time, but I imagine 
  he is getting ready to destroy the Johrase and 
  everyone else stupid enough to stand in his way. 
  That’s what I would be doing. 
   
  Have you seen Morganstaler around here?  
  Yes. My master allows him to come and go as he 
  pleases. Sometimes my master rides him. It’s quite 
  impressive seeing the two together. I wish they were 
  here now. The dragon would send you dimwits 
  running. 
   
  Who are you?  
  I am just a follower of Iuz, doing his bidding. Who 
  are you? Have you ever considered a career in the 
  chaos and mayhem industry? – He says the last nicely 
  and hopefully, being fairly impressed with their combat 
  skills since they managed to defeat his minions and 
  capture him. 
   
  If the adventurers tell him truthfully who they are, 
  give the demons a +4 Circumstance bonus on their 
  Knowledge (local – IBS) check below. 
   
  DEVELOPMENT 
  Once you are ready to make the players scream at you, 
  the author, and the Triad, proceed to Encounter 9. 
   
  9: THIS ISN’T YOUR DAY, IS IT? 
  SPECIAL 
  Please read this encounter several times so that you 
  understand what the marilith’s goals are and how the 
  mechanics of the various spells, especially trap the soul 
  and sympathy, work.  
   
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  The following encounter occurs almost anywhere so 
  long as the PCs question the prisoner themselves. A 
  few exceptions exist. For instance, if the PCs take the 
  prisoner to the Temple of Pelor in the Free City of 
  Greyhawk, or to the Mausoleum in Hallorn, or to some 
  other place guarded by powerful minions dedicated to a 
  god opposed to Iuz, then the marilith gives up the cleric 
  for lost and calls it a day. If the PCs just take the 
  prisoner to Hallorn and then question him in an inn 
  room, the encounter occurs. 
   
  BACKGROUND 
   
  After a few minutes have gone by, flying demons 
  spot the dead bodies on the battlefield and report this to 
  the Splinter Keep.  
   
  At this point, the true leader at Splinter Keep, a 
  marilith, mobilizes forces to find the missing officer. 
  She does this not out of fondness, but just so that the 
  officer can’t divulge any of Cranzer’s plans. She 
  immediately utilizes her crystal ball to scry on the 
  missing cleric. The cleric purposefully fails the saving 
  throw. Even worse, the crystal ball includes the 
  telepathy ability, so the cleric is relaying information to 
  her regarding the heroes’ names, weapons, abilities, etc. 
   
  The PCs might notice the scrying sensor if they 
  have an Intelligence score of 12 or higher and if they 
  succeed at a DC 20 Intelligence check. Also, the detect 
  scrying spell will detect the sensor. 
   
  Add the Circumstance bonuses the demons may 
  have acquired throughout the adventure towards the 
  Knowledge (local – IBS) check regarding the PCs as 
  each was a different circumstance. In addition, being 
  Wanted! might give the demons bonuses to checks 
  made to learn more about them. Refer to the PC’s WCI 
  meta-AR for more information. 
   
  POSSIBLE BONUS AMOUNTS 
  Encounter 1, heroes have loose lips: 
  +2 
  Encounter 1 or 2, heroes spend the night: +2 
  Encounter 2, heroes spend a lot of coin: 
  +1 to 10  
  Encounter 7, heroes allow survivors: 
  +2 
  Encounter 8, heroes do not detect sensor: +4 
   
  The marilith then consults with a glabrezu who has 
  been in the region the longest amount of time. The 
  glabrezu has a +18 Knowledge (local – IBS) skill check 
  modifier. A DC 30 Knowledge (local) check will give 
  the glabrezu basic information about the heroes (real 
  names, aliases, normal disguises, methods of operation, 
  known friends, etc.). More insidious, it will tell them 
  what value gem will be needed for trap the soul. To err 
  on the side of caution, the marilith will then provide a 
  gem worth 3,000 gp than estimated. 
   
  The marilith is very sneaky, and she intends to fool 
  the PCs into thinking that she will give them King 
  Ramiki’s soul gem (a blue gem) in exchange for them 
  slaying the dragon. Thus, she has already acquired a 
  large, blue gem previously used to trap the soul (PHB 
  295, read it) of an ghaele eladrin (MM 94). It is THIS 
  gem that will be the trigger object for the spell cast to 
  trap a PC. Note that this will in no way impair its 
  ability to continue to contain its victim. 
   
  The marilith then orders a human Iuzian to request 
  a wish from the glabrezu. The wish is: cast trap the 
  soul, with this blue gem (the one already containing the 
  outsider’s soul) as the trigger object, targeting the most 
  gullible of those who are holding <captured cleric’s 
  true name> hostage. As this is designed to bring 
  unhappiness to the world, the glabrezu is eager to 
  please. The marilith provides a red gem of the correct 
  value to be the soul’s receptacle. A quasit carves the 
  targeted PC’s name in tiny Abyssal runes into the gem. 
  Even worse, the quasits carves Ramiki’s name onto the 
  gem in bigger letters. This does not impair how the gem 
  functions as a trigger object. 
   
  The marilith then orders another another human to 
  request a wish from a second glabrezu. The wish is: 
  cast sympathy upon this trigger object (the one from the 
  just cast trap the soul spell) to attract the most gullible 
  of those holding <cleric’s true name> hostage.  
   
  So, to recap, there are now two gems. Gem 1 
  contains the soul of an outsider and is now the trigger 
  object for a trap the soul spell that targets the most 
  gullible PC. Gem 2 is the receptacle for the newly cast 
  trap the soul spell, which will contain the targeted PC’s 
  soul IF that PC touches the trigger object gem. Gem 1 
  is large, expensive, and blue. Gem 2 is large, 
  expensive, and red. Gem 2 DOES NOT need to be 
  exposed to the PCs for it to receive the trapped PC’s 
  soul. 
   
  The trap is now primed. A trap the soul has been 
  prepared with a trigger object that has had sympathy 
  cast upon it. The spells specifically target the PC with 
  the lowest Will save modifier. Thus, when the marilith 
  shows the trigger object to the targeted character, they 
  will need to make a DC 24 Will save to resist taking the 
  target object. Once the target object is grabbed, their 
  soul enters the prepared receptacle soul gem (no SR, no 
  Save) in the marilith’s possession, giving her an edge in 
  bargaining with the PCs. She places Gem 1, the trigger 
  object, in her bag of holding and she places Gem 2, the 
  receptacle, in a simple pouch tied to her belt. 
   
  SPECIAL 
  Sympathy can be cast to either attract creatures of a 
  particular type (dragon, humanoid, outsider, etc., but it 
  cannot target specific sub-types, such as elf, tanar’ri,  or 
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  fire) or it can attract creatures of a particular alignment. 
  Thus, the sympathetic object, which in this case is the 
  blue gem trigger object, can attract more than one PC if 
  they all belong to either the type or the alignment that 
  the spell is attuned to. The glabrezu will attune the 
  trigger object to the type or alignment most likely to 
  attract the fewest amount of heroes, other than the 
  target (i.e., if the target is lawful good while the rest of 
  the party are chaotic good, the spell will target lawful 
  good characters. If the target is a centaur while the rest 
  of the PCs are humanoids, the spell will target 
  monstrous humanoids). 
   
  Once all these preparations are made, the marilith 
  buffs herself, casting align weapon (she covers the full 
  range of alignments spread out amongst her various 
  swords to be prepared for any alignment based DR; 
  whichever DR she runs into, she makes that sword her 
  primary sword) and magic weapon on each of her 
  swords. See invisibility and unholy aura are then cast, 
  while a priest casts eagle’s splendor upon her, and then 
  she teleports to the PCs’ location on her own, ready to 
  ensnare a hero and force their cooperation in another 
  matter. Quite frankly, as successful as she thinks the 
  PCs to have been, she is impressed with their 
  wherewithal and wants to recruit them for a mission. 
   
  DEVELOPMENT 
  If the glabrezu fails at the DC 30 Knowledge (local- 
  IBS) check, then the marilith will have to use the 
  information provided by the captured cleric. In this 
  case, the trap the soul spell will be targeted at a PC 
  determined randomly and she will not know the PC’s 
  name (thus the spell will allow SR and a DC 24 Will 
  save) unless they told it to the prisoner (no SR, no 
  save). 
   
  Once you are ready to proceed, read the following: 
   
  Just as soon as you have finished questioning the 
  prisoner, you hear the telltale sound of displaced air 
  that announces a teleport arrival. Now standing in 
  the room before you is a large, attractive female with 
  six arms. A snake’s tail begins at her lower torso. She 
  is smiling at you, swords surprising sheathed. In one 
  of her hands she holds a simple bag.  
   
  A DC 26 Knowledge (the planes) check will confirm 
  that this is a marilith. Allow the players to throw a fit, 
  then proceed with the following unless the players 
  attack her. If they do that, she fights until knocked 
  below 50 hit points, then she flees. 
   
  If at any point in time the PCs attack, attempt to get 
  the gem without her permission, etc., then proceed to 
  development It’s a Trap below. 
   
  “I’ll give you what you want if you give me what I 
  want,” a surprisingly soft and feminine voice says in 
  your head. The prisoner doesn’t know whether to look 
  relieved or terrified. She looks down at the bag in her 
  hand and then back to your group. 
   
  While PCs can’t be subjected to Diplomacy, advise 
  them that she just made a DC 32 with a rushed attempt. 
  This should convince them that she is trying to play 
  nice. However, she is also bluffing. A DC 36 Sense 
  Motive will reveal that something is fishy in her offer. 
   
  Because her weapons are sheathed, she will have 
  to spend a move action to unsheathe them (she can 
  unsheathe them all with one action due to her 
  Multiweapon Fighting feat) if attacked. When she 
  drops her bundle, the trigger object will become visible, 
  forcing the targeted PC to have to make the saving 
  throw to resist picking it up. The marilith will NOT 
  take attacks of opportunity upon the PC if they are 
  enspelled by the enchantment. 
   
  If the PCs attempt to flee, roll initiative. On her 
  turn, the marilith will drop the package, draw her 
  weapons, and ready an action to disrupt anyone 
  attempting to get away with the prisoner by casting 
  blade barrier. On following rounds, she full attacks 
  PCs as dictated by her tactical situation and what she 
  knows of the PCs abilities (for instance, she will target 
  PCs with anti-evil outsider weapons first). 
   
  If the PCs hear her out, below is a list of questions 
  the PCs might ask her with her responses. If the heroes 
  ask her something not covered by this list, improvise. If 
  the glabrezu failed the Knowledge (local – IBS) check, 
  then adapt the text appropriately. 
   
  What’s in the bag? 
  “A blue soul gem. It’s worth a king’s fortune, so I 
  hear.” (true)—A DC 15 Knowledge (local  - IBS) will 
  confirm that King Ramiki’s soul was trapped in a blue 
  soul gem. 
   
  Whose soul does it contain? 
  “Your missing king’s.” (false, Bluff +28) 
   
  What do you want in exchange for it? 
   “I have a little chore for you if you are up to the 
  task,” the smiling demon says. “There is this pesky 
  little green dragon bothering us in the forest. Bring 
  me its head and I will give you the soul gem.” (true) 
   
  The green dragon? We can’t kill that dragon! 
   
  APLs 6-8: Hrm, perhaps not. Alright, I’ll make 
  you a deal. You take out the dragon’s offspring that 
  guard her and I will deal with the dragon myself. If 
  you acquit yourselves well, I may still give you the 
  gem. (false, Bluff +28) 
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  APL 10-12: Then your fate is sealed. If such 
  powerful warriors as yourself cannot kill the dragon, 
  then you are of no use to me! 
   
  What about Gerland? He’ll kill us! 
  Leave him to me. Cranzer killed him once before. I 
  shall be the cause of his eternal rest. (true) 
   
  What if we refuse to go? 
  Then I myself will kill you., drink your blood, hunt 
  down your friends and family, kill them, and claim 
  their souls for all eternity. (true) 
   
  Who are you? 
  I am the commander of Splinter Keep. My name you 
  need not know. (true) 
   
  How do you know that we won’t just agree and then 
  break our agreement? 
  “Because then your king shall never be free.” 
   
  Why do you have the king’s soul gem? I thought 
  Cranzer possessed it. 
  “The mighty Boneheart gifted it to me for my services 
  here at Splinter Keep and on the Abyss. It is mine to 
  do with as I see fit.” (technically true, although the gem 
  is not King Ramiki’s) 
   
  May we see the soul gem? 
  “But of course,” she says as she reaches into the bag. 
  Oddly, her arm goes all the way in to the elbow. She 
  then withdraws her hand, revealing a large, blue, 
  glowing gem. “One of you may approach to inspect 
  the gem,” she says. 
   
  The magic of the bag of holding had previously 
  prevented the  had previously prevented the sympathy 
  spell’s line of effect. 
   
  A DC 20 Appraise check will confirm that the gem 
  is worth at least 15,000 gp. As this check normally 
  takes a minute, a rushed attempt suffers a -10 
  Circumstance penalty. If a PC attempts an appraise 
  attempt and fails, see PHB 67 for what amount they 
  estimate the gem to be worth. 
   
  In addition, any PC who makes an Appraise check 
  from 5 feet away from the gem and the marilith make 
  attempt a DC 30 Spot check to notice tiny letters carved 
  into one facet of the gemstone. These tiny letters spell 
  out the targeted PC’s name in Abyssal. 
   
  DEVELOPMENT 
  The trigger object with sympathy cast upon it is now 
  revealed to the PCs. If the glabrezu succeeded earlier, 
  the spell targets the PC with the lowest Will save 
  modifier by either type or alignment Pull that player 
  aside, and those who match the target PC by either type 
  or alignment, depending on which was used for the 
  sympathy spell, and have them make Will saves. Send 
  the player back to the table if their PC succeeds on the 
  save.  
   
  Should a PC fail the DC 24 Will save, tell the 
  player that their PC MUST possess the gem at any cost, 
  that this is a compulsion, and that they must act upon it 
  immediately. Not that protection from evil and the like 
  DO NOT protect against this compulsion as it is not an 
  ongoing effect that grants control of the victim’s 
  behavior to the spell caster. 
   
  ALL APLS (EL 17) 
  Marilith: hp 232; Bluff +28; see MM 44. 
   
  IT’S A TRAP! 
  Once the gem is revealed, all hell should break loose if 
  at least one PC failed their save. These PCs MUST 
  attempt to possess the gem, despite the marilith holding 
  it. A DC 25 Sense Motive check will reveal that their 
  behavior has been altered by an enchantment. Other 
  PCs may wish to stop the victim(s) from approaching 
  the marilith. Go to initiative if this is the case. The 
  marilith will remind the PCs that she is happy to allow 
  one of them to approach. If more than one approaches, 
  she threatens to kill them if they approach. This should 
  be good enough for the PC’s comrades to hold him 
  back. 
   
  Once the targeted PC has approached the marilith, 
  she will hold out the gem for their inspection. If the 
  targeted PC grabs the gem, either to take it from her 
  and flee, or because they failed the Will save, they will 
  disappear and the blue gem will fall towards the floor. 
  Before it hits, the marilith will catch it with one of her 
  six arms. If this happens, read the following: 
   
  As your comrade touches the blue gem, his/her body 
  disappears in a flash of light. Laughing, the marilith 
  reaches out and easily pulls the falling blue gem from 
  the air. She then reaches into a pouch at her side and 
  pulls out a pulsating red gem. 
   
  “Your friend is in here,” she says, shaking the 
  red gem lightly. “And here he will stay for all eternity 
  unless you kill the dragon for me.” She then places 
  both gems back into the bag in her hands. 
   
  If none of the PCs fail the save and the targeted PC 
  does not indicate any desire to accept the gem, the 
  marilith will grow weary of her game. She will demand 
  that the heroes go kill the dragon or she will slay them 
  all here and now. To ensure that they do as she asks, 
  she demands that they leave her a non-spellcaster 
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  prisoner (opposed by her Sense Motive modifier if the 
  PCs attempt to lie to her). 
    
  DEVELOPMENT 
  If the PCs agree to fight the dragon and agree to leave 
  her a prisoner (or she already has one via the trap the 
  soul spell), go to Encounter 10. If the PCs leave their 
  friend to his fate, go to Conclusion: Monstrous Failure! 
   
  FIGHT TIME 
  If the PCs refuse to go kill the dragon, whether or not 
  she has a PC prisoner, continue with the following: 
   
  “So be it,” she says. “Your souls are mine.” 
   
  CREATURES 
  Immediately, a demon arrives to kill the remaining PCs 
  for her amusement. The demons are not magically 
  summoned, they merely teleport to her location after 
  having watched the entire exchange via her crystal ball, 
  which she left back at Splinter Keep. For the demons 
  that do not have the spell-like ability greater teleport 
  (APLs 10 and 12), assume that an invisible superior 
  elite advanced bar-lgura uses its abduction ability to 
  teleport them to the battle. As bar-lguras are a bit of a 
  pain to deal with, and do not like working with other 
  demons, the next round it will teleport away to sulk. At 
  no point in time should it be part of the encounter (if 
  the PCs can see it, it urges them to kill the demon it just 
  delivered). 
   
  During the battle, the marilith will stay out of the 
  fight unless she is directly attacked by a PC. She seems 
  to be enjoying the fight. 
   
  APL 4* (EL 8) 
  Babaus (2): hp 66; see MM 40. 
   
  APL 6 (EL 10) 
  Babau Assassin Leader: hp 120; see Appendix 1. 
   
  APL 8 (EL 12) 
  Kastighur: hp 202; see Appendix 1. 
   
  APL 10 (EL 14) 
  Advanced Armanite: hp 211; see Appendix 1. 
   
  APL 12 (EL 16) 
  Goristro: hp 300; see Appendix 1. 
   
  SPECIAL 
  While this scenario does not support APL 4, it is listed 
  here for a reason: If only 4 or fewer characters have 
  made it this far, either because the table started with 4 
  PCs or because of PC deaths (or because a PC is 
  trapped in the soul gem), then use the next LOWER 
  APL entry for determining the PCs’ foe during this 
  combat.  
   
  TACTICS 
  The demons fight to kill. They have the drop on the 
  PCs and come into this fight buffed. The demons use 
  their most ferocious attacks early, hoping to impress 
  their boss, the marilith.  
   
  At APL 6, the babau has studied an arcane spell 
  caster PC for 3 rounds via the crystal ball, so he is 
  ready to make a death attack. If you feel that none of 
  the PCs were within 10 feet of the prisoner, then forgo 
  the death attack. 
   
  At APL 8, the kastighur uses its charge and 
  quickened teleport abilities to devastate the PCs. On the 
  beginning of each the first three rounds, it will 
  quickened teleport to a position it can charge from.  
   
  At APL 10, the advanced armanite will attempt to 
  take the fight to an open area so that it can charge and 
  Ride-by-Attack the PCs. 
   
  At APL 12, the goristro will first use its stomp 
  ability before wading into melee. It trusts that the 
  marilith can survive the earthquake. 
   
  DEVELOPMENT 
  If the PCs were defeated or fled, then they will not be 
  able to recover their friend or his soul gem if he was 
  trapped by the spell. If captured, the PCs will be killed. 
  Those who are Wanted! may invoke the “Your Work 
  Must Continue” benefit. 
   
  However, if the PCs defeat the demon, but were 
  not able to flee during the battle, read the following: 
   
  The marilith is no longer amused and she draws her 
  swords as a look of concentration crosses her face.  
   
  A DC 26 Knowledge (the planes) check will reveal that 
  mariliths love to use their blade barrier spell-like 
  ability. 
   
  Suddenly, a huge, green, winged dragon arrives, an 
  elf in brown robes on her back. The elf shouts, “I 
  know about the gem(s)! Go, now!” before throwing a 
  small acorn at the marilith. Upon impact, the acorn 
  detonates into a huge blast of flame. Before the 
  demon can react, the druid flicks his wrist and a huge 
  column of fire engulfs the demon.  
   
  The dragon is not to be outdone, as  she blasts the 
  demon with acid, the force of which is enough to 
  knock over houses and uproot trees. She then 
  continues her flight past the battered marilith, biting a 
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  chunk out of the demon’s snake tail before flying out 
  of reach. 
    
  If the PCs are in a building, describe Gerland and the 
  dragon crashing through the building to come to the 
  rescue. Gerland has been greater scrying upon the 
  marilith, she failed her save, and now that she is out in 
  the open, he is here to kill her. Gerland then used wind 
  walk to bring himself and Maurgoroothyx to the fight. 
   
  Luckily for the PCs, they don’t have to fight the 
  marilith. Gerland and Maurgoroothyx will keep the 
  demon occupied, allowing the heroes to flee with their 
  prisoner. During the battle, the dragon will wrest the 
  bag holding the soul gems away from the demon. 
   
  The battle itself will be a stalemate. Eventually, 
  Gerland and the dragon will force the demon to flee, 
  but they won’t be able to kill her outright, this time. 
   
  If the PCs get the prisoner to Gaiyle, proceed to 
  Conclusion: Success! 
   
  TREASURE 
  None, the PCs should take time to grab anything as the 
  marilith is fighting Gerland and the green dragon. 
   
  However, after Gerland drives the marilith off, he 
  will gather up the treasure, if any, and make it available 
  to the PCs. 
   
  10: MOM DIDN’T WARN ME ABOUT THIS 
  The marilith laughs, “I am not totally unsympathetic 
  to your situation. Here’s the deal, I am keeping your 
  friend until you return with the green’s head. In your 
  friend’s stead, I offer the services of one of my 
  minions. Yes or no, either way your friend remains 
  with me until your appointed task is finished.” 
   
  If the adventurers accept the marilith’s offer of a 
  substitute for the lost adventurer, remind the party’s 
  good or lawful aligned divine spellcasters that they will 
  be in serious need of atonement after working with a 
  chaotic evil demon. The adventurers may arbitrarily 
  accept the offer of help only to fight the minion after 
  the marilith departs; this is OK and is NOT an evil act 
  (but it is a chaotic act and lawful divine spellcasters 
  will still require atonement. Sometimes lawful PCs 
  must make tough choices to stay lawful). 
   
  If the adventurers accept the help of the Tanar’ri 
  read or paraphrase the following. 
   
   “Here is your help,” she says as a demon arrives via 
  teleport.  
   
  What type of demon arrives depends on the table’s 
  APL.  
   
  APL 6: Babau: hp 66; MM 40. 
   
  APL 8: Vrock: hp 115; MM 48. 
   
  APL 10: Hezrou: hp 138; MM 44. 
   
  APL 12: Glabrezu: hp 174; MM 43. 
   
  “Now, you will get me the head of that green dragon. 
  Bring it back here so that I might reward you and give 
  you back your friend,” she says, taunting you with the 
  bag containing the soul gem(s) before looking at the 
  cowering prisoner. 
   
  “You’ve caused enough trouble today,” she says 
  as her thick, muscular tail whips around to smash 
  into the helpless cleric’s head. With a snap, his neck 
  breaks and his body goes limp.   
   
  Add the following if a PC is staying, but was not 
  trapped in the soul gem: 
   
  A moment later, an ape demon arrives, grabs your 
  friend, and teleports away. 
   
  With that, the marilith disappears, leaving you to 
  your task and to your fate. The demon minion grins 
  evilly at you, ready to kill you at the first sign of 
  betrayal. 
   
  The adventurers are free to attack the demon (if a 
  player had their PC captured by the soul gem, feel free 
  to allow them to control the demon during this fight so 
  long as the demon does its best to kill the heroes). The 
  marilith no longer cares if the minion survives, having 
  returned to Splinter Keep with her prize, a new soul.   
   
  The heroes have several options, all of them bad. 
  They can abandon the idea of dealing with the marilith 
  and go back to Hallorn and in doing so forget about 
  their friend. In this case, their friend is lost forever, 
  removed from Living Greyhawk play. Go to 
  Conclusion: Monstrous Failure. 
   
  Should the PCs actually desire to go kill the 
  dragon, they have enough information from Encounter 
  Two that they can locate the general area of the green 
  dragon’s lair (Green’s Pond on the map).  
   
  Should the PCs wish to pretend to go and kill the 
  dragon, but not go, and then return to try to trick the 
  marilith or attack her, go to Encounter 11. 
   
