TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com.  For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com. 
  SHE6-06 
   
   
   
   
   
   
  Steeped in Atrocity 
   
  A Two-Round D&D LIVING GREYHAWK®  
  Sheldomar Valley Metaregional Adventure 
  Version 1.1 
   
  by Steve Enzor with Scott Vandenberg, Patty Kinyon and James 
  Maissen 
  Reviewer: Michael Moore  
  Circle Reviewer: Steven Conforti 
  Playtested by Daniel Grey, Stewart Larsen, Carrie Neuman, Mike Nichols, Chet Noll and Kristin Vandenberg. 
   
  “…most certainly feel a palpable sense of accomplishment as another year of success and growth is recorded. Our able 
  magistar has routed the forces of a mixed elven and dwarven force, and most have already passed though the slave 
  dockets, filling our coffers to bursting. To all intents, our rule in this backwater region is unopposed. The Hartur 
  prophesy of great clan power comes swiftly now to fruition, as none can resist our new-found might!  Indeed, just last 
  week a…,” excerpted from a water damaged scroll scribed by one Vandac Hartur, Historian, recovered from the Jewel 
  river delta in CY 527.  A two-round Sheldomar Valley metaregional woodlands adventure for APLs 10-14, and Part 4 of 
  the Secrets of the Suss series. Racially diverse parties are recommended. 
    
  
  SHE6-06 Steeped in Atrocity 
   
  Page 2 
  RPGA Sanctioned Play 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so. 
  Preparing for Play 
  To get the most out of this adventure, you need copies 
  of the following D&D books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information on 
  nonplayer characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Full 
  information on NPCs and monsters are given in the 
  Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part 
  of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character receives only one-half of 
  the experience points and gold for the adventure. This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives.  
  
  SHE6-06 Steeped in Atrocity 
   
  Page 3 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
  This is a standard two-round Metaregional adventure, 
  set in the Sheldomar Valley.  Characters native to the 
  Sheldomar Valley pay one Time Unit per round, all 
  others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit.  Rich Upkeep costs 50 gp per Time Unit.  
  Luxury Upkeep costs 100 gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s 
  kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in 
  this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a 
  Survival check (DC 20), the character will heal 
  temporary ability damage as if he or she paid for 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or 
  bolts if the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  Legend tells of a magnificent Suel city deep in the Suss 
  Forest, lost for centuries and warded from prying eyes 
  by a brotherhood of reclusive rangers. For several years 
  now, spies and freed prisoners have reported that 
  Turrosh Mak’s Pomarj forces are determinedly 
  exploring the Suss in hopes of locating the city and 
  plundering it.  
   
  A little over a year ago, a lost academy of magic 
  was unearthed in the Suss Forest. Some adventurers 
  explored it thoroughly and found both puzzles and 
  some powerful items. The academy was, alas, severely 
  damaged by the very guardians who protected it, and it 
  is now of little use except as an archeological site. 
   
  While exploring the academy, a few unlucky 
  adventurers were imprisoned briefly with an insane 
  ghoul who babbled about his city of Etraika. When the 
  ghoul was slain, PCs stripped him of an unusual 
  medallion he wore about his neck. Forged of an 
  unfamiliar alloy, the medallion has resisted the 
  machinations of metallurgists who examined it in 
  hopes of ferreting out its properties. A few months ago, 
  the medallion began to display a previously unseen 
  property. In the hands of a pureblood Suel human, it is 
  pleasantly warm and emits a very low hum. In the 
  hands of others, it is caustic, causing 1 hp of acid 
  damage per minute on exposed skin and discoloring 
  the clothing, leather, or metal it lies in contact with for 
  more than an hour. Any PC possessing this medallion 
  at the start of this event will also have a vision/dream, 
  per the appropriate Player Handout for medallion 
  holders. 
   
  Rampaging humanoids have plagued the borders 
  of Celene for decades, first from the Lortmils and now 
  from the Pomarj. Since the elves withdrew to the north 
  banks of the Jewel River, an uneasy truce has reigned.  
   
  A few months ago, elves began to vanish from 
  their fields and steadings around the Twilight Woods 
  (their term for the Suss north of the Jewel). Elven 
  patrols sent to investigate vanished as well. Eventually 
  Lady Amerayne, handmaiden of Queen Yolande, 
  summoned a group of adventurers to unravel this 
  mystery. The adventurers followed a trail made by 
  villagers enslaved by orcs. In the course of a major 
  battle, the PCs learned that the orcs were systemically 
  preying on the elves, using artifact-level magic in the 
  form of rods of mastery. Amerayne thanked the 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 4 
  adventurers and dismissed them while the Fey Court 
  studied this issue and rendered a decision. 
   
  The Fey Court has met and is shaken over the 
  rebirth of this threat, which menaced their entire 
  nation a millennium in the past. Further, they realize 
  that a pure elven group is unlikely to succeed against 
  rod of mastery: elf wielders. Reluctantly, they ask for aid 
  again. 
   
  Environment: The weather is sultry subtropical 
  summer, 88 degrees and very humid, with scattered 
  rain clouds coming in from the east. The Suss Forest is 
  dank and dark, with wet leaves and deadfalls littering 
  the ground. Any fires set in combat spread to double 
  the radius of the initial blaze before burning out. There 
  is no moon (zero moonlight) on the first day of this 
  adventure. 
  Adventure Summary 
  Introduction: PCs are contacted and mustered via 
  four different Player Handouts (for brevity). One is for 
  holders of the small sphere awarded with the Favor of 
  Amerayne in SHE6-02 Brooding Boughs, one for holders 
  of the Medallion of Etraika, one for PCs from the 
  Sheldomar Valley, and one for all others. The handouts 
  take the PCs from their personal starting point all the 
  way to Enstad in Celene for the mission briefing. 
   
  Encounter 1: PCs meet with Amerayne, a female 
  elven handmaiden from Queen Yolande’s court. She 
  presents the results of the elves’ research and findings 
  regarding the Pomarj threat and asks the PCs to 
  conduct further research and then seek to counter the 
  threat.  PCs can either research the lost city of Etraika 
  (go to Encounter 2) or immediately jump off to search 
  for Etraika (go to Encounter 4). Amerayne loans them 
  some elven gear to facilitate their foray into the Suss. 
   
  Encounter 2: Research on the lost city of Etraika 
  is conducted with several groups in order to pinpoint 
  the area to search for the ruins. PCs have a role-play 
  encounter with a rival group of explorers. 
   
  Encounter 3: PCs meet again with Amerayne and 
  recount their research results, and the PCs set out to 
  find the ruins. 
   
  Encounter 4: PCs search for the ruins. Those 
  with solid research will have a jump on those 
  performing a brute-force search, but either can yield 
  results. There are some descriptive-only encounters 
  with various mutated creatures.  
   
  Encounter 5: The PCs will either be on a fast-
  track to the ruins or brute-force searching for them. 
  They will encounter a party of forest giants and a druid 
  who are allied with the Pomarj. 
   
  Encounter 6: The PCs meet a party of aranea 
  traveling in altered form, along with their druidical 
  leader’s animal companion, an advanced dire crocodile. 
  The reaction of the aranea depends on the relationship 
  formed with aranea by PCs during play of SHE6-02 
  Brooding Boughs. 
   
  Encounter 7: The PCs locate the ruins of Etraika’s 
  library, where a Pomarj party of slaves and handlers is 
  looting. The PCs can ask questions to learn that there is 
  a newly excavated site a couple miles away. There are A 
  and B versions of this and some later encounters 
  depending on where the PCs are on the adventure 
  time-line. 
   
  Encounter 8: The PCs must determine how to 
  handle the freed slaves and the books recovered from 
  the library effectively. There is time pressure as events 
  continue to transpire at the Academy site (Encounter 
  10). 
   
  Encounter 9: The PCs move to the second 
  excavation, which is the ruins of Etraika’s Arcane 
  Academy, either brute-force searching or following 
  information from questioned slaves and guards. They 
  may note signs of combat between the orcs and forest 
  denizens. 
   
  Encounter 10: The PCs arrive at the second site 
  (Academy of Magic). This encounter varies widely 
  depending on how fast the PC party arrives on the 
  scene, as the Pomarj forces are in the process of waking 
  a great evil that they have discovered within. The PCs 
  are likely to encounter an enslaved human mage from 
  Greyhawk here. 
   
  Encounter 11: The PCs most likely engage in a 
  combat with Callenwold, a former Vecna lieutenant 
  turned deathless. His undead forces vary based on the 
  timing of the PCs’ arrival. 
   
  Encounter 12: PCs can now explore the newly 
  opened ruins of the Academy. This is a short delve 
  with one combat encounter with former Suel 
  guardsmen turned into Drowned Ones. 
   
  Encounter 13: Orc reinforcements arrive at the 
  Academy site and attempt to capture or drive off the 
  PCs. The orc leader (Elbron) has a rod of mastery in his 
  possession. 
   
  Encounter 14: PCs may notice a developing 
  orcwort infestation in the direction of the County of 
  Ulek. PCs can stamp out this infestation and gain the 
  appreciation of the County’s woodsmen, but it costs 
  another TU to do so. 
   
  Conclusion: The return trip back to Enstad is 
  uneventful, 
  unless 
  PCs 
  successfully 
  bypassed 
  Encounter 5, which is still out there looking for them.  
   
  The PCs are debriefed. Amerayne demonstrates 
  differing levels of gratitude depending on their 
  actions. If the PCs have the ring Torment or one of the 
  rods of mastery, she makes every effort to retrieve it from 
  the PCs. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 5 
   
  Travel time/Movement: Movement times and 
  rates are summarized for DM use in DM Aid 1.  
  Introduction 
  DM Note 1: It is important that you review the ARs 
  that PCs earned for the previous adventure, SHE6-02 
  Brooding Boughs to derive a Reaction Score for a likely 
  occurrence in Encounter 6. The calculation is an 
  average of the reaction scores attained in Brooding 
  Boughs, where Hostile=0, Unfriendly=1, Indifferent=2, 
  Friendly=3 and Helpful=4. PCs and cohorts that did 
  not play SHE6-02 Brooding Boughs get the default of 
  Indifferent=2. Add the scores, divide by the number of 
  PCs/cohorts (round up at .5) and this will be the 
  Reaction Score used in Encounter 6.  
   
  DM Note 2: A few things in the adventure hinge 
  on whether the user is a pureblood Suel or not. Ask if 
  there are any pureblood Suel player characters at the 
  table before beginning play. A simple affirmation by 
  the player is sufficient; it is not necessary for a player to 
  document the PC’s “pureblooded-ness”. 
   
  The PCs are drawn to the fair land of Celene based 
  on various factors. The DM should assess the 
  appropriate beginning and then give out Player 
  Handouts (PH) #1-4 as needed to begin play. PCs who 
  possess both the Medallion and sphere from PH-1 and 
  PH-2 below should be given Player Handout 1, as the 
  Medallion “overpowers” the sphere. 
  PH-1 PCs that have the Medallion of Etraika from 
  SHE4-04 Advanced Dweomercraft are “located” 
  and contacted by a teleporting elven mage and 
  teleported to Courwood. Due to the rapidity of 
  locating and transporting these PCs, out of 
  region PCs who individually possess this item 
  are charged one less TU for this event. (I.e. 3 
  TUs instead of 4.) 
  PH-2 PCs that have the small opalescent sphere 
  carved into a likeness of the moon Celene, 
  given with the Favor of Amerayne in SHE6-
  02 Brooding Boughs are contacted by elven 
  mages and offered a teleport to Enstad. Due to 
  the rapidity of locating and transporting these 
  PCs, out of region PCs who individually 
  possess this item are charged one less TU for 
  this event. (i.e. 1 or 3 TUs instead of 2 or 4.) 
  PH-3 Sheldomar Valley PCs are sought out in 
  Courwood and asked to aid the elves of 
  Celene by journeying to Enstad for a briefing 
  and then venturing into the deep Suss Forest.  
  PH-4 PCs that do not fit the requisites above are 
  contacted in the City of Greyhawk and asked 
  to search for a missing mage/scholar.  
   
  In all cases, the PCs are contacted by a Knight or 
  Knight-squire of Luna, acting at the behest of members 
  of the Fey Court of Celene. The PCs are asked to 
  accompany the Knight to Enstad, the capital of Celene. 
  The Knights thus encountered seem troubled by the 
  need for outsiders. With a successful DC 30 Diplomacy 
  check or DC 20 Sense Motive check, a keen diplomat 
  may sense that they have been humbled and saddened 
  of late. [This is due to elf losses and the perceived 
  failure of the Knights of Luna to protect their people.] 
   
  DM note: With most of the introduction done via 
  player handouts, the author feels it appropriate to allow 
  a player to swap out his or her PC at this point if one 
  that is more appropriate for the adventure is desired. 
  Encounter 1: THE BRIEFING 
  You crest a small rise, where you behold gossamer 
  spires rising from the forest floor. It is difficult to 
  imagine a more beautiful place on Oerth than 
  Enstad, capital of the elven nation of Celene. As an 
  adventurer you have often borne witness to much 
  that is ugly, so the delights of sound, sight, and 
  scent here are welcome indeed. The sweet and 
  nutty smell of elf bread, the delicate lutes and 
  pipes of the Royal Bards, the architecture of the 
  buildings that perfectly complements the city’s 
  landscape… the capital is a marvelous place. 
   
  The spires seem to be crystal, but are colored 
  in rich earth hues of brown and green, gleaming 
  in the noonday sun. Elves move about the 
  structures, some maintaining their work, but 
  most come to their doors and windows to watch 
  your group pass by. 
   
  If any PC received the Player Handout #1, here is 
  where they enter.  Read the following: 
   
  With a sudden popping sound, some figures 
  appear before you.  Another Knight of Luna and 
  an elven mage, the obvious source of the sudden 
  transportation, 
  are 
  accompanied 
  by 
  (give 
  descriptions of the teleported PCs). They are greeted by 
  your guides and asked to join your group. 
   
  Either skip to here if there are no PCs with the 
  medallion or moon-orb or continue here after the 
  above is read. 
   
  Any non-residents of Celene are regarded with 
  open disdain, regardless of race. With a successful DC 
  15 Listen check, you hear elves talking (in Elven) to 
  their neighbors in the following vein: “Just look at 
  them, barbarians to a man.” “Are they all so ugly?” 
  “If that’s what roams the outlands, I’ll never leave 
  Celene.”  
   
  When this happens, Knight-squire Narwain 
  rounds on the citizens and declares, “Some of 
  these good folk wear the Favor of Amerayne for 
  service in our cause, and the others have come to 
  our aid as well! Still your clucking tongues and 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 6 
  mind your decorum in the company of honored 
  guests!” He glares around and the offending elves 
  withdraw quickly indoors, pointedly closing 
  doors and shutters. 
   
  Knight-squire Narwain leads you past the 
  elegant Queen’s Gardens to a spire with no visible 
  exits. He places his right palm against the cool 
  stone, and a doorway materializes and opens. 
  Inside, a pair of dueling blademasters comes to a 
  rest and bows in your direction. Narwain leads 
  you up around a spiral stair, passing several 
  sunrooms of warmth and beauty on the way up. At 
  the top is a large circular room that encompasses 
  the entire top of the spire. Warm light suffuses 
  the chairs and table set here. A stately and elegant 
  grey elf woman meets your gaze as you enter and 
  waves you to seats set in an arc about her place. 
  Her hair is long, with lilies braided within her 
  delicate auburn tresses. Narwain stands just 
  inside the door, listening attentively. 
   
  The handmaiden, Amerayne, worked with some 
  adventurers in the adventure, COR5-12 Return to the 
  Slave Pits of the Undercity and in SHE6-02 Brooding 
  Boughs. The Knight of Luna Laith Filiadir appeared in 
  SHE4-03 Breaking Point. Modify the following if any 
  PCs have played that adventure:  
   
  “Gentles,” 
  she 
  begins, 
  “forgive 
  me 
  for 
  disturbing your reverie and enjoyment of our city, 
  but I have petitioned you in the hopes that you 
  heroes might be willing to help me in a matter of 
  great import.” She gestures, and the cups on the 
  table fill with wine, the platters with breads and 
  cheeses. “My name is Amerayne, handmaiden of 
  Queen Yolande, and what is perhaps more 
  important this day, wife of Laith Filiadir of the 
  Knights of Luna. If you would hear my words, I 
  would ask that you agree to keep them in 
  confidence, as loosing them will stir issues best 
  left to slumber.” 
   
  “Weeks ago our border with the Suss Forest 
  was beset by tragedy. To our alarm, first one, then 
  several entire villages were emptied of the fair 
  elves that peopled them. After the first village of 
  Hilorrin was struck, a Knight of Luna with his 
  retinue went in search of answers, and they too 
  were taken, albeit with a single survivor.  Even as 
  we sought answers, three more villages were 
  overcome.  
   
  “The Queen did at last relent and sanction my 
  recruitment of outlanders to investigate, and they 
  learned much. It seems that our ancient enemy, 
  the orc-bands of the Pomarj, has reclaimed mighty 
  artifacts from an evil nexus once housed in the 
  Suss. Worse still, the power of the artifact waxes 
  against elves, targeting their minds before all 
  others.” 
   
  “Thus I have summoned those heroes known 
  to me and sought out others as well to bear arms 
  for my nation, as we elves are least able to combat 
  the evil that wracks us.” 
   
  “Our historians believe that the artifact has 
  been unearthed from the lost Suel city known as 
  Etraika in its day. Even with the little they know 
  of Etraika, the pall of evil clings to it. It was an 
  edifice built on the suffering of slaves, with every 
  stone steeped in the atrocities meted out therein. 
  If Etraika has been found by the Pomarj, our only 
  hope is to locate it and capture or destroy its 
  contents before they can glean its dark treasures 
  and loose them on the fair lands.” 
   
  She pauses in hopes that the PCs will speak up and 
  ask questions or offer assistance. If they do not, she 
  asks them directly for aid. 
   
  She focuses her penetrating gaze on you and 
  looks deep into your eyes. “I ask that you help me 
  locate this foul Etraika and prevent the orcs from 
  plundering it.” 
   
  She 
  is 
  reserved 
  regarding 
  non-elves 
  but 
  understands the need for cooperation. Amerayne also 
  has a ring that detects evil, and she questions anyone 
  who detects as such closely. If the PCs answers are 
  evasive or insulting, she has that PC escorted to the 
  border and barred from the mission. If questioned, she 
  has the following information, although she has little 
  idea what may be relevant:  
  • 
  Numerous individuals and small parties of 
  elves have vanished in the Twilight Wood 
  (the Suss north of the Jewel River), as have 
  the residents of three small villages. A total of 
  213 elves are missing at this point. A handful 
  of elven corpses have been found in each 
  village, slain in combat. They tend to be of 
  devotions known for their force of will. 
  • 
  Search parties have vanished with but a single 
  survivor to date, the druid Elia. The exception 
  to this is the party of adventurers that 
  brought back some information. They learned 
  that the orcs were employing an artifact to 
  enslave elves.  
  • 
  The village raids have been roughly a 
  fortnight apart, with the last occurring three 
  days ago. The villages struck were Hilorrin, 
  Mithe, and Aerov. 
  • 
  If PCs are unsympathetic to the plea for help 
  from Celene, she notes that any threat to 
  Celene is a direct threat to all of the Ulek 
  states and that Celene is currently holding 
  the humanoids back from re-occupying the 
  Lortmil Mountains, which would bode ill for 
  many nations. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 7 
  • 
  Sendings to those lost have generated no 
  responses (they are mind controlled and 
  unable to answer). A scrying was done, which 
  showed the elf marching along through dark 
  woods with other elves nearby. If PCs scry, 
  they see a couple of sunburned elves in 
  loincloths 
  digging 
  a 
  trench 
  in 
  an 
  unremarkable landscape. PCs who attempt to 
  teleport there find that it does not work. 
  • 
  Amerayne has reported the intelligence 
  gleaned from the adventurers in SHE6-02 
  Brooding Boughs to the Fey Court and the 
  Knights of Luna. The sages agree that the 
  artifact used to enslave the elves is likely a 
  type of rod used a millennium ago by mages 
  of the now-lost city of Etraika.  
  • 
  Queen Yolande has expressed mild interest 
  and has allowed the Knights of Luna to locate 
  and secure the ruins of Etraika as they see fit. 
  The 
  Knights 
  have 
  reluctantly 
  asked 
  Amerayne to once again contact outlanders to 
  aid in finding the lost city because they 
  recognize their vulnerability to the “enslaving 
  rods”. 
  • 
  As reward, Amerayne offers the gratitude of 
  her nation and the Knights of Luna. She 
  states that the artisans of Enstad can make 
  many items of beauty and usefulness. 
  • 
  Amerayne 
  supplies 
  Player 
  Handout 
  5: 
  Overview Map to any PC asking for a map. 
  • 
  Amerayne supplies each PC who desires one 
  with a cloak of elvenkind and a set of boots of 
  elvenkind to use for the duration of this 
  mission. 
  • 
  Amerayne suggests several possible courses of 
  action to locate the city of Etraika. 
  1. 
  Research possible sites from centers of 
  learning 
  and 
  exploration 
  around 
  the 
  Sheldomar Valley or the Flanaess as a whole. 
  2. 
  Stake out a likely elven village (Trisomme) 
  and attempt to track attackers to their lair. 
  3. Simply begin a search of the Suss Forest, alert 
  for the activity of orc bands. She states, and 
  Narwain seconds, that this is a mammoth 
  undertaking, given the square miles of forest. 
   
  DM note: Regarding spells such as commune and 
  divination: note that the elves that have been taken in 
  earlier raids have already moved “off the board” over to 
  the slaver’s base at Nol-Daer, which is a vast Pomarj 
  encampment. The elves are currently thralls incapable 
  of responding to sendings and the like. They have been 
  stripped of their possessions, which have been widely 
  distributed amongst the orcs. A find the path cast on 
  previously taken elves leads to Nol-Daer. 
  All APLs  
  � Amerayne (Handmaiden of Celene), female 
  grey elf Ari3: hp 16; see Appendix 1: NPC Stats 
  on page 36. 
   