  TERRAIN 
  See the Blackspawn Raider Encampment map in 
  Appendix 4. Remove the buildings, but the rest of the 
  map should serve well for this encounter. The trees are 
  alive in this area of the forest. This area of the forest is 
  considered dense (DMG 87). 
   
  The pond has a radius of 120 feet and is 30 feet 
  deep at its deepest. The pond’s bottom slopes down 
  from the shore at a 45 degree angle. The dragon has 
  cleared all the trees from the pond’s edge out to a 
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  distance of 20 feet from the shore. Thus, there will be a 
  20-foot wide strip of land near the pond unimpeded by 
  trees.  
   
  For terrain further away from the pond, there is a 
  living typical tree (AC 4, hardness 5, hp 150) and light 
  undergrowth in 80% of the squares. A creature standing 
  in the same square as a tree gains a +2 cover bonus to 
  Armor Class and a +1 cover bonus to Reflex saves. The 
  trees do not hinder tactical movement, regardless of a 
  creature’s size. Also, 50% of the squares are covered by 
  light undergrowth, which requires 2 squares of 
  movement to move into and provides concealment. 
  Light undergrowth increases the DC of Tumble and 
  Move Silently checks by 2 because the leaves and 
  branches get in the way. 
   
  CREATURE 
  Green’s Pond is home to Maurgoroothyx, the Green 
  Dragon of the Tangles. She is a spurned lover of 
  Morginstaler’s and a recent parent to a variety of 
  greenspawn and a very special yellow dragon. 
   
  As the forest is recovering, her greenspawn are 
  able to range further and further afield. Thus, the PCs 
  should encounter greenspawn a mile or two away from 
  her lair (the greenspawn detailed below by APL). The 
  greenspawn immediately retreat to tell “Momma” that 
  there is some food to be had. 
   
  If the greenspawn survive to reach the pond, 
  Maurgoroothyx will be aware of the PC’s approach, so 
  she will cast her buff spells and Hide, preparing to slay 
  the intruders. Her children will hide as well, ready to 
  defend her with their lives.  
   
  At APLs 6 and 8, it is presumed that 
  Maurgoroothyx will be attacked by demons if the PCs 
  attack her children (1 nalfashnee and 6 vrocks). She 
  will be far enough away that the PCs do not need to 
  worry about dragonfear. The distraction provided by 
  the PCs attacking her children will enable the demons 
  to defeat her in battle, killing her.  
   
  IF the PCs actually accept the demon minion’s aid 
  during the fight with the dragon, all Lawful or Good 
  divine spellcasters in the party immediately become 
  ex-members of their class and lose their abilities per 
  their ex-class rules until they receive atonement 
  from a member of their own faith! This happens 
  before the fight even starts. 
   
  APL 6 (EL 9) 
   
  Greenspawn sneak raid leader: hp 56; see 
  Appendix 1. 
   
  Greenspawn leaper (3): hp 19 each; see 
  Appendix 1. 
   
  Greenspawn sneak (3): hp 11 each; see Appendix 
  1. 
   
  Aur’staleryx: hp 71: see Appendix 1. 
   
  APL 8 (EL 11) 
   
  Greenspawn razorfiend (4): hp 85 each; see 
  Appendix 1. 
   
  Aur’staleryx: hp 71: see Appendix 1. 
   
   
  APL 10 (EL 14) 
   
  Maurgoroothyx: hp 299: see Appendix 1. 
   
  Greenspawn razorfiend (4): hp 85 each; see 
  Appendix 1. 
   
  Aur’staleryx: hp 71: see Appendix 1. 
   
  APL 12 (EL 15) 
   
  Maurgoroothyx: hp 299: see Appendix 1. 
   
  Greenspawn razorfiend (6): hp 85 each: see 
  Appendix 1. 
   
  Aur’staleryx: hp 71: see Appendix 1. 
   
   
  TACTICS 
  A breakdown of tactics by APL follows: 
   
  APL 6 The greenspawn leapers are not very 
  intelligent, so they will move to attack the nearest 
  creatures. They will gang up on opponents if possible. 
  The greenspawn sneaks will work together to flank 
  opponents, attempting to kill any arcane spellcasters 
  first. 
   
  APLs 8-12 The greenspawn razorfiends will use 
  their breath weapons as often as possible. When not 
  breathing, they use their high speed, Dodge, Mobility 
  (going from land to water) and Spring Attack feat to 
  gang up on one target. With their intelligence, they can 
  recognize a threat when they see it, so they prefer to 
  focus on arcane spellcasters as well. Be sure to read up 
  on Aquatic Terrain rules (DMG 92) so that the 
  razorfiends can make extensive use of the cover 
  provided by being in the water. 
   
  At APLs 10 and 12, Maurgoroothyx herself enters 
  the fray. She will be pre-buffed if her sneak raid leaders 
  have warned her of the heroes’ approach. Thus, use her 
  power-up suite.  
   
  She prefers to fight from a distance of 15 feet away 
  from shore while in the pond (thus, she is underwater 
  most of the time). At this distance, she can 5-foot swim 
  straight up, which lets her breach the pond’s surface. 
  She will then take her action before sinking to stand on 
  the pond’s bottom (this movement does not count 
  against her movement, as she is effectively falling 
  when not swimming. However, it might provoke an 
  attack of opportunity as normal. In this case, she might 
  just choose not to sink by swimming in place, a free 
  action). Remember, the water gives her improved cover 
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  (+8 bonus to AC, +4 bonus to Reflex saves; not already 
  included in her stats) from opponents on land. 
   
  Maurgoroothyx will prefer to open up with a 
  Quickened, Heightened, Tempest breath weapon before 
  casting blood wind and using her natural attacks at 
  range to attack any obvious arcane spellcasters, or 
  whoever else she perceives to be the biggest threat. She 
  will typically not Power Attack. Be aware that blood 
  wind turns her natural attacks into ranged attacks, so 
  her opponents might be able to benefit from cover or 
  concealment. 
   
  Keep in mind that her Large and in Charge feat 
  will make it very difficult for melee oriented PCs to 
  approach her (plus, she’s in the water, surrounded by 
  the inky cloud). 
   
  At no point in time will Maurgoroothyx leave the 
  pond unless she must flee. She’s a much more 
  dangerous combatant in the water than out of it. 
   
   
  TREASURE:  
  None. Demons arrive to claim the treasure for the 
  marilith.  
   
  DIPLOMACY 
  If the adventurers approach in an open, calm manner 
  (weapons sheathed, arms in the air), then it will be 
  possible to try to talk with the dragon. She will order 
  the PCs to stop at the edge of the tree line. If the PCs 
  have a demon with them, she attacks them unless the 
  PCs immediately turn on and slay the demon while she 
  watches. 
   
  Her initial starting attitude is Unfriendly, unless the 
  talking PC has earned her favor in the past, in which 
  case she will be Friendly (see the AR for the favor).  
   
  If made Friendly, she will entertain some questions 
  (see below). She prefers to speak Draconic. If made 
  Helpful, she will get Gerland and go with the PCs to 
  confront the marilith.  
   
  Where’s Morginstaler? 
  I don’t care how much I like you, the next one of you 
  that mentions his name will feed my children tonight. 
  – The PC must make a DC 15 Diplomacy check and 
  apologize to her or she becomes Unfriendly towards 
  that PC. Continued mentioning of Morginstaler makes 
  her Hostile and she attacks, regardless of APL. 
   
  Is your baby really yellow?  
  He is a true blessing from The Chromatic. One day he 
  shall be strong enough to displace his bastard of a 
  father. 
   
  You know there’s this marilith who wants your head, 
  right?  
  Gerland and I have been putting quite a squeeze on 
  the patrols around the keep. They enjoy destroying my 
  forest, and we slay them all, as soon as Gerland learns 
  how to close the gate. The six-armed she demon is 
  scared to face me alone. 
   
  We were sent here to kill you for the demon. 
  Suspicious the dragon eyes you and asks, “Why 
  should I trust you? If you are not here to take my 
  head, why bother to seek me out?” The dragon 
  inhales deeply you are certain how she exhales will 
  depend on your answer. 
   
  Let the adventurers give her an answer. If she likes it 
  (such as, “We would never harm you, the forest, or 
  your baby! We want to kick the demons’ butts out of 
  your forest but the marilith has our friend trapped in a 
  soul gem!”), and they have made her Helpful, 
  paraphrase the following. 
   
  The appearance of giant fangs as the dragon’s lips 
  curl upward into a smile relieves the tension hanging 
  in the air. The distinct pungent odor of her breath hits 
  your nostrils as she slowly releases her held breath. 
   
  “Well said, I think I can help you while giving 
  Gerland and myself a bit of a reprieve. We’ve been 
  waiting for a chance to catch that she-demon out in 
  the open, away from the keep. Just tell me when and 
  where you are to meet her, and Gerland and I will be 
  there to take care of her.” 
   
  DEVELOPMENT 
  If the heroes return to face the demon, with or without 
  the dragon or her head, Proceed to Encounter 11. If the 
  heroes leave their friend to the demon and return to 
  Hallorn, go to Conclusion: Monstrous Failure. If they 
  return to Gaiyle with the cleric, go to Conclusion: 
  Success! If they survive but without capturing the 
  prisoner, go to Conclusion: Not Good Enough. 
   
   
  11: DO OR DIE 
  If the adventurers come to this encounter without the 
  demon minion, the marilith doesn’t seem terribly upset 
  by this and doesn’t even bother asking about it. Let the 
  adventurers worry about this; if they bring up the 
  subject of the missing demon, the marilith dismisses the 
  adventurer’s stories as “the circumstances of war.” 
  Quite frankly, she feels that if the demon wasn’t strong 
  enough to beat the PCs and/or the dragon, then it 
  wasn’t strong enough to stay on the Material Plane. 
   
  At APL’s six and eight, if the adventurers fought  the 
  dragon’s children and won, read or paraphrase the 
  following: 
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  Meeting back at the demon’s appointed place without 
  the dragon’s head, you hope for some tolerance from 
  the Marilith. After all, her demons were able to kill 
  the dragon thanks to your interference.  
   
  Once you have arrived at the appointed spot, your 
  wait is not long. The towering demon appears out of 
  nowhere and says, “Do you have what I asked for?”  
   
  The marilith will patiently wait for the adventurers to 
  recount their story. At the end of their story, read or 
  paraphrase the following. 
   
  “Well I should have known you weren’t up to the task. 
  However, my minions reported that you were 
  instrumental in their being able to kill the dragon. I 
  suppose that is enough.” She then reaches into her 
  bag and pulls out a large, red gem.   
   
  If the adventurers are trying to recover the gem of a 
  fellow adventurer, the marilith will shatter the gem, 
  freeing the prisoner PC. However, the unfortunate 
  prisoner will have seen things that mortals aren’t meant 
  to see. See the AR for details. 
   
  If the adventurers return to meet the marilith with the 
  adult dragon head, read or paraphrase the following. 
   
  Once you have arrived at the appointed spot, your 
  wait is not long. The towering demon appears out of 
  nowhere and says, “Do you have what I asked for?”  
   
  Let the adventurers regale the marilith with tales of 
  battle with the green dragon and her minions. Whether 
  it is true or not, the Marilith hears what she wants to 
  hear 
  as 
  long 
  as 
  the 
  dragon 
  head 
  is 
  really 
  Maurgoroothyx’s (if not, this is opposed by her skills 
  such as Knowledge, Sense Motive, etc.). Proceed with 
  the following: 
   
  “Well done, dragon slayers!” she says with only a hint 
  of mockery in her voice. She carefully examines the 
  head before reaching into her bag and pulling out a 
  large, red gem.   
   
  If the adventurers are trying to recover the gem of a 
  fellow adventurer, the marilith will shatter the gem, 
  freeing the prisoner PC. However, the unfortunate 
  prisoner will have seen things that mortals aren’t meant 
  to see. See the AR for details. 
   
  Proceed to Conclusion: What Have We Done? 
   
  DEVELOPMENT 
  If the PCs return to talk to the marilith, but they did 
  NOT kill the dragon (or its kin at APLs 6-8), then go to 
  Fight Time in Encounter 9 and start the demon fight as 
  appropriate for their APL. 
   
  CONCLUSION 
  Several conclusions are possible with this adventure 
  depending on what the adventurers chose to do. Please 
  read carefully and apply the appropriate ending (there 
  may be more than 1, so read all that apply). 
   
  CONCLUSION: SUCCESS! 
  If the PCs successfully delivered a living, captured 
  Iuzian officer to Gaiyle, read the following: 
   
  Gaiyle looks to you with sparkling green eyes, “it does 
  my soul well to see the old one’s minions having their 
  own tricks played on them. Well done friends you 
  have done a great deed. With the information we 
  learn from this demon worshipper, the Johrase shall 
  be able to make their final preparations. You have 
  earned our thanks!” 
   
  Now, we have no time to lose. We must get him 
  somewhere secure immediately.” 
   
  With that, she stands, nods at each of you, 
  touches hands with Allehendro and the Viscount, who 
  is firmly holding the prisoner, and incants a spell. A 
  moment later, they are gone. 
   
  The heroes have earned an Influence Point with Gaiyle 
  Markhalla, the Johrase, the Dwarves of Morakduum, 
  Moskol’s Legion, and the Old Faith.  
   
  CONCLUSION: NOT GOOD ENOUGH 
  If the PCs survived but were unable to deliver the 
  living prisoner to Gaiyle, even if the PCs questioned 
  the prisoner (she can’t trust what the Iuzian told them 
  unless she, Lady Hind, Otolle, Khazibul the Dwarven 
  Archmage, and Bellamoh were all there to ensure he 
  wasn’t lying), read the following: 
   
  Gaiyle looks at you with disappointed eyes before 
  saying, “Well, it was a difficult mission. We couldn’t 
  really hope that you would succeed, but we are glad 
  that you survived. We will not be able to mount 
  another such mission, as they will be better prepared 
  now. Alas, the Johrase shall have to make their final 
  preparations without the benefit of knowing if their 
  king’s soul gem lies in Splinter Keep.” 
   
  Now, we have no time to lose. We must get back 
  to our various duties.” 
   
  With that, she stands, nods at each of you, 
  touches hands with Allehendro and the Viscount and 
  incants a spell. A moment later, they are gone. 
   
  BDK7-08 Little bit o’ payback 
   
  Page 28 
  
   
  The PC may gain one of the Influence Points available 
  on the AR (player choice). 
   
  CONCLUSION: MONSTROUS FAILURE 
  If the PCs left their friend with the marilith, read the 
  following: 
   
  Trying to figure out what is best for all involved, what 
  sacrifices have to be made for the greater good or 
  greater profit is nerve racking at best. You can only 
  hope that those left behind understand the need to 
  keep as many of the Old One’s powerful enemies 
  fighting him, for the greater good out weighs the need 
  to rescue them. 
   
  Any PCs left with the marilith are removed from Living 
  Greyhawk play, their bodies and souls considered 
  unrecoverable. Please be sure to notate as such on the 
  PC’s AR and email the regional Point-of-Contact the 
  player’s and PC’s names.  
   
  The surviving PCs earn the Coward! AR entry. 
   
  CONCLUSION: WHAT HAVE WE DONE? 
  If the PCs killed Maurgoroothyx, or her kin, read the 
  following: 
   
  Gaiyle looks at you with tears in her green eyes and a 
  look of shock as she says, “What a fool’s errand have 
  we been party to Allehendro? Gods help us we didn’t 
  set into motion actions to help keep safe the minions 
  of Old Wicked.”  
   
  Gaiyle gets up from the table and leaves quickly. 
  Allehendro turns slowly back to you saying, “Idiots, 
  do you even know what you have done? Now the 
  forest will never recover!” Nodding to Viscount 
  Bricuth, who is shaking his head sadly at you, they get 
  up and leave.  
   
  The PCs earn the Coward! AR entry. 
   
  The End 
   
  EXPERIENCE POINT SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives 
  plus roleplaying) to each character. 
   
  1: DINGY MEETINGS  
  Defeat the illusion 
  APL 6  
  30 XP 
  APL 8  
  90 XP 
  APL 10  
  150 XP 
  APL 12  
  210 XP 
   
  3: ON THE ROAD AGAIN  
  Defeat the patrol 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  4: WELCOME TO PAZUNIA!  
  Defeat the demons  
  APL 6  
  300 XP 
  APL 8  
  360 XP 
  APL 10  
  420 XP 
  APL 12  
  480 XP 
   
  5: WHICH WAY TO GO?  
  Defeat the bar−lgura 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  6: CAVE BARE  
  Defeat Smeckle and the beholder 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  7: A PRISONER WITH LOVE  
  Defeat the Iuzians 
  APL 6  
  300 XP 
  APL 8  
  360 XP 
  APL 10  
  420 XP 
  APL 12  
  480 XP 
   
  9: THIS ISN’T YOUR DAY, IS IT?  
  Defeat the demons 
  APL 6  
  300 XP 
  APL 8  
  360 XP 
  APL 10  
  420 XP 
  APL 12  
  480 XP 
   
  10: WHAT DID WE JUST STEP IN?  
  Defeat the green dragon or her kin 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  420 XP 
  APL 12  
  450 XP 
  BDK7-08 Little bit o’ payback 
   
  Page 29 
  
   
   
  STORY AWARD 
  Captured the Iuzian officer alive 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
   
  STORY AWARD 
  Returned Iuzian officer alive to Gaiyle 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
   
  TOTAL POSSIBLE EXPERIENCE: 
  APL 6  
  1,800 XP 
  APL 8  
  2,250 XP 
  APL 10  
  2,700 XP 
  APL 12  
  3,150 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. 
   
  3A: HOOFIN’ IT 
   
  All APLs: Loot 252 gp; Coin 0 gp; Magic 424 gp 
  – brooch of shielding (125 gp), pearl of power 1st (83 
  gp), scrolls of [animate dead (52 gp), burning hands 
  (CL 3, 6 gp), web (12 gp), sound burst (17 gp), 
  protection from arrows (12 gp), mirror image (12 gp), 
  levitate (12 gp), ray of enfeeblement (6 gp), shield (2 
  gp), true strike (2 gp)], vest of resistance +1 (83 gp); 
  Total 676 gp. 
   
  5: WHICH WAY TO GO? 
   
  APL 6: Loot 58 gp; Coin 0 gp; Magic 332 gp – 
  vest of resistance +1 (4@83 gp); Total 390 gp. 
   
  APL 8: Loot 44 gp; Coin 0 gp; Magic 1,152 gp – 
  rending gauntlets (3@301 gp each), vest of resistance 
  +1 (3@83 gp each); Total 1,196 gp. 
   
  APL 10: Loot 29 gp; Coin 0 gp; Magic 2,102 gp – 
  horned helm (2@667 gp), rending gauntlets (2@301 
  gp each), vest of resistance +1 (2@83 gp each); Total 
  2,131 gp. 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 3,298 gp – 
  +1 linked studded leather armor (2@598 gp), horned 
  helm (2@667 gp), rending gauntlets (2@301 gp each), 
  vest of resistance +1 (2@83 gp each); Total 3,298 gp. 
   
  6: CAVE BARE 
   
  APL 6: Loot 33 gp; Coin 0 gp; Magic 1,510 gp – 
  ring of the darkhidden (167 gp), bracers of armor +1 
  (83 gp), cloak of charisma +2 (333 gp), gloves of 
  dexterity + 2 (333 gp), potion of cure serious wounds 
  (63 gp), ring of protection +1 (167 gp), scroll of fly (31 
  gp), vest of resistance +2 (333 gp); Total 1,543 gp. 
   
  APL 8: Loot 33 gp; Coin 0 gp; Magic 1,510 gp – 
  ring of the darkhidden (167 gp), bracers of armor +1 
  (83 gp), cloak of charisma +2 (333 gp), gloves of 
  dexterity + 2 (333 gp), potion of cure serious wounds 
  (63 gp), ring of protection +1 (167 gp), scroll of fly (31 
  gp), vest of resistance +2 (333 gp); Total 1,543 gp. 
   
  APL 10: Loot 33 gp; Coin 0 gp; Magic 2,344 gp – 
  ring of the darkhidden (167 gp), bracers of armor +3 
  BDK7-08 Little bit o’ payback 
   
  Page 30 
  
   
  (750 gp), cloak of charisma +2 (333 gp), gloves of 
  dexterity + 2 (333 gp), potion of cure serious wounds 
  (63 gp), ring of protection +1 (2@167 gp), scroll of fly 
  (31 gp), vest of resistance +2 (333 gp); Total 2,377 gp. 
   
  APL 12: Loot 33 gp; Coin 0 gp; Magic 4,602 gp – 
  ring of the darkhidden (167 gp), bracers of armor +5 
  (2,083 gp), cloak of charisma +2 (333 gp), gloves of 
  dexterity + 2 (333 gp), potion of cure serious wounds 
  (63 gp), ring of the forcewall (425 gp), ring of 
  protection +1 (167 gp), ring of protection +2 (667 gp), 
  scroll of fly (31 gp), vest of resistance +2 (333 gp); 
  Total 4,635 gp.  
   
  7: A PRISONER WITH LOVE 
   
  APL 6: Loot 118 gp; Coin 0 gp; Magic 833 gp –
  +1 full-plate (221 gp), +1 greatsword (196 gp), 
  gauntlets of ogre power (333 gp), vest of resistance +1 
  (83 gp); Total 951 gp. 
   
  APL 8: Loot 180 gp; Coin 0 gp; Magic 2,083 gp – 
  flesh golem (1,667 gp),  periapt of wisdom +2 (333 gp), 
  vest of resistance +1 (83 gp); Total 2,266 gp. 
   
  APL 10: Loot 180 gp; Coin 0 gp; Magic 3,749 gp 
  – clay golem (3,333 gp),  periapt of wisdom +2 (333 
  gp), vest of resistance +1 (83 gp); Total 3,929 gp. 
   
  APL 12: Loot 209 gp; Coin 0 gp; Magic 8,166 gp 
  – stone golem (7,500 gp),  periapt of wisdom +2 (333 
  gp), vest of resistance +2 (333 gp); Total 8,375 gp. 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 6: Loot 461 gp; Coin 0 gp; Magic 3,099 gp; 
  Total 1,800 gp (1,760 gp over-the-cap). 
   
  APL 8: Loot 509 gp; Coin 0 gp; Magic 5,169 gp; 
  Total 2,600 gp (3,078 gp over-the-cap). 
   
  APL 10: Loot 494 gp; Coin 0 gp; Magic 8,619 gp; 
  Total 4,600 gp (4,513 gp over-the-cap). 
   
  APL 12: Loot 494 gp; Coin 0 gp; Magic 16,490 
  gp; Total 6,600 gp (10,384 gp over-the-cap). 
   
  ADVENTURE RECORD 
  Soul Touched: You were a prisoner of the marilith. As 
  a result of horrible things seen and done, you suffer a 
  permanent -2 to your Wisdom and Charisma scores 
  until you spend 4 TUs visiting a Good-aligned outer 
  plane or are healed by a solar. Being healed by a solar 
  or visitation to another plane must be documented by 
  an AR or must occur during a Bandit Kingdoms 
  interactive.  
   
  Influence Point with Gaiyle Markhalla [ ]: PCs may 
  spend this IP to gain ONE of the following: 1) Gaiyle 
  puts in a good word with a friend for you. Gain one IP 
  with both Rhaedrick Avenfear and The Shade; 2) 
  Regional access to the spell storing weapon upgrade. In 
  addition, members of the Drinkers of the Cup of 
  Midnight gain Metaregional access to the shattermantle 
  and shadowstrike weapon upgrades (both MIC). 
   
  Influence Point with the Johrase [ ]: PCs may spend 
  this IP to gain ONE of the following: 1) Regional 
  access to a +1 axiomatic adamantine morningstar. In 
  addition, Citizens of Johrase who are worshippers of St. 
  Cuthbert gain regional access to one Cudgel That Never 
  Forgets (MIC); 2) At the start of BDKI8-04 All Evil 
  Things, this PC may benefit from a CL 20 heroes’ feast 
  and magic vestment cast by Lady Taleetha Hind. 
   
  Influence Point with Moskol’s Legion [ ]: PCs may 
  spend this IP to gain ONE of the following: 1) access to 
  one pegusus cohort (ECL 6, initial feats as MM 206); 
  2) Regional access to a +1 keen bane (evil outsiders) 
  silver spear. In addition, members of Moskol’s legion 
  who are worshippers of Trithereon gain Regional 
  access to one crystal mask of mindarmor (MIC). 
   
  Influence Point with the Old Faith [ ]: PCs may 
  spend this IP to gain ONE of the following: 1) Regional 
  access to the defending weapon upgrade; 2) gain 
  Regional access to the hunting (MIC) weapon upgrade. 
  In addition, members of the Old Faith gain access to the 
  beastskin armor upgrade (MIC). 
   
  Influence Point with the Dwarves of Morakduum [ 
  ]: PCs may spend this IP to gain ONE of the following: 
  1) Regional access to the throwing and returning 
  weapon upgrades; 2) Regional access to a +1 holy cold 
  iron warhammer. In addition, dwarven clerics of a 
  Good-aligned dwarven god gain access to one Axe of 
  Ancestral Virtue (MIC). 
   
  Coward! You suffer a -2 Great Renown penalty to 
  your Leadership score. If your party killed the dragon 
  or her kin, you gain the Permanent Enmity of Gerland. 
    
  ITEMS FOUND DURING THE ADVENTURE 
  D = must defeat the marilith’s demons in Encounter 9 
  G = must have defeated the greenspawn (and dragon at 
  APLs 10 and 12) in Encounter 10 
  * = must not have been destroyed during the battle and 
  the cleric of Iuz MUST have been ordered to turn over 
  control of the golem to the PCs 
   
  APL 6: 
  • Brooch of shielding (Adventure; DMG) 
  • Pearl of power 1st (Adventure; DMG)  
  • Ring of the darkhidden (Adventure; MIC) 
  • GRing of swimming (Adventure; DMG) 
  BDK7-08 Little bit o’ payback 
   
  Page 31 
  
   
  • G+1 glamered, improved slick studded leather 
  (regional; DMG; 18,875 gp) 
  • G+1 small-sized dragonsplit (Adventure; Monster 
  Manual 4; 2,400 gp) 
   
  APL 8 (all of APL 6 plus the following): 
  • *Flesh Golem (Adventure; MM; 20,000 gp) 
  • Pearl of power 2nd (Adventure; DMG) 
  • Rending gauntlets (Adventure; MIC) 
  • +1 large-sized mithril breastplate (Adventure; 
  DMG) 
  • D+2 huge-sized breastplate (Adventure; DMG) 
   
  APL 10 (all of APLs 6-8 plus the following): 
  • *Clay Golem (Adventure; MM; 40,000 gp) 
  • Horned helm (Adventure; MIC) 
  • DHorseshoes of speed (Adventure; DMG) 
  • D+1 large composite longbow (Str +6) (Adventure; 
  DMG) 
  • D+1 large bane (humans) lance (Adventure; DMG) 
   
  APL 12 (all of APLs 6-10 plus the following): 
  • Masterwork large composite longbow (+10 Str) 
  (Adventure; PHB) 
  • DGloves of Swimming and Climbing (Adventure; 
  DMG) 
  • Ring of the forcewall (Adventure; MIC) 
  • *Stone Golem (Adventure; MM; 196,000 gp) 
  • +1 large-sized linked studded leather armor 
  (Adventure; MIC) 
  • D+1 huge-sized arrow deflection  heavy steel shield 
   
   
   
  BDK7-08 Little bit o’ payback 
   
  Page 32 
  
   
  BDK7-08 Little bit o’ payback 
   
  Page 33 
  APPENDIX 1: ALL APLS
  3A: HOOFIN’ IT 
  I UZI AN C O R P S E  T AX E R 
  CR  3   
  Male or Female human cleric 3 of Iuz 
  CE Medium humanoid (human) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 18, touch 9, flat-footed 18 
   (-1 Dex, +8 armor, +1 shield) 
  hp 21 (3 HD) 
  Fort +4, Ref +0, Will +5 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee mwk greatsword +3 (2d6+1/19-20)  
  Ranged light crossbow +1 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Special Actions rebuke undead 
  Combat Gear scroll of animate dead, 20 bolts, 
  dagger 
  Cleric Spells Prepared (CL 3rd): 
  2nd—D: invisibility, hold person (DC 17), bull’s 
  strength 
  1st—D: command (DC 16), command (DC 16), 
  command (DC 16), magic weapon 
   0—detect magic, guidance, resistance, virtue 
  D: Domain spell. Deity: Iuz. Domains: Trickery (Bluff, 
  Disguise, Hide added to class skills), Tyranny (+1 
  to the DC of enchantment [compulsion] spells).  
  Abilities Str 12, Dex 8, Con 13, Int 10, Wis 15, Cha 
  14  
  Feats Spell Focus (enchantment), Greater Spell 
  Focus 
  (enchantment), 
  Weapon 
  Proficiency 
  (greatsword) 
  Skills 
  Concentration 
  +7, 
  Hide +0, Knowledge 
  (religion) +5, Spellcraft +1 
  Possessions 
  combat 
  gear 
  plus 
  bolstered 
  commanded human warrior skeletons (3, bolstered 
  to 4 HD), mwk full-plate, mwk buckler, holy symbol 
  of Iuz (2) 
  Rebuke 
  Undead 
  (Su) 
  5/day 
  (2 
  uses 
  used); 
  1d20+4/2d6+5. 
   
  I UZI AN AR C AN E  N O V I C E 
  CR  3   
  Female human wizard 3 
  CE Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Abyssal, Common, Draconic, Goblin  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 16 (3 HD) 
  Immune magic missiles 
  Fort +3, Ref +4, Will +5 
  Speed 30 ft. 
  Melee quarterstaff +1 (1d6)  
  Ranged mwk light crossbow +4 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +1 
  Combat Gear  
  scrolls of (CL 3): web (DC 13), sound burst (DC 13), 
  protection from arrows, mirror image, levitate, 
  burning hands (DC 11), ray of enfeeblement 
  scrolls of (CL 1): shield, true strike 
  quarterstaff, dagger, mwk light crossbow, 20 bolts 
  Wizard Spells Prepared (CL 3rd): 
  2nd—glitterdust (DC 14), scorching ray  
  1st—mage armor�, magic missile, grease (DC 13) 
  0—acid splash, detect magic, message, ray of frost  
  �Already cast 
  Abilities Str 10, Dex 14, Con 13, Int 15, Wis 12, Cha 
  8 
  SQ summon familiar (toad) 
  Feats Skill Focus (Concentration), Improved Initiative, 
  Scribe ScrollB, Craft Wondrous Item 
  Skills Concentration +10, Knowledge (arcana) +8, 
  Knowledge (the planes) +8, Spellcraft +10, Survival 
  +1 (+3 on other planes), Tumble +5 
  Possessions combat gear plus vest of resistance +1, 
  brooch of shielding, pearl of power 1st, spell 
  component pouches (2).  
   
  6: CAVE BARE (APLS 8−12) 
  S M E CKLE 
   
   
   
  CR 10 
  Male 
  kobold 
  expert 
  1/dragon 
  blood 
  sorcerer 
  4/dragonheart mage 6 
  CE Small dragon (reptilian, augmented humanoid 
  [kobold]) 
  Init +8; Senses darkvision 60 ft.; Listen +5, Spot +1 
  Languages Draconic 
  AC 21, touch 16, flat-footed 17 
   
  (+1 size, +4 armor, +4 Dex, +1 deflection, +1 
  natural) 
  hp 58 (11 HD)  
  Immune magic sleep and paralysis effects 
  Resist fire 15, +5 saves vs. fire  
  Fort +9, Ref +9, Will +14 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee dagger +3 (1d3-3/19-20) 
  Ranged mwk light crossbow +11 (1d6/19-20) or  
   
  ranged touch +10 (spell effect) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp -2 
  Atk Options Spell Rehearsal 
  Special Actions Draconic Breath (2d8)* 
  Combat Gear potion of cure serious wounds, scroll of 
  fly, 10 bolts, dagger 
  Sorcerer Spells Known (CL 9th): 
   4th (4/day)—orb of fire (DC 19)*  
   3rd (6/day)—fireball (DC 18) 
   2nd (7/day)—combust*, invisibility, scorching ray 
   1st (7/day)—lesser orb of fire*, mage armor� 
  magic weapon, ray of enfeeblement, shield 
   0 (6/day)—arcane mark, prestidigitation, detect 
  magic, flare, mage hand, message, read magic, 
  touch of fatigue (DC 14)  
  
   
  �Already cast 
  Spell-Like Abilities (CL 11th): 
   1/day—nerveskitter* 
  Spell-Like Abilities (CL 9th): 
  3/day—displacement 
  Abilities Str 4, Dex 18, Con 12, Int 10, Wis 12, Cha 
  18  
  SQ Draconic Rite of Passage*, Racial Substitution 
  (dragonblood sorcerer 1 and 4) class levels 
  Feats Dragon-wrought*, Improved Initiative, Draconic 
  Heritage* (red)B, Draconic Power*, Draconic Breath 
  (2d8)B*, 
  Draconic 
  ToughnessB*, 
  Draconic 
  ResistanceB*, Spell Rehearsal* 
  Skills 
  Appraise 
  +1, 
  Concentration 
  +15, 
  Craft 
  (trapmaking) +6, Hide +8, Knowledge (arcana) 
  +13, Listen +5, Profession (miner) +7, Search +6, 
  Spellcraft +7 
  Possessions combat gear plus spell component 
  pouch (2), cloak of charisma +2, gloves of dexterity 
  +2, ring of protection +1, vest of resistance +2, 
  mwk artisan’s tools 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search 
  checks. Included above. 
   
  10: MOM DIDN’T WARN ME ABOUT THIS!  
  AUR’ S T AL E R Y X 
  CR  5 
  NE Medium elite wyrmling yellow dragon (acid) 
  Init +1; Senses blindsense 60 ft., darkvision 120 ft., 
  low-light vision; Listen +10, Spot +10 
  Languages Draconic  
  AC 21, touch 12, flat-footed 20 
   (+1 Dex, +4 armor, +1 deflection, +5 natural) 
  hp 71 (6 HD) 
  Immune acid 
  Resist fire 15 
  Fort +10, Ref +7, Will +7 
  Speed 40 ft., fly 150 ft. (poor), swim 40 ft.  
  Melee bite +10 (1d8+4) and 
   
  2 claws +7 each (1d6+2) and 
   
  2 wings +7 each (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +10 
  Special Actions breath weapon, Quicken Breath, 
  Heighten Breath 
  Abilities Str 18, Dex 13, Con 19, Int 10, Wis 12, Cha 
  8  
  SQ keen senses, water breathing 
  Feats Multiattack, Heighten Breath*, Quicken Breath*  
  Skills Concentration +8, Hide +10, Jump +9, Listen 
  +10, Move Silently +10, Spot +10, Tumble +7.5 
  Possessions combat gear plus +1 studded leather 
  barding, ring of protection +1, vest of resistance +1 
  Breath Weapon (Su) 30-ft. cone, damage 2d8 acid, 
  Reflex DC 21 half (includes Heighten Breath feat, 
  normally DC 17). The save DC is Constitution-
  based. 
  Water Breathing (Ex) This dragon can breathe 
  underwater indefinitely and can freely use its 
  breath weapon, spells, and other abilities while 
  submerged. 
  Skills Bluff, Hide, Jump and Move Silently are all 
  considered class skills for this yellow dragon. 
   
  M AU R G O R O O T H Y X 
   
   
  CR  14 
  Elite female advanced adult green dragon 
  LE Huge dragon (air) 
  Init +2; Senses blindsense 60 ft., darkvision 120 ft., 
  low-light vision; Listen +24, Spot +24 
  Aura frightful presence 180-ft. radius 
  Languages Common, Draconic, Elven 
  AC 30, touch 10, flat-footed 28 
   
  (-2 size, +2 Dex, +20 natural) 
  hp 299 (21 HD)  
  DR 5/magic 
  Immune acid, critical hits and sneak attacks (75%), 
  magic sleep effects, paralysis 
  SR 21 
  Fort +19, Ref +14, Will +16 
  Speed 40 ft. (8 squares), swim 40 ft., fly 150 feet 
  (poor); Flyby Attack 
  Melee bite +26 (2d8+7) and  
   
  2 claws +21 each (2d6+3) and  
   
  2 wings +21 each (1d8+3) and  
   
  tail +21 (2d6+10) 
  Ranged ranged touch +21 (spell) or  
   
  blood wind* plus Melee (see above) 
  Space 15 ft.; Reach 10 ft. (15 ft. with bite); Large and 
  in Charge 
  Base Atk +21; Grp +36 
  Atk Options Flyby Attack, Power Attack 
  Special Actions Heighten Breath*, Quicken Breath*, 
  Tempest Breath*, breath weapon, crush 
  Combat Gear potion of magic fang, scroll of melf’s 
  acid arrow, scroll of web (DC 13) 
  Sorcerer Spells Known (CL 5th): 
   2nd (5/day)—inky cloud*�, scintillating scales*� 
   1st (7/day)—blood wind*, lesser orb of acid*, mage 
  armor�, shield� 
   0 (6/day)—arcane mark, dancing lights, detect 
  magic, resistance� 
  �Already cast 
  Spell-Like Abilities (CL 6th): 
   3/day—suggestion (DC 17) 
  Abilities Str 24, Dex 14, Con 25, Int 16, Wis 19, Cha 
  18 
  SQ keen senses, water breathing 
  Feats Ability Focus (breath weapon), Combat 
  Reflexes, Flyby Attack, Heighten Breath*, Large 
  and in Charge*, Power Attack, Quicken Breath*, 
  Tempest Breath* 
  Skills Bluff +21, Concentration +20, Diplomacy +15, 
  Hide +2, Intimidate +27, Knowledge (arcana) +19, 
  Knowledge (nature) +19, Listen +24, Move Silently 
  +23, Search +23, Sense Motive +13, Spellcraft 
  +25, Spot +24, Swim +15 
  Possessions combat gear plus spell component 
  pouch (2), gemstone of moderate fortification, 
  BDK7-08 Little bit o’ payback 
   
  Page 34 
  
   
  potion of delay poison, scroll of clairaudience/ 
  clairvoyance, scroll of unseen servant, (hidden in 
  lair: 1,000 gp, 600 pp, 12 gems [275 gp each], 11 
  art [1,100 gp each]) 
  Breath Weapon (Su) 50-ft. cone, damage 12d6 acid, 
  Reflex DC 36 (includes +7 from Heighten Breath 
  feat) half. The save DC is Constitution-based. 
  Crush (Ex) Area 15 ft. by 15 ft.; Small or smaller 
  opponents take 2d8+10 points of bludgeoning 
  damage, and must succeed on a DC 27 Reflex 
  save or be pinned; grapple bonus +36. The save 
  DC is Constitution-based. 
  Frightful Presence (Ex) 180-ft. radius; HD 20 or less 
  shaken 4d6 rounds, HD 4 or less panicked 4d6 
  rounds, Will DC 24 negates. The save DC is 
  Charisma-based. 
  Water Breathing (Ex) This dragon can breathe 
  underwater indefinitely and can freely use its 
  breath weapon, spells, and other abilities while 
  submerged. 
  Skills Bluff, Hide, and Move Silently are all 
  considered class skills for green dragons. 
   
   
  Maurgoroothyx’s Power-Up Suite:  
  AC 38, touch 29, flat-footed 36 (-2 size, +2 Dex, +4 
  armor, +4 shield, +20 deflection) -- mage armor, 
  scintillating scales, shield 
  Miss Chance concealment or total concealment when 
  in the water -- inky cloud 
  Fort +20, Ref +15, Will +17; resistance 
  Melee bite +27 (2d8+8) and  
   
  2 claws +22 each (2d6+4) and  
   
  2 wings +22 each (1d8+4) and  
   
  tail +22 (2d6+11); magic fang 
   
  G R E E N S P AW N  R AZ O R F I E N D 
  CR  7 
  LE Large magical beast (dragonblood) 
  Init +7; Senses darkvision 60 ft., low-light vision, 
  Listen +8, Spot +9 
  Languages Draconic 
  AC 19, touch 12, flat-footed 16; Dodge, Mobility
   (-1 size, +3 Dex, +7 natural) 
  hp 85 (10 HD); DR 5/magic  
  Immune acid, paralysis, sleep 
  Fort +10, Ref +10, Will +5 
  Speed 50 ft. (10 squares), swim 50 ft.; Spring Attack 
  Melee 2 wingblades +15 each (2d6+8/18-20/x3) and 
  bite +10 (1d8+3) 
  Space 10 ft.; Reach 5 ft. (10 ft. with bite) 
  Base Atk +10; Grp +20 
  Atk Options augmented critical, magic strike 
  Special Actions breath weapon 
  Abilities Str 22, Dex 17, Con 16, Int 5, Wis 15, Cha 
  12  
  SQ Tiamat’s blessing (acid), water breathing 
  Feats Dodge, Improved Initiative, Mobility, Spring 
  Attack  
  Skills Jump +22, Listen +8, Spot +9, Swim +14 
  Augmented Critical (Ex) A greenspawn razorfiend’s 
  wingblade threatens a critical hit on a natural attack 
  roll of 18-20, dealing triple damage on a successful 
  critical hit. 
  Breath Weapon (Su) 20-ft. cone, once every 1d4 
  rounds, 5d6 acid, Reflex DC 18 half. The save DC 
  is Constitution-based. 
  Tiamat’s Blessing (Acid) (Su) All spawn of Tiamat 
  within 5 feet of a greenspawn razorfiend gain 
  immunity to acid. 
  Water Breathing (Ex) A greenspawn razorfiend can 
  breathe underwater indefinitely and can freely use 
  its breath weapon while submerged. 
  Skills A greenspawn razorfiend has a +8 racial bonus 
  on Jump checks. It also has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or threatened. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
  Physical Description: A draconic creature with 
  slashing, razor-tipped, clawed wings, this creature 
  sports a frill on its end reminiscent of a green 
  dragon’s. 
   
  BDK7-08 Little bit o’ payback 
   
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  BDK7-08 Little bit o’ payback 
   
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  APL 6
  5: WHICH WAY TO GO? 
  B AR-L G U R A 
  CR  5 
  Always 
  CE 
  Medium 
  outsider 
  (chaotic, 
  evil, 
  extraplanar, tanar’ri) 
  Init +4; Senses darkvision 60 ft.; Listen +11, Spot 
  +11; see invisibility 
  Languages Abyssal, Celestial, Common, Draconic; 
  telepathy 100 ft.  
  AC 25, touch 14, flat-footed 21; Dodge, Mobility 
   (+4 Dex, +3 armor, +8 natural) 
  hp 57 (6 HD) 
  DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 16 
  Fort +10, Ref +10, Will +8 
  Speed 40 ft. in light armor (8 squares), climb 20 ft.; 
  Run  
  Melee 2 claws +12 each (1d6+6) and  
   
  bite +7 (1d6+3)  
  Base Atk +6; Grp +12 
  Atk Options pounce 
  Special Actions abduction, summon tanar’ri 
  Spell-Like Abilities (CL 6th): 
   At will—darkness, cause fear (DC 12), dispel 
  magic, greater teleport (DC 18), see invisibility�, 
  telekinesis (DC 16) 
   2/day—disguise self (DC 12), invisibility, major 
  image (DC 14) 
   �Already cast 
  Abilities Str 22, Dex 19, Con 19, Int 13, Wis 14, Cha 
  12 
  SQ tanar’ri traits  
  Feats Dodge, Mobility, Run  
  Skills Balance +15, Climb +23, Hide +17, Intimidate 
  +10, Jump +27, Listen +11, Move Silently +13, 
  Spot +11, Tumble +15 
  Possessions mwk studded leather armor, vest of 
  resistance +1 
  Pounce (Ex) If a bar-lgura charges a foe, it can make 
  a full attack. 
  Abduction (Su): Unlike most tanar’ri, a bar-lgura can 
  use greater teleport to transport other creatures. It 
  can bring up to one Large or two Medium or 
  smaller creatures with it each time it teleports. It 
  can teleport unwilling targets as well, although any 
  unwilling victim can attempt a DC 18 Will save to 
  resist being transported. The save DC is Charisma-
  based. 
  Summon Tanar’ri (Sp) Once per day, a bar-lgura can 
  attempt to summon another bar-lgura with a 35% 
  chance of success. This ability is the equivalent of 
  a 2nd level spell (CL 6th). 
  Skills Skin hair of a bar-lgura changes color, allowing 
  it to blend in with surrounds like a chameleon and 
  conferring a +4 racial bonus on Hide checks. A bar-
  lgura also receives a +10 racial bonus on Jump 
  checks. 
  Physical Description: Also known as leaping demons, 
  bar-lguras appear like lumbering apes. Standing 5 
  to 6 feet tall, a bar-lgura is covered in reddish-
  brown hair, although it can change color. Its face is 
  apelike, and its forelimbs are long and powerful 
  while its rear limbs are short-and powerful. Bar-
  lguras frequently walk on all fours, but they are 
  capable of standing upright. A few wield weapons 
  and wear humanoid clothing or armor. 
  Combat: Bar-lguras enjoy setting ambushes and 
  attacking foes with surprise. They leap into combat 
  and throttle opponents with their powerful limbs. If 
  they outnumber their foes, some of these demons 
  grapple and hold the enemy while the others tear 
  them 
  with 
  powerful 
  claws. 
  Many 
  of 
  their 
  supernatural and spell-like abilities help them 
  surprise their foes. 
   
  6: CAVE BARE 
  S M E CKLE 
   
   
   
  CR 6 
  Male 
  kobold 
  expert 
  1/dragon 
  blood 
  sorcerer 
  4/dragonheart mage 6 
  CE Small dragon (reptilian, augmented humanoid 
  [kobold]) 
  Init +8; Senses darkvision 60 ft.; Listen +5, Spot +1 
  Languages Draconic 
  AC 21, touch 16, flat-footed 17 
   
  (+1 size, +4 armor, +4 Dex, +1 deflection, +1 
  natural) 
  hp 38 (11 HD)  
  Immune magic sleep and paralysis effects 
  Resist fire 15, +5 saves vs. fire  
  Fort +9, Ref +9, Will +14 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee dagger +3 (1d3-3/19-20) 
  Ranged mwk light crossbow +11 (1d6/19-20) or  
   
  ranged touch +10 (spell effect) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp -2 
  Atk Options Spell Rehearsal 
  Special Actions Draconic Breath (2d8)* 
  Combat Gear potion of cure serious wounds, scroll of 
  fly, mwk light crossbow, 10 bolts, dagger 
  Sorcerer Spells Known (CL 9th): 
   4th (4/day)—orb of fire (DC 19)*  
   3rd (6/day)—fireball (DC 18) 
   2nd (7/day)—combust*, invisibility, scorching ray 
   1st (7/day)—lesser orb of fire*, mage armor� 
  magic weapon, ray of enfeeblement, shield 
   0 (6/day)—arcane mark, prestidigitation, detect 
  magic, flare, mage hand, message, read magic, 
  touch of fatigue (DC 14)  
  �Already cast 
  Spell-Like Abilities (CL 11th): 
   1/day—nerveskitter* 
  Spell-Like Abilities (CL 9th): 
  3/day—displacement 
  
   
  Abilities Str 4, Dex 18, Con 12, Int 10, Wis 12, Cha 
  18  
  SQ Draconic Rite of Passage*, Racial Substitution 
  (dragonblood sorcerer 1 and 4) class levels 
  Feats Dragon-wrought*, Improved Initiative, Draconic 
  Heritage* (red)B, Draconic Power*, Draconic Breath 
  (2d8)B*, 
  Draconic 
  ToughnessB*, 
  Draconic 
  ResistanceB*, Spell Rehearsal* 
  Skills 
  Appraise 
  +1, 
  Concentration 
  +15, 
  Craft 
  (trapmaking) +6, Hide +8, Knowledge (arcana) 
  +13, Listen +5, Profession (miner) +7, Search +6, 
  Spellcraft +7 
  Possessions combat gear plus spell component 
  pouch (2), cloak of charisma +2, gloves of dexterity 
  +2, ring of protection +1, vest of resistance +2, 
  mwk artisan’s tools 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search 
  checks. Included above. 
   