  Development: If PCs want to research, 
  proceed to Encounter 2A. If they are staking 
  out an elf village, proceed to Encounter 2B. If 
  they are beginning to search the Suss Forest, 
  proceed to Encounter 4. 
  Encounter 2A: MAKING THE 
  ROUNDS 
  The PCs who choose to research impress Amerayne 
  with their thoroughness. She waits for them to 
  conclude their debate and then says: “Outlanders, you 
  show wisdom in seeking all that is known before 
  setting out, yet time presses, and the repositories 
  of lore are spread wide. Please take this in aid of 
  your research. It is an eternal wand of 
  teleportation, usable twice per day (see DM Aid #2: 
  New Items). Return with it when your research is 
  concluded, so that I may return it to our haven, 
  and share in your findings before you set forth in 
  earnest to Etraika.” 
   
  DM Note: Amerayne does not offer to reimburse 
  PCs for research costs, and these cannot be paid from 
  over-the-cap gold. PC spending is out of their pockets. 
   
  PCs have a diverse field of areas in which to 
  conduct research. The findings are set forth in DM Aid 
  4-Research Matrix on page 145. PCs can discuss 
  various options and then travel to specific locales to 
  learn what they may. The results vary by the 
  “appropriateness” of the group contacted or lore 
  perused. In general, less appropriate groups will point 
  PCs to more appropriate groups, who will have more 
  information which is also increasingly factual as the 
  “best” sources are explored. PCs who are members of 
  organizations or who have influence with them will 
  achieve better results. 
   
  If the PCs visit the Seekers or the Silent Ones, and 
  they continue to research other areas, then they meet 
  the group below, coming out of a place where they are 
  going in (for example: coming out of the  Silent Ones 
  tower or the Library of Greyhawk). 
   
  Three humans and a half-orc decked out in 
  adventuring gear exit the building as you 
  approach the door. They are conversing amongst 
  themselves and looking at a map. Spot DC 10 
  reveals that it’s approximately the same map of the Suss 
  as Player Handout 6: Celene’s Map of the Suss Forest. 
  Listen DC 10 reveals they are embarking on a mission 
  to the Suss Forest. One of them, a nattily attired 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 8 
  man with a lute strapped on his back, looks up 
  and comes to a stop. He twirls one side of a waxed 
  moustache and says, “Well, who have we here? You 
  match a description I’ve heard lately. Could be 
  we’re meant for each other! Off you go then, and 
  may the best team prevail.” They turn and resume 
  their walk away, with the half-orc giving one last 
  feral grimace at you over his shoulder. 
   
  These four comprise a rival group hired by the 
  Seekers, Silent Ones, or another organization to find 
  the Lost City of the Suel. They may banter a bit more 
  and be insulting, but they will not enter combat except 
  to save their lives, relying on the city watch to protect 
  them. PCs who pick a fight in town should have 
  trouble with the authorities.  
   
  DM Note 1: Keep track of days spent in research, 
  as later developments and TU costs vary based on time 
  spent. 
   
  DM Note 2: The research portion can be 
  entertaining, but spend no more than 45-50 minutes 
  on this portion of the event if in a timed setting. 
  All APLs (EL 16) 
  � Sinder, male human Brd15: hp 70; AL CN; 
  see Dungeon Master’s Guide p. 113. 
  � Zyali, female elf Wiz10: hp 29; AL CN; see 
  Dungeon Master’s Guide p. 125. 
  � Wroke, male half-orc Brb10: hp 90; AL CN; 
  see Dungeon Master’s Guide p. 115. 
  � Perri, male human Clr10 (of Fharlanghn): 
  hp 68; AL CN; see Dungeon Master’s Guide p. 115. 
   
  Development: When the PCs complete their 
  research, proceed to Encounter 3. 
  Encounter 2B: A WATCHED 
  POT 
  After careful study of the attacks along the Suss 
  borders, it seems clear that there is simply no 
  sure-fire way to predict the next strike. Amerayne 
  ruminates on this and then says, “Waiting for 
  another strike pains me, as it likely means more 
  losses. I view dimly the use of elf citizens as bait, 
  but I see the necessity if we are to unmask the 
  abductors. Perhaps you should venture to 
  Trisomme, and await word of an attack from our 
  scouts and patrols?” 
   
  Unfortunately, Amerayne is correct. If the “wait 
  for an attack” plan is implemented, it works, albeit at 
  some cost.  
   
  For five days you have waited, honing your 
  blades and preparing spells for a summons that 
  does not come. On the sixth day, Knight-squire 
  Narwain disturbs your meditations announcing, 
  “I have a sending from a patrol near Quilite 
  stating that the syrup grove is abandoned. Would 
  you like me to teleport you to Quilite?” 
   
  Quilite is 45 miles away if the PCs wish to use 
  other transportation. If they accept Narwain’s help, he 
  uses the eternal wand of teleport to carry six PCs to 
  Quilite. If the PCs have mounts or animal companions, 
  they must make other arrangements to move them to 
  Quilite. 
   
  The deserted hamlet of Quilite is visible 
  across a large meadow. Three elves from the patrol 
  that summoned you here watch you as you move 
  into the trees and enter the syrup grove. The 
  sonorous hum of insects overlays your footsteps 
  through the brush. A few minutes of searching 
  confirms that the area is abandoned. No signs of 
  violence mar the scene, but there is an area where 
  many baskets, gloves, tools, and other small items 
  litter the ground. Near that place a wide swath of 
  well-trodden vegetation provides a clear trail, 
  bearing southeast. 
   
  The elves were ordered to report attacks but not to 
  pursue. They are angry and frustrated with the 
  situation but wish the PCs well in their pursuit. They 
  have 
  no 
  additional 
  information 
  aside 
  from 
  approximately two dozen citizens who are missing. 
   
  The trail is not concealed, and the ground is soft 
  from the summer rains. Tracking the party is initially 
  Survival (DC 10) (soft ground, 30 persons, 5 days old, 5 
  hours of rain) during the day and (DC 16) (moonless) 
  at night. 
   
  The trail leads up to the Jewel River and resumes 
  on the other side. The river is about 150 feet wide here, 
  30 feet deep in the center, with a moderate current (30 
  feet per round, Swim (DC 12) to cross). Refer to the 
  PHB pages 84 and 164 and the DMG pages 92 and 304 
  for drowning and waterborne movement rules. 
   
  When the Jewel is crossed, the undergrowth firms 
  up the ground, raising the difficulty to Survival (DC 
  15) (firm ground, 30 persons, 5 days old, 5 hours of 
  rain) during the day and (DC 21) (moonless) at night.  
   
  Development: The trail ends at the Jewel River, 
  as the orc slavers use a boat to travel south to the 
  mouth of Black Creek before marching to the Library 
  site. If the PCs cross the Jewel River heading southeast, 
  go to Encounter 4. If the PCs can magically home in on 
  the slavers (find the path, etc.) they arrive at the Library 
  site Encounter 7A or 7B, per the adventure time line in 
  DM Aid 3-Time Line on page 144(note that the PCs 
  began on Day 6 due to waiting for an orc attack). 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 9 
  Encounter 3: REPORTING IN 
  With your research completed, as far as you 
  wanted to take it, you teleport back to Enstad to 
  relay your findings to Amerayne.  
   
  When you conclude, she steeples her fingers 
  and says, “The picture is not complete, but far 
  better than traversing endless miles in the Deep 
  Woods (she shudders visibly). I am wondering if 
  one of you will agree to bond with me, to a small 
  degree.  In this way you could relay your 
  discoveries to me, and I could offer advice from 
  our elders, and perhaps some more tangible 
  assistance. All that is required is that I know one 
  of you well enough to make ‘sendings’ to you, 
  which you can make immediate reply to. The 
  procedure is painless, and you will answer the 
  ‘sendings’ verbally. I will not be privy to your 
  thoughts in any way. ” 
   
  Amerayne first turns to each elf in the party, and 
  her face shows disappointment if each does not agree. 
  She then turns to each non-elf PC in turn. If one or 
  more PCs agree, read the following: 
   
  Amerayne steps forward and reaches out to 
  you, clasping your hands in hers. She takes a deep 
  breath and looks deeply into your eyes. Her hands 
  are soft and quite warm, but her eyes attract your 
  attention. They are deep pools filled with the 
  wisdom, joy, and anguish of the elder race. After a 
  few moments, Amerayne exhales and releases her 
  grip. She says quietly, “It is done. Look for my 
  ‘sendings’ each eve at sunset. You can answer me, 
  but you must be quick, and succinct.” 
   
  Whether any of the PCs agree to use the sendings 
  or not, Amerayne gives the PCs a map for their use 
  (Player Handout 6: Celene’s Map of the Suss Forest) 
  and has the group and its animals (up to Large size) and 
  belongings teleported to Hilorrin or Quilite (their 
  choice) to begin their exploration of the Suss. She 
  provides any standard items like torches, rope, rations, 
  etc. without question. 
  Encounter 4: INTO THE BUSH 
  DM Note: The slavers from Encounter 2B leave no 
  trail from their arrival at the Jewel River, since they 
  have been traveling aboard a boat along the river. They 
  begin here per the box text below with no trail to 
  follow. 
   
  The weight of the dense canopy presses in on 
  you, blocking the light of the sun, but not the 
  warmth. The sultry heat quickly makes travel in 
  any type of heavy clothes or armor uncomfortable, 
  and ravenous insects swarm at any exposed skin. 
   
  As you travel, you see several creatures: 
   
  Spot DC 10: monkeys cavorting in the trees. 
   
  DC 15: dire ape troop watching you closely from a 
  distance. 
   
  DC 20: dire hawk passing overhead, glimpsed 
  through a break in the canopy. 
   
  DC 25: large black panther slipping away to the 
  right side of your path. 
   
  Craning your necks upwards reveals a 
  thriving ecosystem in the canopy, with large 
  spiders and other climbers hunting the birds and 
  beasts clambering around the boughs near the 
  sunlight. 
   
  PCs who take any reasonable measures against 
  insects like using netting or repellent, smearing on 
  mud, etc. suffer no ill effect. Others will suffer a -2 
  circumstance penalty to Concentration checks for the 
  duration of the event, except when underground. 
   
  This encounter is basically a long, exhausting push 
  through dense woods and underbrush. Use the 
  Appendix 6: DM’s Adventure Map and the mechanics 
  below to determine where they are searching, the time 
  spent, and what they find. 
   
  For combat purposes, the forest is “difficult 
  terrain” for creatures. Ground-based movement is at ½ 
  speed along a trail, or ¼ speed through the 
  underbrush. Creatures cannot run or charge, nor can 
  they take a 5 foot step (per PHB pages 148 and 163). 
  See the appropriate Encounter Map and the DMG p. 87 
  for more specific forest terrain rules. 
   
  For overland travel purposes, refer to the 
  movement and fatigue standards from DM Aid #1 to 
  determine the PCs’ progress and fatigue level. 
  Basically, it takes 15 miles of travel to simply traverse a 
  hex, as when the PCs are moving to or from the areas 
  they wish to search. Searching takes twice the 
  effort/time, so it costs 30 miles of movement if the PCs 
  wish to adequately search a hex for the excavation sites. 
   
  The search time is halved (reduced to 15 miles per 
  hex) if the PCs use some assets. If they use a flying 
  familiar, a PC using overland flight (or equivalent), orc-
  finding spells with a radius of miles (commune with 
  nature, etc.) or have a total of 15 or more combined 
  ranks of Survival, then it costs 15 miles of travel  to 
  both traverse and search a hex.     
   
   
  Calculate the days spent in travel and in searching, 
  and if over twelve, charge the PCs one extra TU for the 
  adventure. Additional days spent searching have 
  effects per below, but do not cost any additional TUs. 
   
  Searching hexes is difficult and dangerous work. 
  PC’s who ‘hustle’ or travel for more than 8 hours are 
  subject to fatigue and exhaustion per DM Aid #1. In 
  addition, any PC spending over 2 days east of the Jewel 
  must make a Fort save (DC 18) each day or contract 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 10 
  Suss Fever from the numerous leeches, mosquitoes, 
  and biting flies that plague the area. Suss Fever has an 
  incubation time of 1 day and the infection causes 1d6 
  Dex and 1d3 Con (damage) each day (treat as a form of 
  Filth Fever, DMG p. 29). A PC can make a Survival DC 
  15 check to gain a +2 bonus on his saves to avoid 
  contracting the disease, and may grant the same bonus 
  to one other character for every 1 point by which his 
  Survival check result exceeds 15. Any PC who heals 
  from the disease naturally has lifelong immunity to 
  Suss Fever, but those magically healed are open to 
  immediate re-infection. 
   
  DM Note 1: The terrain varies with the hex being 
  searched. A cursory description based on the Overview 
  Map is recommended. At the end of Day 4 of the 
  search, run the following encounter with the mutated 
  dire snake, one of many glimpsed in the forest.  
   
  DM Note 2: In a timed venue (like a convention) 
  the snake below should be killed by PCs “off screen” 
  and just described, for flavor. DMs at a venue without 
  time pressures may choose to run it as a combat 
  encounter. 
   
  All APLs (EL 7) 
  � Mutant Male Dire Snake: hp 136; see 
  Appendix 2 – Combat Stat Blocks (All APLs) on 
  page 38. 
    
  PCs can make a DC 10 Knowledge (nature) check 
  to recognize that the snake is mutated. Knowledge 
  (nature) DC 24 reveals what the mutations do. The dire 
  snake has unusual lichen-like growths on it (no in-
  game effect) and an extra set of eyes. The extra eyes 
  confer bonuses of +2 on Spot checks and +1 to melee 
  attacks, but the snake suffers Light Sensitivity (Ex) per 
  an orc. 
   
  The PCs encounter wild creatures of substance 
  about every other day. Read the following, making 
  alterations as needed. 
   
  Another physically draining day passes under 
  the dank canopy, broken only by the brief struggle 
  with the (DMs insert one: dire bear, dire wolverine, 
  bulette) which you easily defeated. Each of the 
  creatures 
  exhibited 
  remarkable 
  mutations, 
  festooned with tentacles, extra limbs, chameleon-
  like coloration changes or plant-like growths. 
  What deviant force has been at work here, you 
  wonder, and what effect will it have on you?   
   
  Development: The search continues until the 
  PCs approach the hex where the ruins of the Etraikan 
  Library are located (go to Encounter 5) or until Day 18 
  is reached, when Encounter 7: LATE comes looking for 
  the PCs. 
   
  Encounter 5: BOWLED 
  OVER  
  The trees thin a little as the ground softens. An 
  earthy, fetid odor assails you, and the insect 
  swarms redouble their assault on your flesh.  (A 
  DC 10 Survival check reveals that PCs are nearing a 
  swampy area.) 
   
  The background chatter of animal life 
  increases as the all-pervasive gloom of the forest 
  lightens, and you hear new animal calls sounding 
  ahead. The going gets more miserable as your feet 
  sink a few inches into the muck with every step. 
  Though the trees are fewer, vines and hanging 
  moss obscure your vision and impede your 
  progress. There are some small, island-like 
  hummocks rising out of the mire, and these 
  provide easier walking when they are ‘going your 
  way’. 
   
  About fifty yards ahead of you, one of the 
  islands shudders to life and crawls forward into 
  one of the many pools scattered through this area. 
  Though covered in slime and moss, it appears to 
  be a massive reptilian form, but thankfully 
  moving away.  
   
  A Spot check (DC 20) here can detect another dire 
  crocodile watching the PCs from half-lidded eyes, 
  about 45 feet away. This croc has recently eaten and 
  utterly ignores PCs unless they approach within 15 feet 
  of it, at which point it attacks. If struck by spells or 
  ranged weapons for over 25 points of damage, it 
  slithers into a nearby pool and submerges. 
   
  Note the PCs’ Spot check results above, and if any 
  PC makes a DC 42 (+17 skill, +5 undergrowth, +5 
  distracted, 50 foot distance, taking 10.), then he also 
  notes a forest giant rearing back to throw and is not 
  surprised by their attack. See Appendix 8: Encounter 
  5 Map on page 92 for the positioning of the creatures 
  and obstacles in the area. 
  APL 10 (EL 13) 
  � Cankre, Male orc Drd8: hp 59; see Appendix 3 
  – Combat Stat Blocks (APL 10) Encounter 5 on 
  page 39. 
  � Male Forest Giant Marshal1 (2): hp 164; see 
  Appendix 4 − Combat Stat Blocks (APL 12) 
  Encounter 5 on page 39. 
  APL 12 (EL 15) 
  � Cankre, Male orc Drd10: hp 73; see Appendix 
  4 − Combat Stat Blocks (APL 12) Encounter 5 on 
  page 53. 
  � Male Forest Giant Sorc1/Ftr1/Master 
  Thrower1: hp 194; see Appendix 4 − Combat Stat 
  Blocks (APL 12) Encounter 5 on page 53. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 11 
  � Male Forest Giant Marshal1 (2): hp 164; see 
  Appendix 4 − Combat Stat Blocks (APL 12) 
  Encounter 5 on page 53 
  APL 14 (EL 17) 
  � Cankre, Male orc Drd13: hp 94; see Appendix 
  5 − Combat Stat Blocks (APL 14) Encounter 5 on 
  page 70. 
  � Male Forest Giant Sor1/Ftr1/Master 
  Thrower1 (2): hp 194; see Appendix 5 − Combat 
  Stat Blocks (APL 14) Encounter 5 on page 70. 
  � Male Forest Giant Marshal3 (2): hp 186; see 
  Appendix 5 − Combat Stat Blocks (APL 14) 
  Encounter 5 on page 70. 
  Tactics:  
   
  APL 10: The giants are patrolling this area to 
  protect the ruins currently being looted by the Pomarj. 
  When the PCs arrive, the giants are expecting trouble, 
  due to the “continuous” omen of peril spell the druid 
  maintains with his wand. The druid has pre-cast his 
  mid-range duration spells, and the giants have their 
  Marshall auras up. Note that the aura is specified in the 
  stat blocks but is not calculated into the stat blocks. 
  Use the standard Spot/Listen calculations to see if the 
  NPCs have rounds to pre-cast short duration buffs. The 
  NPCs have some interesting consumables that they 
  can activate in this case. 
   
  The giants use sniping attacks as long as possible, 
  throwing one boulder (using Brutal Throw) and using 
  Woodland Archer to move and hide after each throw. 
  The druid uses summoned creatures, mainly earth and 
  air elementals (to avoid terrain restrictions) and 
  attempts to stay hidden and out of short range of PC 
  casters. If PCs close in, the giants can use Quickdraw 
  and Rapid Shot to concentrate fire on threats, going to 
  melee only as a last resort. The giants have a plant graft 
  that can be useful in melee as well. 
   
  APL 12/14: As above, but the sorcerer giant first 
  attempts to haste his side via scroll. The Master 
  Thrower uses his boulders for Trip attacks, spreading 
  them around the PCs for maximum usefulness. Other 
  giants use consumables to enhance their attacks, 
  sniping and then rapid-firing as above. 
   
  Development: When the giants are overcome, 
  the PCs can continue searching this map hex, go to 
  Encounter 6. 
  Encounter 6: WHAT GOES 
  AROUND… 
   
  DM Note: This is the point where the PCs’ 
  interaction with the aranea in SHE6-02 Brooding Boughs 
  will be very important. Review the PCs Reaction Score 
  from the Introduction and use it to modify the araneas’ 
  actions below. 
   
  The 
  ground 
  grows 
  wetter 
  still, 
  with 
  movement off the hummocks quite slow and 
  difficult. The area is clearly home to several 
  immense crocodiles, and the gods know what else. 
  Through the sweltering air and the cloud of 
  midges assailing your face you note a pair of 
  nearly identical mounds of earth and stone, rising 
  slightly above the highest trees ahead.  
   
  After another hour’s slog through the swampy 
  terrain, you are skirting the edge of the mounds. 
  This is a mixed blessing, for while you are on 
  higher ground, it is coated with slippery clay in 
  parts requiring handhold on the brush and vines 
  to maintain your balance and progress (DC 14 
  Balance check to move normally rather than at ½ 
  movement; DC 10 +2 for lightly slippery +2 for sloped. 
  PCs without 5 ranks in Balance are flat-footed per the 
  PHB p.67).  
   
  As you descend back onto another long 
  hillock, a commotion breaks out ahead of you, 
  with water and mud thrown upward from some 
  mighty thrashing.  
  (Spot check DC 15 reveals that a small party of elves 
  stood up briefly, shading their eyes and focusing their 
  gaze on the PCs. Moments later, a monstrously large 
  crocodile burst from the swamp and swept them into 
  its mouth with lightning speed.)  
   
  DM Note: Use the party’s Reaction Score (per the 
  first paragraph of the Introduction) to determine the 
  Option below. If the Reaction Score is 3+, read Option 
  A below; if 1-2, read B; and if 0, read C. If combat is 
  joined, the aranea initially target individual PCs who 
  had Hostile reactions from Brooding Boughs.  
   
  Option A (friendly reaction): The big croc 
  opens its jaws to reveal some elves standing 
  inside. They wave at you and call out your names, 
  beckoning you forward.  
   
  The elves reveal themselves (verbally) as aranea 
  and offer to assist the PCs. The aranea tell the PCs the 
  location of the ruins from Encounter 7, tell them that 
  orcs and slaves are present, and escort them there to 
  keep crocs and other swamp dwellers away. They also 
  watch over (faithfully) any animals, goods, bodies, etc. 
  that the PCs want to leave with them while they make 
  their approach to the ruins. The aranea are also helpful 
  later in Encounter 8A. 
   
  Option B (neutral reaction): The big croc eyes 
  you for several moments, then steps to its right 
  and begins to move swiftly into the swamp.  
   
  If PCs allow the croc to leave, it watches them pass 
  but does not return to hinder them. When the PCs are 
  out of sight, the croc opens its jaws and allows the 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 12 
  aranea to exit, having protected them well. If PCs 
  attack the croc and prevent its escape, it turns and 
  fights, releasing the aranea/elves for a surprise attack 
  in that round. Once combat is joined, the aranea will 
  listen to Diplomacy as per the PHB, p.72. They are 
  initially Hostile, but if they are made Friendly or 
  Helpful, they will assist as per Option A above. 
  Otherwise, they continue in combat. There is a -10 
  penalty on the Diplomacy check if the PCs have done 
  lethal damage to the aranea or their dire crocodile.  
   
  Option C (hostile reaction): The mammoth 
  crocodile grinds its jaws while the mud and marsh 
  grass slide down off its scaly hide. It fixes you 
  with a baleful eye and stands motionless. 
  A Spot check (DC 30) or Knowledge (Nature) (DC 20) 
  will note that the jaw-champing seems a bit odd. This 
  will prevent surprise for the PC successfully making 
  the check. After this moment, the croc opens his great 
  maw, the aranea inside take a 5 ft. step out and cast 
  spells, and the croc attacks with deadly intent. Note 
  that Rootak and the aranea will avoid attacking 
  individual PCs who had Friendly or Helpful relations 
  with them in SHE6-02 Brooding Boughs. If those PCs 
  engage them, Rootak and the aranea will attack anyone 
  equally. 
  APL 10 (EL 12) 
  � Rootak,  Companion Familiar Advanced 
  Giant Crocodile, Male Lizard: Huge Magical 
  Beast (augmented Animal); hp 143; see Appendix 
  3 – Combat Stat Blocks (APL 10) Encounter 6 on 
  page 39. 
  � Kress and Sestis, male aranea Sor3 (2): hp 
  55, see Appendix 3 – Combat Stat Blocks (APL 10) 
  Encounter 6 on page 39. 
  APL 12 (EL 14) 
  � Rootak, Companion Familiar Advanced 
  Giant Crocodile, Male Lizard: Huge Magical 
  Beast (augmented Animal); hp 143; see Appendix 
  4 − Combat Stat Blocks (APL 12) Encounter 6 on 
  page 54. 
  � Kress and Sestis: male aranea Sor5 (2): hp 
  69, see Appendix 4 − Combat Stat Blocks (APL 12) 
  Encounter 6 on page 54. 
  APL 14 (EL 16) 
  � Rootak, Companion Familiar Advanced 
  Giant Crocodile, Male Lizard: Huge Magical 
  Beast (augmented Animal); hp 143; see Appendix 
  5 − Combat Stat Blocks (APL 14) Encounter 6 on 
  page 71. 
  � Kress and Sestis, male aranea Sor7 (2): hp 
  97, see Appendix 5 − Combat Stat Blocks (APL 14) 
  Encounter 6 on page 71. 
   
  Development: The PCs are close to both of the 
  orc excavation sites, but the Library site is much more 
  developed and is more likely to be discovered by PCs. 
  To reflect this, once the PCs bypass or overcome the 
  aranea party, roll a d100. On a roll of 01-90 proceed to 
  Encounter 7 and 8, on a roll of 91-100, go to Encounter 
  10. 
  Encounter 7A: THE LIBRARY-
  ON TIME 
  DM Note: The following assumes the PCs arrive on or 
  before Day 16. After Day 16, use Encounter 7-LATE 
  instead. 
   
  Over the crest of yet another hummock and 
  down the far side, you trudge along when you hear 
  shouts from up ahead. The trees have thinned 
  enough so that you can see figures moving around 
  a dome-shaped rise 100 feet ahead. The ground has 
  been cleared around the small rise, and the 
  swampy vegetation thins before that point  
  PCs lose the 30% concealment for underbrush 
  when within 100 feet of the camp, and will be on short 
  grass/dirt when on the Library's hillock - no movement 
  penalties. Movement within the shallow bogs and 
  other hillocks is still 1/2, while the deep bogs are at 
  1/4.  Maximum visibility in the swamp is 2d8 x 10 feet.  
  There are large patches of quicksand near the hillock 
  (DC 8 Survival to recognize, a full-round action to stay 
  afloat - DC 10 Swim -  or to move 5 feet - DC 15 Swim.)  
  There is a large log lying nearby that the orcs have used 
  to cross it. 
  A Spot check (DC 20 at 100 feet) identifies orcs 
  with 
  weapons 
  standing 
  watch, 
  including 
  one 
  (Leder) who has some slaves chained to him for close 
  supervision. There are ragged specimens of dwarves, 
  elves, and humans carrying bundles among the orcs, 
  being herded around by the perspiring guards.  
  When the PCs are detected by the orcs, read the 
  following:  
   
  You hear some Orcish jeering from the group 
  ahead, mingled with wild war whoops as they 
  raise their weapons in challenge. One Orc, 
  obviously in charge of the others, has four of the 
  missing elven slaves tethered to his armor by 
  chains.  Other slaves representing many races of 
  Oerth labor amongst the orc guards. 
  When the PCs close to within 50 feet or begin to 
  target orcs with ranged weapons, three orcs (the 
  Marshal and two barbarian toughs) put their blades to 
  hostages’ (slaves’) throats (one each human, dwarf and 
  elf, all females). The weakened slaves are unable to 
  resist and thus can be coup-de-graced with the usual 
  full-round action. The orcs demand that the PCs 
  surrender or at least withdraw, leaving 1000 gp in 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 13 
  tribute from each PC. In return, the orcs will march 
  away with the slaves unharmed, leaving the field to the 
  PCs. If the PCs persist in their attack, the hostages will 
  be slain and the orcs join the general melee. Note that 
  the dwarf hostage is Dulah, the niece of a rich miner. If 
  she survives, the PCs get the Acclamation of Woric on 
  the AR. 
  The circular dotted area on the map (Appendix 10: 
  Library Site on page 94 is the circumference of the 
  “force bubble” that has shielded the Etraikan Arcane 
  Library for centuries. When the orcs breached the 
  layers of force making up the bubble, the “roof” was 
  solid enough to stay in place, but it cannot bear much 
  weight. It will buckle under the weight of a Large 
  creature or if three Medium creatures ever occupy one 
  5 ft. square at the same time (grappling, corpses, 
  moving through occupied spaces, etc.). In case this 
  happens refer to the “Trap” entry below. 
  There are 31 slaves total here, including those that 
  arrived only recently from Quilite.  Ten try to seek 
  shelter underground in the library area when fighting 
  breaks out, while the others either cower or try to hide 
  nearby in the swamp.   
  All APLs (EL 8) 
  � COLLAPSING FLOOR/CEILING TRAP: CR 
  8; mechanical trap; location trigger; no reset; 70 
  feet deep (7d6 fall) plus bludgeoning from falling 
  limbs (7d6), DC 24 Reflex save negates); Search 
  (DC 20) or Knowledge (dungeoneering) or 
  (engineering) DC 24; Disable Device (DC 20). 
  Cost: 0.  
  Notes: The Search check must be done within 10 
  feet of the perimeter (automatic for dwarves and 
  their 
  Stonecunning 
  bonus 
  applies). 
  The 
  Knowledge checks are automatic when within 10 
  feet of the perimeter. Targets that are flying take 
  no damage; those with feather fall take just the 
  bludgeoning damage from a failed save. The entire 
  roof collapses if any portion does, with anyone on 
  or under the earthen dome targeted. 
  APL 10 (EL 10) 
  � Morti, Male Orc Sor7/Mindbender1: hp 41; 
  see Appendix 3 – Combat Stat Blocks (APL 10) 
  Encounter 7A on page 41. 
  � Gulbak, Male human Warmage7: hp 44; see 
  Appendix 3 – Combat Stat Blocks (APL 10) 
  Encounter 7A on page 41. 
  � Leder, Male half-orc Mar4: hp 33; see 
  Appendix 3 – Combat Stat Blocks (APL 10) 
  Encounter 7A on page 41. 
  � Orc Toughs, Male orc Brb1/Ftr3 (3): hp 38; 
  see Appendix 3 – Combat Stat Blocks (APL 10)  
  Encounter 7A on page 41. 
  � Orcs (6): see Monster Manual p. 203, except 
  substitute shortbows for their javelins.  (Also add 
  +1 AC and +3 to Dexterity checks, Dexterity-based 
  skill checks and initiative rolls due to marshal 
  Auras). 
  APL 12 (EL 12) 
  � Morti, Male orc Sor7/Mindbender1/ 
  Fatespinner2: hp 51; see Appendix 4 − Combat 
  Stat Blocks (APL 12) Encounter 7A on page 55. 
  � Gulbak, Male human Warmage9: hp 56; see 
  Appendix 4 − Combat Stat Blocks (APL 12) 
  Encounter 7A on page 55. 
  � Leder, Male half-orc Mar4/Bar1/ Outcast 
  Champion1: hp 48; see Appendix 4 − Combat Stat 
  Blocks (APL 12) Encounter 7A on page 55. 
  � Orc Toughs, Male orc Brb2/Ftr4 (3): hp 55; 
  see Appendix 4 − Combat Stat Blocks (APL 12) 
  Encounter 7A on page 55. 
  � Orcs (6): See Monster Manual p. 203, except 
  substitute shortbows for their javelins.  (Also add 
  +1 AC and +3 to Dexterity checks, Dexterity-based 
  skill checks and initiative rolls due to marshal 
  Auras). 
  APL 14 (EL 14) 
  � Morti, Male orc Sor7/Mindbender1/ 
  Fatespinner4: hp 61; see Appendix 5 − Combat 
  Stat Blocks (APL 14) Encounter 7A on page 73. 
  � Gulbak, Male human Warmage11: hp 68; see 
  Combat Appendix D. 
  � Leder, Male half-orc Mar4/Bar1/ Outcast 
  Champion3: hp 64; see Appendix 5 − Combat Stat 
  Blocks (APL 14) Encounter 7A on page 73. 
  � Orc Toughs (3): Male orc Brb2/Ftr4/Exotic 
  Weapons Master 2: hp 71; see Appendix 5 − 
  Combat Stat Blocks (APL 14) Encounter 7A on 
  page 73. 
  � Orcs (6): See Monster Manual p. 203, except 
  substitute shortbows for their javelins.  (Also add 
  +1 AC and +3 to dexterity checks, Dexterity-based 
  skill checks and initiative rolls due to marshal 
  Auras). 
   
  Morti, Gulbak, and Leder all know that there is a 
  second excavation site a few miles to the Southwest. 
  Other orcs know nothing except that the Pomarj forces 
  operate out of Nol-Daer. 
   
  Tactics:  Morti attempts to be invisible and uses 
  his Mind Bender abilities to have one of the slaves 
  ready an action to disrupt any charging PCs.  Morti will 
  not enter melee by choice and prefers to use spells to 
  hinder the PCs effectiveness.  He prefers to confuse as 
  many party members as possible.  Gulbak attempts to 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 14 
  be invisible as well if possible and targets the spell 
  casters of the party if he can, in hopes to drop them 
  with damage dealing spells.  
   
  Leder appears as the leader of this group, as he 
  shouts orders to all involved and uses his auras to assist 
  his minions.  Hopefully, this will make him the prime 
  target of the PCs as he has special armor that transfers 
  damage to the 4 slaves chained to him.  The four slaves 
  have 10, 15, 20, and 25 hit points respectively.  The 
  toughs fight smart and try to engage the PCs with a 
  buddy for flanking.  They also command the other orcs 
  to help them.  Half of the Orcs grab a nearby slave and 
  ready an action to kill them if the PCs take any 
  offensive action.  The slaves all have 10 hit points.    
  Development: If the PCs choose to deal with the 
  slaves and tomes from the Library, go to Encounter 8A. 
  If the PCs choose to follow leads to the second site 
  based on information from orcs or slaves, go to 
  Encounter 9. If PCs simply continue to search for 
  additional sites, charge them their normal searching 
  movement rate for this hex (1 or 2 days) and then let 
  them discover Encounter 10A. 
  Encounter 7B: WANDERING 
  AROUND-LATE 
  DM note: On day 17, Callenwold from Encounter 10 
  sent minions to slaughter the threatening force (the 
  orc party) at the Library site. The Charnel Hound he 
  used roams the Suss looking for more victims, 
  coincidentally leaving an obvious trail PCs can use to 
  get back on track if wandering aimlessly. Each day after 
  Day 17, the Charnel Hound wanders one hex towards 
  the PCs’ location until it encounters them. 
   
  The cloying stench of putrefying corpses 
  drifts to you on the breeze. Following the breeze, 
  you look left and see the usual wall of vegetation. 
  As your footfalls cease, you hear the sound of a 
  messy eater that way, crunching bones and 
  slurping at a meal that has your gorge rising.  
  Ahead you see a fresh-crushed trail, leading to the 
  sounds. A yellowish-green humanoid hand lies on 
  that path. 
   
  The stench is from a charnel hound, which was 
  used by Callenwold on Day 17 to slaughter those at the 
  Library site. The PCs can attempt to avoid the Hound 
  and just follow its back-trail if they wish, but in that 
  case they get no experience or loot from this 
  encounter.  
   
  Once the PCs sight the Hound, read the 
  following:  
   
  The horrid beast lumbers closer, engulfing 
  you in a fearsome stench of corruption and decay. 
  The massive beast’s dog-like form seems to be 
  composed of putrefying remains of dozens of 
  different creatures, humanoid and animal alike. It 
  bays once, then attacks. 
   
  The Hound fights without quarter. Once it is 
  overcome, the PCs may examine it closely. Over a 
  hundred corpses are incorporated into the Hound’s 
  form, though the ‘freshest’ ones on the exterior 
  number perhaps two dozen and include several orcs 
  and humans, a pair of dwarves, three elves (from 
  Quilite), and a wide variety of forest creatures (badgers, 
  deer, a bear, etc.). The orcs are armored and have some 
  items that look valuable. The other humanoids wear 
  tattered clothing and don’t appear to have any items of 
  value.  
   
  PCs can make Search checks (DC 20) on the orc 
  corpses incorporated in the Hound to locate treasure 
  on the dead. The bodies on the Hound are equipped 
  with all the items carried by the orcs from Encounter 
  7A, with the exception that all their potions, scrolls, 
  and weapons are lost. The items were either consumed 
  in their (losing) battle with the Hound or dropped 
  from their lifeless hands along its path, to be retrieved 
  by various forest denizens. 
  APL 10 (EL 13) 
  � Charnel Hound: Huge Undead: hp 220; see 
  Appendix 3 – Combat Stat Blocks (APL 10) 
  Encounter 7B on page 42. 
  APL 12 (EL 15) 
  � Charnel Hound: Huge Undead: hp 333; see 
  Appendix 4 − Combat Stat Blocks (APL 12) 
  Encounter 7B on page 58. 
  APL 14 (EL 17) 
  � Charnel Hound: Gargantuan Undead: hp 379; 
  see Appendix 5 − Combat Stat Blocks (APL 14) 
  Encounter 7B on page 76. 
   
  Development: The PCs can easily follow the 
  Hound’s back-trail if they wish, which leads them 
  through Encounters 5, 6, 8B: LATE and 10B: LATE, or 
  they can continue their hex-by-hex search pattern. 
  Encounter 8A: BAGGAGE – ON 
  TIME 
  DM Note: The following assumes the PCs arrive on or 
  before Day 16. After Day 16, use Encounter 8 – LATE 
  instead.  If the adventurers allowed the orcs to leave 
  with their slaves, they travel to the academy as quickly 
  as the weakened slaves’ condition allow (20 foot 
  movement rate).  If PCs do not manage to interrupt 
  their journey, add the orc guards to the forces of 
  Encounter 10. 
   
  The freed slaves caper about with euphoria 
  when the last orc is overcome. They soon run out 
  of energy and slump to the ground for a few 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 15 
  moments, some weeping with relief. As you look 
  on, one sturdy-looking middle-aged human 
  woman struggles clumsily back to her feet and 
  slowly walks over to (select a PC who “looks like a 
  good guy”). Her skin is blotched, and her eyes are 
  bright with fever. She says, “I thank whatever god 
  has sent you this day, strangers. My companions 
  and I are eager to be quit of this evil place, where 
  our fellows were worked to death and thrown into 
  the mires. I am sick and bone-weary, but I will 
  follow you out of these trees if I have to pull 
  myself along on my belly. Have you any food?” The 
  others’ eyes light up at that, and they also slowly 
  stand erect and totter forward, some drooling. 
   
  There are 31 weakened slaves here (or fewer if 
  some were slain in the battle), including about twenty 
  recent arrivals from the elven village of Quilite. 
  Though adequately fed, they are worked hard, and all 
  either have active cases of Suss Fever or are recovering 
  from that scourge. While extremely grateful for their 
  rescue, they are fearful of the forest and vocally decry 
  any attempts to leave them alone here or to send them 
  back unescorted.  
   
  DM Note: If the PCs had a Helpful or Friendly 
  reaction with the aranea in Encounter 6, the aranea 
  volunteer to escort the freed slaves to the edge of the 
  “elf lands” (Celene). If this occurs, all the slaves make it 
  to safety in good order, escorted by aranea (in the guise 
  of their humanoid alternate forms). 
   
  If questioned, Dulah (the female dwarf slave) and a 
  couple others of the slaves know that there is a second 
  excavation site somewhere nearby, having been 
  detailed to dig a tunnel there 2-3 weeks ago. If 
  specifically asked about it, they say:  
   
  “We left in the morning with the sun at our back.  
  We followed alongside a creek for a long while before 
  we crossed it - the orcs called it Gulliwog Creek.  When 
  we stopped for a rest, one orc used this big twisty tree 
  as a target for his handaxe.” (Gulliwog Creek is an orc 
  name that will have no meaning to PCs.) 
   
   
  The slaves also know of an enslaved sorcerer called 
  “Ray” by the orcs, who was here for a time but was 
  taken away a couple weeks ago. If PCs get this 
  information they can make an attempt to track on the 
  old trail made when orcs moved a captive to the newly-
  discovered Academy site. This is a Survival check (DC 
  30) by day or (DC 36) by night (soft ground, 12 
  persons, 14 days old, 10 hours of rain). 
   
  With the orcs defeated, the library can be 
  searched. It is clear that it has been heavily looted, with 
  most of the shelves emptied. The library contains some 
  broken furniture (that was stylish 1000 years ago) and 
  some dusty scraps of papers and book covers scattered 
  on the floor. A DC 25 Search check (DC 40 if the roof 
  has caved in) in room “R” turns up a bound set of 
  drawings (labeled in Ancient Suel) titled “Foundations” 
  which appears to contain floor plans of original 
  Etraikan structures. If perused, the drawing marked 
  “Hall of Knowledge” matches the structure of the 
  building they are in exactly. In room “C” are three 
  desiccated mummified human corpses in period 
  clothes from centuries ago. 
   
  The corpses are Lawful Neutral, Will save modifier 
  +0. If the mummified corpses are successfully 
  questioned with speak with dead, they speak Ancient 
  Suel. They confirm that they were in the Etraikan 
  Library when they died and that the city was overrun 
  by maniacal undead when it fell. They know nothing 
  of Callenwold, other sites, treasure in the Library, etc. 
   
  Development: PCs with no information from the 
  slaves can begin searching for the second site per the 
  method in Encounter 4. If the PCs have picked up the 
  trail the orcs and “Ray” made to the Academy site, 
  proceed to Encounter 9. 
  Encounter 8B: THE LIBRARY 
  SITE – LATE  
  Your group trudges along the Charnel Hound’s 
  revolting trail for (hours/days), sidestepping other 
  messy meal sites and occasional bits of offal 
  ‘dropped’ from the beast’s rotting hide.  
   
  Over the crest of yet another hummock and 
  down the far side, and at last you see something 
  slightly different. Shading your eyes, you can see a 
  dome-shaped rise 200 feet ahead. 
   
  On Day 17, the Hound slaughtered the orc guards 
  and their slaves at this site, using most of the grisly 
  remains to augment its body. There are numerous 
  decaying limbs in the area, along with the trunk of an 
  armored orc and two swollen human heads. The site 
  itself has been looted, first by the orcs and lately by 
  scavengers. The library contains some broken furniture 
  (that was stylish 1000 years ago) and some dusty scraps 
  of papers and book covers scattered on the floor. If 
  room “U” is searched, a slave lies dead from large bite 
  wounds (inflected by the Charnel Hound). In room “C” 
  are three desiccated mummified human corpses in 
  period clothes from centuries ago. 
   
  If speak with dead is used on the slave (Chaotic 
  Neutral, Will save modifier +0), her name is Meenza, 
  from the County of Ulek, and she knows that there is a 
  second excavation site within a few miles. If the 
  mummified corpses are questioned (Lawful Neutral, 
  Will save modifier +0), they speak Ancient Suel. They 
  confirm that they were in the Etraikan Library when 
  they died and that the city was overrun by undead 
  when it fell. They know nothing of Callenwold, other 
  sites, treasure in the Library, etc. 
   
  Development: The PCs can continue to follow 
  the Hound’s back-trail or can resume searching per the 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 16 
  mechanic in Encounter 4. When the second site is 
  located, proceed to Encounter 10B: LATE. 
  Encounter 9: SEARCH FOR 
  THE ACADEMY – ON TIME 
  The PCs can find the Academy site by searching per 
  the Encounter 4 mechanics, by questioning the slaves 
  or orc leaders to get clues, or by successfully searching 
  for old tracks. To track the orcs who took Ray the 
  sorcerer (Jedidiah) to the Academy site is Survival (DC 
  30) by day or (DC 36) by night (soft ground, 12 
  persons, 14 days old, 10 hours of rain). If the PCs find 
  the trail and successfully track the orcs, read the 
  following: 
   
  The trail bends around soft ground and the 
  monstrous trees of the area. Pushing aside the 
  stalks of some chest-high glasses, you see four 
  corpses strewn around your path. Looking closer, 
  you make out two others on the way to a small 
  copse of willows. 
   
  A Heal or Knowledge (nature) check (DC 10) 
  reveals these as orcs, killed days ago. They have already 
  bloated, deflated, and been food for creatures large and 
  small. Near the body closest to the saplings is another, 
  smaller corpse. It looks like a gnome (PCs with true 
  sight may recognize it as an aranea in changed form).  
   
  The aranea ambushed and killed some orcs here, 
  but there is no treasure or further clues to what lies 
  ahead. 
   
  Development: When the Academy site is located, 
  proceed to Encounter 10. Use the time line in DM Aid 
  3-Time Line on page 144 and the DM Note under 
  Encounter 10A: ATTENDING THE ACADEMY – ON 
  TIME on page 16 to determine whether PCs go to 
  Encounter 10A or 10B. 
  Encounter 10A: ATTENDING 
  THE ACADEMY – ON TIME 
  DM Note: The following assumes the PCs arrive on or 
  before Day 15. On Day 16, use Encounter 11 instead. 
  After Day 16, use Encounter 10B: LATE instead.  
   
  On days 1-15, read the following text: 
   
  A brief flash illuminates the treetops a couple 
  hundred 
  feet 
  ahead, 
  accompanied 
  by 
  the 
  diminished ”boom” of a fireball spell that you all 
  know so well. You hear shrieks of pain over the 
  swamp breeze in the moments before another jet 
  of flame courses forth. In the seconds that follow, 
  the swamp is deathly quiet. 
   