  M O R G E Y’ S  M E  D ADDY 
  CR  8 
  NE 
  Medium 
  half-red 
  dragon 
  gauth 
  (dragon, 
  augmented aberration) 
  Init +6; Senses all-around vision, darkvision 60 ft., 
  low-light vision; Listen +13, Spot +17 
  Aura stunning gaze 
  Languages Beholder, Common, Draconic, Abyssal 
  AC 24, touch 12, flat-footed 22 
   (+2 Dex, +1 armor, +11 natural) 
  Miss Chance 50% vs. darkvision 
  hp 64 (6 HD) 
  Immune flanking, sleep and paralysis effects, fire 
  Fort +6, Ref +4, Will +9 
  Speed 5 ft., fly 20 ft. (good)  
  Melee 2 claws +7 each (1d4+3) and 
   
  bite +2 (1d6+1) AND* 
  Ranged Touch eye rays +6 (special)  
  *A beholder may use its eye rays in the same round 
  that it makes melee attacks 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Special Actions breath weapon 
  Abilities Str 16, Dex 14, Con 18, Int 17, Wis 15, Cha 
  15 
  Feats AlertnessB, Improved Initiative, Iron Will, Ability 
  Focus (eye rays) 
  Skills Concentration +8.5, Hide +11, Knowledge 
  (arcana) +12, Knowledge (dungeoneering) +7.5, 
  Knowledge (nature) +5, Listen +13, Search +16, 
  Spellcraft +9.5, Spot +17, Survival +11 (+13 
  following tracks) 
  Possessions 
  combat 
  gear 
  plus 
  ring 
  of 
  the 
  darkhidden, bracers of armor +1 
  Eye Rays (Su) Each of a gauth’s small eyes can 
  produce a magical ray once per round as a free 
  action. During a single round, a gauth can aim only 
  two eye rays at targets in any one 90-degree arc 
  (up, forward, backward, left, right, or down). The 
  remaining eyes must aim at targets in other arcs, 
  or not at all. A gauth can tilt and pan its body each 
  round to change which rays it can bring to bear in 
  any given arc. 
   
   
  Each eye’s effect resembles a spell, but 
  follows the rules for a ray (PHB 175).  
   
   
  Each of a gauth’s six eye rays resembles a 
  spell cast by a 8th-level caster. Each eye ray has a 
  range of 150 feet and a save DC of 17. The save 
  DCs are Charisma-based. The ten eye rays 
  include: 
   
   
  Dispel Magic; targeted. 
   
   
  Ray of Exhaustion; as spell. 
   
   
  Inflict Moderate Wounds; Will half. 
   
   
  Paralysis; Fort save or be paralyzed for 2d10 
    
  minutes. 
   
   
  Scorching Ray; 4d6 fire, one ray only. 
   
   
  Sleep; no HD limit, Will negates. 
  Stunning Gaze (Su) Stun for 1 round, 30 feet, Will 
  DC 15 negates. The save DC is Charisma-based. 
  Any creature meeting the gaze of the gauth’s 
  central eye is subject to its stunning gaze attack. 
  Since the gauth can use its eye-rays as a free 
  action, the creature can use as standard action to 
  focus its stunning gaze on an opponent and attack 
  with all eye rays that bear on its foes at the same 
  time. 
  All-Around Vision (Ex) Beholders are exceptionally 
  alert and circumspect. Their many eyes give them 
  a +4 racial bonus on Spot and Search checks, and 
  they can’t be flanked unless blinded. 
  Flight (Ex) A beholder’s body is naturally buoyant. 
  This buoyancy allows it to fly at a speed of 20 feet. 
  This buoyancy also grants it a permanent feather 
  fall effect (as the spell) with personal range. 
  Breath Weapon (Su) 1/day 30-ft. cone, damage 6d8 
  fire, Reflex DC 17 half. The save DC is 
  Constitution-based. 
   
  7: A PRISONER WITH LOVE 
  B L AC K G U AR D  L I E UTE NANT 
   
  CR  8 
  Male human fighter 5/pious templar (Iuz) 2/blackguard 
  (Iuz) 1 
  CE Medium humanoid (human) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +9 armor) 
  hp 68 (8 HD) 
  Resist True Believer 1/day (+2 insight bonus to any 
  one save) 
  Fort +12, Ref +3, Will +9; Mettle 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee +1 greatsword +14/+9 (2d6+9/19-20) 
  Ranged mwk composite longbow (+4 Str) +10/+5 
  (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +8; Grp +12 
  BDK7-08 Little bit o’ payback 
   
  Page 37 
  
   
  Atk Options Power Attack, Cleave, Improved Sunder 
  (+1 greatsword +18/+13 [2d6+9]), smite 1/day 
  (+4/+2) 
  Combat Gear 20 arrows, mwk longsword, mwk 
  dagger 
  Blackguard Spells Prepared (CL 1st): 
   1st—cure light wounds 
  Pious Templar Spells Prepared (CL 2nd): 
   1st—corrupt weapon (evil bless weapon, see 
  DMG), cure light wounds 
  Spell-Like Abilities (CL 8th): 
   At will—detect good 
   
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 
  8  
  SQ aura of evil, poison use 
  Feats Cleave, Improved Sunder, Iron WillB, Power 
  Attack, True Believer (Iuz)*, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword) 
  Skills Concentration +8, Hide +1, Intimidate +7, 
  Knowledge (religion) +4, Ride +7 
  Possessions combat gear plus +1 full-plate, vest of 
  resistance +1, gauntlets of ogre power, silver holy 
  symbol of Iuz. 
  Mettle (Su): A pious templar’s special blessing allows 
  her to shrug off magical effects that would 
  otherwise harm her. If a Pious Templar makes a 
  successful Will or Fortitude saving throw that would 
  normally reduce the spell’s effect, she suffers no 
  effect from the spell at all. Only those spells with a 
  Saving Throw entry of “Will partial,” “Fortitude half,” 
  or similar entries can be negated through this 
  ability. 
  Aura of Evil (Ex): The power of a blackguard’s aura 
  of evil (see the detect evil spell) is equal to his 
  class level plus his cleric level, if any. 
  Poison Use: Blackguards are skilled in the use of 
  poison and never risk accidentally poisoning 
  themselves when applying poison to a blade. 
  Corrupt Weapon: Blackguards have access to a 
  special spell, corrupt weapon, which is the 
  opposing counterpart of the paladin spell bless 
  weapon. 
  Instead 
  of 
  improving 
  a 
  weapon’s 
  effectiveness against evil foes corrupt weapon 
  makes a weapon more effective against good foes. 
   
   
  Power-Up Suite (heroes’ feast, CL 11; corrupt 
  weapon, CL 2): 
  hp 68 plus 10 temp (8 HD) 
  Immune fear, poison 
  Fort +12, Ref +3, Will +10 
  Melee +1 corrupted greatsword +15/+10 (2d6+9/19-
  20, 
  evil-aligned, 
  auto-confirms 
  against 
  good 
  creatures) 
  Ranged mwk composite longbow +11/+6 (1d8+4/x3) 
   
  I UZI AN AP P R E N T I C E 
  CR  5   
  Male human wizard 5 
  CE Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Abyssal, Common, Draconic, Goblin  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 24 (5 HD) 
  Immune magic missiles 
  Fort +4, Ref +5, Will +7 
  Speed 30 ft. 
  Melee quarterstaff +2 (1d6)  
  Ranged mwk light crossbow +5 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Combat Gear  
  scrolls of (CL 5): blink, burning hands (DC 11), dispel 
  magic, fly, ray of enfeeblement,  
  scrolls of (CL 3): invisibility, scorching ray, protection 
  from arrows, mirror image, levitate,  
  scrolls of (CL 1): true strike,  
  quarterstaff, dagger, mwk light crossbow, 20 bolts 
  Wizard Spells Prepared (CL 5th): 
  3rd—fireball (DC 17), lightning bolt (DC 17) 
  2nd—glitterdust (DC 15), sound burst (DC 16), web 
  (DC 15) 
  1st—mage armor�, magic missile, shield, grease 
  (DC 14) 
  0—acid splash, detect magic, message�, ray of 
  frost  
  �Already cast 
  Abilities Str 10, Dex 14, Con 13, Int 16, Wis 12, Cha 
  8 
  SQ summon familiar (toad) 
  Feats Skill Focus (Concentration), Improved Initiative, 
  Scribe ScrollB, Craft Wondrous Item, Spell Focus 
  (Evocation)B 
  Skills Concentration +12, Knowledge (arcana) +10, 
  Knowledge (the planes) +10, Spellcraft +14, 
  Survival +2 (+4 on other planes), Tumble +6 
  Possessions combat gear plus pearl of power 1st, 
  vest of resistance +2, brooch of shielding, spell 
  component pouches (2). 
   
  O G R E  S C O U T 
  CR  5 
  Female ogre scout 4 
  NE Large giant 
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Listen +4, Spot +8 
  Languages Common, Giant 
  AC 20, touch 11, flat-footed 20 
   
  (-1 size, +2 Dex, +4 armor, +5 natural); Dodge, 
  Mobility, uncanny dodge, Skirmish +1 competence  
  hp 71 (8 HD) 
  Fort +10, Ref +7, Will +3 
  Speed 50 ft. (10 squares); Spring Attack 
  Melee +1 longspear +13/+8(2d6+11/x3) or 
  Melee mwk armor spikes +13/+8 (1d6+7) 
  Ranged spear +7 (2d6+7/x3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with +1 longspear) 
  Base Atk +6; Grp +17 
  Atk Options Combat Reflexes, skirmish +1d6 
  Combat Gear potion of cat’s grace, potion of bull’s 
  strength 
  Abilities Str 24, Dex 14, Con 18, Int 6, Wis 12, Cha 4 
  BDK7-08 Little bit o’ payback 
   
  Page 38 
  
   
  SQ battle fortitude +1, fast movement, trackless step, 
  trapfinding 
  Feats Combat Reflexes, Dodge, Mobility, Spring 
  Attack 
  Skills Hide +9, Jump +16, Listen +4, Move Silently 
  +11, Spot +8 
  Possessions combat gear plus +1 studded leather 
  armor with mwk armor spikes, 3 spears 
   
  O G R E  S H O C K  T R O O P E R 
  CR  5 
  Male ogre fighter 2 
  CE Large giant 
  Init +1; Senses darkvision 60 ft.; Listen +2, Spot +3 
  Languages Common, Giant  
  AC 22, touch 10, flat-footed 21 
   (-1 size, +1 Dex, +6 armor, +1 shield, +5 natural) 
  hp 53 (6 HD) 
  Fort +11, Ref +2, Will +1 
  Speed 30 ft. in banded mail (6 squares), base 
  movement 40 ft. 
  Melee mwk greatsword +12 (3d6+10) 
  Ranged javelin +5 (1d8+7) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +5; Grp +16 
  Atk Options Improved Bull Rush (+15), Improved 
  Overrun (+15), Power Attack 
  Abilities Str 25, Dex 12, Con 18, Int 8, Wis 10, Cha 4  
  Feats Improved Bull Rush, Improved Overrun, Power 
  Attack, Weapon Focus (greatsword) 
  Skills: Climb +2, Listen +2, Spot +3, Swim -3 
  Possessions combat gear plus mwk banded mail, 
  buckler, mwk greatsword, 2 javelins 
   
  9: THIS ISN’T YOUR DAY, IS IT? 
  B ABAU AS S AS S I N  L E AD E R 
  CR  10* 
  Babau assassin 3 
  CE Medium Outsider (Chaotic, Extraplanar, Evil, 
  Tanar’ri) 
  Init +5; Senses darkvision 60 ft., see invisibility; 
  Listen +20, Spot +1 
  Languages Abyssal, Celestial, Draconic, telepathy 
  100 ft. 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural); uncanny dodge 
  hp 123 (10 HD)  
  DR 10/cold iron or good 
  Immune electricity and poison 
  Resist acid 10, cold 10, fire 10  
  SR 14 
  Fort +13, Ref +9, Will +7 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +17 each (1d6+8) and  
   
  bite +15 (1d6+4)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +17 
  Atk Options sneak attack +4d6 
  Special Actions summon tanar’ri, death attack (DC 
  15) 
  Assassin Spells Known (CL 3rd): 
  2nd (1/day)—invisibility�, fox’s cunning� 
  1st (3/day)—disguise self, ghost sound, true strike� 
  Spell-Like Abilities (CL 10th): 
   At will—darkness, dispel magic, see invisibility�, 
  greater teleport (self plus 50 pounds of objects 
  only) 
  �Already cast 
  Abilities Str 26 (22; bull’s strength, CL 6), Dex 12, 
  Con 24 (20; bear’s endurance, CL 6), Int 18 (14; 
  fox’s cunning, CL 3), Wis 13, Cha 16  
  SQ protective slime, poison use 
  Feats Cleave, Multiattack, Power Attack, Improved 
  Initiative 
  Skills Climb +18, Disable Device +13, Disguise +14, 
  Escape Artist +11, Hide +20, Listen +20, Move 
  Silently +20, Open Lock +11, Search +21, Sleight 
  of Hand +11, Survival +1 (+3 following tracks), Use 
  Rope +1 (+3 with bindings) 
  Sneak Attack (Ex): A babau can make a sneak 
  attack like a rogue, dealing an extra 2d6 points of 
  damage whenever a foe is denied his or her 
  Dexterity bonus, or when the babau is flanking. In 
  addition, this babau has three levels of assassin, 
  which grant it another +2d6 to the sneak attack, for 
  a total of 4d6 per sneak attack. 
  Protective Slime (Su): A slimy red jelly coats the 
  babau’s skin. Any weapon that touches it takes 1d8 
  points of acid damage from the corrosive goo, and 
  the weapon’s hardness does not reduce this 
  damage. A magic weapon may attempt a DC 20 
  Reflex save to avoid taking this damage. A 
  creature who strikes the babau with an unarmed 
  attack, unarmed strike, touch spell, or natural 
  weapon takes this damage as well but can negate 
  the damage with a DC 20 Reflex save. The save 
  DCs are Constitution-based. 
  Summon Demon (Sp): Once per day a babau can 
  attempt to summon 1 babau with a 40% chance of 
  success. This ability is the equivalent of a 3rd-level 
  spell. 
  Death Attack: If an assassin studies his victim for 3 
  rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly 
  either paralyzing or killing the target (assassin’s 
  choice). While studying the victim, the assassin can 
  undertake other actions so long as his attention 
  stays focused on the target and the target does not 
  detect the assassin or recognize the assassin as 
  an enemy. If the victim of such an attack fails a 
  Fortitude save (DC 10 + the assassin’s class level 
  + the assassin’s Int modifier) against the kill effect, 
  she dies. If the saving throw fails against the 
  paralysis effect, the victim is rendered helpless and 
  unable to act for 1d6 rounds plus 1 round per level 
  of the assassin.  
   
  If the victim’s saving throw succeeds, the attack 
  is just a normal sneak attack. Once the assassin 
  has completed the 3 rounds of study, he must 
  make the death attack within the next 3 rounds.  
  BDK7-08 Little bit o’ payback 
   
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  If a death attack is attempted and fails (the victim 
  makes her save) or if the assassin does not launch 
  the attack within 3 rounds of completing the study, 
  3 new rounds of study are required before he can 
  attempt another death attack. 
  Poison Use: Assassins are trained in the use of 
  poison and never risk accidentally poisoning 
  themselves when applying poison to a blade. 
  Skills: Babaus have a +8 racial bonus on Hide, 
  Listen, Move Silently, and Search checks.  
  Note: A babau’s natural weapons, as well as any 
  weapons it wields, are treated as chaotic-aligned 
  and evil-aligned for the purpose of overcoming 
  damage reduction. 
  Note: CR raised by 1 due to buff spells. 
   
   
  Power-Up Suite (true strike, full power attack, 
  invisibility [opponent cannot see invisible]):  
  hp 123 (10 HD) 
  DR 10/cold iron or good 
  Miss Chance 50% (invisible) 
  Immune electricity, fear and poison 
  Melee claw +30 (1d6+17) and  
   
  claw +10 (1d6+17) and  
   
  bite +8 (1d6+13) 
  Skills Hide +60 (+40 if moving) 
   
  10: MOM DIDN’T WARN ME ABOUT THIS!  
  G R E E N S P AW N  S N E AK R AI D E R 
  CR  7 
  Male greenspawn sneak ranger 2/scout 3 
  LE Small monstrous humanoid (dragonblood) 
  Init +6; Senses darkvision 60 ft.; Listen +7, Spot +7 
  Languages Draconic 
  AC 24, touch 16, flat-footed 24; Two-Weapon 
  Defense, uncanny dodge 
   
  (+1 size, +5 Dex, +4 armor, +1 shield, +3 natural) 
  hp 56 (7 HD)  
  Immune acid 
  Fort +8, Ref +4, Will +7 
  Speed 40 ft. (8 squares) 
  Melee +1 dragonsplit +12/+7 (1d4+3/19-20 or x4) and 
  dragonsplit +11 (1d4+1/19-20 or x4) or 
  Melee +1 dragonsplit +14/+9 (1d4+3/19-20 or x4) 
  Ranged longbow +12/+7 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +4 
  Atk Options favored enemy humans +2, skirmish 
  (+1d6, +1 AC), sneak attack +2d6 
  Combat Gear 4 flasks of acid 
  Abilities Str 15, Dex 20, Con 16, Int 10, Wis 12, Cha 
  12  
  SQ battle fortitude +1, fast movement, trackless step, 
  trapfinding, water breathing, wild empathy +3 (-1 
  magical beasts) 
  Feats Exotic Weapon Proficiency (dragonsplit)B, Iron 
  Will, TrackB, Two-Weapon DefenseB, Two-Weapon 
  FightingB, 
  Weapon 
  Finesse, 
  Weapon 
  Focus 
  (dragonsplit)  
  Skills Balance +7, Bluff +10, Escape Artist +15, Hide 
  +22, Jump +4, Listen +7, Move Silently +16, Spot 
  +7, Survival +5, Swim +7, Tumble +15 
  Possessions combat gear plus +1 glamered, 
  improved 
  slick 
  studded 
  leather 
  (gift 
  from 
  Maurgoroothyx, 
  does 
  not 
  impact 
  CR), 
  +1 
  dragonsplit, dragonsplit, longbow with 20 arrows, 
  ring of swimming 
  Skirmish (Ex) +1 bonus on damage rolls and to AC in 
  any round in which the greenspawn sneak raid 
  leader moves at least 10 feet.  
  Sneak Attack (EX) PH 50.  
  Battle Fortitude (Ex) Bonus on initiative checks and 
  Fortitude saves while wearing light or no armor and 
  carrying a light load. Included above.  
  Water Breathing (Ex) A greenspawn sneak can 
  breath underwater indefinitely.  
  Skills Greenspawn sneaks have a +5 racial bonus on 
  Bluff, Hide, and Move Silently Checks. 
  Physical Description: A green-skinned humanoid, 
  this creature is obviously fast and agile. It looks 
  something like a small lizardfolk, but with a more 
  draconian appearance.  
   
  G R E E N S P AW N  L E AP E R 
  CR  2 
  NE Medium magical beast (dragonblood) 
  Init +4; Senses darkvision 60 ft., low-light vision, 
  Listen +2, Spot +2 
  Languages -- 
  AC 18, touch 14, flat-footed 14 
   
  (+4 Dex, +4 natural) 
  hp 19 (3 HD)  
  Immune acid 
  Fort +4, Ref +7, Will +3 
  Speed 40 ft. (8 squares), climb 40 ft. 
  Melee bite +8 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6  
  Special Actions poison burst 
  Abilities Str 17, Dex 19, Con 12, Int 2, Wis 15, Cha 8  
  Feats Weapon Finesse, Weapon Focus (bite)  
  Skills Balance +14, Climb +17, Hide +14, Jump +17, 
  Listen +2, Spot +2 
  Poison Burst (Ex): A greenspawn leaper can release 
  a burst of poison gas as a standard action once per 
  day. Any creature within 5 feet is affected. This 
  insidious poison is absorbed through the skin and 
  converts to acid. Whenever the greenspawn leaper 
  takes damage from an attack, it can activate this 
  ability as an immediate action. It can still use it only 
  once per day. 
   
  Contact; Fort DC 12; 2d6 acid/2d6 acid. The save 
  DC is Constitution-based. 
  Skills: Greenspawn leapers have a +10 racial bonus 
  on Balance, Hide, and Jump checks. In addition, 
  they have a +8 racial bonus on Climb checks and 
  can always choose to take 10 on Climb checks, 
  even if rushed or threatened. 
  Physical Description: A green-scaled, dragonlike 
  creature about the size of a dwarf. 
  BDK7-08 Little bit o’ payback 
   
  Page 40 
  
   
   
  G R E E N S P AW N  S N E AK 
  CR  2 
  LE Small monstrous humanoid (dragonblood) 
  Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Draconic 
  AC 19, touch 14, flat-footed 16 
   
  (+1 size, +3 Dex, +2 armor, +3 natural)  
  hp 11 (2 HD) 
  Immune acid 
  Fort +1, Ref +6, Will +3 
  Speed 30 ft. in (6 squares) 
  Melee dragonsplit +4/+4 (1d4/19-20 or x4) or 
  Melee dragonsplit +6 (1d4/19-20 or x4) 
  Ranged dagger +6 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -2 
  Atk Options sneak attack +2d6 
  Combat Gear 4 flasks of acid 
  Abilities Str 11, Dex 16, Con 13, Int 10, Wis 11, Cha 
  15  
  SQ water breathing 
  Feats Exotic Weapon Proficiency (dragonsplit)B, Two-
  Weapon FightingB, Weapon Finesse  
  Skills Bluff +9, Hide +14, Listen +2, Move Silently +10 
  Spot +2 
  Possessions combat gear plus leather armor, 2 
  dragonsplits*, 2 daggers 
  Sneak Attack (Ex) PH 50.  
  Water Breathing (Ex) A greenspawn sneak can 
  breath underwater indefinitely.  
  Skills Greenspawn sneaks have a +5 racial bonus on 
  Bluff, Hide, and Move Silently Checks. 
  Physical Description: A green-skinned humanoid, 
  this creature is obviously fast and agile. It looks 
  something like a small lizardfolk, but with a more 
  draconian appearance.  
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  BDK7-08 Little bit o’ payback 
   
  Page 42 
  APL 8 
  5: WHICH WAY TO GO? 
  E L I T E  AD V AN C E D  B AR-L G U R A 
  CR  8 
  Always 
  CE 
  Medium 
  outsider 
  (chaotic, 
  evil, 
  extraplanar, tanar’ri) 
  Init +10; Senses darkvision 60 ft.; Listen +14, Spot 
  +14; see invisibility 
  Languages Abyssal, Celestial, Common, Draconic; 
  telepathy 100 ft.  
  AC 27, touch 16, flat-footed 21; Dodge, Mobility 
   (+6 Dex, +3 armor, +8 natural) 
  hp 113 (10 HD) 
  DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 16 
  Fort +14, Ref +14, Will +9 
  Speed 40 ft. in light armor (8 squares), climb 20 ft.; 
  Run  
  Melee 2 claws +18 each (1d6+8) and  
   
  bite +13 (1d6+4)  
  Base Atk +10; Grp +18 
  Atk Options pounce, rend +2d6 
  Special Actions abduction, summon tanar’ri 
  Spell-Like Abilities (CL 10th): 
   At will—darkness, cause fear (DC 13), dispel 
  magic, greater teleport (DC 19), see invisibility�, 
  telekinesis (DC 17) 
   2/day—disguise self (DC 13), invisibility, major 
  image (DC 15) 
   �Already cast 
  Abilities Str 27, Dex 22, Con 22, Int 12, Wis 12, Cha 
  14 
  SQ tanar’ri traits  
  Feats Dodge, Mobility, Run, Improved Initiative 
  Skills Balance +21, Climb +29, Hide +23, Intimidate 
  +15, Jump +33, Listen +14, Move Silently +19, 
  Spot +14, Tumble +21 
  Possessions mwk studded leather armor, vest of 
  resistance +1, rending gauntlets 
  Rending Gauntlets If you deal damage with at least 
  two different weapons or natural attacks on your 
  turn, you can activate rending gauntlets to deal an 
  extra 2d6 points of damage with the second attack. 
  This ability functions three times per day. MIC 121. 
  Pounce (Ex) If a bar-lgura charges a foe, it can make 
  a full attack. 
  Abduction (Su): Unlike most tanar’ri, an elite 
  advanced bar-lgura can use greater teleport to 
  transport other creatures. It can bring up to one 
  Large and one Medium creature or three Medium 
  or smaller creatures with it each time it teleports. It 
  can teleport unwilling targets as well, although any 
  unwilling victim can attempt a DC 19 Will save to 
  resist being transported. The save DC is Charisma-
  based. 
  Summon Tanar’ri (Sp) Once per day, a bar-lgura can 
  attempt to summon another bar-lgura with a 35% 
  chance of success. This ability is the equivalent of 
  a 2nd level spell (CL 10th). 
  Skills Skin hair of a bar-lgura changes color, allowing 
  it to blend in with surrounds like a chameleon and 
  conferring a +4 racial bonus on Hide checks. A bar-
  lgura also receives a +10 racial bonus on Jump 
  checks. 
   