  If PCs approach the area of the fireballs, read the 
  following: 
   
  A tree-lined peninsula of dry ground extends 
  a short ways into the swamp here. There appears 
  to be some type of cave or tunnel entrance about 
  one hundred feet up ahead. There is some freshly-
  turned earth around the opening and several 
  shovels lie nearby, scattered amongst a dozen 
  smoking corpses. With a DC 20 Spot check, you can 
  identify the bodies as humanoids; with a DC 25 Spot 
  check, the bodies can be recognized as orcs. 
   
  As you approach the peninsula, a pair of dire 
  crocodiles appears to be keeping pace with you 
  through the watery flats, one on each side of the 
  high ground. (harmless) A haggard man slowly 
  emerges from the tunnel mouth, propelling 
  himself on crude crutches. He looks around at the 
  sprawled bodies and grins. When he takes note of 
  your approach, the smile falters and he croaks, 
  “Tell me true, strangers, are you friends of the 
  Pomarj?” 
   
  This old man is Jedidiah Link, a human wizard.  
  Jedidiah is an emaciated middle-aged man with 
  unkempt beard and hair, dressed in tattered traveling 
  clothes and sandals. The orcs lamed him by shattering 
  his ankles, and he gets about slowly with crude 
  crutches (requires a heal spell to mend). If searched, he 
  has a tablet concealed on his body with a fireball spell 
  engraved on it in Ancient Suloise, along with a small 
  spellbook provided to him by the orcs to allow him to 
  work.  
   
  After conversing with Jedidiah, the PCs may 
  explore the tunnel itself. 
   
  A tunnel has been excavated through the silt 
  deposited here. It is unlit, 5 feet wide and tall, and 
  descends at a 10 degree slope for about 30 feet 
  before it terminates in an opaque, convex 
  shimmering emerald wall of force of eldritch 
  energy. 
   
  Successful Search or Survival checks using the 
  Track feat (DC 9) reveal humanoid tracks (orc) 
  throughout the area, ranging in age over several days.  
  The tracks indicate movements in and out of the 
  tunnel and around the camp. 
   
  The Pomarj orcs located this site three weeks ago 
  and are boring into it, first with a tunnel and now with 
  magic. They have an enslaved mage named Jedidiah 
  Link (the orcs and slaves call him “Ray”) from the City 
  of Greyhawk busily dispelling the millennium-old 
  layers of warding surrounding the structure of 
  Etraika’s Arcane Academy. Jedidiah has breached 
  eighteen of the barriers using disintegrate spells, until 
  there are just three layers of force remaining. From his 
  experience at the Library site, Jedidiah can tell that 
  there are very few layers left to penetrate. He has been 
  “sandbagging” the past few days, casting a spell that 
  looks similar to disintegrate (dimensional anchor), as he 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 17 
  believed he’d be killed when his work here was 
  complete. 
   
  Jedidiah’s familiar raven, Charal, spotted the PCs 
  drawing near. Jedidiah had previously deciphered and 
  hidden away the fireball tablet and memorized the 
  spells. After some time he managed to gather enough 
  components for two castings and has been biding his 
  time. He took his chances and blasted his captors twice 
  in succession. His normal spells are those of divination 
  and research that a sage would employ. At present, he 
  is using a spell book provided by the orcs to increase 
  his usefulness. The orcs taught him disintegrate and sent 
  him to toil as an expendable slave. He knows that the 
  orcs are based in Nol-Daer and that they have 
  thoroughly looted the Library site. He’s also heard that 
  they are specifically searching for a third site that they 
  refer to as “mutok-dal” (Orcish for “mother lode” or 
  “great riches”.) 
  ALL APLs 
  � 
  Jedidiah 
  Link, 
  male 
  human 
  Wiz7/ 
  Loremaster5: hp 61 (currently 6 due to wounds); 
  see 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 18 
  Appendix 1: NPC Stats on page 36. 
   
  Development: Fifteen minutes after the orc 
  guards are attacked by Jedidiah, the PCs, or 
  Callenwold, Elbron arrives and triggers Encounter 
  13A. If the PCs arrive before Day 16, the spherical walls 
  of force around the Academy site are still in place. Any 
  orcs captured know of the other orc encampment at 
  the Library site, and will direct PCs to Encounter 7A or 
  8B (as appropriate for the time line). 
  Encounter 10B: ACADEMY 
  SITE-LATE 
  A tree-lined peninsula of dry ground extends a 
  short ways into the swamp here. There appears to 
  be some type of cave or tunnel entrance about one 
  hundred feet up ahead. 
   
  With a successful Knowledge (nature) DC 15, the 
  PC notes that the vegetation around the mouth of the 
  tunnel is verdant green and covered with out of season 
  flowers.  
   
  This is an effect of the positive energy leaching 
  out of the recently opened Academy site, mostly given 
  off by Callenwold when he was present. 
   
  There is a faint, coppery smell of blood in the 
  air and some signs of a struggle (trampled brush, 
  scorch marks on trees, etc.), but no remains are in 
  evidence.  
   
  With a successful Spot check (DC 15), the PC notices a 
  pair of dire crocodiles keeping pace with the party through the 
  watery flats, one on each side of the high ground. 
   
  A former lieutenant of Vecna has been entombed 
  in the Academy site for centuries, eventually falling 
  into torpor. When the Pomarj explorers opened the 
  site, they awakened him. He rose and slew them with 
  ease. Within moments, the power of his ring forced 
  them to rise as undead in his service. He learned of the 
  Library site and sent a minion to wreak havoc there, 
  then departed. His last orders to the undead were to 
  defend the site against any non-orc who approaches 
  within 30 feet of the tunnel mouth.  
  APL 10 (EL 12) 
  � Defacers (2): Medium Undead: hp 71; see 
  Appendix 3 – Combat Stat Blocks (APL 10) 
  Encounter 10B on page 43. 
  � Bloodhulk Giant: Large Undead: hp 196; see 
  Appendix 3 – Combat Stat Blocks (APL 10) 
  Encounter 10B on page 43. 
  � Vitreous Drinker: Medium Undead; hp 91; 
  see Appendix 3 – Combat Stat Blocks (APL 10) 
  Encounter 10B on page 43. 
  APL 12 (EL 14) 
  � Evolved Defacers (2): Medium Undead; hp 71; 
  see Appendix 4 − Combat Stat Blocks (APL 12) 
  Encounter 10B on page 58. 
  � Blasphemes (2): Medium Undead; hp 147; see 
  Appendix 4 − Combat Stat Blocks (APL 12) 
  Encounter 10B on page 58. 
  � Vitreous Drinker: Medium Undead; hp 91; 
  see Appendix 4 − Combat Stat Blocks (APL 12) 
  Encounter 10B on page 58. 
  � Advanced Dread Wraith: Large Undead; hp 
  136; see Appendix 4 − Combat Stat Blocks (APL 
  12) Encounter 10B on page 58. 
  APL 14 (EL 16) 
  � Evolved Defacers (4): Medium Undead; hp 71; 
  see Appendix 5 − Combat Stat Blocks (APL 14) 
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  � Blasphemes (2): Medium Undead; hp 147; see 
  Appendix 5 − Combat Stat Blocks (APL 14) 
  Encounter 10B on page 76. 
  � Vitreous Drinker/Mar4: Medium Undead; 
  hp 109; see Appendix 5 − Combat Stat Blocks (APL 
  14) Encounter 10B on page 76. 
  � Advanced Dread Wraith (2): Large Undead; 
  hp 136; see Appendix 5 − Combat Stat Blocks (APL 
  14) Encounter 10B on page 76. 
  Tactics: 
   
  The undead party has been assigned to prevent 
  passage into the Academy site to anyone not of orcish 
  descent. Half-orc PCs may enter freely until combat 
  ensues. The undead offer and take no quarter, fighting 
  to the ‘death’. They often have warning that the PCs are 
  approaching via the vitreous drinker’s use of his arcane 
  eye ability and/or spectral ravens as lookouts. If the PCs 
  are detected early, the drinker uses his gear and 
  abilities to prep for combat, especially a greater 
  invisibility on himself and haste on his allies. 
   
  APL 10: The bloodhulk giant and defacers serve as 
  combat thugs, engaging PCs to tie them up and inflict 
  damage. The drinker uses his gaze attack, gear, and 
  ranged spell-like abilities if possible, reverting to eye-
  drinking in melee. 
   
  APL 12/14: The blasphemes take on the role of 
  combat thug. The drinker pre-casts projected image if 
  possible to mask itself. The dread wraiths are the real 
  danger in the encounter. They use the surprise or first 
  round to maneuver into the PC formation while just 
  under the ground. On the following round they take 5-
  foot-steps (so they are 50% out of the ground for +4 AC 
  cover bonus), use full Combat Expertise (+5 AC), and 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 19 
  Fight Defensively (+2 AC) and then whirlwind attack 
  all PCs in range. If they are taking too much damage, 
  they spring attack, ending their round below ground. 
   
  Development: PCs who are LATE can now 
  investigate the Academy site. Proceed to Encounter 12. 
  Encounter 11: CALLENWOLD 
  AWAKES-On Time 
  On day 16, the PCs arrive just after the last force barrier 
  is opened, and they get to watch as Callenwold 
  emerges and overwhelms the orcs, who quickly rise as 
  undead. Read the following, noting the time as it 
  passes in case PCs act or intervene: 
   
  A tree-lined peninsula of dry ground extends 
  a short ways into the swamp here. There appears 
  to be some type of cave or tunnel entrance about 
  one hundred feet up ahead. There is some freshly-
  turned earth around the opening and several 
  shovels lie nearby, amidst a grouping of about a 
  half-dozen orcs. There is some excited chatter 
  from the orcs that you can’t quite make out. As 
  you survey the orc encampment in preparation, 
  cries of rage and terror blast from inside the 
  tunnel leading down into darkness. A martial 
  tune, barely audible over the screaming, plays 
  underground. Moments later, three immolated 
  orcish figures emerge from the tunnel, screaming 
  in agony. They run a few yards and then fall to the 
  ground, spasming in their death throes. (round 1) 
  An orc standing guard outside the tunnel blinks 
  in confusion as they dash past, then straightens in 
  alarm as a black-clad figure strides purposefully 
  out of the mouth of the tunnel and approaches 
  him. As the orc fumbles to draw its falchion, the 
  figure makes a fist and crashes it down on the 
  orc’s unprotected skull. The orc’s head explodes 
  like a smashed pumpkin, though the figure does 
  not tarry to see the result. (round 2) With quick 
  motions, the black-clad figure moves around the 
  compound, tearing limbs from the hapless orc 
  guards or beating them into paste. He calls over 
  his shoulder, “Here is food, my pets! Come and 
  dine on their life force with me!” A pair of 
  nightmarish figures bounds out of the tunnel to 
  feed emerges and aids in the slaughter. (rounds 3-6)  
   
  The man-sized figure wears regal attire, 
  though it shows a great deal of wear and decay. He 
  has leathery skin and desiccated features, but he 
  fairly thrums with power and latent menace.  
   
  He turns his violet eyes on you and screeches, 
  “Here is food, my pets! Come and dine on their life 
  force with me!” He raises an arm and points at 
  you. 
   
  If PCs ask to make a Knowledge (religion) check 
  (DC 14), they identify the pair as ghasts. Facts about 
  Callenwold can be identified as follows, per a 
  Knowledge (religion) check: 
  APL 10: DC 22-he’s not living, DC 27- he’s deathless 
  (see DM Aid 2- The Deathless Type on page 142). 
  APL 12: DC 24-he’s not living, DC 29- he’s deathless 
  (see DM Aid 2- The Deathless Type on page 142). 
  APL 14: DC 24- he’s not living, DC-34- he’s deathless 
  (see DM Aid 2- The Deathless Type on page 142). 
   
  If the PCs are opportunistic enough to make their 
  assault while Callenwold battles the orcs, then the orcs 
  provide the PCs some cover, as Callenwold attacks 
  whoever is closest initially but uses realistic threat 
  assessment once the PCs begin targeting him with 
  attacks, spells, and turning attempts. Jedidiah Link is 
  knocked unconscious by Callenwold as he passes 
  through the tunnel and may be revived by PCs if not 
  slain during the combat somehow. 
   
  Callenwold wears an artifact-level ring, Torment, 
  that specializes in raising any who die around it as 
  undead under the bearer’s (Callenwold’s) control (see 
  Torment’s entry in the DM Aid- New Items section). On 
  the third round after they fall, any corpses not 
  protected (ex. gentle repose) rise as the undead seen on 
  the following chart, which is based on hit dice of the 
  fallen. 
  HD 1-3:  Ghast; see Monster Manual p.119. 
  HD 4-6:  Shadow; see Monster Manual p. 221. 
  HD 7-8:  Wraith; see Monster Manual p. 258. 
  HD 9-10:  Spectre; see Monster Manual p. 232. 
  HD 11-12:  Dread Wraith; see Monster Manual p. 258. 
  HD 13+:  Nightwing; see Monster Manual p. 197. 
  APL 10 (EL 13, increases to 14 when orcs rise) 
  � Callenwold, male Deathless Mar1/Clr2/ 
  Master of Shrouds8/Alienist1: hp 89; see 
  Appendix 3 – Combat Stat Blocks (APL 10) 
  Encounter 11 on page 44. 
  � Aidel, female Succubus Warmage6: hp 105; 
  see Appendix 3 – Combat Stat Blocks (APL 10) 
  Encounter 11 on page 44.  
  � Bing, male advanced Ghast Brd3/Dirge 
  Singer5: hp 84; see Appendix 3 – Combat Stat 
  Blocks (APL 10) Encounter 11 on page 44. 
  � Advanced ghast (2): Medium Undead: hp 60; 
  see Appendix 3 – Combat Stat Blocks (APL 10) 
  Encounter 11 on page 44. 
  If the orcs rise as undead (see encounter text), add: 
  � Ghast (6): Medium Undead: hp 29; see Monster 
  Manual p. 119. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 20 
  � Shadow (4): Medium Undead: hp 19; see 
  Monster Manual p. 221. 
  � Wraith (2): Medium Undead: hp 32; see 
  Monster Manual p. 258. 
  APL 12 (EL 15, increases to 16 when orcs rise) 
  � Callenwold, male Deathless Mar1/Clr2/ 
  Master of Shrouds10/Alienist1: hp 103; see 
  Appendix 4 − Combat Stat Blocks (APL 12) 
  Encounter 11 on page 60. 
  � Aidel, female Succubus Warmage8: hp 155; 
  see Appendix 4 − Combat Stat Blocks (APL 12) 
  Encounter 11 on page  60.  
  � Bing, male evolved advanced Ghast 
  Brd3/Dirge Singer5: hp 84; see Appendix 4 − 
  Combat Stat Blocks (APL 12)Encounter 11 on 
  page  60. 
  � Evolved advanced male ghast Rog3 (2): 
  Medium Undead: hp 84; see Appendix 4 − Combat 
  Stat Blocks (APL 12) Encounter 11 on page  60. 
   
  If the orcs rise as undead (see encounter text), add: 
  � Ghast (6): Medium Undead: hp 29; see Monster 
  Manual p. 119. 
  � Shadow (4): Medium Undead: hp 19; see 
  Monster Manual p. 221. 
  � Spectre (2): Medium Undead: hp 45; see 
  Monster Manual p. 232. 
  APL 14 (EL 17, increases to 18 when orcs rise) 
  � Callenwold, male deathless Undying 
  Soldier Mar1/Clr2/Master of Shrouds10/ 
  Alienist1: hp 103; see Appendix 5 − Combat Stat 
  Blocks (APL 14) Encounter 11 on page 79. 
  � Aidel, female Succubus Warmage8/Fate 
  Spinner 2: hp 211; see Appendix 5 − Combat Stat 
  Blocks (APL 14) Encounter 11 on page 79.  
  � Bing, male thrice evolved advanced Ghast 
  Brd3/Dirge Singer5: hp 84; see Appendix 5 − 
  Combat Stat Blocks (APL 14) Encounter 11 on 
  page 79. 
  � 
  Twice-Evolved 
  advanced 
  spellstitched 
  ghast, male ghast Rog3 (2): Medium Undead; hp 
  84; see Appendix 5 − Combat Stat Blocks (APL 14) 
  Encounter 11 on page 79. 
  If the orcs rise as undead (see encounter text), add: 
  � Ghast (6): Medium Undead: hp 29; see Monster 
  Manual p. 119. 
  � Wraith (4): Medium Undead: hp 32; see 
  Monster Manual p. 258. 
  � Dread Wraith (2): Medium Undead: hp 104; 
  see Monster Manual p. 258. 
  DM Note: The NPCs in this encounter have a wide 
  range of abilities and items. The following is a guide, 
  but the DM is highly encouraged to prepare for this 
  combat more than any other in the adventure.  
  Tactics: 
  The NPCs have been trapped inside this site for about 
  one thousand years and are very eager to get out and 
  make mischief again. They “awaken” as soon as the last 
  force sphere is breached. Callenwold immediately casts 
  omen of peril and backs up any results by surreptitiously 
  peeking out the window to see what is coming. It is 
  important to note that the area inside the force sphere 
  maintains a dimensional lock effect for many days even 
  after the spheres are eliminated. This prevents 
  Callenwold 
  from 
  summoning 
  underground 
  and 
  prevents Aidel from using her ethereal jaunt or teleport 
  abilities. Orcs and PCs killed in this area rise as undead 
  in 1d4 rounds due to Callenwold’s ring, Torment. 
   
  Callenwold is a “deathless” creature (see DM Aid 
  2- The Deathless Type on page 142 and is not turned in 
  the manner of undead. The other undead from the stat 
  blocks are also VERY resistant to turning attempts. All 
  of them have turning resistance and will have more 
  turning resistance added on by the dirgesinger, Bing. 
  In addition, there is a desecration effect around 
  Callenwold’s ring, Torment. 
   
  Aidel has a feat combination that bears mention. 
  She has Improved Energy Drain, Spell Drain, Life 
  Drain, and the metamagic feat Fell Drain. Each time 
  she affects a creature with a spell the following 
  happens:  
  1. 
  She gains a +1 bonus on skill checks, ability 
  checks, attack rolls, and saving throws. 
  (Improved Energy Drain)  
  2. 
  In addition to the normal damage of –5 hp 
  per negative level inflicted, she adds her 
  Charisma modifier to each negative level 
  inflicted. She gains all the hp inflicted as 
  temporary hp. (Life Drain)  
  3. 
  If the negative level causes a spell caster to 
  lose a prepared spell, she gains the use of it. 
  (Spell Drain)  
  4. 
  When she uses Fell Drain, she also inflicts 
  one negative level on anyone affected by the 
  spell. This is a favored tactic for her. 
   
   
  Use of the fell drain feat is usually a +2 level 
  increase. This is reduced to +1 for the spells for which 
  she has the Arcane Thesis feat.  
  APL 10: Aidel will begin by using a scroll of freedom of 
  movement. In extremis, or if she fails the check, 
  Callenwold will cast it on her. She will then drink her 
  AC improving potions if possible. After that she will 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 21 
  use her spells, maximizing her draining abilities per 
  the note above. Bing will use Subsonics and Disguise 
  Spell to mask his spellcasting and music abilities. Bing 
  will first cast harmonize then begin his Song of 
  Bolstering to give additional turn resistance (+8). Bing 
  will then remain as a support caster using spells, songs 
  and gear to be unseen and harmful. The ghasts will 
  attempt to melee and use their Evolved spellcasting to 
  tie up the PCs while the casters work. Callenwold has a 
  magic circle vs. good effect on him from his ring and also 
  attempts to pre-cast buff spells such as delay death (on 
  Aidel), sign, divine insight, stoneskin. If combat is outside, 
  Callenwold will use his Master of Shrouds Summon 
  Undead ability and refrain from melee. If in the 
  dimensional lock area, he will cast to aid Aidel.  
   
  APL 12: As above. Aidel uses her draining with her 
  Arcane Thesis spell of ice storm. 
   
  APL 14: As above. Aidel adds Fatespinner abilities 
  to force a re-roll, and her Arcane Thesis switches to 
  magic missile. She uses Twin Spell and spreads the magic 
  missiles out to maximize her negative level gains. 
  Callenwold uses Motivate Dexterity as a Marshal. The 
  ghasts are spellstitched and pre-cast death throes.  
   
  Development: When Callenwold is defeated, the 
  PCs can explore the Academy site at Encounter 12, 
  revive and speak to Jedidiah Link (details in Encounter 
  10A), or return to Enstad via Encounter 15. 
  Encounter 12: ARCANE 
  ACADEMY EXPLORATION 
  The Academy site is initially protected by a layered 
  sphere of force. Use the time line in DM Aid 3-Time 
  Line on page 144 to determine whether the spheres 
  have been breached. If the spheres of force are still in 
  place, read the following if the last one is opened by 
  PCs or Jed working with the PCs. Note that the last 
  wall opening wakes Callenwold instantly in room T-3. 
  He rouses his companions in a single round while 
  looking at the PCs out a window, then attacks (see 
  Encounter 11 for details on Callenwold’s party). 
   
  In the center of the scattered remnants of the 
  orcish force, a tunnel has been excavated. It is 
  unlit, 5 feet wide and tall, and descends at a 10 
  degree slope for about 30 feet before it terminates 
  in an opaque, convex shimmering emerald wall of 
  force of eldritch energy. 
   
  If it is prior to Day 16, the characters encounter a 
  powerful wall of force effect that encompasses the 
  Academy of Magic. The barrier is layered with 
  spherical walls of force (CL21) that also act as dimensional 
  locks. The interior is also protected by a permanent 
  Mordenkainen’s private sanctum spell, which drops when 
  the last layer is breached. There are three layers 
  remaining to penetrate, which can be brought down 
  one at a time with disintegrate spells or other magic per 
  the description of the wall of force spell.. If the walls are 
  not breached, then Callenwold is entombed inside in 
  area T-3. He rouses himself the moment the final wall 
  of force is opened and moves to the front door to initiate 
  combat (see Encounter 11). 
   
  The sedimentation around the sphere has 
  solidified over the centuries and does not collapse 
  when the spheres are breached or if walked upon. 
   
  On or after Day 17, the PCs are LATE.  Callenwold 
  has already emerged and slaughtered the orc 
  expedition members, who have since risen as undead 
  minions (due to the ring, Torment). When the orc 
  reinforcements arrived, they parlayed and Callenwold 
  traveled to Nol-Daer to join the Pomarj forces there. In 
  this case, both Elbron’s and Callenwold’s parties have 
  made a brief foray into the Academy and then departed 
  for Nol-Daer. Remove the treasures from T-3 and T-4, 
  as they have been looted. The dungeon (D) level is still 
  intact and may be explored by PCs who defeated the 
  undead above (Encounter 10B). 
   
  When the spheres are breached, then read the 
  following:  
   
  You peer into the chamber and see a sturdy 
  construction that appears as a small keep. A closer 
  look reveals that many of the defensive works 
  have been converted to decorative use (windows 
  have bars removed and stained glass inserted, etc.) and 
  that the “keep” is tilted to one side. A heavy, acrid 
  odor of moldering organic material hangs in the 
  air, making your eyes water for a few seconds. 
   
  Your eyes soon clear as you adjust to the 
  stench, and you see the closed door on the ground 
  level, about 30 feet away. With successful 
  Knowledge (engineering and architecture) checks (DC 
  15), PCs identify the building construction as Suel 
  Imperium style.) 
   
  DM Note: Even after the walls of force are 
  eliminated, the dimensional lock effect persists for 30 
  days, blocking teleport, blink, transposition, ethereal jaunt, 
  etc. per the spell on PHB p. 221. 
   
  DM Note: The following is a synopsis of the 
  Academy, room by room. PCs may encounter unseen 
  servants throughout the place but the only rooms with 
  combat and treasure are T-3, Callenwold’s resting place, 
  and 
  G-4/D-2 
  where 
  the 
  Drowned 
  Ones 
  are 
  encountered. Other rooms can be explored or glossed 
  over as desired and/or time permits. Note that the 
  desks and cabinets that contain items in decent 
  condition radiate a dim abjuration magic, which has 
  protected the papers and displays from the ravages of 
  time. 
   
  Outer grounds: The grounds around the Academy 
  form a circle about 130 feet in diameter. The ground 
  around the building is dry and dusty, with dead low 
  vegetation. There are 17 different one-thousand-year-
  
  SHE6-06 Steeped in Atrocity 
   
  Page 22 
  old humanoid corpses on the lawn. They were “melted” 
  by the roiling positive and negative energies and are 
  unrecognizable in clothing, equipment, race, and 
  gender (also obviously unsuitable for speak with dead). 
  The building and grounds sit at a 10-degree angle, so 
  dropped items roll or slip away. 
   
  G-1: A small porch graces the building. A sign 
  under the overhand reads (in Ancient Suel) “The 
  Hartur Academy of Magic”. 
   
  G-2: Dining Hall. The floor is filthy, and there is a 
  badly burned corpse in the southwest corner, but the 
  furniture is all in place. Any furniture displaced will be 
  returned to its place after 2 rounds by permanent unseen 
  servants. 
   
  G-3: Academy Office. A bookcase is filled with 
  swollen, rotten, illegible volumes. Two tables with 
  chairs sit near the bookcase. In the southwest corner 
  there is a small fountain that seeps over its rim onto 
  the floor. One chair slides slowly down into the puddle 
  on the south wall (gravity), then slides slowly back into 
  place at the table (via permanent unseen servant). The 
  chair slides again almost immediately.  
   
  G-4: Administrator’s Office. A desk sits forlorn in a 
  few inches of water. Though the desk is in place, 
  everything once on it has slid onto the floor along the 
  south wall and now rests in the water.  
   
  NOTE: The floor of the room is thoroughly rotted 
  and holds the desk through sheer inertia. Any PC 
  stepping onto a floor space marked as “water” goes 
  straight through the floor as though it doesn’t exist, 
  which also causes the desk to fall into pieces that bob 
  on the dark water. If anyone falls into the water, go to 
  the description for room D-2 for details. 
   
  G-5: Auditorium. About 40 seats ring a podium 
  where classes were taught. There are two dozen 
  “melted” corpses here. A Heal check DC 20 reveals that 
  they were all women and children. If speak with dead 
  (alignment LN, Will save modifier +0) is used, PCs can 
  discover that they were Etraikans sheltering here while 
  the city was besieged by undead. They remember a 
  roiling wave of bright and dark energy washing in the 
  door at the end. 
   
  G-6: A 
  smaller 
  classroom/lab. 
  There 
  were 
  numerous spell components here, now nearly all 
  ruined by time and exposure. A Search check (DC 20) 
  will find any common (under 10 gp) material 
  component desired; each component is 50% likely to 
  be ineffective when used. 
   
  G-7: Stairwell. The walls are lined with portraits of 
  rather severe-looking Hartur family members. They are 
  all clearly Suel aristocrats. 
   
  G-8: This room was clearly used for summoning. 
  The walls are lined with lead sheets, and the pentagram 
  is formed of diamond dust (no value). Inside the 
  pentagram sits a rather forlorn celestial duck. If the 
  pentagram is broken it quacks in appreciation then 
  abruptly returns to its plane. 
   
  G-9: This room is furnished like a headmaster’s 
  office. The desk is filled with papers detailing class 
  attendance and performance, instructor billets and 
  consultations and budget calculations. After a couple 
  minutes of rummaging around, a Search check (DC 15) 
  reveals a report stating (in Ancient Suel): “The 
  pureblood 
  Suel 
  exclusion 
  feature 
  has 
  tested 
  successfully and will be incorporated in the 
  appropriate rods of mastery.” 
   
  T-1:    Unremarkable spiral staircase. 
   
  T-2:  Empty landing with plugged murder holes in 
  the floor. 
   
  T-3: Callenwold’s resting place. His awareness 
  rouses him when the force walls are breached, so he 
  will not be caught napping here. This was the academy 
  library, and there are hundreds of non-magical tomes 
  here, as well as one magical vacuous grimoire (see DMG 
  p. 276). Record any effects from perusing the vacuous 
  grimoire in the Play Notes section of the AR. The 
  grimoire vanishes once activated. Any Arcane casters 
  who take some tomes and spend a TU reading them 
  gain a permanent +1 to their Spellcraft ability (+1 total, 
  not per tome). These books will be missing if the PCs 
  are “LATE” as the orcs have already looted them.  
   
  T-4: This door and room interior has a strong 
  antipathy effect on it that repels anyone not of 
  pureblood Suel heritage. All others must succeed on a 
  Will save (DC 30) to enter the room. There are six 
  magical scrolls and two magical tomes here written in 
  Ancient Suel. They are also encoded and thus gibberish 
  to those without the code key (comprehend languages, 
  tongues, and Decipher Script (DC 10) all reveal the 
  language but do not break the code). These scrolls will 
  be missing if the PCs are “LATE”, as the orcs have 
  already looted them.  
   
  NOTE: Decrypting the scrolls and tomes is 
  accomplished by the expenditure of 26 TUs, minus one 
  for each point of enduring (i.e. headband of intellect) 
  Intelligence ability modifier. After the TUs are spent, 
  he/she emails Michael Moore for the additional AR 
  (See AR for details). 
   
  T-5:   Former reading room with sturdy tables and 
  chairs. 
   
  T-6:   Exhibit Hall. This room is filled with arcane 
  curios like steel slag, shrunken heads, petrified animals 
  and the like. Students could see cause-and-effect here 
  and attempt to dispel magic and break enchantment on the 
  exhibits as part of their training. 
   
  T-7:   Hall of Records. This room contains paper 
  and etched metal records of the House Hartur of the 
  Suel Imperium. The documents are unique and 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 23 
  priceless to researchers and sages, but have no real 
  value to adventurers. 
   
  D-1: This is a wide open room of all stone 
  construction. There is a pool in the floor. Perhaps 
  students used the room to practice spells needing more 
  room or those needing water, or perhaps they just 
  bathed here. The water in the pool is fresh, with a 
  minute connection to the Elemental Plane of Water 
  (Knowledge (planes) DC 20 to recognize this 
  connection). 
   
  D-2: This room once housed old trophies, knick-
  knacks and papers of all sorts. Now it is filled with 
  murky water and the detritus of those long rotted 
  items. It is also home to two Drowned Ones, Etraikan 
  guards who perished here when the door jammed in 
  the cataclysm and the room slowly filled with water 
  from the tilted pools. If PCs enter this room by falling 
  or just walking in, read the following, making 
  provision for the PCs’ vision in this dark area. 
   
  The water is black with age and decay. Any 
  breath or taste of it is revolting. The “floor” of this 
  indoor lake is soft and yielding, carpeted by 
  fermented debris.  
   
  From the dark recesses, two human figures 
  swim forth, nude but for chain breastplates. 
  Without a word they raise clenched fists to 
  pummel you. 
  APL 10 (EL 10) 
  � Drowned War1 (2): hp 155; see Appendix 3 – 
  Combat Stat Blocks (APL 10) Encounter 12 on 
  page 47. 
  APL 12 (EL 12) 
  � Evolved Drowned War1/Tomb Warden1 
  (2): hp 228; see Appendix 4 − Combat Stat Blocks 
  (APL 12) Encounter 12 on page 63. 
  APL 14 (EL 14) 
  � 
  Twice-Evolved 
  Drowned 
  War1/Tomb 
  Warden2 (2): hp 261; see Appendix 5 − Combat 
  Stat Blocks (APL 14) Encounter 12 on page 83. 
  Tactics: 
   
  APL 10: The drowned stay under the water while 
  fighting and do not pursue out of their area. Their 
  Lifesense allows them to target living creatures even in 
  darkness. Note that their Drowning Aura works above 
  and under water and drastically shortens the amount of 
  time it takes an air-breathing creature to drown. They 
  are intelligent enough to use their melee feats to good 
  effect. 
   
  APL 12/14: As above, plus their Tomb Sense helps 
  locate intruders. The evolved drowned use their greater 
  dispel magic spell-like ability to weaken opponents 
  fighting under water. 
   
  D-3: The door to this room was jammed as well but 
  eventually rotted away. This room interior is 
  completely filled with dark water and has a strong 
  antipathy effect on it which repels anyone not of 
  pureblood Suel heritage. All others must succeed on a 
  Will save DC 30 to enter the room. The ruined 
  furnishings cover some valuable items. A Search (DC 
  30) (award a +5 bonus modifier to the roll if the PC can 
  see with darkvision or a light source) reveals a well-
  preserved rod, a pair of rings and a glass case with a 
  stout tome inside (rod of mastery: human (excludes 
  pureblood Suel), ring of wizardry lll, greater ring of spell 
  storing, the tome is a Grimoire ArcanamachaCA). PCs 
  using detect magic alone will not find these items as they 
  are under 4 feet of debris, which must be “stirred up” 
  for the spell to penetrate. Note that PCs cannot easily 
  take 20 on Search checks unless they can breathe 
  under water. 
   
  Development: 
  When 
  PCs 
  complete 
  their 
  explorations they can return to the surface to face 
  Encounter 13. Note that a residue from the former 
  dimensional lock effects prevents teleport from inside the 
  spherical perimeter around the Academy for 30 days. 
  PCs that are LATE proceed to Encounter 13-LATE. 
  Encounter 13A: ELBRON 
  RETURNS- On Time 
  When Jedidiah or the PCs assault the Academy site 
  camp, the orcs main force knows about it immediately 
  via the expedition leader’s permanent Rary’s telepathic 
  bond with his superior in Nol-Daer. He sends the 
  message “under attack by (the prisoner, elves, humans, 
  etc.)” and Nol-Daer gathers and sends reinforcements 
  by way of teleport 15 minutes later, armed with an 
  appropriate rod of mastery (one that matches up with at 
  least one attacker). Usually this means that Elbron has 
  a rod of mastery-human to combat Jedidiah. 
   
  If the PCs somehow eliminate the guards without 
  any warning going out, then an hour passes with no 
  “reporting in” from this group to Nol-Daer. Their 
  superiors will attempt to contact them and then teleport 
  the relief force below to see what is going on. 
   
  If PCs are above ground: A faint shimmer in the 
  air is your only warning. The next noise heard is a 
  full-throated bellow as orc warriors crash forward 
  at you.  
   
  If PCs are below ground, a Listen check (DC 21) 
  hears furtive movements and unintelligible mumbling 
  up towards the tunnel passage: You emerge from the 
  dark tunnel to find yourself surrounded and 
  besieged by an orcish warband. The dreaded chain-
  spinners are here in force, and they have the 
  tunnel mouth in a “crossfire”. 
   
  DM Note: Whatever rod of mastery that Elbron is 
  equipped with will have a contingency: teleport (to Nol-
  
  SHE6-06 Steeped in Atrocity 
   
  Page 24 
  Daer) placed on it, with the contingency being him 
  loosing his grip on it. If he looses his grip by intent or 
  by being stunned, disarmed, slain, etc. then he and the 
  rod immediately teleport away. 
  APL 10 (EL 13) 
  � Elbron, male orc Wiz6/Divine Oracle 
  2/Loremaster1: hp 66; see Appendix 3 – Combat 
  Stat Blocks (APL 10) Encounter 13A on page 48. 
  � Tull, male half-orc Mar3/Hex2/Outcast 
  Champion3: hp 64; see Appendix 3 – Combat 
  Stat Blocks (APL 10) Encounter 13A on page 48. 
  � 
  Veera, 
  female 
  half-orc 
  Brd4/Ftr1/Warchanter3: hp 55; see Appendix 3 
  – Combat Stat Blocks (APL 10) Encounter 13A on 
  page 48. 
  � 
  Ogre 
  Thug, 
  male 
  Bar1/Ftr2/Exotic 
  Weapons Master1: hp 80; see Appendix 3 – 
  Combat Stat Blocks (APL 10) Encounter 13A on 
  page 48. 
  � 
  Gruk, 
  male 
  goblin 
  Rog4/Ftr2/Dread 
  Commando1: hp 57; see Appendix 3 – Combat 
  Stat Blocks (APL 10) Encounter 13A on page 48. 
  � Cult, male human Mar1/FavSoul6: hp 52; 
  see Appendix 3 – Combat Stat Blocks (APL 10) 
  Encounter 13A on page 48. 
  APL 12 (EL 15) 
  � 
  Elbron, 
  male 
  orc 
  Wiz6/Divine 
  Oracle2/Loremaster3: hp 80; see Appendix 4 − 
  Combat Stat Blocks (APL 12) Encounter 13A on 
  page 64. 
  � Tull, male half-orc Mar3/Hex2/Outcast 
  Champion5: hp 90; see Appendix 4 − Combat Stat 
  Blocks (APL 12) Encounter 13A on page 64. 
  � 
  Veera, 
  female 
  half-orc 
  Brd4/Ftr1/Warchanter5: hp 69; see Appendix 4 
  − Combat Stat Blocks (APL 12) Encounter 13A on 
  page 64. 
  � 
  Ogre 
  Thugs, 
  male 
  Bar1/Ftr2/Exotic 
  Weapons Master1 (2): hp 80; see Appendix 4 − 
  Combat Stat Blocks (APL 12) Encounter 13A on 
  page 64. 
  � 
  Gruk, 
  male 
  goblin 
  Rog3/Ftr2/Dread 
  Commando1/Assassin3: hp 69; see Appendix 4 
  − Combat Stat Blocks (APL 12) Encounter 13A on 
  page 64. 
  � Cult, male human Mar1/Favored Soul8: hp 
  75; see Appendix 4 − Combat Stat Blocks (APL 12) 
  Encounter 13A on page 64. 
  APL 14 (EL 17) 
  � Elbron, male orc Wiz6/Divine Oracle 
  2/Loremaster5: hp 94; see Appendix 5 − Combat 
  Stat Blocks (APL 14) Encounter 13A on page 83. 
  � Tull, male half-orc Mar3/Hex2/Outcast 
  Champion5/ 
  Blackguard2: 
  hp 
  108; 
  see 
  Appendix 5 − Combat Stat Blocks (APL 14) 
  Encounter 13A on page 83. 
  � 
  Veera, 
  female 
  half-orc 
  Bard4/Ftr1/ 
  Warchanter6: hp 69; see Appendix 5 − Combat 
  Stat Blocks (APL 14) Encounter 13A on page 83. 
  � 
  Ogre 
  Thugs, 
  male 
  Bar1/Ftr2/Exotic 
  Weapons Master1 (3): hp 80; see Appendix 5 − 
  Combat Stat Blocks (APL 14) Encounter 13A on 
  page 83. 
  � Gruk, male Goblin Rog3/Ftr2/Dread 
  Commando3/Assassin3: hp 83; see Appendix 5 
  − Combat Stat Blocks (APL 14) Encounter 13A on 
  page 83. 
  � Cult, male Human Mar1/Favored Soul10: 
  hp 91; see Appendix 5 − Combat Stat Blocks (APL 
  14) Encounter 13A on page 83. 
  Tactics:  
   
  Once the NPCs prep and teleport to the Academy 
  site, DMs are free to improvise based on PC actions. 
         Elbron has been charged with maintaining the 
  security of the Etraikan Academy site. He decided to 
  keep a low profile and use a small team for the 
  excavation while monitoring them from afar. Elbron 
  has a permanent Rary’s telepathic bond linking him to the 
  commander of the Academy detachment. When Jed or 
  the PCs attack and slay the orc detachment, the 
  commander sends details of what is happening to 
  Elbron. Elbron then selects an appropriate rod of 
  mastery from those he has access to, gathers some 
  troops, casts some preparatory spells, and has his party 
  teleported to the Academy site, about 50 ft. from the 
  entrance. 
        Elbron can select from rods of mastery that target 
  elves, dwarves, or humans. The “human” version does 
  not function against pure-blooded Suel. 
        This group is fanatical and offers no quarter.  
  However, Elbron has been charged with avoiding 
  capture and teleports himself away if he feels the fight 
  going against him.   
        Pre-casting/Preparations: Elbron begins with 
  detect scrying (from the prior night), extended see 
  invisibility, and false life in effect, and the Imp has false 
  life and mage armor active (as noted in their stat blocks). 
  Elbron also pre-casts protection from good, arcane sight, 
  and bear’s endurance on himself, shield on the Imp, 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 25 
  greater invisibility and true seeing on Grok, and he casts 
  haste all of his party just before they teleport. 
   
  The Imp begins invisible in will-o-wisp form and 
  seeks to melee with PC spellcasters. 
   
  Tull initially uses Motivate Dexterity (+4) and 
  Motivate Care (+1 AC for allies). His Aura of 
  Confidence gives his allies a +3 morale bonus on Will 
  saves. After initiative is rolled, he changes his Motivate 
  Dex aura to Art of War, giving allies a +4 bonus on 
  disarm, trip, bull rush and sunder attempts. 
   
  Veera drinks her potions of barkskin +2, bear’s 
  endurance, and shield of faith +3 and then combines the 
  songs Inspire Recklessness x2, on two of the chain 
  thugs.  
   
  Grok gives his team a +1 Initiative bonus. He 
  drinks a protection from good potion and uses his wand to 
  pre-cast find the gap on himself. 
   
  Cult pre-casts delay death on two ogre thugs, mass 
  shield of faith (+3) on his party, and recitation (+3 luck 
  bonus to saves) on his party. 
   
  Rod of mastery: The leader of the group, Elbron the 
  wizard, wields a rod of mastery: (race varies), which is 
  continuously active.  He travels with the rod in hand 
  and activated, with a thong holding it on his wrist (per 
  locking gauntlet).  Elbron has a contingency: teleport 
  active on him, teleporting him and his belongings to 
  Nol-Daer if his grip on the rod relaxes (death or 
  unconsciousness will relax the grip). The rod of mastery 
  automatically enthralls any PC of the targeted race 
  within 120 feet who fails a Will save (DC 30) (half-elves 
  and half-orcs get a +2 bonus on their saves vs. an elf or 
  orc rod). It also has a renewing sanctuary effect vs. the 
  target race (same modifier for half-elves and half-orcs).  
  Given the opportunity Elbron verbally orders any 
  enthralled creatures to "come to me" (standard action).  
  See the DM Aid 2- New Items for full details. 
        The chain thugs quaff potions of flying and bull’s 
  strength before the group teleports. They work in pairs 
  when possible but avoid bunching up (i.e. a glitterdust 
  should not be able to hit more than one, etc).  When 
  flying, they initially choose to be at a height of 10 ft. so 
  that they threaten a 15-ft. radius on the ground 
  (meanwhile being out of most melee ranges) but their 
  focus is doing major melee damage. 
   
  Note the restricted terrain rules summarized on 
  the Encounter Map. 
   
  APL 10: Elbron and Veera prefer to cast and sing 
  out of melee. Elbron’s imp engages spellcasters in 
  melee in will-o-wisp form, changing to rust monster 
  form if being hit for significant damage from metal 
  weapons. Veera changes her song to Inspire Toughness 
  after the first round. Grok uses his greater invisibility to 
  whirlwind attack with armor spikes and reach weapon. 
   Cult is a support healer. Tull is a sunderer, disarmer, 
  etc., which will switch his aura to Art of War to let him 
  (and others) do so.  This can let the ogres disarm 
  smaller creatures with smaller weapons, etc. more 
  readily as well as dish out damage. 
   
  APL 12: As above except the following: 
   
  Elbron pre-casts magic circle vs. good (instead of 
  protection from good), and greater invisibility on himself.  
   
  Grok uses his wand of greater invisibility on himself. 
   
  All NPCs use their gear to prep (drinking 
  improved potions, etc.) 
   
  APL 14: Elbron substitutes greater arcane sight for 
  arcane sight and seeks to chain dispel magic on individual 
  PC items and active spells. Elbron’s imp changes to a 
  hamatula if necessary for melee. 
   
  Development: When the PCs defeat the orcs, 
  they have temporary possession of the Academy ruins. 
  Captured orcs know that an overwhelming orc 
  occupation force will set out from Nol-Daer and arrive 
  in two days to reclaim the site. When PCs conclude 
  here, they may proceed to Encounter 14 or the 
  Conclusion, at their option. See those encounters for 
  details. 
  Encounter 13B: LATE 
  Emerging from the buried Academy, your group 
  blinks in the sunshine and breathes deeply of air 
  that has not been stagnant for a millennium. After 
  a few breaths, your adventuring wits and instincts 
  return, and you notice the terrible silence that has 
  descended on the wood. As you put hand to blade, 
  the silence is shattered by a mighty roar. Great 
  boughs snap like twigs as a colossal tree-like 
  creature bats them aside to get to you. Its eyes 
  sparkle with malice as the great vertical jaws snap 
  open and move toward your face. 
   