  6: CAVE BARE 
  M O R G E Y’ S  M E  D ADDY 
  CR  8 
  NE 
  Medium 
  half-red 
  dragon 
  gauth 
  (dragon, 
  augmented aberration) 
  Init +6; Senses all-around vision, darkvision 60 ft., 
  low-light vision; Listen +13, Spot +17 
  Aura stunning gaze 
  Languages Beholder, Common, Draconic, Abyssal 
  AC 24, touch 12, flat-footed 22 
   (+2 Dex, +1 armor, +11 natural) 
  Miss Chance 50% vs. darkvision 
  hp 64 (6 HD) 
  Immune flanking, sleep and paralysis effects, fire 
  Fort +6, Ref +4, Will +9 
  Speed 5 ft., fly 20 ft. (good)  
  Melee 2 claws +7 each (1d4+3) and 
   
  bite +2 (1d6+1) AND* 
  Ranged Touch eye rays +6 (special)  
  *A beholder may use its eye rays in the same round 
  that it makes melee attacks 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Special Actions breath weapon 
  Abilities Str 16, Dex 14, Con 18, Int 17, Wis 15, Cha 
  15 
  Feats AlertnessB, Improved Initiative, Iron Will, Ability 
  Focus (eye rays) 
  Skills Concentration +8.5, Hide +11, Knowledge 
  (arcana) +12, Knowledge (dungeoneering) +7.5, 
  Knowledge (nature) +5, Listen +13, Search +16, 
  Spellcraft +9.5, Spot +17, Survival +11 (+13 
  following tracks) 
  Possessions 
  combat 
  gear 
  plus 
  ring 
  of 
  the 
  darkhidden, bracers of armor +1 
  Eye Rays (Su) Each of a gauth’s small eyes can 
  produce a magical ray once per round as a free 
  action. During a single round, a gauth can aim only 
  two eye rays at targets in any one 90-degree arc 
  (up, forward, backward, left, right, or down). The 
  remaining eyes must aim at targets in other arcs, 
  or not at all. A gauth can tilt and pan its body each 
  round to change which rays it can bring to bear in 
  any given arc. 
   
   
  Each eye’s effect resembles a spell, but 
  follows the rules for a ray (PHB 175).  
   
   
  Each of a gauth’s six eye rays resembles a 
  spell cast by a 8th-level caster. Each eye ray has a 
  range of 150 feet and a save DC of 17. The save 
  DCs are Charisma-based. The ten eye rays 
  include: 
   
   
  Dispel Magic; targeted. 
   
   
  Ray of Exhaustion; as spell. 
  
   
   
   
  Inflict Moderate Wounds; Will half. 
   
   
  Paralysis; Fort save or be paralyzed for 2d10 
    
  minutes. 
   
   
  Scorching Ray; 4d6 fire, one ray only. 
   
   
  Sleep; no HD limit, Will negates. 
  Stunning Gaze (Su) Stun for 1 round, 30 feet, Will 
  DC 15 negates. The save DC is Charisma-based. 
  Any creature meeting the gaze of the gauth’s 
  central eye is subject to its stunning gaze attack. 
  Since the gauth can use its eye-rays as a free 
  action, the creature can use as standard action to 
  focus its stunning gaze on an opponent and attack 
  with all eye rays that bear on its foes at the same 
  time. 
  All-Around Vision (Ex) Beholders are exceptionally 
  alert and circumspect. Their many eyes give them 
  a +4 racial bonus on Spot and Search checks, and 
  they can’t be flanked unless blinded. 
  Flight (Ex) A beholder’s body is naturally buoyant. 
  This buoyancy allows it to fly at a speed of 20 feet. 
  This buoyancy also grants it a permanent feather 
  fall effect (as the spell) with personal range. 
  Breath Weapon (Su) 1/day 30-ft. cone, damage 6d8 
  fire, Reflex DC 17 half. The save DC is 
  Constitution-based. 
   
  7: A PRISONER WITH LOVE 
  I UZI AN C AP TAI N 
  CR  9   
  Male human cleric 9 of Iuz 
  CE Medium humanoid (human) 
  Init -1; Senses Listen +4, Spot +4 
  Languages Common  
  AC 22, touch 9, flat-footed 22 
   (-1 Dex, +10 armor, +3 shield) 
  hp 66 plus 5 temp (9 HD) 
  Immune grapple (freedom of movement) 
  Fort +10, Ref +4, Will +12 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft.; freedom of movement, air walk 
  Melee mwk morningstar +9/+4 (1d8+3/x3)  
  Ranged light crossbow +5 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 
  Special Actions rebuke undead 
  Combat Gear 20 bolts, dagger 
  Cleric Spells Prepared (CL 10th [9th; death knell]): 
  5th—D: greater command (DC 22), spell resistance 
  4th—D: confusion (DC 21), air walk�, freedom of 
  movement�, lesser planar ally 
  3rd—D: invisibility, animate dead, dispel magic, 
  magic vestment�, magic vestment� 
  2nd—D: invisibility, bear’s endurance, bull’s 
  strength, hold person (x3)(DC 19) 
  1st—D: command (DC 18), bless, command, death 
  knell�, magic weapon, shield of faith 
   0—detect magic, guidance, guidance, read magic, 
  resistance, virtue 
  D: Domain spell. Deity: Iuz. Domains: Trickery (Bluff, 
  Disguise, Hide added to class skills), Tyranny (+1 
  to the DC of enchantment [compulsion] spells).  
  �Already cast 
  Abilities Str 14 (12), Dex 8, Con 14, Int 10, Wis 18, 
  Cha 14  
  SQ lesser planar ally (thrice-fed juvenile nabassu, see 
  below) 
  Feats Spell Focus (enchantment)B, Greater Spell 
  Focus (enchantment), Craft Wondrous Item, Craft 
  Arms and Armor, Craft Construct 
  Skills Concentration +14, Hide +6, Knowledge 
  (religion) +5, Spellcraft +7 
  Possessions combat gear plus flesh golem (MM 
  135),  bolstered commanded wolf skeletons (4, 
  bolstered to 10 HD), bolstered commanded human 
  warrior skeleton (bolstered to 10 HD), periapt of 
  wisdom +2, vest of resistance +1, mwk full plate 
  (+2 with magic vestment), mwk buckler (+2 with 
  magic vestment), holy symbol of Iuz (2) 
  Rebuke 
  Undead 
  (Su) 
  5/day 
  (2 
  uses 
  used); 
  1d20+4/2d6+11 
   
   
  Power-Up Suite (heroes’ feast, CL 13): 
  hp 66 plus 5 temp plus 10 temp (9 HD) 
  Immune fear, poison 
  Fort +10, Ref +4, Will +13 
  Melee mwk longspear +10/+5 (1d8+3/x3)  
  Ranged light crossbow +6 (1d8/19-20) 
   
  L E S S E R  P LANAR ALLY 
  CR  --   
  Thrice-fed Juvenile Nabassu 
  CE Medium outsider (chaotic, evil, extraplanar, 
  tanar’ri) 
  Init +7; Senses darkvision 60 ft..; Listen +11, Spot 
  +11 
  Languages Abyssal, Common; telepathy 100 ft.  
  AC 19, touch 12, flat-footed 17 
   (+2 Dex, +7 natural) 
  hp 67 (5 HD, but treat as 6 HD for level dependent 
  effects); DR 5/cold iron or good 
  Immune electricity and poison 
  Resist acid 10, cold 10, fire 10; SR 17 
  Fort +11, Ref +7, Will +9 
  Speed 40 ft. (8 squares), fly 60 ft. (average) 
  Melee bite +12 (1d8+6) and  
   
  2 claws +7 each (1d4+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +12 
  Atk Options sneak attack +2d6 
  Special Actions death-stealing gaze, feed 
  Spell-Like Abilities (CL 6th): 
   At will— darkness, obscuring mist. 
  Abilities Str 22, Dex 14, Con 22, Int 14, Wis 15, Cha 
  21 (17; eagle’s splendor) (all ability checks not 
  covered by this stat block receive a +1 profane 
  bonus). 
  SQ camouflage, tanar’ri traits 
  Feats Improved Initiative, Iron Will 
  Skills Bluff +14, Concentration +15, Diplomacy +8, 
  Hide 
  +11 
  (+19 
  in 
  underground 
  or 
  barren 
  environments), 
  Intimidate 
  +16, 
  Jump 
  +17, 
  BDK7-08 Little bit o’ payback 
   
  Page 43 
  
   
  Knowledge (Local: Iuz’s Border States) +11, Listen 
  +11, Move Silently +11, Spot +11, Tumble +13; (all 
  others receive a +1 profane bonus)  
  Camouflage (Ex): Gains a +8 Circumstance bonus 
  on Hide checks made in underground or barren 
  environments. 
  Death-Stealing Gaze (Su): 30 feet, Fort DC 17 
  negates, bestows 1 negative level. Any humanoid 
  creature drained to 0 levels by the juvenile 
  nabassu’s 
  death-stealing 
  gaze 
  dies 
  and 
  is 
  immediately transformed into a ghoul (MM 119) 
  under the nabassu’s permanent command. The 
  death-stealing gaze has no effect on creatures that 
  are not humanoids. The save DC is Charisma-
  based. 
  Feed (Su): A juvenile nabassu can feed on the body 
  of a helpless living humanoid, devouring both its 
  flesh and life force. To do so, the nabassu makes a 
  coup de grace attack against the humanoid 
  creature; this provokes an attack of opportunity 
  from any creatures that threaten it. If the victim is 
  slain by the coup de grace, a significant physical 
  portion of its body is eaten by the nabassu while 
  the remaining portions quickly rot away to a foul-
  smelling paste. This prevents any form of raising or 
  resurrection that requires part of the corpse. A 
  wish, miracle, or true resurrection can restore a 
  devoured victim to life. 
   
  For every three humanoids the juvenile nabassu 
  devours in this fashion, it gains the following 
  benefits: +1 profane bonus to its natural armor, 
  attack rolls, saving throws, skill checks, and ability 
  checks; +5 hit points, +1 effective level. 
  Note: This juvenile nabassu has fed on three victims. 
  Its stats and CR have been adjusted accordingly 
  (see Feed). 
   
  I UZI AN S KULL-T O S S E R 
  CR  7   
  Female human wizard 7 
  CE Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Abyssal, Common, Draconic, Goblin  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 32 (7 HD) 
  Immune magic missiles 
  Fort +5, Ref +6, Will +8 
  Speed 30 ft. 
  Melee quarterstaff +3 (1d6)  
  Ranged mwk light crossbow +6 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Combat Gear  
  scrolls of (CL 7): dispel magic, scorching ray, solid 
  fog,  
  scrolls of (CL 5): blink, fly, ray of enfeeblement,  
  scrolls of (CL 3): invisibility, protection from arrows, 
  mirror image, levitate,  
  scrolls of (CL 1): true strike,  
  quarterstaff, dagger, mwk light crossbow, 20 bolts 
  Wizard Spells Prepared (CL 7th): 
  4th—Otiluke’s resilient sphere (DC 19) 
  3rd—fireball (DC 18), lightning bolt (DC 18), stinking 
  cloud (DC 16) 
  2nd—glitterdust (DC 15), sound burst (DC 17), web 
  (DC 15), web (DC 15) 
  1st— burning hands (DC 16), mage armor�, magic 
  missile, shield, grease (DC 14) 
  0—acid splash, detect magic, message�, ray of 
  frost  
  �Already cast 
  Abilities Str 10, Dex 14, Con 13, Int 16, Wis 12, Cha 
  8 
  SQ summon familiar (toad) 
  Feats Skill Focus (Concentration), Improved Initiative, 
  Scribe ScrollB, Craft Wondrous Item, Spell Focus 
  (Evocation)B, Greater Spell Focus (Evocation) 
  Skills Balance +4, Concentration +14, Jump +2, 
  Knowledge (arcana) +12, Knowledge (the planes) 
  +12, Spellcraft +16, Survival +3 (+5 on other 
  planes), Tumble +7 
  Possessions combat gear plus pearl of power 1st, 
  pearl of power 2nd, vest of resistance +2, brooch of 
  shielding, spell component pouches (2). 
   
  O G R E  T E M P E S T  
   
              CR  9 
  Male ogre fighter 4 / tempest* 2 
       *Prestige class described in Complete Adventurer 
  CE Large giant 
  Init +3; Senses darkvision 60 ft., low-light vision, 
  Listen +2, Spot +3 
  Languages Common, Giant  
  AC 24, touch 12, flat-footed 21; Dodge, Mobility, 
  tempest defense +1 
   (-1 size, +3 Dex, +1 tempest defense, +6 armor, +5 
  natural)  
  hp 106 (10 HD)  
  Fort +16, Ref +6, Will +2  
  Speed 40 ft. in mithril breastplate (8 squares), base 
  movement 40 ft.; Spring Attack 
  Melee +1 orc double axe +15/+10 (2d6+8/x3) and 
  mwk orc double axe +15/+10 (2d6+3/x3) 
  Ranged spear +11 (2d6+7/x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +20 
  Combat Gear oil of magic weapon, potion of bull’s 
  strength, potion of cure light wounds, potion of 
  protection from good, potion of shield of faith (+2) 
  Abilities Str 25, Dex 17, Con 18, Int 5, Wis 8, Cha 3 
  SQ ambidexterity 
  Feats Dodge, Exotic Weapon Proficiency (orc double 
  axe)B, Improved Toughness*, Improved Two-
  Weapon FightingB, Mobility, Spring AttackB, Two-
  Weapon Fighting  
  Skills Jump +16, Listen +2, Spot +3 
  Possessions combat gear plus +1 mithril breastplate, 
  +1/mwk orc double axe, cloak of resistance +1, 3 
  spears 
  Ambidexterity (Ex) When wielding two weapons or a 
  double weapon, an ogre tempest’s penalties for 
  BDK7-08 Little bit o’ payback 
   
  Page 44 
  
   
  fighting with two weapons are reduced by 1. 
  Included above. Complete Adventurer 81. 
  Tempest Defense (Ex) When wielding two weapons 
  or a double weapon, an ogre tempest gains a +1 
  bonus to Armor Class. Included above. Complete 
  Adventurer 81. 
   
  9: THIS ISN’T YOUR DAY, IS IT? 
  K AS T I G H U R 
  CR  12* 
  CE Huge outsider (tanar’ri, extraplanar, evil, chaotic) 
  Init +1; Senses darkvision 60 ft., scent; Listen +19, 
  Spot +19 
  Aura frightful presence (60 ft.; DC 20 [18]) 
  Languages Abyssal, Celestial, Draconic; telepathy 
  100 ft. 
  AC 25, touch 9, flat-footed 23 
   (-2 size, +1 Dex, +7 armor, +9 natural) 
  hp 202 (15 HD)  
  DR 10/cold iron or good 
  Immune acid, electricity, poison 
  Resist cold 10, fire 10  
  SR 17 
  Fort +18, Ref +10, Will +10 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft. 
  Melee gore +23 (2d6+10) and  
   
  2 slams +21 (1d8+5) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +15; Grp +33 
  Atk Options Improved Bull Rush, Improved Overrun, 
  Power Attack, Powerful Charge*, Quicken Spell-
  Like Ability (teleport), aligned strike (chaotic, evil), 
  fear bolstered, stunning charge 5d6+12 
  Spell-Like Abilities (CL 18th): 
   At will—feather fall, teleport (self only) 
   3/day—quickened teleport 
  Abilities Str 31 (27; bull’s strength, CL 6), Dex 12 (8; 
  cat’s grace, CL 6), Con 29 (25; bear’s endurance, 
  CL 6), Int 8, Wis 12, Cha 12 (8; eagle’s splendor, 
  CL 6)  
  SQ tanar’ri traits 
  Feats Ability Focus (frightful presence), Improved Bull 
  Rush, Improved Overrun, Multiattack, Power 
  Attack, Powerful Charge*, Quicken Spell-Like 
  Ability (teleport), Track 
  Skills Concentration +17, Diplomacy +3, Intimidate 
  +19, Knowledge (dungeoneering) +4, Knowledge 
  (nature) +6, Knowledge (the planes) +5, Listen 
  +19, Search +8, Sense Motive +13, Spellcraft +8, 
  Spot +19, Survival +19 (+21 on other planes, +21 
  following 
  tracks, 
  +21 
  in 
  aboveground 
  environments, +21 underground) 
  Possessions +2 breastplate 
  Physical Description: This hideous demon’s body 
  ripples with muscle. Its massive head is heavy with 
  long horns while its powerful legs end in cloven 
  hooves. Most of its head is hidden by an enormous 
  steel helm that has been bolted to the creature’s 
  neck. A breastplate fastened onto its body provides 
  additional protection for its already tough hide. 
  Frightful Presence (Su): A kastighur can inspire 
  terror by charging or attacking. Affected creatures 
  must succeed on a DC 20 (18) Will save or 
  become shaken, remaining in that condition as long 
  as they remain within 60 feet of the kastighur. The 
  save DC is Charisma-based and includes the 
  bonus from the Ability Focus feat. 
  Fear Bolstered (Ex): A kastighur delights in attacking 
  terrified opponents and gains a +2 bonus on attack 
  rolls against shakened, frightened, or panicked 
  creatures. 
  Stunning Charge (Ex): A kastighur typically begins a 
  battle by charging at an opponent. In addition to the 
  normal benefits and hazards of a charge., this 
  allows the kastighur to make a single gore attack 
  with a +23 attack bonus that deals 5d6+12 points 
  of damage. The struck creature must succeed on a 
  DC 27 (25) Fortitude save or be stunned for 1 
  round. The save DC is Strength-based.  
  Note: CR raised by 1 due to buff spells. 
  BDK7-08 Little bit o’ payback 
   
  Page 45 
  
   
  BDK7-08 Little bit o’ payback 
   
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  APL 10 
  5: WHICH WAY TO GO? 
  V E R Y  E L I T E  AD V AN C E D  B AR-L G U R A CR  11 
  Always CE Large outsider (chaotic, evil, extraplanar, 
  tanar’ri) 
  Init +9; Senses darkvision 60 ft.; Listen +22, Spot 
  +22; see invisibility 
  Languages Abyssal, Celestial, Common, Draconic; 
  telepathy 100 ft. 
  AC 27, touch 14, flat-footed 22; Dodge, Mobility 
   (-1 size, +5 Dex, +3 armor, +10 natural) 
  hp 185 (14 HD) 
  DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 16 
  Fort +18, Ref +15, Will +11 
  Speed 40 ft. in light armor (8 squares), climb 20 ft.; 
  Run  
  Melee 2 claws +26 each (1d8+13) and  
   
  bite +21 (1d8+6) and 
   
  gore +21 (2d6+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +14; Grp +31 
  Atk Options pounce, rend +2d6 
  Special 
  Actions 
  abduction, 
  summon 
  tanar’ri, 
  quickened invisibility 
  Spell-Like Abilities (CL 14th): 
   At will—darkness, cause fear (DC 13), dispel 
  magic, greater teleport (DC 19), see invisibility�, 
  telekinesis (DC 17) 
   2/day—disguise self (DC 13), invisibility, major 
  image (DC 15), quickened invisibility 
   �Already cast 
  Abilities Str 36, Dex 20, Con 26, Int 12, Wis 12, Cha 
  14 
  SQ tanar’ri traits  
  Feats Dodge, Mobility, Run, Improved Initiative, 
  Quicken Spell-like Ability (invisibility) 
  Skills Balance +24, Climb +38, Hide +22, Intimidate 
  +19, Jump +42, Listen +18, Move Silently +22, 
  Spot +18, Tumble +24 
  Possessions mwk studded leather armor, vest of 
  resistance +1, rending gauntlets, horned helm 
  Horned Helm Antlers affix to your skull and grant a 
  natural secondary gore attack that deals 1d8 points 
  of damage plus half your Strength bonus (medium 
  size, adjust as normal). The antlers are treated as 
  magic weapons for the purpose of overcoming 
  damage reduction. MIC112. 
  Rending Gauntlets If you deal damage with at least 
  two different weapons or natural attacks on your 
  turn, you can activate rending gauntlets to deal an 
  extra 2d6 points of damage with the second attack. 
  This ability functions three times per day. MIC 121. 
  Pounce (Ex) If a bar-lgura charges a foe, it can make 
  a full attack. 
  Abduction (Su): Unlike most tanar’ri, a very elite 
  advanced bar-lgura can use greater teleport to 
  transport other creatures. It can bring up to one 
  Huge, two Large or four Medium or smaller 
  creatures with it each time it teleports. It can 
  teleport unwilling targets as well, although any 
  unwilling victim can attempt a DC 19 Will save to 
  resist being transported. The save DC is Charisma-
  based. 
  Summon Tanar’ri (Sp) Once per day, a bar-lgura can 
  attempt to summon another bar-lgura with a 35% 
  chance of success. This ability is the equivalent of 
  a 2nd level spell (CL 14th). 
  Skills Skin hair of a bar-lgura changes color, allowing 
  it to blend in with surrounds like a chameleon and 
  conferring a +4 racial bonus on Hide checks. A bar-
  lgura also receives a +10 racial bonus on Jump 
  checks. 
   
  6: CAVE BARE 
  M O R G E Y’ S  M E  D ADDY 
  CR  12 
  NE Large elite advanced half-red dragon gauth 
  (dragon, augmented aberration) 
  Init +6; Senses all-around vision, darkvision 60 ft., 
  low-light vision; Listen +23, Spot +27 
  Aura stunning gaze 
  Languages Beholder, Common, Draconic, Abyssal 
  AC 28, touch 12, flat-footed 26 
   (-1 size, +2 Dex, +3 armor, +1 deflection, +13 
  natural) 
  Miss Chance 50% vs. darkvision 
  hp 200 (14 HD) 
  Immune flanking, sleep and paralysis effects, fire 
  Fort +12, Ref +6, Will +15 
  Speed 5 ft., fly 20 ft. (good)  
  Melee 2 claws +15 each (1d6+6) and 
   
  bite +10 (1d8+3) AND* 
  Ranged Touch eye rays +11 (special)  
  *A beholder may use its eye rays in the same round 
  that it makes melee attacks 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +10; Grp +16 
  Special Actions breath weapon 
  Abilities Str 22, Dex 14, Con 26, Int 17, Wis 18, Cha 
  20 
  Feats AlertnessB, Improved Initiative, Iron Will, Ability 
  Focus (eye rays), Feat, Feat 
  Skills Concentration +16.5, Hide +15, Knowledge 
  (arcana) +20, Knowledge (dungeoneering) +11.5, 
  Knowledge (nature) +5, Listen +23, Search +24, 
  Spellcraft +13.5, Spot +27, Survival +21 (+23 
  following tracks, +23 underground) 
  Possessions 
  combat 
  gear 
  plus 
  ring 
  of 
  the 
  darkhidden, bracers of armor +3, ring of protection 
  +1 
  Eye Rays (Su) Each of a gauth’s small eyes can 
  produce a magical ray once per round as a free 
  action. During a single round, a gauth can aim only 
  two eye rays at targets in any one 90-degree arc 
  (up, forward, backward, left, right, or down). The 
  remaining eyes must aim at targets in other arcs, 
  
   
  or not at all. A gauth can tilt and pan its body each 
  round to change which rays it can bring to bear in 
  any given arc. 
   