  Unless the PCs posted a sentry outside, the 
  orcwort will begin 30 ft. from the tunnel mouth 
  alongside some other trees (per map in Appendix 12:  
  Academy Site on page 96). 
  APL 10 (EL 12) 
  � Mutated Orcwort Drd3: hp 162; see Appendix 
  3 – Combat Stat Blocks (APL 10) Encounter 13B 
  and 14 on page 51. 
  APL 12 (EL 14) 
  � Mutated Orcwort Drd3: hp 241; see Appendix 
  4 − Combat Stat Blocks (APL 12) Encounter 13B 
  and 14 on page 68. 
  APL 14 (EL 16) 
  � Mutated Orcwort Drd3: hp 362; see Appendix 
  5 − Combat Stat Blocks (APL 14) Encounter 13B 
  and 14 on page 88. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 26 
  Tactics: 
   
  The orcwort has movement 20 ft. with no 
  reduction for terrain due to its Woodland Stride ability 
  and pre-cast longstrider. He uses his animal companion 
  to scout and monitor the PC movements. He pre-casts 
  camouflage, resist energy (fire), and barkskin if possible 
  before entering combat. He hides outside the Academy 
  site tunnel per the Encounter Map and attacks the PCs 
  on sight. 
   
  In melee the orcwort seeks to close and get full 
  attacks. He uses his Entangling Roots as a free action 
  and grapples spellcasters if possible with one tendril (–
  20 on grapple check), attempting to swallow them 
  whole the next round. If necessary he casts obscuring 
  mist and uses his Woodsense to conduct melee attacks. 
   
  Development: PCs who are “On Time” proceed to 
  Encounter 14 as a bonus encounter.  PCs on the LATE 
  track proceed directly to the Conclusion. 
  Encounter 14: EVIL AFOOT- 
  On Time, Bonus Encounter 
  DM Note: This encounter is only available to parties 
  that are “On Time”. It costs an extra TU on the AR. It 
  should be made clear to the PCs that this is a time-
  consuming endeavor that they can embark on or 
  bypass. There are three ways to activate this encounter, 
  which some parties will fail to qualify for. Parties can 
  be contacted by allied aranea or by Suss Rangers, and 
  also have a chance to find the encounter with a Spot 
  check (DC 35). 
   
  Option A. If the PCs have an overall “Friendly” or 
  “Helpful” relationship with the aranea from Encounter 
  6, read the following: 
   
  One of the spider-folk (in half-spider form) 
  emerges from the woods and says: “We have word 
  of blight in the West of the Mother-wood, near the 
  river. We speak of this as the blight is near settled 
  land, and you have shown well for the settled land. 
  Perhaps this will help, perhaps not.” He draws a 
  rough map in the dirt and points to an area along 
  the Jewel River, near Courwood. Then he departs. 
   
  It’s several miles to the area, and searching it takes 
  time. This will add days to the PCs’ journey, and costs 
  an extra TU on the AR as an Additional Encounter. 
   
  Option B. If PCs met with the Suss Rangers 
  during the research phase of Encounter 2, the Rangers 
  call on them for assistance, via a sending spell. Select the 
  most ranger-like PC and give him or her this private 
  message: “An orcwort incursion has overwhelmed 
  Rangers east of Courwood. Will you travel there to 
  locate and destroy the orcwort and wortlings for the 
  Suss Rangers?” The PC has 30 seconds to answer. If the 
  PC answers “no,” then the opportunity is lost. If the PC 
  says “yes,” then the Rangers use additional sendings to 
  convey the general location and the fact that they 
  wounded the orcwort to some extent. The DM can 
  gloss over or improvise the exact wording. Once the 
  PCs move to the correct location (any map hex east of 
  Courwood), read the box text for Option C to them. 
   
   
  Option C. If the PCs do not have a positive 
  relationship with the aranea and did not make contact 
  with the Suss Rangers during their research in 
  Encounter 2, then they each get one Spot check (DC 
  35) before they set off to Enstad (do not allow the 
  check to be assisted as it is at a random time) to see an 
  unusual purple plant growth that seems to twitch 
  when their eyes pass over it. If they spot it, read: 
   
  Perhaps it is a trick of the eyes, but you move 
  closer to where something flickered and look 
  more closely. It appears to be a lumpy purple plant 
  or fungus that looks almost humanoid. It stands 
  very still as you approach.  
   
  This is a “wortling”, the spawn of an orcwort that is 
  settling in to propagate. If the PCs make a Knowledge 
  (nature) 
  check 
  (DC 
  at 
  APL10=24, 
  APL12=28, 
  APL14=36) they will know these are very bad news for 
  settled areas, as they grow into ravenous orcworts. For 
  the cost of the additional TU, the PCs can hunt down 
  and slay the orcwort and all 19 of the wortlings in the 
  map hex, thus preventing a severe infestation. The 
  original orcwort is co-located with the 13th wortling.  
   
  PCs may freely miss, bypass, or ignore the 
  encounter. In that case, they are not charged an extra 
  TU and do not gain the Gratitude of the Suss Rangers 
  on the AR. 
  ALL APLs (EL 4) 
  � Wortling: hp 13; see Appendix 2 – Combat Stat 
  Blocks (All APLs) Encounter 14 on page 38. 
  APL 10 (EL 12) 
  � Mutated Orcwort (14-HD) Drd3: hp 162; see 
  Appendix 3 – Combat Stat Blocks (APL 10) 
  Encounter 13B and 14 on page 51. 
  APL 12 (EL 14) 
  � Mutated Orcwort (18-HD)/Drd3: hp 241; see 
  Appendix 4 − Combat Stat Blocks (APL 12) 
  Encounter 13B and 14 on page 68. 
  APL 14 (EL 16) 
  � Mutated Orcwort (26-HD) Drd3: hp 362; see 
  Appendix 5 − Combat Stat Blocks (APL 14) 
  Encounter 13B and 14 on page 88. 
  Tactics: 
   
  The orcwort has movement 20 ft. with no 
  reduction for terrain due to his Woodland Stride 
  ability and pre-cast longstrider. He uses his animal 
  companion to scout and monitor the PC movements. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 27 
  He pre-casts camouflage, resist energy (fire) and barkskin if 
  possible before entering combat. He is stationary and 
  hiding when PCs arrive at the last wortling site. When 
  either the wortling or the orcwort is threatened they 
  both attack. 
   
  In melee the orcwort seeks to close and get full 
  attacks. He uses his Entangling Roots as a free action 
  and grapples spellcasters if possible with one tendril (-
  20 on grapple check), attempting to swallow them 
  whole the next round. If necessary he casts obscuring 
  mist and uses his Woodsense to conduct melee attacks. 
  The wortling attempts to flank with the orcwort and 
  uses its poisoned claws in melee. 
   
  Development: 
  PCs 
  have 
  nothing 
  specific 
  remaining to do except return to Enstad. Proceed to 
  Encounter 15. 
  Conclusion 
  By whatever means you have at your disposal, you 
  travel to Enstad and Handmaiden Amerayne. 
   
  The return is generally uneventful, especially if 
  PCs move magically (teleport, fly, wind walk, etc.). PCs 
  on the ground who somehow bypassed the Encounter 
  5 giants or Encounter 6 aranea/crocodile can run into 
  them on the way back, if time permits. 
   
  Upon your return to Enstad, you are 
  welcomed in and once again delivered to the 
  chambers of Amerayne, of the Court. She is 
  standing when you enter and waves you to seats, 
  as refreshments are brought in. Knight  of Luna 
  Laith Filiadir, Amerayne’s husband, comes in and 
  takes a seat as well. 
   
  Amerayne comments about the PCs’ condition 
  (rested, bedraggled, elated, etc.) and commiserates if 
  any of the party were killed or lost on the mission. 
  Then, she debriefs them, asking for details of 
  encounters and what they have learned about the rods 
  of mastery and Etraika in general.   
   
  Amerayne is alarmed that the orcs have looted so 
  freely of the library, and now may do the same to the 
  Academy site. She allows the PCs to rest and recover in 
  Enstad, where with her obvious support the elves will 
  gradually warm up to them, but she becomes suddenly 
  very busy at all hours making reports and meeting with 
  Knights of Luna 
   
  If the PCs have any rod of mastery or Callenwold’s 
  ring, Torment, even in a bag of holding or other inter-
  dimensional space, she suddenly startles, as she feels its 
  power and evil. Read the following in this case.  
   
  Suddenly, Amerayne visibly starts, and her 
  eyes grow wide, then narrow in determination. 
  “You have brought an evil to this place. I sense 
  something foul and malignant. Show me this 
  horror!” she demands. When shown the ring or 
  rod, she hisses aloud. “Cover it, now! This cursed 
  relic has eyes that see! She summons the guards 
  and orders them to bring a lead box. Only when 
  the objects are sealed within the box does she 
  resume her composure and gaze levelly at you 
  again. “The Queen is most distraught at the 
  existence of these items. What more do you know 
  of them?” 
   
  Under no circumstances does Amerayne agree to 
  PCs retaining Torment or a rod of mastery. She 
  reluctantly musters the entire city to overcome PCs 
  who refuse to part with it. Should any PCs somehow 
  make off with the item, Amerayne spreads word of this 
  to the Seekers and the Silent Ones. They and the elven 
  mages of Celene (as well as other Sheldomar Valley 
  good-aligned groups and agents of the Pomarj) will 
  hunt the PCs relentlessly to recover this evil artifact. In 
  this case, the offending PCs receive the HUNTED! 
  Designation and they do not get any of the AR  Favors. 
   
  The debriefing is completed. Amerayne stands 
  but motions for the party to remain seated. Laith 
  rises as well, and both elves formally bow to you. 
  “We are grateful for the perils you have braved for 
  us and the knowledge you have brought us. It is 
  our fervent hope that we can call on you again at 
  need. If you are willing, I bid those of you who do 
  not yet have one to accept our token.”  
   
  She opens a small ornate coffer on her desk 
  and removes a handful of shimmering stones. She 
  holds one up to the light, revealing a polished 
  opalescent sphere carved into a replica of the 
  moon Celene. She proffers one to each of you that 
  does not have one, saying, “Keep this token close, 
  and safe.” She then bids you farewell and remains 
  standing respectfully as you depart. 
   
   
  Parties who escort the female dwarf slave Dulah 
  from the Library site (Encounter 8) to safety are 
  awarded the Acclamation of Woric. 
   
  Parties who find both the Library and the 
  Academy sites are awarded the Favor of the 
  Handmaiden Amerayne. 
   
  Parties who find both sites above and completely 
  clear them of foes (Encounters 7 through 13) are 
  awarded the Salute from the Knights of Luna. 
   
  Any elven or half-elven PC that resisted a rod of 
  mastery: elf and fought well will also receive a 
  recommendation to the Knights of Luna. 
   
  Parties who successfully researched at the top tier, 
  making peaceful contact with the Seekers and/or the 
  Silent Ones are lauded for awakening that group’s 
  interest in Etraika and receive the Flowering of 
  Knowledge award on the AR. This favor can also be 
  earned if the PC returns several scrolls or tomes from 
  Etraika to either of these organizations. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 28 
   
  PCs that tracked down and exterminated the 
  wortlings and orcwort as a bonus encounter are 
  charged an additional TU and receive the Gratitude of 
  the Suss Rangers. 
   
  PCs who liberate and return the wizard/sage 
  Jedidiah and assist him in returning to the City of 
  Greyhawk get the following speech and Jedidiah’s 
  Ransom on the AR: 
   
  You 
  enter 
  the 
  office 
  with 
  “Thomas, 
  Farnsworth & Link – Research Specialists” 
  painted over the door. Inside, the rather portly 
  William Thomas looks up slowly from a dusty 
  tome. His eyes seem to focus slowly then he leaps 
  to his feet and shouts, “Walter! Come here, man! 
  They’ve gone and found old Jedidiah!  The three 
  have a noisy and joyful reunion. Eventually, they 
  recall your presence and say, “Well done, good 
  people. We’re not rich men, but we have a lot of 
  contacts hereabouts. I’m sure we can help you find 
  something useful in your line of work.”  
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character. 
  Encounter 5 
  Defeat or drive off the giant party. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
   
  APL 14 – 510 xp. 
  Encounter 6 
  Defeat or make alliance with the aranea. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
   
  APL 14 – 480 xp. 
  Encounter 7A 
  Defeat or drive off the orc party. 
   
  APL 10 – 300 xp. 
   
  APL 12 – 360 xp. 
   
  APL 14 – 420 xp. 
  Encounter 7B 
  Defeat the charnel hound. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
   
  APL 14 – 510 xp. 
  Encounter 8A 
  Keep ALL the slaves alive until out of the woods. 
   
  APL 10 – 180 xp. 
   
  APL 12 – 210 xp. 
   
  APL 14 – 240 xp. 
  Encounter 10A 
  Recover Jedidiah alive and take him to safety. 
   
  APL 10 – 180 xp. 
   
  APL 12 – 210 xp. 
   
  APL 14 – 240 xp. 
  Encounter 10B 
  Destroy the undead party. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
   
  APL 14 – 480 xp. 
  Encounter 11 
  Defeat Callenwold’s party. 
   
  APL 10 – 420 xp. 
   
  APL 12 – 480 xp. 
   
  APL 14 – 540 xp. 
  Encounter 12 (D-2) 
  Destroy the drowned ones. 
   
  APL 10 – 300 xp. 
   
  APL 12 – 360 xp. 
   
  APL 14 – 420 xp. 
  Encounter 13A 
  Defeat or drive off Elbron’s relief party. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
   
  APL 14 – 510 xp. 
  Encounter 13B 
  Destroy the orcwort. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
   
  APL 14 – 480 xp. 
  Encounter 14 (Bonus encounter) 
  Destroy the  orcwort. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
   
  APL 14 – 480 xp. 
  Discretionary Roleplaying Award 
  DM may allocate up to the following for good role-
  playing  
   
  APL 10 – 180 xp. 
   
  APL 12 – 210 xp. 
   
  APL 14 – 240 xp. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 29 
  Total Possible Experience: On Time (A) Track 
   
  APL 10 – 2700 xp. 
   
  APL 12 – 3150 xp. 
   
  APL 14 – 3600 xp. 
  Total Possible Experience: On Time (A) Track 
  with Bonus Encounter 14 
   
  APL 10 – 3060 xp. 
   
  APL 12 – 3570 xp. 
   
  APL 14 – 4080 xp. 
  Total Possible Experience: Late (B) Track 
   
  APL 10 – 2340 xp. 
   
  APL 12 – 2730 xp. 
   
  APL 14 – 3120 xp. 
  Treasure Summary 
  During an adventure, characters come upon 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.  In the case of potions, 
  they may use Spellcraft to identify them.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional adventure, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter #5, Bowled Over: 
   
  APL 10: L: 69 gp C: 4 gp M: (3,343 gp) bag of tricks 
  (tan) [525], wand of snake’s swiftnessSC (1st CL, 20 
  charges) [25], wand of lesser vigorSC (1st CL, 10ch) [13], 
  wand of speak with animals (1st CL, 10ch) [12], wand 
  of omen of perilSC (1st CL, 4ch) [5], potion of mage 
  armor (1st CL) [4], potion of darkvision (3rd CL)x2 
  [50], divine scroll: summon nature’s ally VI (11th CL) 
  [138], divine scroll of animal growth (9th CL) [94], 
  divine scroll of wind wall (3rd CL) [12], divine scroll of 
  bull’s strength (3rd CL) [13], divine scroll of gust of 
  wind (3rd CL) [12],  +1 huge mithral chain shirt x2 
  [734], forestward shroudRW[16], eyes of the eagle x2 
  [416], brooch of shielding x2 ]250], bracers of quick 
  strike MH x2 [200], vest of resistance +1 CA x2 [165], +1 
  huge greatclub x2 [384], potion of fly x2 (5th CL) [125], 
  potion of bull’s strength x2 (3rd CL) [50], potion of 
  shield of faith +3 x2 (6th CL) [50], potion of barkskin 
  x2 (3rd CL) [50].  
   
  APL 12: L:101 gp C: 12 gp M: (6,429 gp) +1 huge 
  greatclub x3 [576],+1 huge mithral chain shirt with 
  forestward shroudRW x2 [916], +1 huge twilight mithral 
  chain shirt with forestward shroud RW [712], +1 large 
  dragonhide breastplate [219], arcane scroll of Extended haste 
  (7th CL) [58], arcane scroll of heroism (5th CL) [31],bag of 
  tricks (tan) [525], bracers of quick strikeMH x3 [300], brooch of 
  shielding x3 ]375], divine scroll of bull’s strength (3rd CL) 
  [13], divine scroll of gust of wind (3rd CL) [12],  divine scroll: 
  animal growth (9th CL) [94], divine scroll of summon 
  nature’s ally VI (11th CL) [138], divine scroll of wind wall 
  (3rd CL) [12], eyes of the eagle x3 [624], potion of barkskin 
  (3rd CL) [25], potion of barkskin x2 (3rd CL) [50], potion of 
  bull’s strength x2 (3rd CL) [50], potion of darkvision (3rd 
  CL)x2 [50], potion of displacement [63], potion of fly (5th CL) 
  [62], potion of fly x2 (5th CL) [125], potion of heroism (3rd 
  CL) x3 [75], potion of mage armor (1st CL) [4], potion of 
  shield of faith +3 x2 (6th CL) [50], potion of shield of faith +4 
  (12th CL) [67], Quaal’s feather token (Whip) [42], ring of 
  counterspells [333], vest of resistance +1CA x2 [165], vest of 
  resistance +2CA [333], wand of  fist of stoneSC (1st CL, 25ch) 
  [31], wand of lesser vigorSC (1st CL, 10ch) [13], wand: omen 
  of perilSC (1st CL, 4ch) [5], wand of shield (2nd CL, 30ch) 
  [225], wand of snake’s swiftnessSC (1st CL, 20 charges) 
  [25],wand of speak with animals (1st CL, 10ch) [12], wand of 
  true strike (1st CL, 25ch)[31],  
  
  SHE6-06 Steeped in Atrocity 
   
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  APL 14: L:99 C: 53 M: (10423) +1 wild dragonhide 
  breastplate [1417], +1 huge greatclub [332], +1 huge mithral 
  chain shirt with forestward shroudRW x2 [916], +1 huge 
  sweeping heavy flail x2 [1393], +1 huge twilight mithral 
  chain shirt with forestward shroudRW x2 [1424], bag of tricks 
  (tan) [525], bracers of quick strikeMH x4 [400], brooch of 
  shielding x6 [750], divine scroll of bull’s  strength x4 (3rd 
  CL)[24], divine scroll of gust of wind (3rd CL) [13], divine 
  scroll of summon nature’s ally VI (11th CL) [138], divine 
  scroll of wind wall (3rd CL)[13], eyes of the eagle x4 [833], 
  lesser metamagic rod of Silent spell [250], pearl of power 1st x2 
  [167], periapt of wisdom +2 [333],  potion of darkvision (3rd 
  CL) [25], potion of fly x2 (5th CL) [125], potion of fly x4 (5th 
  CL)[124], potion of heroism x6 (3rd CL) [150], potion of mage 
  armor (1st CL) [5], Quaal’s feather token (Whip) x2 [84], 
  ring of counterspells [666], vest of resistance +1CA x2 [166], 
  vest of resistance +2CA x2 [666], wand of fist of stone SC x2 (1st 
  CL, 25ch), wand of omen of perilSC (1st CL, 4ch) [5], wand of 
  faerie fire (1st CL, 10ch) [25], wand of lesser vigorSC (1st CL, 
  10ch)[25], wand of shield x2 (2nd CL, 30ch) [450], wand of 
  snake’s swiftnessSC (1st CL, 20 ch) [25], wand of speak with 
  animals (1st CL, 10ch) [25], wand of true strike x2 (1st CL, 
  25ch) [62]. 
  Encounter 6:  What Goes Around… 
   
  APL 10:  L: 30 C: 0 M: (3491)  amulet of health +4 
  [333], cloak of charisma +2 [333], arcane scroll of solid fog 
  (7th CL) [58], arcane scroll of Evard’s black tentacles (7th CL) 
  [58], arcane scroll of slow (5th CL) [31], arcane scroll of sleet 
  storm (5th CL) [31], divine scroll of faerie fire (1st CL) x2 [4], 
   arcane scroll of greater invisibility (7th CL) [58], potion of 
  invisibility (3rd CL) [25], arcane scroll of Otiluke’s resilient 
  sphere (7th CL) [58], divine scroll of calm emotions (4th CL) 
  [17], divine scroll of bless (1st CL) [2], Quaal’s feather token 
  (tree) x2 [67], Heward’s handy haversack [166], Lesser rod of 
  enlarge [250], cloak of displacement (minor)[2000]. 
   
  APL 12:  L: 30 C: 0  M: (4203) amulet of health +4 
  [333], arcane scroll of wall of force (9th CL) [94], arcane scroll: 
   protection from evil (1st CL) [2], arcane scroll: greater blink 
  (9th CL) [94], arcane scroll: greater invisibility (7th CL) 
  [58], arcane scroll: Leomund’s tiny hut (5th CL) [31], arcane 
  scroll: Otiluke’s resilient sphere (7th CL) [58], arcane scroll of 
  sleet storm (5th CL) [31], arcane scroll of slow (5th CL) 
  [31], brooch of shielding [125], cloak of charisma +2 x2 [666], 
  cloak of displacement (minor) [2000],divine scroll of bless (1st 
  CL) [2], divine scroll of calm emotions (4th CL) [17], divine 
  scroll of faerie fire (1st CL) x2 [4], gloves of fortunate 
  strikingMH,[166], Heward’s handy haversack [166], lesser rod 
  of enlarge [250], potion of invisibility (3rd CL) [25], Quaal’s 
  feather token (tree) x2 [67].  
   
  APL 14:  L: 30 C: 0  M: (4146) amulet of health +4 
  [333], arcane scroll of  protection from evil (1st CL) [2], 
  arcane scroll of Leomund’s tiny hut (5th CL) [12], arcane 
  scroll of Otiluke’s resilient sphere (7th CL) [58], arcane scroll 
  of minor globe of invulnerability (CL 7) [58], arcane scroll of 
  sleet storm (5th CL) [12], arcane scroll of slow (5th CL) 
  [12], arcane scroll of stoneskin (7th CL) [79], arcane scroll of 
  teleport (9th CL) [94], arcane scroll of wall of force (9th CL) 
  [94], cloak of charisma +2 x2 [666], cloak of displacement 
  (minor) [2000], divine scroll of bless (1st CL) [2], divine 
  scroll: calm emotions (4th CL) [17], divine scroll of faerie fire 
  (1st CL) [2], gloves of fortunate strikingMH [166], Heward’s 
  handy haversack [166], lesser rod of enlarge [250], potion of 
  barkskin +2 (CL3) [25], potion of invisibility (3rd CL) [25], 
  potion of shield of faith +3 [25],Quaal’s feather token (tree) x2 
  [67], Quaal’s feather token (whip) x2, [84], wand of true 
  strike [63]. 
  Encounter 7A: The Library on Time 
   
  APL 10:  L: 225 gp, C: 1 gp, M: (3296) cloak of charisma 
  +2 x2 [666],  arcane scroll of mage armor (CL 1) [2], arcane 
  scroll of fly (CL 5th) [31], arcane scroll of invisibility, greater 
  (CL 7th) [58], arcane scroll of invisibility (CL 3) [12], arcane 
  scroll of see invisibility (CL 3) [12], vest of resistance +2 [333], 
  +1 chain shirt x4 [416], +1 light wooden shield [96], potion of 
  fly (CL 5) [62], potion of invisibility x2 (CL 3) [50], potion of 
  see invisibility (CL 3) [25], armor of the dread emperor 
  [1221], potion of barkskin +2 [25],  potion of enlarge person 
  x3 (CL 3) [38], cloak of elemental protection x3 [252].     
      Enc. 7A APL 12:  L: 219 gp, C: 33 gp, M: (5001) cloak of 
  charisma +2 x2 [666], ring of counterspells x2 [666], arcane 
  scroll of mage armor (CL 1) [2], arcane scroll of fly (CL 5th) 
  [31], arcane scroll of invisibility, greater (CL 7th) [58], arcane 
  scroll of invisibility (CL 3) [12], arcane scroll of see 
  invisibility (CL 3) [12], arcane scroll of calm emotions (CL 
  3) [12], Quaal’s feather token: bird [25], dust of dispersion 
  [175], vest of resistance +2 [333] , +1 chain shirt x4 [416], +1 
  light wooden shield [96], potion of fly (CL 5) [62] , potion of 
  invisibility x2 (CL 3) [50], potion of see invisibility (CL 3) 
  [25]  potion of displacement (CL 5) [63], armor of the dread 
  emperor [1221], +1 falchion [198], potion of barkskin (+2) 
  [25],  potion of enlarge person x3 (CL 3)[38], cloak of 
  elemental protection x3 [252], belt of one mighty blow x3 
  [375], potion of haste x3 (CL5) [188]. 
   
  APL 14:  L: 177 gp, C: 59 gp, M: (6781)  cloak of 
  charisma +2 x2 [666], ring of counterspells x2 [666], arcane 
  scroll of mage armor (CL 1) [2], arcane scroll of fly (CL 5th) 
  [31], arcane scroll of: invisibility, greater (CL 7th) [58], 
  arcane scroll of invisibility (CL 3) [12],, arcane scroll of calm 
  emotions (CL 3) [12], Quaal’s feather token: bird [25], dust of 
  dispersion [175], arcane scroll of invisibility (CL 3) [12],  rod 
  of metamagic silent [917], vest of resistance +2 [333], +1 chain 
  shirt x4 [416], +1 light wooden shield [96], potion of fly (CL 
  5) [62], potion of invisibility x2 (CL 3) [50], potion of see 
  invisibility (CL 3) [25]  potion of displacement x4 (CL 5) 
  [251], rod of metamagic sculpting, lesser [450] , rod of 
  substitution (acid), lesser [225], armor of the dread emperor 
  [1221], +1 falchion [198], potion of barkskin (+2) [25],  
  potion of enlarge person x3 (CL 3)[38], cloak of elemental 
  protection x3 [252], belt of one mighty blow x3 [375], potion of 
  haste x3 (CL5) [188].  
  Encounter 7B: Wandering Around Late 
   
   APL 10:  L: 120 gp, C: 1 gp, M: (2984) cloak of charisma 
  +2 x2 [666], vest of resistance +2 [333], +1 chain shirt x4 
  [416], +1 light wooden shield [96], armor of the dread 
  emperor [1221], cloak of elemental protection x3 [252].     
  
  SHE6-06 Steeped in Atrocity 
   
  Page 31 
   
  APL 12:  L: 114 gp, C: 33 gp, M: (4225) cloak of 
  charisma +2 x2 [666], ring of counterspells x2 [666], Quaal’s 
  feather token: bird [25], dust of dispersion [175], vest of 
  resistance +2 [333] , +1 chain shirt x4 [416], +1 light wooden 
  shield [96], armor of the dread emperor [1221], cloak of 
  elemental protection x3 [252], belt of one mighty blow x3 
  [375]. 
   
  APL 14:  L: 72 gp, C: 59 gp, M: (5817) cloak of charisma 
  +2 x2 [666], ring of counterspells x2 [666], Quaal’s feather 
  token: bird [25], dust of dispersion [175], rod of metamagic 
  silent [917], vest of resistance +2 [333], +1 chain shirt x4 
  [416], +1 light wooden shield [96], rod of metamagic 
  sculpting, lesser [450] , rod of substitution (acid), lesser [225], 
  armor of the dread emperor [1221], cloak of elemental 
  protection x3 [252], belt of one mighty blow x3 [375]. 
  Encounter 11: Callenwold Awakes 
  APL 10:  L: 24 gp, C: 18 gp, M: (5715)  circlet of persuasion x2 
  [750], cloak of turn resistance [917], vest of resistance +1 x4 
  [333], pearl of power 1st x2 [166], wand of false life (10th 
  CL, 5ch) [125], wand of shield (5th CL, 10ch) [63], wand 
  of lesser spell immunitySC (3rd CL, 4ch) [30], wand of ray of 
  enfeeblement (10th CL, 5ch) [63], wand of haste (5th CL, 
  2ch) [37], arcane scroll of displacement (6th CL) [38], 
  arcane scroll of greater mage armorSC (5th CL) [31], arcane 
  scroll of alter self (3rd CL) [12], divine scroll of conjure ice 
  beast VFB (9th CL) [94], arcane scroll of greater invisibility 
  (7th CL) [58], arcane scroll of eagles’ splendor (3rd CL) [12], 
  divine scroll of arcane eye (7th CL) [58], +1 mithral chain 
  shirt [175], +1 buckler [97], cloak of charisma +2 [333], 
  amulet of health +2 [333], eyes of the eagle [208], armbands of 
  reduction [167], wand of benign transpositionSC (1st CL, 10 
  ch) [13], Quaal’s feather token (whip), arcane scroll of 
  projected image (10th CL) x2 [208], arcane scroll of heroism 
  (5th CL) [31], divine scroll of freedom of movement (7th 
  CL) [58], arcane scroll of stoneskin x2 (7th CL) [158], 
  potion of shield of faith +4 [50], potion of barkskin +3 [50], 
  potion of fox’s cunning x2 [50], circlet of persuasion [375], 
  bagpipes of the damned [250], mithral chain shirt x3 [276], 
  wand of harmonizeRS (4th CL, 5ch) [50], arcane scroll of 
  invisibility (3rd CL) [12], cloak of elemental protection x2 
  [167]. 
   
  APL 12: L: 52 gp, C: 69 gp, M: (11,613) circlet of 
  persuasion x2 [750], cloak of turn resistance [917] periapt of 
  wisdom +4 [1333], pearl of power 1st x2 [166], wand of 
  false life (10th CL, 5ch) [125], wand of shield (5th CL, 
  10ch) [63], wand of lesser spell immunitySC (3rd CL, 4ch) 
  [30], wand of ray of enfeeblement (10th CL, 5ch) [63], 
  wand of haste (5th CL, 2ch) [37], arcane scroll of 
  displacement (6th CL) [38], arcane scroll of greater mage 
  armorSC (5th CL) [31], arcane scroll of alter self (3rd CL) 
  [12], divine scroll of conjure ice beast VFB x2 (9th CL) [188], 
  arcane scroll of greater invisibility (7th CL) [58], arcane scroll 
  of eagles’ splendor (3rd CL) [12], arcane scroll of stoneskin 
  x2(7th CL) [158], divine scroll of arcane eye (7th CL) [58], 
  planar fork: Abyss [17], planar fork: Astral [17], +1 mithral 
  full plate [958],  +3 buckler [763], cloak of charisma +4 
  [1333], amulet of health +2 [333], eyes of the eagle [208], vest 
  of resistance +3CA [750], armbands of reduction [167], wand of 
  benign transpositionSC (1st CL, 10 ch) [13], Quaal’s feather 
  token (whip) [41], scroll of projected image (10th CL) x2 
  [208], arcane scroll of heroism (5th CL) [31], divine scroll of 
  freedom of movement (7th CL) [58], potion of shield of faith 
  +4 [50], potion of barkskin +3 [50], potion of fox’s cunning x2 
  [50], cloak of charisma +2 [333], bagpipes of the damned 
  [250], wand of harmonizeRS (4th CL, 5ch) [50], wand of 
  greater invisibility (7th CL, 4 ch) [140], +1 mithral chain 
  shirt x3 [525], vest of resistance +1 CA  x3 [250], cloak of 
  elemental protectionMH x3 [500], +1 buckler x3 [354], potion of 
  barkskin +2 x5 [125].  
   
  APL 14: L: 65 gp, C: 103 gp, M: (22,617) circlet of 
  persuasion x3 [1125], cloak of turn resistance [917] periapt 
  of wisdom +4 [1333], pearl of power 1st x2 [166], wand of 
  false life (10th CL, 5ch) [125], wand of shield (5th CL, 
  10ch) [63], wand of lesser spell immunitySC (3rd CL, 4 
  charges) [30], wand of ray of enfeeblement (10th CL, 5 
  charges) [63], wand of haste (5th CL, 2 charges) [37], 
  arcane scroll of displacement (6th CL) [38], arcane scroll of 
  greater mage armorSC (5th CL) [31], arcane scroll of alter self 
  (3rd CL) [12], divine scroll of conjure ice beast VFB x2 (9th 
  CL) [188], arcane scroll of greater invisibility (7thCL) [58], 
  arcane scroll of eagles’ splendor (3rd CL) [12], arcane scroll of 
  stoneskin x2 (7th CL) [158], divine scroll of arcane eye (7th 
  CL) [58], potion of barkskin +2 x3 [75], planar fork: Abyss 
  [17], planar fork: Astral [17], +3 glamered mithral full plate 
  [1850], +3 buckler [763], cloak of charisma +6 [3000], amulet 
  of health +6 [3000], gloves of fortunate strikeMH [166], eyes of 
  the eagle [208], vest of resistance +5CA [2083], armbands of 
  reductionAEG [167], boots of levitation [625], rod of metamagic 
  silent [916], ring of greater counterspelling x2 [66],  bead of 
  force [250],  wand of harmonic chorusSC, (4th CL, 20 
  charges) [200], wand of heroism (5th CL, 10 ch) [188], 
  wand of benign transpositionSC (1st CL, 10 charges) [13], 
  wand of heroicsSC (3rd CL, 24ch) [180], Quaal’s feather 
  token (whip) x3 [125], arcane scroll of projected image (10th 
  CL) x3 [312], arcane scroll of heroism (5th CL) [31], arcane 
  scroll of greater invisibility x2 (7thCL) [116], arcane scroll of 
  bite of the werebear SC (13th CL) [190], arcane scroll of mass 
  mage armorSC (5th CL) [31], arcane scroll: blacklight SC (5th 
  CL) [31], divine scroll of freedom of movement (7th CL) 
  [58], potion of shield of faith +4 x2 [100], potion of fox’s 
  cunning x2 [50], cloak of charisma +2 [166], bagpipes of the 
  damnedLM [250], +1 mithral chain shirt x3 [525], wand of 
  harmonizeRS (4th CL, 5ch) [50], wand of greater invisibility 
  (7th CL, 4 ch) [140],  arcane scroll of invisibility (3rd CL), 
  divine scroll of faerie fire (1st CL) [2], arcane scroll of 
  glitterdust (3rd CL) [12], divine scroll of barkskin (12th CL) 
  [50], divine scroll of divine insightSC (CL3) [12] , vest of 
  resistance +2CA x2 [666], cloak of elemental protectionMH x2 
  [333], +1 buckler x2 [236], potion of barkskin +3 x2 [100], 
  Quaal’s feather token: whip x2 [83]. 
  Encounter 12: Arcane Academy 
  Exploration 
  APL 10: L: 0 gp, C: 0 gp, M: (22,850),  vacuous grimoire 
  [NFS], ring of wizardry lll [5833], major ring of spell storing 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 32 
  [16,667], the tome is a Grimoire ArcanamachaCA [NFS], rod 
  of mastery (human) [NFS], +1 mithral chain shirt x2 [350]. 
   
  APL 12: L: 0 gp, C: 0 gp, M: (23,867),  vacuous grimoire 
  [NFS], ring of wizardry lll [5833], major ring of spell storing 
  [16,667], the tome is a Grimoire ArcanamachaCA [NFS], rod 
  of mastery (human) [NFS], +2 mithral breastplate [1367]. 
   
  APL 14: L: 0 gp, C: 0 gp, M: (24,700),  vacuous grimoire 
  [NFS], ring of wizardry lll [5833], major ring of spell storing 
  [16,667], the tome is a Grimoire ArcanamachaCA [NFS], rod 
  of mastery (human) [NFS], +2 mithral breastplate x2 [2200]. 
  Encounter 13 A:  Elbron Returns 
  APL 10: L: 123 gp, C: 23 gp, M: (3973) rod of mastery [NFS], 
  headband of intellect +2 [333], amulet of health +2 [333], 
  lesser rod of extend [250], eyes of the eagle [208] , arcane scroll 
  of transdimensional web (5th CL)CD [31], arcane scroll of 
  dispel magic (9th CL) [56], arcane scroll of transdimensional 
  solid fog (9th CL)CD [94], +1 full plate armor with 
  masterwork cold iron armor spikes [229], +1 adamantine 
  greatsword [421], potion of eagle’s splendor [25], potion of 
  bull’s strength x3 [75], potion of shield of faith +3 [25] , +1 full 
  plate w/ mw armor spikes, +1 [225] +1 heavy steel shield [98], 
  brooch of shielding [125], vest of resistance +1CA  [83], wand of 
  battle hymnSC (4th CL, 5 ch) [50], potion of bear’s 
  endurance [25], potion of barkskin +2 [25], potion of shield of 
  faith +3 [25], +1 mithral chain shirt with masterwork armor 
  spikes [204], +1 guisarme [193], bracers of quick strikeMH 
  [100], potion of barkskin +2 [25], potion of protection from 
  good [4], potion of cure light wounds x2 [8], potion of 
  guidance [2], +1 large spiked chain [194], potion of fly (5th 
  CL) [63], potion of enlarge person (5th CL) [21], potion of 
  lesser restoration (3rd CL) [25], oil of magic weapon (1st CL) 
  [4], +1 full plate [221], lesser rod of silence [250], wand: faith 
  healingSC (1st CL) [62].  
   
  APL 12: L: 266 gp, C: 69 gp, M: (7973) rod of mastery 
  [NFS], headband of Intellect +4 [1333], amulet of health +2 
  x3 [999], lesser rod of extend [250], eyes of the eagle [208], 
  cloak of resistance +1 [166], arcane scroll of transdimensional 
  web (5th CL) CD [31], arcane scroll of command undead (3rd 
  CL) [13], arcane scroll of transdimensional solid fog (9th CL) 
  CD [94], +1 full plate armor with masterwork cold iron armor 
  spikes [229], +1 adamantine greatsword [421], gloves of 
  fortunate strikeMH [166], potion of eagle’s splendor [25], potion 
  of bull’s strength x3 [75], +1 full plate with masterwork armor 
  spikes, [225], +1 heavy steel shield [98], brooch of shielding 
  [125], gloves of dexterity +2 [333], vest of resistance +1CA x2 
  [166], wand of battle hymnSC (4th CL, 5 ch) [50], wand of 
  harmonizeRS (4th CL, 20ch) [200], wand of cure light 
  wounds (1st CL, 10 ch) [13], potion of bear’s endurance 
  [25], potion of barkskin +2 x2 [50], potion of shield of faith +3 
  [25], +1 mithral chain shirt with masterwork armor spikes 
  [204], +1 guisarme [193], bracers of quick strikeMH [100], 
  lesser metamagic rod of Silent x2 [500], wand of fell the 
  greatest foeSC (4th CL, 5 charges) [50], wand of alter self 
  (3rd CL, 9 charges) [68], wand of greater invisibility (7th 
  CL, 2 charges) [840], arcane scroll of find the gapSC (5th 
  CL) [31], potion of protection from good [4], potion of cure 
  light wounds x2 [8], potion of guidance [2], +1 large spiked 
  chain [194], potion of fly (5th CL) [63], potion of enlarge 
  person (5th CL) [21], potion of lesser restoration (3rd CL) 
  [25], oil of magic weapon (1st CL) [4], +1 full plate [221], 
  wand: faith healing SC (1st CL) [62], wand of resurgenceSC 
  (1st CL, 50ch) [63]. 
   
  APL 14: L: 245 gp, C: 138 gp, M: (11,894) rod of mastery 
  [NFS}, headband of intellect +6 [3000], amulet of health +2 
  x3 [999], lesser rod of extend [250], eyes of the eagle [208], 
  cloak of resistance +1 [166], arcane scroll of transdimensional 
  web (5th CL) CD [31], arcane scroll of command undead (3rd 
  CL) [13], arcane scroll of transdimensional solid fog (9th CL) 
  CD [94],  +1 full plate armor with masterwork cold iron 
  armor spikes [229], +1 adamantine greatsword [421], gloves of 
  fortunate strikeMH [166], +1 animated heavy steel shield 
  [764], potion of barkskin +2 x2 [50], potion of shield of faith 
  +3 x2 [50], potion of cure moderate wounds [25], potion of 
  bull’s strength [25],+1 full plate with masterwork armor 
  spikes, [225], +1 heavy steel shield [98], +1 battle axe [193], 
  bracers of quick strikeMH x2 [200], cloak of elemental 
  protectionMH [83], brooch of shielding [125], gloves of 
  dexterity +2 [333], vest of resistance +1CA x3 [249], wand of 
  battle hymnSC (4th CL, 5 ch) [50], wand: harmonizeRS (4th 
  CL, 20 charges) [200], wand of cure light wounds (1st CL, 
  10 charges) [13], potion of bear’s endurance [25],  +1 
  mithral chain shirt with masterwork armor spikes [204], +1 
  guisarme [193], +1 buckler x2 [194], ring of counterspells 
  [333], lesser metamagic rod of Silent x2 [500], wand of fell the 
  greatest foeSC (4th CL, 5 charges) [50], wand of alter self 
  (3rd CL, 9charges) [68], wand of greater invisibility (7th 
  CL, 2charges) [840], arcane scroll of find the gapSC (5th 
  CL) [31], +1 large spiked chain [194], potion of fly (5th CL) 
  [63], potion of enlarge person (5th CL) [21], potion of lesser 
  restoration (3rd CL) [25], oil of magic weapon (1st CL) [4], 
  potion of cure light wounds (1st CL) [4], +1 full plate [233], 
  cloak of charisma +2 [333], Memento Magica (1st)RDR [250], 
  wand: resurgenceSC (1st CL, 50ch) [63], divine scroll of 
  death ward (7th CL) [58], divine scroll of  restoration (7th 
  CL) [67], divine scroll of faerie fire (1st CL) [2], wand: faith 
  healing SC (1st CL) [62]. 
  Encounter 13B: Late or Encounter 14: Evil Afoot 
   
  APL 10: L: 0 gp, C: 0 gp, M: (65) wand of speak with 
  animals (1st CL, 50ch) [63], scroll of obscuring mist [2]. 
   
  APL 12: L: 0 gp, C: 0 gp, M: (65) wand of speak with 
  animals (1st CL, 50ch) [63], scroll of obscuring mist [2]. 
   