   
  Each eye’s effect resembles a spell, but 
  follows the rules for a ray (PHB 175).  
   
   
  Each of a gauth’s six eye rays resembles a 
  spell cast by a 16th-level caster. Each eye ray has 
  a range of 150 feet and a save DC of 24. The save 
  DCs are Charisma-based. The ten eye rays 
  include: 
   
   
  Dispel Magic; targeted. 
   
   
  Ray of Exhaustion; as spell. 
   
   
  Inflict Moderate Wounds; Will half. 
   
   
  Paralysis; Fort save or be paralyzed for 2d10 
    
  minutes. 
   
   
  Scorching Ray; 4d6 fire, one ray only. 
   
   
  Sleep; no HD limit, Will negates. 
  Stunning Gaze (Su) Stun for 1 round, 30 feet, Will 
  DC 22 negates. The save DC is Charisma-based. 
  Any creature meeting the gaze of the gauth’s 
  central eye is subject to its stunning gaze attack. 
  Since the gauth can use its eye-rays as a free 
  action, the creature can use as standard action to 
  focus its stunning gaze on an opponent and attack 
  with all eye rays that bear on its foes at the same 
  time. 
  All-Around Vision (Ex) Beholders are exceptionally 
  alert and circumspect. Their many eyes give them 
  a +4 racial bonus on Spot and Search checks, and 
  they can’t be flanked unless blinded. 
  Flight (Ex) A beholder’s body is naturally buoyant. 
  This buoyancy allows it to fly at a speed of 20 feet. 
  This buoyancy also grants it a permanent feather 
  fall effect (as the spell) with personal range. 
  Breath Weapon (Su) 1/day 30-ft. cone, damage 6d8 
  fire, Reflex DC 25 half. The save DC is 
  Constitution-based. 
   
  7: A PRISONER WITH LOVE 
  I UZI AN M AJ O R 
  CR  11   
  Male human cleric 11 of Iuz 
  CE Medium humanoid (human) 
  Init -1; Senses Listen +4, Spot +4 
  Languages Common  
  AC 22, touch 9, flat-footed 22 
   (-1 Dex, +10 armor, +3 shield) 
  hp 80 plus 5 temp (11 HD) 
  SR 22 
  Fort +10, Ref +4, Will +12 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft.; freedom of movement, air walk 
  Melee +3 morningstar +13/+8 (1d8+5/x3)  
  Ranged light crossbow +7 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +9 
  Special Actions rebuke undead 
  Combat Gear mwk morningstar (+3 after greater 
  magic weapon), light crossbow, 20 bolts, dagger 
  Cleric Spells Prepared (CL 12th [11th; death knell]): 
   6th—D: mislead, planar ally 
   5th—D: greater command (DC 22), flame strike (x 
  2)(DC 19)  
  4th—D: confusion (DC 21), delay death, freedom of 
  movement, greater magic weapon� 
  3rd—D: invisibility, animate dead, dispel magic, 
  magic vestment�, magic vestment� 
  2nd—D: invisibility, bear’s endurance, bull’s 
  strength, bull’s strength, eagle’s splendor, hold 
  person (DC 19) 
  1st—D: command (DC 18), bless, command, death 
  knell�, magic weapon, shield of faith 
   0—detect magic, guidance, guidance, read magic, 
  resistance, virtue 
  D: Domain spell. Deity: Iuz. Domains: Trickery (Bluff, 
  Disguise, Hide added to class skills), Tyranny (+1 
  to the DC of enchantment [compulsion] spells).  
  �Already cast 
  Abilities Str 14 (12), Dex 8, Con 14, Int 10, Wis 18, 
  Cha 14  
  SQ planar ally (glabrezu, MM 43) 
  Feats Spell Focus (enchantment)B, Greater Spell 
  Focus (enchantment), Craft Wondrous Item, Craft 
  Arms and Armor, Craft Construct 
  Skills Concentration +14, Hide +6, Knowledge 
  (religion) +5, Spellcraft +7 
  Possessions combat gear plus clay golem (MM 134), 
  bolstered commanded wolf skeletons (4, bolstered 
  to 10 HD), bolstered commanded human warrior 
  skeleton (bolstered to 10 HD), periapt of wisdom 
  +2, vest of resistance +1, mwk full plate (+2 with 
  magic vestment), mwk buckler (+2 with magic 
  vestment), holy symbol of Iuz (2) 
  Rebuke 
  Undead 
  (Su) 
  5/day 
  (2 
  uses 
  used); 
  1d20+4/2d6+11. 
   
   
  Power-Up Suite (heroes’ feast, CL 13): 
  hp 80 plus 5 temp plus 10 temp (11 HD) 
  Immune fear, poison 
  Fort +10, Ref +4, Will +13 
  Melee +3 longspear +14/+9 (1d8+6/x3)  
  Ranged light crossbow +8 (1d8/19-20) 
   
  I UZI AN M AG E 
  CR  9   
  Male human wizard 9 
  CE Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Abyssal, Common, Draconic, Goblin  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 49 (9 HD) 
  Immune magic missiles 
  Fort +8, Ref +8, Will +10 
  Speed 30 ft. 
  Melee quarterstaff +4 (1d6)  
  Ranged mwk light crossbow +7 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Combat Gear  
  scrolls of (CL 9): dispel magic, dispelling screen, wall 
  of force  
  BDK7-08 Little bit o’ payback 
   
  Page 47 
  
   
  scrolls of (CL 7): scorching ray, solid fog,  
  scrolls of (CL 5): blink, fly, ray of enfeeblement,  
  scrolls of (CL 3): invisibility, protection from arrows, 
  mirror image, levitate,  
  scrolls of (CL 1): true strike,  
  quarterstaff, dagger, mwk light crossbow, 20 bolts 
  Wizard Spells Prepared (CL 9th): 
  5th—cloudkill (DC 19) 
  4th—Otiluke’s resilient sphere (DC 20), ice storm 
  (DC 20) 
  3rd—fireball (DC 19), lightning bolt (DC 19), stinking 
  cloud (DC 17) 
  2nd—glitterdust (DC 16), sound burst (DC 18), web 
  (DC 16), web (DC 16) 
  1st— burning hands (DC 17), mage armor�, magic 
  missile, shield, grease (DC 15) 
  0—acid splash, detect magic, message�, ray of 
  frost  
  �Already cast 
  Abilities Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 
  8 
  SQ summon familiar (toad) 
  Feats Skill Focus (Concentration), Improved Initiative, 
  Scribe ScrollB, Craft Wondrous Item, Spell Focus 
  (Evocation)B, Greater Spell Focus (Evocation), 
  Quicken Spell  
  Skills Balance +4, Concentration +17, Jump +2, 
  Knowledge (arcana) +14, Knowledge (the planes) 
  +14, Spellcraft +18, Survival +4 (+6 on other 
  planes), Tumble +8 
  Possessions combat gear plus headband of intellect 
  +2, pearl of power 1st, pearl of power 2nd, vest of 
  resistance +3, brooch of shielding, spell component 
  pouches (2). 
   
  9: THIS ISN’T YOUR DAY, IS IT? 
  AD V AN C E D  ARM ANI TE 
  CR  14 
  Male armanite fighter 4 
  CE Large outsider (tanar’ri, extraplanar, evil, chaotic) 
  Init +0; Senses darkvision 60 ft.; Listen +13, Spot 
  +13 
  Languages Abyssal, telepathy 100 ft. 
  AC 25, touch 9, flat-footed 25 
   (-1 size, +0 Dex, +10 armor, +6 natural) 
  hp 211 (19 HD); DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 18 
  Fort +22, Ref +13, Will +14 
  Speed 70 ft. in plate armor (14 squares), base 
  movement 60 ft.; Run, air walk (see horseshoes of 
  speed) 
  Melee +1 large human bane lance +25/+20/+15/+10 
  (+2 vs. humans) (2d6+10/x3 plus 2d6 vs. humans) 
  and hooves +21 (1d6+3) or 
  Melee 
  +1 
  large 
  heavy 
  flail 
  +25/+20/+15/+10 
  (2d8+10/19-20/x2) and  
   
  hooves +20 (1d6+3) 
  Ranged +1 large composite longbow (+6 Str) 
  +19/+14/+9/+4 (2d6+7/x3 plus 1d6 electricity [plus 
  2d10 electricity on a critical hit]) 
  Space 10 ft.; Reach 5 ft. (10 ft. with lance) 
  Base Atk +19; Grp +25 
  Atk Options Improved Bull Rush, Power Attack, 
  Spirited Charge, Shock Trooper*, cavalry charge, 
  sparkbolt 
  Special Actions summon tanar’ri 
  Abilities Str 22, Dex 11, Con 20 (22), Int 8, Wis 12, 
  Cha 13 
  SQ Damage reduction 10/cold iron or good, 
  darkvision 60 ft., immunity to electricity and poison, 
  resistance to acid 10, cold 10, fire 10, telepathy 
  100 ft. 
  Feats Improved Bull Rush, Power Attack, Run, Track, 
  Mounted Combat, Ride By Attack, Spirited Charge, 
  Shock Trooper*, Improved Critical (lance) 
  Skills Intimidate +16, Jump +22, Listen +20, Ride +9, 
  Search +9, Spot +20, Survival +11, Tumble +20 
  Possessions +2 full plate, +1 human bane lance, +1 
  heavy flail, +1 composite longbow (Str +6) with 20 
  arrows, amulet of health +2, horseshoes of speed, 
  vest of resistance +3 
  Physical Description: This creature has the lower 
  body of a muscular horse and the torso, arms, and 
  head of a sickly human. Its flesh is pale and festers 
  with sores. Heavy horns protrude from its brow, 
  and it wears an intricate suit of full plate armor. 
  Patches of bristly hair protrude from chinks in its 
  armor. 
  Air Walk (Su): An armanite can use air walk, as the 
  spell of the same name, for up to 1 hour per day. 
  This time need not be consecutive. 
  Cavalry Charge (Ex): An armanite is considered to 
  be mounted for determining the effects of charge 
  attacks with lances. An armanite gains a +4 bonus 
  on attack rolls when charging with a lance and 
  does not take a penalty to its armor class as a 
  result of its charge. 
  Sparkbolt (Su): An armanite can charge arrows it 
  shoots from any bow with electrical energy at will. 
  Arrows fired by armanite gain a +1 enhancement 
  bonus and the shocking burst weapon quality. 
  Summon Tanar’ri (Sp): Once per day, an armanite 
  can attempt to summon1d10 dretches or another 
  armanite with a 30% chance of success. This 
  ability is the equivalent of a 3rd level spell (CL 9th). 
   
   
   
   
   
   
  BDK7-08 Little bit o’ payback 
   
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  BDK7-08 Little bit o’ payback 
   
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  APL 12 
  5: WHICH WAY TO GO? 
  S U P E R I O R  E L I T E  AD V AN C E D  B AR-L G U R A
   
  CR  13 
  Always CE Large outsider (chaotic, evil, extraplanar, 
  tanar’ri) 
  Init +9; Senses darkvision 60 ft.; Listen +26, Spot 
  +26; see invisibility 
  Languages Abyssal, Celestial, Common, Draconic; 
  telepathy 100 ft., linked telepathy 10 miles 
  AC 28, touch 14, flat-footed 23; Dodge, Mobility 
   (-1 size, +5 Dex, +4 armor, +10 natural) 
  hp 237 (18 HD) 
  DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 16 
  Fort +20, Ref +17, Will +13 
  Speed 40 ft. in light armor (8 squares), climb 20 ft.; 
  Run  
  Melee* 2 claws +20 each (1d8+23) and  
   
  bite +15 (1d8+16) and 
   
  gore +15 (2d6+16) 
  *includes Power Attack feat for 10  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +18; Grp +35 
  Atk Options pounce, rend +2d6, Power Attack, 
  Spring Attack 
  Special 
  Actions 
  abduction, 
  summon 
  tanar’ri, 
  quickened invisibility 
  Spell-Like Abilities (CL 18th): 
   At will—darkness, cause fear (DC 13), dispel 
  magic, greater teleport (DC 19), see invisibility�, 
  telekinesis (DC 17) 
   2/day—disguise self (DC 13), invisibility, major 
  image (DC 15), quickened invisibility 
   �Already cast 
  Abilities Str 36, Dex 20, Con 26, Int 12, Wis 12, Cha 
  15 
  SQ tanar’ri traits  
  Feats Dodge, Mobility, Run, Improved Initiative, 
  Quicken 
  Spell-like 
  Ability 
  (invisibility), 
  Power 
  Attack, Spring Attack 
  Skills Balance +28, Climb +42, Hide +26, Intimidate 
  +23, Jump +46, Listen +26, Move Silently +26, 
  Spot +26, Tumble +28 
  Possessions +1 linked studded leather armor, vest of 
  resistance +1, rending gauntlets, horned helm 
  Linked Armor When you activate a suit of armor that 
  has this property, you can form a telepathic bond 
  with any or all known wearers of other linked items 
  within 10 miles. Wearers can communicate 
  telepathically through the bond even if they do not 
  share a language. No special effect or influence is 
  established as a result of the bond. The linked 
  property functions three times per day, and the 
  effect lasts for 1 hour. MIC 12. 
  Horned Helm Antlers affix to your skull and grant a 
  natural secondary gore attack that deals 1d8 points 
  of damage plus half your Strength bonus (medium 
  size, adjust as normal). The antlers are treated as 
  magic weapons for the purpose of overcoming 
  damage reduction. MIC112. 
  Rending Gauntlets If you deal damage with at least 
  two different weapons or natural attacks on your 
  turn, you can activate rending gauntlets to deal an 
  extra 2d6 points of damage with the second attack. 
  This ability functions three times per day. MIC 121. 
  Pounce (Ex) If a bar-lgura charges a foe, it can make 
  a full attack. 
  Abduction (Su): Unlike most tanar’ri, a superior elite 
  advanced bar-lgura can use greater teleport to 
  transport other creatures. It can bring up to one  
  Huge, three Large or six Medium or smaller 
  creatures with it each time it teleports. It can 
  teleport unwilling targets as well, although any 
  unwilling victim can attempt a DC 19 Will save to 
  resist being transported. The save DC is Charisma-
  based. 
  Summon Tanar’ri (Sp) Once per day, a bar-lgura can 
  attempt to summon another bar-lgura with a 35% 
  chance of success. This ability is the equivalent of 
  a 2nd level spell (CL 18th). 
  Skills Skin hair of a bar-lgura changes color, allowing 
  it to blend in with surrounds like a chameleon and 
  conferring a +4 racial bonus on Hide checks. A bar-
  lgura also receives a +10 racial bonus on Jump 
  checks. 
   
  6: CAVE BARE 
  M O R G E Y’ S  M E  D ADDY 
  CR  15 
  NE 
  Large 
  half-red 
  dragon 
  beholder 
  (dragon, 
  augmented aberration) 
  Init +6; Senses all-around vision, darkvision 60 ft., 
  low-light vision; Listen +18, Spot +22 
  Aura 150 ft. antimagic cone 
  Languages Abyssal, Beholder, Common, Draconic, 
  Undercommon 
  AC 37, touch 13, flat-footed 35 
   (-1 size, +2 Dex, +5 armor, +2 deflection, +19 
  natural) 
  Miss Chance 50% vs. darkvision 
  hp 125 (11 HD) 
  Immune flanking, sleep and paralysis effects, fire 
  Fort +8, Ref +5, Will +11 
  Speed 5 ft., fly 20 ft. (good)  
  Melee 2 claws +11 each (1d6+4) and 
   
  bite +6 (2d4+2) AND* 
  Ranged Touch eye rays +10 (special)  
  *A beholder may use its eye rays in the same round 
  that it makes melee attacks 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8; Grp +16 
  Special Actions breath weapon 
  Abilities Str 18, Dex 14, Con 21, Int 18, Wis 15, Cha 
  17  
  Feats AlertnessB, Improved Initiative, Iron Will, Ability 
  Focus (eye rays), Weapon Focus (eye rays) 
  
   
  Skills Concentration +12, Hide +12, Knowledge 
  (arcana) +18, Knowledge (dungeoneering) +11, 
  Knowledge (nature) +6, Listen +18, Search +22, 
  Spellcraft +13 (+15 decipher scrolls on spells), 
  Spot +22, Survival +16 (+18 following tracks, +18 
  when 
  underground, 
  +20 
  following 
  tracks 
  underground), Use Magic Device +10 (+12 using 
  scrolls) 
  Possessions combat gear plus bracers of armor +5, 
  ring of protection +2, ring of the darkhidden, ring of 
  the forcewall 
  Eye Rays (Su) Each of a beholder’s small eyes can 
  produce a magical ray once per round as a free 
  action. During a single round, a beholder can aim 
  only three eye rays at targets in any one 90-degree 
  arc (up, forward, backward, left, right, or down). 
  The remaining eyes must aim at targets in other 
  arcs, or not at all. A beholder can tilt and pan its 
  body each round to change which rays it can bring 
  to bear in any given arc. 
   
   
  Each eye’s effect resembles a spell, but 
  follows the rules for a ray (PHB 175).  
   
   
  Each of a beholder’s ten eye rays resembles 
  a spell cast by a 13th-level caster. Each eye ray 
  has a range of 150 feet and a save DC of 20. The 
  save DCs are Charisma-based. The ten eye rays 
  include: 
   
   
  Charm Monster; Will negates. 
   
   
  Charm Person; Will negates. 
   
   
  Disintegrate; Fort negates. 
   
   
  Fear; Will negates. 
   
   
  Finger of Death; Fort partial. 
   
   
  Flesh to Stone; Fort negates. 
   
   
  Inflict Moderate Wounds; Will half. 
   
   
  Sleep; no HD limit, Will negates. 
   
   
  Slow; Will negates. 
   
   
  Telekinesis; 325 pound limit, creatures can 
  resist with a successful Will save. 
   
   
  All-Around Vision (Ex) Beholders are exceptionally 
  alert and circumspect. Their many eyes give them 
  a +4 racial bonus on Spot and Search checks, and 
  they can’t be flanked unless blinded. 
  Flight (Ex) A beholder’s body is naturally buoyant. 
  This buoyancy allows it to fly at a speed of 20 feet. 
  This buoyancy also grants it a permanent feather 
  fall effect (as the spell) with personal range. 
  Antimagic Cone (Su) A beholder’s central eye 
  continually produces a 150-foot cone of antimagic. 
  This functions just like antimagic field (CL 13th). All 
  magical and supernatural powers and effects within 
  the cone are suppressed—even the beholder’s 
  own eye rays. Once each round, during its turn, the 
  beholder decides whether the antimagic cone is 
  active or not (the beholder deactivates the cone by 
  shutting its central eye. This counts as a free 
  action). 
  Breath Weapon (Su) 1/day 30-ft. cone, damage 6d8 
  fire, Reflex DC 20 half. The save DC is 
  Constitution-based. 
   
  7: A PRISONER WITH LOVE 
  I UZI AN G AR R I S O N  C O M M ANDE R 
  CR  12   
  Male human cleric 12 of Iuz 
  CE Medium humanoid (human) 
  Init -1; Senses Listen +4, Spot +4; deathwatch 
  Languages Common  
  AC 24, touch 13, flat-footed 24 
   (-1 Dex, +11 armor, +4 shield) 
  hp 87 plus 5 temp (12 HD) 
  Immune fear, poison 
  SR 24 
  Fort +12, Ref +5, Will +14 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft.; freedom of movement, air walk 
  Melee +3 greatsword +14/+9 (2d6+6/19-20)  
  Ranged mwk light crossbow +9 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +11 
  Special Actions rebuke undead 
  Combat Gear mwk greatsword (+3 after greater 
  magic weapon), mwk light crossbow (+1 after 
  magic weapon), 20 bolts, dagger 
  Cleric Spells Prepared (CL 13th [12th; death knell]): 
  6th—D: mislead, heroes’ feast�, planar ally 
  5th—D: greater command (DC 22), insect plague, 
  flame strike (x2) (DC 19) 
  4th—D: confusion (DC 21), air walk�, dismissal, 
  freedom of movement�, greater magic 
  weapon� 
  3rd—D: invisibility, animate dead, dispel magic, 
  dispel magic, magic vestment�, magic 
  vestment� 
  2nd—D: invisibility, bear’s endurance, bull’s 
  strength, eagle’s splendor, hold person (x2)(DC 
  19) 
  1st—D: command (DC 18), bless, command (DC 
  18), deathwatch�, death knell�, magic weapon, 
  shield of faith 
   0—detect magic, guidance, guidance, read magic, 
  resistance, virtue 
  D: Domain spell. Deity: Iuz. Domains: Trickery (Bluff, 
  Disguise, Hide added to class skills), Tyranny (+1 
  to the DC of enchantment [compulsion] spells) 
  �Already cast 
  Abilities Str 14 (12), Dex 8, Con 14, Int 10, Wis 19, 
  Cha 14  
  SQ planar ally (glabrezu, MM 43) 
  Feats Spell Focus (enchantment)B, Greater Spell 
  Focus 
  (enchantment), 
  Weapon 
  Proficiency 
  (greatsword), Craft Wondrous Item, Craft Arms and 
  Armor, Craft Construct 
  Skills Concentration +17, Hide +8, Knowledge 
  (religion) +5, Spellcraft +9 
  Possessions combat gear plus stone golem (MM 
  136), bolstered commanded troll skeletons (2, 
  bolstered to 13 HD), periapt of wisdom +2, vest of 
  resistance +2, mwk full plate (+3 with magic 
  vestment), mwk buckler (+3 with magic vestment), 
  holy symbol of Iuz (2) 
  BDK7-08 Little bit o’ payback 
   
  Page 50 
  
   
  Rebuke Undead (Su) 5/day; 1d20+4/2d6+14 (2 uses 
  used) 
   
   
  Power-Up Suite (heroes’ feast, CL 13): 
  hp 87 plus 5 temp plus 10 temp (12 HD) 
  Immune fear, poison 
  Fort +12, Ref +5, Will +15 
  Melee +3 greatsword +15/+10 (2d6+6/19-20)  
  Ranged mwk light crossbow +10 (1d8/19-20) 
   
  I UZI AN M AG E 
  CR  9   
  Male human wizard 9 
  CE Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Abyssal, Common, Draconic, Goblin  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 49 (9 HD) 
  Immune magic missiles 
  Fort +8, Ref +8, Will +10 
  Speed 30 ft. 
  Melee quarterstaff +4 (1d6)  
  Ranged mwk light crossbow +7 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Combat Gear  
  scrolls of (CL 9): dispel magic, dispelling screen, wall 
  of force  
  scrolls of (CL 7): scorching ray, solid fog,  
  scrolls of (CL 5): blink, fly, ray of enfeeblement,  
  scrolls of (CL 3): invisibility, protection from arrows, 
  mirror image, levitate,  
  scrolls of (CL 1): true strike,  
  quarterstaff, dagger, mwk light crossbow, 20 bolts 
  Wizard Spells Prepared (CL 9th): 
  5th—cone of cold (DC 21) 
  4th—Otiluke’s resilient sphere (DC 20), ice storm 
  (DC 20) 
  3rd—fireball (DC 19), lightning bolt (DC 19), 
  displacement 
  2nd—glitterdust (DC 16), sound burst (DC 18), web 
  (DC 16), web (DC 16) 
  1st— burning hands (DC 17), mage armor�, magic 
  missile, shield, grease (DC 15) 
  0—acid splash, detect magic, message�, ray of 
  frost  
  �Already cast 
  Abilities Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 
  8 
  SQ summon familiar (toad) 
  Feats Skill Focus (Concentration), Improved Initiative, 
  Scribe ScrollB, Craft Wondrous Item, Spell Focus 
  (Evocation)B, Greater Spell Focus (Evocation), 
  Quicken Spell  
  Skills Balance +4, Concentration +17, Jump +2, 
  Knowledge (arcana) +14, Knowledge (the planes) 
  +14, Spellcraft +18, Survival +4 (+6 on other 
  planes), Tumble +8 
  Possessions combat gear plus headband of intellect 
  +2, pearl of power 1st, pearl of power 2nd, vest of 
  resistance +3, brooch of shielding, spell component 
  pouches (2). 
   
   
  Power-Up Suite (heroes’ feast, CL 13): 
  hp 49 plus 10 temp (9 HD) 
  Immune fear, poison 
  Fort +8, Ref +8, Will +11 
  Melee quarterstaff +5 (1d6)  
  Ranged mwk light crossbow +8 (1d8/19-20) 
   
  T R O L L,  W AR  CR  12 
  LE large monstrous humanoid 
  Init +7; Senses darkvision 90 ft., low-light vision, 
  scent; Listen +11, Spot +12 
  Languages Giant  
  AC 31, touch 12, flat-footed 28 
   
  (-1 size, +3 Dex, +5 armor, +14 natural) 
  hp 162 (12 HD); regeneration 9 
  DR 5/adamantine 
  SR 20 
  Fort +13, Ref +11, Will +12 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft. 
  Melee 
  mwk 
  greatsword 
  +23/+18/+13 
  melee 
  (3d6+15/19-20) and  
   
  bite +19 (1d6+5) or  
  Melee 2 claws +21 melee (1d8+10) and  
   
  bite +19 (1d6+5)  
  Ranged mwk large composite longbow (+10 Str 
  bonus) +12 (2d6+10/x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +26 
  Special Actions dazing blow 
  Abilities Str 31, Dex 16, Con 29, Int 8, Wis 15, Cha 
  10  
  Feats Alertness, Iron Will, Multiattack, Weapon Focus 
  (Greatsword) 
  Skills Listen +11, Spot +12 
  Possessions chain shirt, mwk greatsword, mwk large 
  composite longbow (+10 Str) 
  Dazing Blow (Ex): The force of a war troll’s blow can 
  be overwhelming. If a war troll hits with a weapon 
  or claw attack, the opponent must make a DC 25 
  Fortitude save or be dazed for 1 round. The DC is 
  Constitution based. 
  Regeneration (Ex): Unlike their cousins, acid (not 
  fire) deals normal damage to war trolls. If a war troll 
  loses a limb or body part, the lost portion regrows 
  in 2d4 minutes. The creature can attach the 
  severed member instantly by holding it to the 
  stump. 
   
  K AS T I G H U R 
  CR  11 
  CE Huge outsider (tanar’ri, extraplanar, evil, chaotic) 
  Init -1; Senses darkvision 60 ft., scent; Listen +19, 
  Spot +19 
  Aura frightful presence (60 ft.; DC 18) 
  Languages Abyssal, Celestial, Draconic; telepathy 
  100 ft. 
  AC 23, touch 7, flat-footed 23 
  BDK7-08 Little bit o’ payback 
   
  Page 51 
  
   
   (-2 size, -1 Dex, +7 armor, +9 natural) 
  hp 172 (15 HD)  
  DR 10/cold iron or good 
  Immune acid, electricity, poison 
  Resist cold 10, fire 10; SR 17 
  Fort +16, Ref +8, Will +10 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft. 
  Melee gore +21 (2d6+8) and  
   
  2 slams +19 (1d8+4) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +15; Grp +31 
  Atk Options Improved Bull Rush, Improved Overrun, 
  Power Attack, Powerful Charge*, Quicken Spell-
  Like Ability (teleport), aligned strike (chaotic, evil), 
  fear bolstered, stunning charge 5d6+12 
  Spell-Like Abilities (CL 18th): 
   At will—feather fall, teleport (self only) 
   3/day—quickened teleport 
  Abilities Str 27, Dex 8, Con 25, Int 8, Wis 12, Cha 8  
  SQ tanar’ri traits 
  Feats Ability Focus (frightful presence), Improved Bull 
  Rush, Improved Overrun, Multiattack, Power 
  Attack, Powerful Charge*, Quicken Spell-Like 
  Ability (teleport), Track 
  Skills Concentration +15, Diplomacy +1, Intimidate 
  +17, Knowledge (dungeoneering) +4, Knowledge 
  (nature) +6, Knowledge (the planes) +5, Listen 
  +19, Search +8, Sense Motive +13, Spellcraft +8, 
  Spot +19, Survival +19 (+21 on other planes, +21 
  following 
  tracks, 
  +21 
  in 
  aboveground 
  environments, +21 underground) 
  Possessions +2 breastplate 
  Physical Description: This hideous demon’s body 
  ripples with muscle. Its massive head is heavy with 
  long horns while its powerful legs end in cloven 
  hooves. Most of its head is hidden by an enormous 
  steel helm that has been bolted to the creature’s 
  neck. A breastplate fastened onto its body provides 
  additional protection for its already tough hide. 
  Frightful Presence (Su): A kastighur can inspire 
  terror by charging or attacking. Affected creatures 
  must succeed on a DC 18 Will save or become 
  shaken, remaining in that condition as long as they 
  remain within 60 feet of the kastighur. The save DC 
  is Charisma-based and includes the bonus from 
  the Ability Focus feat. 
  Fear Bolstered (Ex): A kastighur delights in attacking 
  terrified opponents and gains a +2 bonus on attack 
  rolls against shakened, frightened, or panicked 
  creatures. 
  Stunning Charge (Ex): A kastighur typically begins a 
  battle by charging at an opponent. In addition to the 
  normal benefits and hazards of a charge., this 
  allows the kastighur to make a single gore attack 
  with a +23 attack bonus that deals 5d6+12 points 
  of damage. The struck creature must succeed on a 
  DC 25 Fortitude save or be stunned for 1 round. 
  The save DC is Strength-based.  
   
   
  AD V AN C E D  D R E AD W RAI TH 
  CR  13 
  LE Large undead (incorporeal) 
  Init +13; Senses darkvision 60 ft., lifesense 60 ft.; 
  Listen +33, Spot +33 
  Aura unnatural aura 
  Languages Common, Abyssal 
  AC 26, touch 26, flat-footed 17  
   
  (-1 size, +9 Dex, +8 deflection) 
  hp 156 (24 HD) 
  Miss 50% ignore (incorporeal) 
  Immune mind-affecting effects, poison, sleep effects, 
  paralysis, stunning, disease, death effects, critical 
  hits, nonlethal damage, ability drain, energy drain, 
  fatigue, exhaustion, ability damage, anything that 
  requires a Fort save (unless effect affects objects) 
  Weakness daylight powerlessness 
  Fort +8, Ref +17, Will +18  
  Speed fly 60 ft. (12 squares) (Good) 
  Melee 
  incorporeal 
  touch 
  +20 
  (2d6 
  plus 
  1d8 
  Constitution drain) or 
  Melee 
  (Bounding 
  Assault) 
  incorporeal 
  touch 
  +20/+15 (2d6 plus 1d8 Constitution drain) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp -- 
  Atk Options Spring Attack, Bounding Assault 
  Abilities Str --, Dex 28, Con --, Int 17, Wis 18, Cha 26 
  SQ incorporeal traits, undead traits 
  Feats AlertnessB, Blind Fight, Combat Reflexes, 
  Dodge, Improved InitiativeB, Improved Natural 
  Attack (incorporeal touch), Mobility, Spring Attack, 
  Ability Focus (Constitution Drain), Flyby Attack, 
  Bounding Assault 
  Skills Diplomacy +10, Hide +32, Intimidate +35, 
  Knowledge (Religion) +30, Listen +33, Search +30, 
  Sense Motive +31, Spot +33, Survival +4 (+6 
  following tracks) 
  Bounding Assault (feat, PH2) When using the 
  Spring Attack feat, you designate two foes rather 
  than one. Your movement does not provoke 
  Attacks of Opportunity from any of these foes. 
  While using an attack action with the Spring Attack 
  feat, you can make a second attack with a -5 
  penalty. You can use all attacks against one of the 
  opponents targeted with this feat, or split your 
  attacks between them. 
  Unnatural Aura (Su) Animals, whether wild or 
  domesticated, can sense the unnatural presence of 
  a wraith at a distance of 30 feet. They will not 
  willingly approach nearer than that and panic if 
  forced to do so; they remain panicked as long as 
  they remain within that range. 
  Daylight Powerlessness (Ex) Wraiths are utterly 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it.  
  Lifesense (Su) A dread wraith notices and locates 
  creatures within 60 feet, just as if it possessed the 
  blindsight ability. It also senses the strength of their 
  life 
  force 
  automatically, 
  as 
  if 
  it 
  had 
  cast 
  deathwatch. 
  Constitution Drain (Su) Living creature’s hit by a 
  dread wraith’s incorporeal touch attack must 
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  BDK7-08 Little bit o’ payback 
   
  Page 53 
  succeed on a DC 32 Fortitude save or take 1d8 
  points of Constitution drain. The save DC is 
  Charisma-based. On each such successful attack, 
  the dread wraith gains 5 temporary hit points. 
  Create Spawn (Su) Any humanoid slain by a dread 
  wraith becomes a wraith in 1d4 rounds. Its body 
  remains intact and inanimate, but its spirit is torn 
  free from its corpse and transformed. Spawn are 
  under the command of the wraith that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
   
  9: THIS ISN’T YOUR DAY, IS IT? 
  G O R I S T R O 
  CR  16 
  CE Huge outsider (tanar’ri, extraplanar, evil, chaotic) 
  Init +3; Senses darkvision 60 ft; see invisibility; Listen 
  +29, Spot +29 
  Languages Abyssal 
  AC 29, touch 7, flat-footed 29 
   (-2 size, -1 Dex, +22 natural) 
  hp 300 (24 HD); fast healing 5; DR 15 cold iron or 
  good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 27 
  Fort +22, Ref +13, Will +16 
  Speed 40 ft. (8 squares) 
  Melee 2 slams* +29 (3d6+28) 
  *Attacks include the Power Attack feat 
  Ranged rock +21 (2d8+12) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +24; Grp +44 
  Atk Options Awesome Blow, Cleave, Great Cleave, 
  Improved Bull Rush, Improved Sunder, Power 
  Attack 
  Special Actions stamp, rock throwing 
  Spell-Like Abilities (CL 12th): 
   At will—fear (DC 15), levitate, spider climb 
  Abilities Str 34, Dex 8, Con 27, Int 5, Wis 15, Cha 13  
  SQ Powerful slam, damage reduction 15/cold iron or 
  good, darkvision 60 ft., immunity to electricity and 
  poison, resistance to acid 10, cold 10, fire 10, spell 
  resistance 27. 
  Feats Awesome Blow, Blind-Fight, Cleave, Great 
  Cleave, Improved Bull Rush, Improved Critical 
  (slam), Improved Initiative, Improved Natural Attack 
  (slam), Improved Sunder. 
  Skills Diplomacy +3, Intimidate +28, Jump +34, 
  Listen +29, Sense Motive +29, Spot +29. 
  Powerful Slam (Ex): A goristro’s slam attacks are 
  treated as if they were two-handed weapons for 
  purposes of applying modifiers to damage with 
  Power Attack and from its Strength bonus. 
  Rock Throwing (Ex): A goristro is trained to throw 
  rocks weighing 60 to 80 pounds. These missiles 
  have a range increment of 150 feet. 
  See Invisibility (Ex): A goristro constantly sees 
  invisible creatures, as if under the effect of a see 
  invisibility spell. This ability cannot be dispelled. 
  Stamp (Ex): Up to three times per day, a goristro can 
  produce a shock wave that sends its foes 
  careening off-balance by stamping on the ground 
  as a standard action. The shock wave lasts for 1 
  round and duplicates the effects of an earthquake 
  spell in an 80-foot radius around the goristro. The 
  goristro and others of its kind are unaffected by the 
  earthquake. 
   
  
   
  APPENDIX 2: NEW RULES ITEMS 
  ARMOR PROPERTIES 
  LINKED 
  Price: +6,000 
  Property: Armor or shield 
  Caster Level: 7th 
  Aura: Faint; (DC 18) divination 
  Activation: Standard (mental) 
   
  When you activate a suit of armor or a shield 
  that has this property, you can form a telepathic bond 
  with any or all known wearers of other linked items 
  within 
  10 
  miles. 
  Wearers 
  can 
  communicate 
  telepathically through the bond even if they do not 
  share a language. No special effect or influence is 
  established as a result of the bond. 
   
  The linked property functions three times per 
  day, and the effect lasts 1 hour. 
   
  Prerequisites: Craft Magic Arms and Armor, 
  Rary’s telepathic bond or mindlink (EPH 120). 
   
  Cost to Create: 3,000, 240 xp. 
   
  FEATS 
  Draconic Breath [Draconic]  
  You can convert some of your arcane spell energy 
  into a breath weapon. 
   
  Prerequisites: Draconic Heritage, sorcerer level 
  1st. 
   
  Benefit: As a standard action, you can convert 
  an arcane spell slot into a breath weapon. The breath 
  weapon is a 30-foot cone (cold or fire) or a 60-foot 
  line (acid or electricity) that deals 2d6 points of 
  damage per level of the spell slot you expended to 
  create the effect. Any creature in the area can make a 
  Reflex save (DC 10 + level of the spell used + your 
  Cha modifier) for half damage. This is a supernatural 
  ability. 
   
  Special: If the breath weapon of your draconic 
  forebears does not deal acid, cold, electricity, or fire 
  damage, you choose from among the four energy 
  types mentioned above. 
   
  Source: Races of the Dragon 102. 
   
  Draconic Heritage [Draconic]  
  You have greater connection with your distant 
  draconic bloodline. 
   
  Prerequisites: Sorcerer 1st. 
   
  Benefits: Choose one dragon from the Draconic 
  Heritage list below and gain the indicated skill as a 
  class skill. This is your draconic heritage, which 
  cannot be changed once the feat has been taken. 
  Half-dragons must choose the same dragon kind as 
  their dragon parent. 
   
  In addition, you gain a bonus on saving throws 
  against sleep and paralysis, as well as spells and 
  abilities with the energy type of your Draconic 
  Heritage. This bonus is equal to the number of 
  draconic feats you have. 
   
  Source: Races of the Dragon 102. 
   
  Dragon Kind 
  Energy Type 
  Skill 
  Red 
  Fire 
  Appraise 
   
  Draconic Power [Draconic] 
  You have greater power when manipulating the 
  energies of your heritage. 
   
  Prerequisites: Draconic Heritage, sorcerer level 
  1st. 
   
  Benefit: Your caster level increases by one, and 
  you add 1 to the save DC of all arcane spells with the 
  descriptor or subschool associated with your draconic 
  heritage. 
   
  Special: This feat works in conjunction with the 
  Energy Substitution feat (Complete Arcane, page 79) 
  as long as the substituted energy matches the energy 
  type associated with your draconic heritage. 
   
  Source: Races of the Dragon 104. 
   
  Draconic Resistance [Draconic] 
  Your bloodline hardens your body against effects 
  related to the nature of your progenitor. 
   
  Prerequisites: Draconic Heritage, sorcerer level 
  1st. 
   
  Benefit: You gain resistance to the energy type 
  associated with your draconic heritage equal to three 
  times the number of draconic feats you have, 
  including draconic feats you take after gaining this 
  feat. 
   
  Special: This feat grants no benefit to a 
  character whose draconic heritage is not associated 
  with an energy type, such as a sorcerer with pan lung 
  heritage. 
   
  Source: Races of the Dragon 105. 
   
  Draconic Toughness [Draconic] 
  Your draconic nature reinforces your body as you 
  embrace your heritage. 
   
  Prerequisites: Draconic Heritage, sorcerer level 
  1st. 
   
  Benefit: When you take this feat, you gain 2 hit 
  points for each draconic feat you have, including this 
  one. Whenever you take a new draconic feat, you 
  gain 2 more hit points. 
   
  Source: Races of the Dragon 105. 
   
  BDK7-08 Little bit o’ payback 
   
  Page 54 
  
   
  Dragon-wrought 
  You were born a dragon-wrought kobold, proof of 
  your race’s innate connection to dragons. 
   
  Prerequisites: Kobold, 1st level only. 
   
  Benefit: You are a dragonwrought kobold. Your 
  type is dragon rather than humanoid, and you lose the 
  dragonblood subtype. You retain all your other 
  subtypes and your kobold racial traits. Your scales 
  become tinged with a color that matches that of your 
  draconic heritage. As a dragon, you are immune to 
  magic sleep and paralysis effects. You have 
  darkvision out to 60 feet and low-light vision. You 
  gain a +2 racial bonus on the skill indicated for your 
  draconic heritage (see Draconic Heritage feat). 
   
  Special: Unlike most feats, this feat must be 
  taken at 1st level. 
   
  Source: Races of the Dragon 100. 
   
  Heighten Breath [Metabreath]  
  Your breath weapon is even more deadly than 
  normal. 
   
  Prerequisites: Con 13, breath weapon. 
   
  Benefits: You can increase the save DC of your 
  breath weapon by any number up to a maximum 
  equal to your Constitution bonus. For each point by 
  which you increase the save DC, add +1 to the 
  number of rounds you must wait before using your 
  breath weapon again. 
   
  Source: Draconomicon 70. 
   
  Improved Toughness [General] 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefits: You gain a number oh tit points equal 
  to your current Hit Dice. Each time you gain a HD 
  (such as by gaining a level) you gain 1 additional hit 
  point. If you lose a HD (such as by losing a level), 
  you lose 1 hit point permanently. 
   
  Special: A fighter may select Improved 
  Toughness as one of his fighter bonus feats. 
   
  Large and in Charge [General]  
  You can prevent opponents from closing inside your 
  reach. 
   
  Prerequisites: Normal reach of 10 feet or more, 
  size Large or larger. 
   
  Benefit: When you make a successful attack of 
  opportunity against an opponent that is moving inside 
  your threatened area, you can force the opponent 
  back to the 5-foot space it was in before it proved the 
  attack of opportunity. After you hit with your attack 
  of opportunity, make an opposed Strength check 
  against your opponent. You gain a +4 bonus for each 
  size category larger than your opponent you are, and 
  addition +1 bonus for every 5 points of damage you 
  dealt with your attack of opportunity. If you win the 
  opposed check, your opponent is pushed back 5 feet 
  into the space it just left. An opponent you push 
  cannot move any farther in this round. 
   
  Source: Draconomicon 71. 
   
  Powerful Charge [General]  
  You can charge with extra force. 
   
  Prerequisites: Medium or larger, base attack 
  bonus +1 
   
  Benefits: When you charge, if your melee attack 
  hits, it deals an extra 1d8 points of damage (if you’re 
  Medium). For Large creatures, the extra damage is 
  2d6; for Huge, 3d6; for Gargantuan, 4d6; and for 
  Colossal, 6d6. 
   
  This feat only works when you make a charge. It 
  does not work when you’re mounted. If you have the 
  ability to make multiple attacks on a charge, you may 
  apply this extra damage to only one of those attacks 
  in a round. 
   
  Special: A fighter may select Powerful Charge 
  as one of his fighter bonus feats. 
   
  Quicken Breath [Metabreath]  
  You can loose your breath weapon with but a 
  thought. 
   
  Prerequisites: Con 19, breath weapon. 
   
  Benefits: Using your breath weapon is a free 
  action. 
   
  When you use this feat, add +4 to the number of 
  rounds you must wait before using your breath 
  weapon again. 
   
  Special: You cannot use this feat and the 
  Maximize Breath feat on the same weapon at the 
  same time. 
   
  Source: Draconomicon 73. 
   
  Shock Trooper [Tactical]  
  You are adept at breaking up formations of soldiers 
  when you rush into battle. 
   
  Prerequisites: Improved Bull Rush, Power 
  Attack, base attack bonus +6. 
   
  Benefits: The Shock Trooper feat enables the 
  use of three tactical maneuvers. 
   
  Directed Bull Rush: To use this maneuver, you 
  must make a successful bull rush attempt as part of a 
  charge. For every square you push your foe back, 
  you may also push that foe one square to the left or 
  right. 
   
  Domino Rush: To use this maneuver, you must 
  make a successful bull rush attempt that forces a foe 
  into the same square as another foe. You may make a 
  free trip attempt against both foes at the same time, 
  and neither foe gets a chance to trip you if your 
  attempt fails. 
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  Heedless Charge: To use this maneuver, you 
  must charge and make an attack at the end of your 
  charge using your Power Attack feat. The penalty 
  you take on your attack roll must be –5 or worse. In 
  addition to normal charge modifiers (which give you 
  a –2 penalty to AC and a +2 bonus on the attack roll), 
  you can assign any portion of the attack roll penalty 
  from Power Attack to your Armor Class instead, up 
  to a maximum equal to your base attack bonus. 
   
  Special: A fighter may select Shock Trooper as 
  one of his fighter bonus feats. 
   
  Spell Rehearsal [Tactical] 
  Casting the same spell several times in a row or at the 
  same target enables you to perfect it. 
   
  Prerequisite: Caster level 1st. 
   
  Benefit: The Spell Rehearsal feat enables the use 
  of three tactical maneuvers. You can only apply one 
  maneuver at a time to a single spell. 
   
  Persistence: To use this maneuver, you must 
  cast a specific spell two or more times in succession, 
  and the spell must be one that allows affected 
  creatures or objects a saving throw. You can take a 
  move action after casting the spell once before 
  casting it again, but you cannot take any other 
  standard actions between successive castings. On the 
  second and subsequent times you cast the spell, you 
  add a cumulative +1 to the spell’s save DC. If you 
  cast any other spell after starting to use this feat or 
  take any other standard action, the persistence chain 
  breaks and you must begin anew. 
   
  Refined Targeting: To use this maneuver, you 
  must cast a specific spell two or more times in 
  succession, and the spell must be one that requires an 
  attack roll to affect a target. You can take a move 
  action after casting the spell once before casting it 
  again, but you cannot take any other standard actions 
  between successive castings. On the second and 
  subsequent times you cast the spell at the same target, 
  you gain a cumulative +2 enhancement bonus on the 
  attack roll to deliver the spell. If you cast any spell 
  that does not require an attack roll or take any other 
  standard action, the refined targeting chain breaks 
  and you must begin anew. 
   
  Persistent Targeting: To use this maneuver, you 
  must cast a specific spell two or more times in 
  succession, and the spell must be one that allows a 
  target to apply spell resistance to the effect. You can 
  take a move action after casting the spell once before 
  casting it again, but you cannot take any other 
  standard actions between successive castings. On the 
  second and subsequent times you cast the spell at the 
  same target, you gain a +2 bonus on caster level 
  checks to overcome the target’s spell resistance. If 
  you cast any other spell or take any other standard 
  action, the persistent targeting chain breaks and you 
  must begin anew.  
   
  Special: This benefit applies to spells you know 
  or have prepared as well as spells cast from items 
  such as wands and scrolls. 
   
  Tempest Breath [Metabreath]  
  You can make your breath weapon strike with the 
  force of a windstorm. 
   
  Prerequisites: Str 13, breath weapon, Power 
  Attack, size Large or larger. 
   
  Benefit: When you use your breath weapon, in 
  addition to its normal effects, creatures in the area are 
  affected as though struck by wind effects. The force 
  of the wind depends on your size, as indicated below. 
  For the effects of high winds, see Table 3-24 on page 
  95 of the DMG. 
   
   
  Dragon Size  
  Wind Force 
   
  Large 
   
  Severe 
   
  Huge 
   
  Windstorm 
   
  Gargantuan  
  Hurricane 
   
  Colossal 
   
  Tornado 
   
  Because your breath weapon has an instantaneous 
  duration, creatures ignore the checked effect unless 
  they are airborne (in which case they are blown back 
  1d6x5 feet). 
   
  When you use this feat, add +1 to the number of 
  rounds you must wait before using your breath 
  weapon again. 
   
  Source: Draconomicon 74. 
   
  True Believer [General]  
  Your deity rewards your unquestioning faith and 
  dedication. 
   
  Prerequisites: Must choose a single deity to 
  worship. Must be within one step of that god’s 
  alignment. 
   
  Benefits: Once per day when you are about to 
  make a saving throw you may declare that you are 
  using this feat to gain a +2 insight bonus on that 
  saving throw. 
   
  This feat also allows you to use a relic (see 
  relics, page 88 of Complete Divine) of the deity you 
  worship. 
   
  MAGIC ITEMS 
  HORNED HELM 
  Price (Item Level): 8,000 gp (11th) 
  Body Slot: Head 
  Caster Level: 5th 
  Aura: Faint; (DC 17) transmutation 
  Activation: -- 
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  Weight: 1 lb. 
   
  When you place a horned helm on your head, the 
  antlers join solidly with your skull. These antlers 
  grant you a natural secondary gore attack that deals 
  1d8 points of damage (Medium creatures) plus half 
  your Strength bonus. The antlers are treated as a 
  magic weapon for the purpose of overcoming 
  damage reduction. 
   
  Prerequisites: Craft Wondrous Item, haste, 
  magic fang. 
   
  Cost to Create: 4,000 gp, 320 xp. 
   
  RENDING GAUNTLETS 
  Price (Item Level): 3,610 gp (8th) 
  Body Slot: Hands 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) evocation 
  Activation: Swift (command) 
  Weight: -- 
   
  These masterwork spiked gauntlets allow you to 
  tear the flesh of any creature you strike with at lest 
  two weapons. If you deal damage with at least two 
  different weapons or natural attacks on your turn, 
  you can activate rending gauntlets to deal an extra 
  2d6 points of damage with the second attack.  
   
  This ability functions three times per day. 
   
  Prerequisites: Craft Wondrous Item, shatter. 
   
  Cost to Create: 1,500 gp (plus 610 gp for mwk 
  spiked gauntlets), 120 xp. 
   
  RING OF THE DARKHIDDEN 
  Price (Item Level): 2,000 gp (6th) 
  Body Slot: Ring 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) illusion 
  Activation: -- 
  Weight: -- 
   
  You are invisible to darkvision, although you are 
  fully visible in normal light. 
   
  Prerequisites: Forge Ring, invisibility. 
   
  Cost to Create: 1,000 gp, 80 xp. 
   
  RING OF THE FORCEWALL 
  Price (Item Level): 5,100 gp (10th) 
  Body Slot: Ring 
  Caster Level: 12th 
  Aura: Strong; (DC 21) transmutation 
  Activation: Standard (command) 
  Weight: -- 
   
  A ring of the forcewall creates a small, nigh-
  impenetrable barrier. This ring has 3 charges, which 
  are renewed each day at dawn. Spending 1 or more 
  charges creates a 10-foot-square vertical wall of force 
  (as the spell) up to 30 feet away from you. The 
  number of charges spent determines the duration of 
  the wall. 
   
  1 charge: 2 rounds. 
   
  2 charges: 3 rounds. 
   
  3 charges: 4 rounds. 
   
  Prerequisites: Forge Ring, wall of force. 
   
  Cost to Create: 2,550 gp, 204 xp. 
   
  RITUAL 
  Draconic Rite of Passage 
  The Draconic Rite of Passage awakens the sorcerous 
  power within the blood of kobolds. 
   
  Prerequisites: Only kobolds can undergo the 
  Draconic Rite of Passage. A kobold requires no one 
  else to perform the rite; it is a solitary activity. 
   
  Benefit: Upon completing this rite, a kobold 
  chooses any 1st-level sorcerer spell. He can now use 
  that spell once per day as a spell-like ability, using 
  his character level as his caster level. Each day, a 
  kobold must complete the Searching for the Dragon 
  meditation (see above) in order to recharge this spell-
  like ability for the day. No kobold can benefit from 
  this rite more than once.  
   
  Time: A kobold who undergoes this rite must 
  first endure nine days of fasting. Immediately 
  thereafter, the kobold must succeed on a DC 10 
  Concentration check to enter a deep trance that lasts 
  for 24 hours. If the check fails, the rite must begin 
  anew. 
   
  Cost: This rite requires sacrificing a gem of at 
  least 100 gp in value. The kobold also permantly 
  loses 1 hit point upon completion of the rite. 
   
  Note: All kobolds in this scenario have 
  completed the Draconic Rite of Passage. Their stats 
  have been adjusted accordingly. 
   
  ITEMS 
  Dragonsplit (MM4 151): Exotic light weapon, Dmg 
  (S) 1d4, Dmg (M) 1d6, Critical: 19-20/x2 (P) or x4 
  (S), Weight: 2 lb., Type: Piercing or Slashing. 
   
  SPELLS 
  Blood Wind (SpC 33) 
  Evocation  
  Level: Cleric 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Close (25 ft. + 5 ft/2 levels) 
  Target: A single creature with Intelligence 4 or 
  higher 
  Duration: 1 round 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
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  The subject can take a full attack action to use all 
  of its natural weapons or unarmed strikes as if they 
  were thrown weapons with a 20-foot range 
  increment. The subject gestures as if making a melee 
  attack, but the result of the attack affects a target 
  within range. This spell does not actually grant reach, 
  and so does not help provide a flanking bonus or 
  allow the subject to make attacks of opportunity at 
  any range greater than normal. The subject uses its 
  normal melee attack bonuses and deals damage 
  normally if it hits, though the target of the attacks can 
  benefit from cover or concealment. 
   
  Combust (SpC 50) 
  Evocation [Fire] 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Touched creature or combustible object that 
  weighs no more than 25 lb./level 
  Duration: Instantaneous; see text 
  Saving Throw: Reflex partial 
  Spell Resistance: Yes 
   
  This spell makes a combustible object or a 
  creature’s combustible equipment burst into flame, 
  even if damp.  
   
  If the target is a creature, the initial eruption of 
  flame causes 1d8 points of fire damage per caster 
  level (maximum 10d8) with no saving throw. 
  Further, the creature must make a DC 15 Reflex save 
  or catch fire (DMG 303). 
   
  If the target is a combustible, unattended object, 
  the initial eruption of flame deals fire damage to the 
  object as noted above. The object catches fire and 
  takes 1d6 points of fire damage each round until 
  consumed or someone puts out the fire. 
   
  Material Component: A drop of oil and a piece 
  of flint. 
   
  Inky Cloud (SpC 123) 
  Conjuration (Creation) 
  Level: Cleric 2, sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: 30-ft.-radius spread centered on you 
  Duration: 10 minutes/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  You create an inky cloud that billows from your 
  location. The cloud obscures all sight, including 
  darkvision, beyond 5 feet. A creature within 5 feet 
  has concealment. Creatures farther away have total 
  concealment.  
   
  A moderate current disperses the cloud in 4 
  rounds; a strong current disperses the cloud in 1 
  round. 
   
  This spell functions only underwater. 
   
  Material Component: A small vial containing 
  the ink of a squid or octopus. 
   
  Nerveskitter (SpC 146) 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: None (harmless) 
  Spell Resistance: Yes 
   
  You cast this spell when you and your party roll 
  for initiative. You enhance the subject’s reactions in 
  combat, granting it a +5 bonus on its initiative check 
  for the current encounter. If the subject does not 
  make an initiative check within 1 round, this spell 
  has no effect. 
   
  Orb of Acid (SpC 150) 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
   
  An orb of acid about 3 inches across shoots from 
  your palm at its target, dealing ld6 points of acid 
  damage per caster level (maximum 15d6). You must 
  succeed on a ranged touch attack to hit your target. 
  A creature struck by the orb take damage and 
  becomes sickened by the acid's noxious fumes for 1 
  round. A successful Fortitude save negates the 
  sickened effect bur does not reduce the damage. 
   
  Orb of Acid, Lesser (SpC 150) 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2Ievels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
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  An orb of acid about 2 inches across shoots from 
  your palm at its target, dealing ld8 points of acid 
  damage. You must succeed on a ranged touch attack 
  to hit your target. 
   
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th level, and the 
  maximum of 5d8 at 9th level or higher. 
   
  Orb of Fire (SpC 151) 
  Conjuration (Creation) [Electricity] 
  Level: Sorcerer/wizard 4, warmage4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of electricity 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
   
  This spell functions like orb of acid, except that 
  it deals fire damage. In addition, a creature struck by 
  an orb of fire must make a Fortitude save or be dazed 
  for 1 round instead of being sickened. 
   
  Orb of Fire, Lesser (SpC 151) 
  Conjuration (Creation) [Electricity] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of electricity 
   
  This spell functions like lesser orb of acid, 
  except that it deals fire damage. 
   
  Scintillating Scales (SpC 181) 
  Abjuration 
  Level: Sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
   
  This spell transforms your natural armor bonus 
  to Armor Class into a deflection bonus to your Armor 
  Class. While your overall Armor Class might not 
  change, the deflection bonus applies to melee touch 
  attacks 
  and 
  ranged 
  touch 
  attacks, 
  including 
  incorporeal touch attacks. If you have no natural 
  armor bonus, this spell has no effect. 
   
  WEAPON PROPERTIES 
  SHADOWSTRIKE 
  Price: +5,000 gp 
  Property: Weapon 
  Caster Level: 15th 
  Aura: Strong; (DC 22) illusion 
  Activation: Swift (mental) 
   
  This weapon is made of a dull black material, 
  and its edges seem indistinct. 
   
  A shadowstrike weapon can reach through your 
  own shadow to catch foes off guard. Once per day, 
  you can activate the property to add 5 feet to the 
  weapon’s reach for a single attack. The target is 
  denied its Dexterity bonus to AC for this attack. 
   
  Prerequisites: Craft Magic Arms and Armor; 
  shadow conjuration. 
   
  Cost to Create: 2,500 gp, 200 xp. 
   
  SHADOWMANTLE 
  Price: +1 bonus 
  Property: Weapon 
  Caster Level: 5th 
  Aura: Faint; (DC 17) divination 
  Activation: -- 
   
  Translucent, writhing energy and blue sparks 
  can be seen raging within this weapon. 
   
  A shattermantle weapon damages a foe’s spell 
  resistance. Each time the weapon strikes a foe that 
  has spell resistance, the value of that spell resistance 
  is reduced by 2 for 1 round. The penalties for 
  multiple hits during the same round stack. For 
  example, if you succeed on three attacks in the same 
  round against the same foe, that foe’s spell resistance 
  is reduced by 6 until the beginning of your next turn. 
   
  Prerequisites: Craft Magic Arms and Armor; 
  assay spell resistance (SC 17). 
   
  Cost to Create: varies. 
  
   
  APPENDIX THREE – HALLORN
  Hallorn is a growing town on the western edge of the 
  Tangles Forest. Since being liberated by Guardian 
  General Hok from the mad Lesser Boneheart 
  Aundurach in 594 CY, the general populace is still 
  unsure what to think of Hok. Many cheered when he 
  besieged and took the dead city of Hallorn from the 
  forces of Iuz. Cheers turned to suspicion when the 
  inevitable retribution never materialized. Rumors fly 
  wildly that the Old One is not concerned with the 
  Bandit Lands anymore; other rumors place General 
  Hok bowing before the might of Dorakaa. Whatever 
  combination of military force, diplomacy, and 
  bribery he might have used, Guardian General Hok 
  has managed to carve a little piece of the Bandit 
  Kingdoms out for himself; complete with a capital 
  city, which he is busily fortifying against those who 
  would take it for themselves. 
   
  Late in 597 CY, General Hok, previously slain in 
  early 596 CY during Cranzer’s attack on the Tangles, 
  returned from the dead. During his return, he 
  announced his allegiance to the Nerull and devil 
  worshipping Horned Society and declared Hallorn to 
  be the Horned Society capital until such time as 
  Molag was retaken. 
   
  Hallorn (Small Town): Conventional; AL N; 800 gp 
  limit; Assets 61,600 gp; Population 1,540; Mixed 
  (human 1,350, half-orc 80, halfling 15, elf 10, gnome 
  30, dwarf 35, half-elf 20). 
   
  Authority Figures: Guardian General Hok (male 
  human, ruler of Hallorn and leader of the Army of 
  the Warfields), Colonel Hor’mar (male human, 2nd 
  in command to Hok), Lord Mayor Marwald (male 
  human), Captain Hennen (male human, constable of 
  Hallorn and Day Watch commander). 
   
  Important Characters: Captain Derathor “No 
  Nonsense” Wardin (male dwarf, Night Watch 
  Commander), 
  Otto 
  (male 
  human, 
  Hound 
  of 
  Trithereon and contact for Moskol’s Legion), 
  Rufoldus (male human, proprietor of the Dingy 
  Coffin Tavern), Sourstis (female half-elf, Bruiser of 
  the Circle of the Crimson Stone).  
   
  Others: mystics and followers of the Old Faith: 
  [Adp4, Adp2 (2), Adp1 (8)], Ari2, Ari1 (7), Bbn3, 
  Bbn1 (2), Brd6, Brd3 (2), Brd1 (4), clergy of 
  Kelanen, Kord, Lirr, and Pelor: [Clr7, Clr3 (2), Clr1 
  (4)], town elders: [Com10, Com5 (2), Com2 (4)], 
  commoners: [Com1 (1,339)], artisans and craftsmen: 
  [Exp8, Exp4 (2), Exp2 (4), Exp1 (44)], Ftr8, Ftr4 (2), 
  Ftr2 (4), Ftr1 (8), members of Moskol’s Legion: [Rgr 
  2, Rgr1 (2)], Rog5, Rog2 (2), Rog1 (4), Sor3, Sor1 
  (2), War5, War2 (2), War1 (74), Wiz2, Wiz1 (2).  
   
  Guardian General Hok: The General was a 
  handsome Flan male in his late 40’s, his face adorned 
  by a dark beard. Physically large and imposing, the 
  Guardian General has a booming voice, which he 
  uses to shout out orders, or to belt out old Flannish 
  war songs when the mood takes him. Since his 
  return, however, his features are marred by horrific 
  undead and diabolic grafts.  
   
  Colonel Hor’mar: Not much is known about 
  Colonel Hor’mar, whom Hok sometimes leaves in 
  charge of the army when away. That he did lead a 
  sizeable force during the Siege of Hallorn is known. 
  Eyewitness accounts during the Siege indicate that 
  the Colonel is not afraid of getting in the thick of 
  things during a battle. 
   
  Lord Mayor Marwald: Marwald is a hook nosed 
  human male and serves as Hok’s right hand man. 
  Promoted from Captain to Major before the Siege, 
  and 
  then 
  to 
  Colonel 
  afterwards. 
  An 
  able 
  administrator, it fell to him to keep the city together 
  while Hok was away.  
   
  Captain Hennen: Some say that Captain 
  Hennen is a better singer than he is a swordsman. A 
  light skinned Oeridian, he is a handsome, personable 
  and overall pleasant fellow. When off-duty, he can 
  often be found practicing his swordsmanship at 
  Hallorn’s Fencing Academy. The previous Mistress 
  of the Fencing Academy has remarked more than 
  once that Hennen is one of the best hand-and-a-half 
  sword wielders with which she has ever sparred with. 
   
  Captain Derathor “No Nonsense” Wardin: 
  Wardin is known for his adamant refusal to bend the 
  rules or put up with any trouble whatsoever. This 
  stodgy attitude has earned him the nickname "No 
  Nonsense.” Wardin comes from caves deep in the 
  Rift and has brought some of his clan members to 
  help Hok work on the new walls of Hallorn. 
   
  Otto: The Hound of Trithereon is a very large 
  and portly man (6’0”, 320 lbs.). Clearly a mix of 
  Oeridian and Flan heritage, his hairline is receding 
  while a luxurious beard flows from his chin. Otto 
  answers to the priests of Trithereon in the Tangles, 
  and lives in Hallorn where he is an unofficial 
  ambassador of Moskol’s Legion. Hallorn residents 
  who need to reach family members who are part of 
  the Legion can trust Otto to privately relay messages. 
  Otto enjoys spending time talking to Rufoldus, 
  although he rarely indulges in alcoholic beverages. 
   
  Rufoldus: The proprietor of the Dingy Coffin is 
  a gaunt male human in his late 50s. His thinning grey 
  hair is almost gone now, the result of years of living 
  in pre-Siege Hallorn. Clearly in better health than in 
  previous years, he appears to be far less nervous now 
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  than in years past. Anyone who Gathers Information 
  in the Dingy Coffin, and throws some coin around, 
  will gain a +2 Circumstance bonus to their check as 
  Rufoldus is up to date on all the local gossip and 
  rumors. 
   
  Sourstis: An attractive, female half-elf, Sourstis 
  is a crowd favorite during Circle fights. She’s known 
  to be a very effective spiked chain fighter. She’s a bit 
  of a softy, as she always pulls her final blow so that it 
  doesn’t kill her defeated opponent.  
   
  EXPLORING HALLORN 
   
  Shrine to Pelor: In exchange for his help during 
  the Siege, Guardian General Hok gave permission to 
  Mykiell Ille', a priest of Pelor, to build a shrine to the 
  Shining One. Located in Hallorn’s slums in the 
  south-east portion of the city, the shrine is inside a 
  small, secret room at the back of a building and can 
  hold ten people. The rest of the building is dedicated 
  to helping Hallorn’s poor rebuild the city with their 
  own hands and to creating a positive image for 
  Rhennee in the area. The adventuring priest believes 
  that if Hallorn’s poor were to invest time and effort 
  into rebuilding their town, then they might become 
  more of a community, and thus more caring and 
  helpful towards each other. Any clerics of Pelor local 
  to the Bandit Kingdoms will know where to find the 
  shrine. Any followers of Pelor that come here to 
  prepare their spells will receive a +1 Circumstance 
  bonus to Concentration checks for the remainder of 
  this event, as the shrine helps to renew their focus 
  and dedication to the Shining One. 
   
  Hallorn Fencing Academy: During the Siege, a 
  female elf adventuress pledged Hok her support. 
  Instead of the usual share of the booty, the mercenary 
  instead agreed to help the Guardian General in 
  exchange for permission to open a fencing school 
  inside Hallorn. After the successful Siege, she was 
  allowed to build her fencing school, and she did so in 
  a small, abandoned warehouse located on Sword 
  Alley. A follower of Kelanen, her teachings have 
  helped to create followers of the hero-god of swords 
  among Hallorn’s soldiers and elite alike. Captain 
  Hennen, an expert with the hand-and-a-half sword, 
  can often be found here training with the Mistress 
  herself when not on-duty. 
   
  Upon Hok’s return, the Mistress of the Academy 
  declared that she was leaving Hallorn for good, 
  unable to accept Hok’s allegiance to the Horned 
  Society. She quickly organized a tournament to 
  determine who would inherit the mantle of leader of 
  the academy and left town, her followers in tow. An 
  adventure of middling experience won the title 
  Master of the Hallorn Fencing Academy in a close 
  duel against another one of the students. 
   
  Rumor has it she returned to her family in the 
  Fellreev and is researching ways of combating That 
  Which Slept. 
   
  On certain nights, the Fencing Academy serves 
  as the host location for fights held by the Circle of 
  Crimson Stone. Admittance to watch one of these 
  fights is by invitation only. Tonight is not one of 
  those nights. 
   
  Heroes that spend the day training in the 
  Academy receive a +1 Circumstance bonus to 
  Tumble checks for the remainder of this event. This 
  bonus only applies when the PC is wielding a sword. 
   
  Mausoleum: The mausoleum is an imposing 
  pyramid made of black marble. This pyramid houses 
  the Death Cultists and few citizens of the town 
  venture near the mausoleum if they can avoid it. 
  Members of the Death Cultists, though, in their black 
  or rust-red robes, can be seen entering and leaving 
  the mausoleum at all hours. Any non-members that 
  attempt to enter the mausoleum are greeted at the 
  entrance by a Cultist in black robes that pleasantly 
  informs them that only members are allowed inside.
   
  A Death Cultist hero that spends the day inside 
  the Mausoleum will receive a +1 Circumstance bonus 
  to Spellcraft checks for the remainder of this event. 
   
  The Drunken Hydra: Located outside Hallorn’s 
  Old Wall, the Drunken Hydra is the town’s newest 
  drinking establishment, and the first one to be built 
  outside of Hallorn’s Old Wall. Due to its location on 
  the east side of town, it poses no threat to Rufoldus’ 
  business. The owner is reputed to be an itinerant 
  monk who has taken a vow of silence. Anyone 
  attempting a Gather Information check in the 
  Drunken Hydra receives a +1 Circumstance bonus to 
  their check. 
   
  The Lucky Slaad: Recently built by an 
  adventurer who considers himself both lucky and a 
  good gambler, the Lucky Slaad is Hallorn’s first 
  casino. Located a respectable distance from the 
  barracks, outside the Old Wall, patrons can play any 
  number of dice or card games here, and the fear of 
  being cheated is relatively low thanks to the owner’s 
  arcane skills. Due to the fact that Hallorn’s wealthier 
  and more knowledgeable merchants frequent the 
  casino, any Appraise checks performed in the casino 
  receive a +2 Circumstance bonus if the PC asks for 
  help in appraising the item. 
   
  If the heroes want to gamble, they may do so 
  with dice. Have each participant roll two d20 and 
  take the highest roll. For every 5 ranks in Profession 
  (Gambler), add a +2 competence bonus to the 
  character’s highest d20. There are two tables open, 
  low and high stakes, with one gambler at each. The 
  low stakes table accepts bets of less than 20 gp, while 
  the high stakes table accepts bets between 20 and 100 
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  gp. The gambler at the low stakes table has 5 ranks in 
  Profession (Gambler), while the gambler at the high 
  stakes table has 10 ranks. 
   
  Feel free to make up other games that the heroes 
  can play. Just make sure that the games are fair or 
  slightly in the favor of the NPCs. 
   
  The party may make money in this way, but this 
  gold does not allow the heroes to exceed the gold cap 
  for the APL. 
   
  Hospice for the Poor: This hospice is completed 
  construction in 597 CY and serves the poor of 
  Hallorn, helping them to find work in addition to 
  feeding and clothing them. The hospice is rumored to 
  have close ties to secretive clerics of Pelor. 
   
  Bowyers/Fletchers: 
  There 
  are 
  two 
  bowyer/fletcher shops that have been recently opened 
  outside the Old Wall. Both are currently vying to 
  land a coveted contract as the exclusive fletcher for 
  the Army of the Warfields. 
   
  Dingy Coffin Tavern: Rufoldus’ tavern has the 
  look of a place that wants to be seedier than it is. 
  Shuttered windows and a banked fire in the hearth 
  create a dim atmosphere, yet the tavern is kept fairly 
  clean and respectable looking. Since the Siege, 
  Rufoldus is able to procure above average ales, as 
  opposed to the homebrew rotgut that he had to serve 
  when Aundurach ruled. The tavern boasts a dart 
  board, and tournaments are held every night (5sp buy 
  in, first, second, and third split the pot 60/30/10, 
  respectively). 1d10 NPCs participate in each 
  tournament. 
   
  Ellyian, the barmaid, is a pretty Oeridian female 
  in her late-20s. Standing 5 ft. tall, she looks younger 
  than her age, and often plays that up by wearing her 
  hair in pigtails. Vivacious and flirty, she is NOT a 
  prostitute. She has a secret crush on Captain Hennen, 
  and becomes clumsy in his presence. She was jealous 
  of the Mistress of the Fencing Academy for Captain 
  Hennen spent much of his free time at her school. 
  With the Mistress gone, Ellyian has been flirting 
  more and more with Hennen.  
   
  While formerly a member of the Rookroost 
  Thieves Guild, she became very angry with them 
  after they made her move to Hallorn (a very creepy 
  and dangerous place when Aundurach was in 
  charge). As a result, she told them to “get stuffed” 
  and has been quite happy living the barmaid’s life 
  ever since. Adventurers often tip her ridiculously 
  well, and she enjoys a nice lifestyle as a result. 
   
  Constable’s Office/Town Jail: Located at the 
  corner of Broken Avenue and The Grind, this two-
  story building has been recently renovated. The 
  upstairs is reserved for Hallorn’s constable, Captain 
  Hennen, who resides here during the day. The first 
  floor contains offices for Captain Derathor, who can 
  often be found here during his watch when not 
  patrolling the city.  
   
  A set of stairs at the back of the building leads 
  down to the underground cells. Prisoners are rarely 
  seen here, as those who commit non-capital offenses 
  are usually forced to enlist in the Army of the 
  Warfields as ditch diggers. Persons convicted of 
  capital crimes are remanded to the care of the Death 
  Cultists.  
  
   
  APPENDIX 4: MAP OF THE AREA 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Bandit Kingdoms/597/Normal Scenarios/BDK7-08 - Little Bit 'o Payback (APL 8-12)/BDK7-08 - Little Bit 'o Payback.pdf