  APL 14: L: 0 gp, C: 0 gp, M: (65) wand of speak with 
  animals (1st CL, 50ch) [63], scroll of obscuring mist [2]. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 10: L: 471 gp; C: 46gp; M: 42,672 gp – Total: 
  43,189 gp (4,600 gp). 
  APL 12: L: 668 gp; C: 183 gp; M: 47,639 gp – Total: 
  48,490 gp (6,600 gp). 
  APL 14: L: 616 gp; C: 353 gp; M: 80,566 gp – Total: 
  81,535 gp (13,200 gp). 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 33 
  Items for the Adventure 
  Record 
  Special 
  � Commendation of the Knights of Luna: This 
  elven or half-elven PC has been formally commended 
  by Knight Laith Filiadir.  He recommends to his peers 
  that you be contacted when they have an opening for 
  squires. 
  � Contact with the Tree Dwellers: This PC ended 
  this adventure with the following relations with the 
  araneas of the Suss Forest (circle one): Hostile, 
  Unfriendly, Indifferent, Friendly, Helpful. 
  � Favor of Amerayne: You gain access (Frequency: 
  Metaregional) to purchase any of the following. Items 
  may be masterwork quality and of any material to 
  which the PC has access: winged shield, owlfeather armor 
  (Races of the Wild), hawkfeather armor (Races of the Wild), 
  ring of freedom of movement, woodwalk armor special 
  ability upgrade (Races of the Wild).  You must expend 1 
  additional TU in travel time to Celene each time you 
  want to make purchases via this gratitude. Amerayne 
  also gifts you with a small token, a polished opalescent 
  sphere carved into a replica of the moon Celene. If 
  checked, it radiates faint auras of divination and 
  conjuration magic.  Finally, you gain access to the 
  Elven Spell Lore feat (Player’s Handbook II). 
  � Acclamation of Woric: You gain access 
  (Frequency: Metaregional) to purchase the following 
  items: belt of dwarvenkind, amulet of fortune prevailing 
  (Miniatures Handbook), everlasting rations (Heroes of 
  Battle). 
  � Gratitude of the Suss Rangers:  You may spend 
  this favor to have the Rangers train any animals you 
  possess to perform any of the tricks  from the Player’s 
  Handbook or Complete Adventurer at a cost of 25 gp and 1 
  additional TU per trick per animal.  The Rangers also 
  offer you the opportunity to purchase one of the 
  orphaned animals that they have raised and trained for 
  fighting: panther (leopard) – 500 gp, tiger – 1,500 gp. 
  � Flowering of Knowledge: You may spend this 
  favor to gain Access (Frequency: Adventure) to 
  purchase any one item to which you had access on a 
  previous AR. Mark this favor as USED when the item 
  is purchased. 
  � Jedidiah’s Ransom:  You may spend this favor to 
  gain access (Frequency: Adventure) to purchase, at a 
  10% discount, any one ioun stone that grants an ability 
  enhancement bonus.  Mark this favor as USED when 
  the purchase is made. 
  � Salute of the Knights of Luna: You gain access to 
  the Ruathar prestige class (Races of the Wild).  You also 
  gain access (Frequency: Metaregional) to purchase any 
  of the following from Races of the Wild. Items may be 
  masterwork quality and of any material to which the 
  PC has access: elven thinblade, elven courtblade, elven 
  lightblade, elvencraft bow. 
  � Oversized Items: You gain access (Frequency: 
  Adventure) to purchase the following items: Large – +1 
  dragonhide breastplate, club, cold iron spiked chain, +1 
  heavy shield, +1 spiked chain, full plate, cold iron spiked 
  gauntlet, silvered spiked gauntlet; Huge – +1 greatclub, 
  +1 mithral chain shirt with forestwarden shroud (Races of the 
  Wild). 
  � Study Time: Arcane spellcasters who spend 1 
  additional TU studying the tomes recovered from the 
  Academy site gain a permanent +1 inherent bonus to 
  Spellcraft checks. 
  � Arcane Knowledge: The Academy site is full of 
  numerous scrolls and arcane compendiums.  If this PC 
  uses a spellbook, they may add three Core spells to 
  their spellbook for free.  If they are spontaneous arcane 
  casters, they may use the knowledge to trade out any 
  one known spell for a different spell of the same level 
  to which they have access.  Note either of these 
  changes in Play Notes above. 
  � Grimoire Arcanamacha:  This book is a modern 
  copy of an ancient text detailing secrets of blending 
  martial and arcane prowess.  A PC who can read 
  Ancient Suloise may spend 1 additional TU studying 
  the Grimoire Arcanamacha; doing so grants access to and 
  fulfills 
  the 
  special 
  requirement 
  for 
  the 
  Suel 
  Arcanamach prestige class in Complete Arcane. 
  � Trove of Wands: You gain access (Frequency: 
  Adventure) to purchase the following wands: battle 
  hymn (CL 4th; Spell Compendium), benign transposition (CL 
  1st; Spell Compendium), faith healing (CL 1st; Spell 
  Compendium), false life (CL 10th), haste (CL 5th), lesser spell 
  immunity (CL 3rd; Spell Compendium), lesser vigor (CL 1st; 
  Spell Compendium), omen of peril (CL 1st; Spell 
  Compendium), ray of enfeeblement (CL 10th), shield (CL 2nd), 
  snake’s swiftness (CL 1st; Spell Compendium), speak with 
  animals (CL 1st). 
  � Goods Recovered!: A PC who received the 
  Captured! effect in SHE6-02 Brooding Boughs may 
  recover two items that were taken from him when 
  enslaved (as noted on the special AR from that 
  adventure). The items are found on orcs defeated in 
  this adventure.  Select one item to be recovered and 
  have the DM randomly determined the second item. 
  � Hunted!: This PC chose to retain a rod of mastery 
  (elf) or Callenwold’s ring Torment.  The elf-mages of 
  Celene send word of your actions to others, including 
  the Seekers and the Silent Ones.  The Pomarj also gains 
  knowledge of your choice.  You are forever hunted 
  while you possess the rod or ring. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 34 
   
  Every adventure you play until you turn the rod or 
  ring over to someone else costs 2 additional TUs, 
  representing time you spend avoiding those who hunt 
  you.  In addition, the DM rolls a 1d6 before each 
  adventure you play; on a 1, you are attacked by forces of 
  the Pomarj before play begins and start the adventure 
  with 20% of your hp already lost. 
   
  Also, you may not play any adventure set in the 
  Sheldomar Valley, the Pomarj, or Celene until you turn 
  the rod or ring over to a non-evil organization or lose 
  the rod or ring via death.  Any attempt to use the rod or 
  ring is an evil act; the PC is removed from play, and 
  please notify Steven Conforti (scon40@aol.com) with 
  details. 
  � Optional Encounter: You spent 1 additional TU to 
  participate in an optional encounter.  This increases 
  the xp cap on the main AR by 360 xp at APL 10, 420 xp 
  at APL 12, and 480 xp at APL 14; it also increases the gp 
  cap on the main AR by 50% of the standard value at 
  each APL. 
  Item Access 
  APL 10 (all of the following): 
  � +1 Adamantine Greatsword (Adventure; Dungeon 
  Master’s Guide) 
  � Amulet of Health +4 (Adventure; Dungeon 
  Master’s Guide) 
  � Arcane Scroll of Dispel Magic (CL 9th; Adventure; 
  Dungeon Master’s Guide) 
  � Arcane Scroll of Greater Mage Armor (CL 5th; 
  Adventure; Spell Compendium) 
  � Arcane Scroll of Project Image (CL 13th; 
  Adventure; Dungeon Master’s Guide) 
  � Arcane Scroll of Stoneskin (CL 7th; Adventure; 
  Dungeon Master’s Guide) 
  � Arcane Scroll of Transdimensional Solid Fog (CL 
  9th; Adventure; Complete Divine) 
  � Arcane Scroll of Transdimensional Web (CL 5th; 
  Adventure; Complete Divine) 
  � Armband of Reduction (Adventure; Arms & 
  Equipment Guide) 
  � Bag of Tricks, Tan (Adventure; Dungeon Master’s 
  Guide) 
  � Bracers of Quick Strike (Adventure; Miniatures 
  Handbook) 
  � Brooch of Shielding (Adventure; Dungeon Master’s 
  Guide) 
  � Circlet of Persuasion (Adventure; Dungeon 
  Master’s Guide) 
  � Cloak of Displacement, Minor (Adventure; 
  Dungeon Master’s Guide) 
  � Cloak of Elemental Protection (Adventure; 
  Miniatures Handbook) 
  � Divine Scroll of Animal Growth (CL 9th; 
  Adventure; Dungeon Master’s Guide) 
  � Divine Scroll of Conjure Ice Beast V (CL 9th; 
  Adventure; Spell Compendium) 
  � Divine Scroll of Summon Nature’s Ally VI (CL 
  11th; Adventure; DMG) 
  � Eyes of the Eagle (Adventure; Dungeon Master’s 
  Guide) 
  � Metamagic Rod, Enlarge, Lesser (Adventure; 
  Dungeon Master’s Guide) 
  � Metamagic Rod, Extend, Lesser (Adventure; 
  Dungeon Master’s Guide) 
  � Metamagic Rod, Silent, Lesser (Adventure; 
  Dungeon Master’s Guide) 
  � Mithral Chain Shirt (Adventure; Dungeon 
  Master’s Guide) 
  � Pearl of Power, 1st Level Spell (Adventure; 
  Dungeon Master’s Guide) 
  � Ring of Spell Storing, Greater (Adventure; 
  Dungeon Master’s Guide) 
  � Ring of Wizardry III (Adventure; Dungeon 
  Master’s Guide) 
  � Vests of Resistance +1 or +2 (Adventure; Complete 
  Arcane) 
  � Wand of Harmonize (CL 4th; Adventure; Races of 
  Stone) 
  APL 12 (all of APL 10 plus the following): 
  � +1 Mithral Full Plate (Adventure; Dungeon 
  Master’s Guide) 
  � +2 Mithral Breastplate (Adventure; Dungeon 
  Master’s Guide) 
  � +3 Buckler (Adventure; Dungeon Master’s Guide) 
  � Arcane Scroll of Extended Haste (CL 7th; 
  Adventure; Dungeon Master’s Guide) 
  � Arcane Scroll of Find the Gap (CL 5th; Adventure; 
  Spell Compendium) 
  � Dust of Dispersion (Adventure; Complete Arcane) 
  � Gloves of Fortunate Strike (Adventure; Miniatures 
  Handbook) 
  � Headband of Intellect +4 (Adventure; Dungeon 
  Master’s Guide) 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 35 
  � Heward’s Handy Haversack (Adventure; Dungeon 
  Master’s Guide) 
  � Javelin of Lightning (Adventure; Dungeon 
  Master’s Guide) 
  � Periapt of Wisdom +4 (Adventure; Dungeon 
  Master’s Guide) 
  � Planar Fork, Astral or Abyss (Adventure; Player’s 
  Handbook, Price: 300 gp each) 
  � Quaal’s Feather Tokens: Bird, Tree, Whip 
  (Adventure; Dungeon Master’s Guide) 
  � Ring of Counterspells (Adventure; Dungeon 
  Master’s Guide) 
  � Wand of Alter Self (CL 3rd; Adventure; Dungeon 
  Master’s Guide) 
  � Wand of Fell the Greatest Foe (CL 4th;  Adventure; 
  Spell Compendium) 
  � Wand of Fist of Stone (CL 1st; Adventure; Spell 
  Compendium) 
  � Wand of Greater Invisibility (CL 7th; Adventure; 
  Dungeon Master’s Guide) 
  � Wand of True Strike (CL 1st; Adventure; Dungeon 
  Master’s Guide) 
  APL 14 (all of APLs 10, 12 plus the following): 
  � +1 Wild Dragonhide Breastplate (Adventure; 
  Dungeon Master’s Guide) 
  � +3 Glamered Mithral Full Plate (Adventure; 
  Dungeon Master’s Guide) 
  � +3 Mithral Breastplate (Adventure; Dungeon 
  Master’s Guide) 
  � Arcane Scroll of Blacklight (CL 5th; Adventure; 
  Spell Compendium) 
  � Arcane Scroll of Mass Mage Armor (CL 5th; 
  Adventure; Spell Compendium) 
  � Bead of Force (Adventure; Dungeon Master’s 
  Guide) 
  � Belt of One Mighty Blow (Adventure; Miniatures 
  Handbook) 
  � Boots of Levitation (Adventure; Dungeon Master’s 
  Guide) 
  � Headband of Intellect +6 (Adventure; Dungeon 
  Master’s Guide) 
  � Memento Magica, 1st Level Spell (Adventure; 
  Races of the Dragon) 
  � Metamagic Rod, Sculpting, Lesser (Adventure; 
  Complete Arcane) 
  � Metamagic Rod, Silent (Adventure; Dungeon 
  Master’s Guide) 
  � Metamagic Rod, Substitution (Acid), Lesser 
  (Adventure; Complete Arcane) 
  � Ring 
  of 
  Greater 
  Counterspells 
  (Adventure; 
  Dungeon Master’s Guide II) 
  � Wand of Faerie Fire (CL 1st; Adventure; Dungeon 
  Master’s Guide) 
   
   
    
  
  SHE6-06 Steeped in Atrocity 
   
  Page 36 
  Appendix 1: NPC Stats 
  Narwain Filiadir, Squire to Knight of Luna 
  Talmarin 
  Shae, 
  Male 
  High 
  Elf 
  Ftr1/Wiz5 
  (transmuter); medium humanoid (elf); CR 6; HD 
  1d10+5d4+6; hp 31; Init +3; Spd 30 ft.; AC 20 (+3 Dex, 
  +5 chain shirt, +2 buckler), touch 13, flat-footed 17; 
  Base Atk +3; Grp +5; Atk +6 melee (1d8+3/19-20, 
  longsword) or +7 ranged (1d8+2/x3, longbow); Full Atk 
  +6 melee (1d8+3/19-20, longsword) or +7 ranged 
  (1d8+2/x3, longbow); SA None; SQ None; AL CG; SV 
  Fort +5, Ref +4, Will +2; Str 14, Dex 16, Con 12, Int 16, 
  Wis 8, Cha 10. 
   
  Skills and Feats: Balance +5, Concentration +6, 
  Knowledge (arcana) +8, Knowledge (nobility) +8, Move 
  Silently +6*, Perform (Sing) +1, Perform (Dance) +2, 
  Ride +7, Spellcraft +10, Tumble +5; Alertness*, Scribe 
  Scroll, Combat Casting, Combat Expertise Craft Arms 
  and Armor, Dodge, Weapon Focus (longsword). 
  *Bestowed by familiar. 
   
  Languages:  Elvish, Celestial, Common, Dwarven, 
  Gnome, Orc. 
   
  Wizard Spells Prepared (4/5/4/3; save DC 13 + spell 
  level, 5th CL, 10% ASF, spec transmute- banned evoc & 
  necro): 0 - detect magic, ghost sound, message, 
  prestidigitation; 1st - color spray, enlarge person*, expeditious 
  retreat, obscuring mist, true strike; 2nd - bear's  endurance*, 
  blur, mirror image, see invisibility; 3rd – fly*, haste, heroism. 
  *Specialization school bonus spell. 
   
  Spell book: 0 - acid splash, arcane mark, detect magic, 
  detect poison, ghost sound, mage hand, mending, message, 
  prestidigitation, read magic, resistance; 1st - alarm, color 
  spray, endure elements, enlarge person, expeditious retreat, 
  feather fall, identify, mount, obscuring mist, shield, true strike, 
  unseen servant; 2nd - bear's endurance, blur, bull's strength, 
  cat's grace, invisibility, minor image, mirror image, see 
  invisibility; 3rd - fly, haste, heroism, slow. 
   
  Possessions: masterwork composite longbow (Str 
  +2), +1 mithral chain shirt, +1 mithral buckler, +1 
  longsword, arrows (20). 
   
  Description: Narwain is a high elf, off amongst the 
  Knights of Luna. He is youthful and fair of skin and 
  hair, but his eyes are hooded. Narwain understands in 
  theory his knightly duty to treat well with outsiders, 
  but he is still uneasy around folk not native to Celene. 
  In addition, he is currently angered and saddened by 
  the apparent loss of Knight Talmarin, his mentor. 
  Amerayne, 
  Female 
  Grey 
  Elf 
  Ari3: 
  medium 
  humanoid; CR 2: HD 3d8-3; hp 16; Init +1; Spd 30 ft; 
  AC 11 (+1 Dex), touch 11, flat-footed 10; Base Atk +2; 
  Grp +1; Full Atk dagger +1 melee (1d4-1;19-20); AL CG; 
  SV Fort +0, Ref +2, Will +5; Str 8, Dex 12, Con 8, Int 16, 
  Wis 14, Cha 16.  
   
  Skills & Feats: Bluff +9, Diplomacy +15, Disguise 
  +11, 
  Gather 
  Information 
  +9, 
  Intimidate 
  +11, 
  Knowledge (history) +5, Knowledge (local - Core) +5, 
  Knowledge 
  (nobility) 
  +9, Speak Language +2; 
  Deceitful, Negotiator. 
         Languages: Elven, Common, Sylvan, Celestial, 
  Gnome  
   
  Possessions: Dagger, ring of nondetection, ring of detect 
  evil. 
   
  Description: Amerayne is a stately and elegant grey 
  elf maiden attired in a diaphanous white and pastel 
  dress. Her hair is long, with lilies braided within her 
  delicate auburn tresses. Although she is very charming, 
  there is steel behind her smile and ice in her gaze. 
  Caedrus Uel, Male High Elf Ari7; Medium 
  humanoid (elf); CR 7; HD 7d8; hp 38; Init +3; Spd 30 
  ft.; AC 14, touch 13, flat-footed 11 (+1 bracers of armor 
  +1, +3 Dex); Base Atk +5; Grp +5; Atk +6 melee (1d6, 
  Elvencraft longbow) or +9 ranged (1d8/x3, Elvencraft 
  longbow); Full Atk: +6 melee (1d6, Elvencraft 
  longbow) or +9 ranged (1d8/x3, Elvencraft longbow); 
  Space/Reach 5 ft./5 ft.; SA None; SQ Elf Traits; AL CG; 
  SV Fort +2, Ref +5, Will +5; Str 10, Dex 16, Con 10, Int 
  17, Wis 10, Cha 9.   
   
  Skills and Feats: Appraise +8, Diplomacy +3, 
  Forgery +13, Gather Information +13, Hide +8, 
  Knowledge (Nobility) +8, Knowledge (Nature) +10, 
  Knowledge (Geography) +8, Knowledge (architecture 
  and engineering) +8, Knowledge (local - Sheldomar) 
  +8, Knowledge (local - Core) +8, Listen +2, Move 
  Silently 
  +8, 
  Search 
  +5/+7 
  vs. 
  secret 
  doors/compartments, Sense Motive +10, Spot +2, 
  Survival +5 (+2 avoid getting lost/hazards and +2 
  outdoors); Inside Connections (Court of Celene) RD, 
  Urban TrackingRD, Track. 
   
  Languages: Elven, Common, Sylvan, Auran, 
  Celestial.  
   
  Possessions: Bracers of armor +1, cloak of elvenkind, 
  boots of elvenkind, Safewing emblem, masterwork 
  elvencraft longbow, quiver with 20 cold iron arrows, 
  quiver with 20 blunt arrows, specially tailored traveler’s 
  outfits. 
   
  Description: 
  Caedrus 
  is 
  headstrong 
  and 
  opinionated, and believes in the natural superiority of 
  the elven race. He treats other races, and indeed non-
  Celene elves with disdain when he can do so. He has 
  some skill in the wild, but he is overconfident there as 
  well. At heart he is unused to danger and will quail 
  from any real threats to his person.  
  Jedidiah Link: male human Wiz7/Loremaster 5; 
  CR 12; HD 12d4; hp [currently 6 due to 15 lethal and 
  40 non-lethal damage accumulated] 61 (37+24); Init +0; 
  Spd [currently 10 due to being shackled] 30 ft.; AC 10, 
  touch 10, flat-footed 10; Base Atk +5; Grp +5; Atk: +5 
  melee (1d4, 19-20, dagger); Full Atk: +5 Melee (1d4, 19-
  
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  Page 37 
  20, dagger); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +7 
  (3+2), Ref +5, Will +13 (9+2); Str 10, Dex 10, Con 14, Int 
  18, Wis 14, Cha 12. 
   
   
  Skills and feats: Appraise+15, Lore (Bardic lore) +21, 
  Concentration +6, Decipher Script +24, Knowledge 
  (arcana) +22, Knowledge (history) +16, 
  Knowledge 
  (the planes) +5, Knowledge (nobility and royalty) +5, 
  Knowledge (religion) +5, Knowledge (geography) +5, 
  Knowledge 
  (architecture 
  and 
  engineering) 
  +5, 
  Knowledge (nature) +5, Knowledge (dungeoneering) 
  +5, Knowledge (local - Sheldomar Valley) +6, Spellcraft 
  +22 (+24 deciphering scrolls), Use Magic Device  +9 
  (+13 with scrolls); Arcane Mastery (comprehend 
  languages, tongues, dimensional anchor, scholar's 
  touch), Scribe Scroll, Craft Wondrous Item, Magical 
  Aptitude, Skill Focus: Knowledge (Arcana), Diligent, 
  Skill Focus: Decipher Script, Silent Spell,. 
   
   
   
  Languages: 
  Draconic, 
  Undercommon, 
  Elvish, 
  Dwarf, Abyssal, Auran, Infernal, Celestial, Ur-Flan, 
  Ancient Oeridian, Flan.  
   
   
  Loremaster Secrets: Secrets of inner strength, Lore of 
  true stamina, Secret knowledge of avoidance. 
   
  Spells prepared: (4/5/5/5/4/3/2; save DC 14 plus 
  spell level) 0- dancing lights, mage hand x2, read magic; 
  1st- animate rope, identify, scholar's touch (RD) x2, unseen 
  servant; 2nd- darkvision, knock, silent comprehend 
  languages x3; 3rd- dispel magic x2, fireball x2, tongues; 4th- 
  dimensional anchor x2, stone shape x2; 5th- fabricate x3; 
  6th- disintegrate x2.  
  Familiar: Charal the Raven.  
   
  Possessions: worn explorer clothes, one bark tablet 
  (spellbook page equivalent) of fireball, components for 
  two fireball spells, orc-provided spellbook of mage hand, 
  dancing lights, knock, disintegrate, identify, unseen servant, 
  animate rope, darkvision, dispel magic, stone shape, fabricate, 
  analyze dweomer. 
   
  
  SHE6-06 Steeped in Atrocity 
   
  Page 38 
  Appendix 2 – Combat Stat Blocks (All APLs) 
  Encounter 4  
   
   
   
  Mutated Male Dire Snake; Gargantuan Animal; CR 
  7; HD 14d8+73; hp 136; Init +5; Spd 30 ft., Climb 20 ft., 
  Swim 20 ft.; AC 20 (−4 size, +5 Dex, +9 natural), touch 
  11, flat-footed 15; Base Atk +10; Grp +34; Atk +18 melee 
  (4d6+18, bite + poison); Full Atk +18 melee (4d6+18, 
  bite + poison); Space/Reach 20 ft./15 ft.; SA Poison (DC 
  20, 1d6 Con/1d6 Con), Improved Grab, Constrict 
  (1d8+18); SQ Scent, Low-light vision; AL N; SV Fort 
  +14, Ref +14, Will +10; Str 34, Dex 20, Con 20, Int 1, 
  Wis 13, Cha 11.   
   
  Skills and Feats: Balance  +14, Climb    +20, Hide +9, 
  Listen    +8, Spot      +8; Alertness, Endurance, 
  Toughness, Improved Natural Attack (Bite), Ability 
  Focus (Poison). 
  Encounter 14 
  Wortling: Small Plant; CR 3; HD 3d8; hp 13; Init +6; 
  Spd 30 ft., climb 15 ft.; AC 16 (+1 size, +2 Dex, +3 
  natural), touch 13, flat-footed 14; Base Atk +5; Grp +3; 
  Atk +5 melee (1d3+2 plus poison, claw); Full Atk +5 
  melee (1d3+2 plus poison, 2 claws); Face/Reach 5 ft./5 
  ft.; SA  Poison; SQ Damage reduction 5/bludgeoning or 
  slashing, plantmind, plant traits, woodsense; AL N; SV 
  Fort +3, Ref +3, Will +1; Str 15, Dex 14, Con 11, Int 2, 
  Wis 11, Cha 6.  Monster Manual II, page 165. 
   
  Skills and Feats: Climb +10, Hide +11, Move 
  Silently +7; Improved Initiative, Stealthy. 
   
  Plant Traits (Ex): An orcwort is immune to 
  poison, sleep, paralysis, stunning, and polymorphing. It 
  is not subject to critical hits or mind-affecting effects. 
  The creature also has low-light vision.  
   
  Plantmind (Ex): All wortlings within fifteen 
  miles of their orcwort parent are in constant 
  communication. If one is aware of a particular danger, 
  they all are.  
   
  Poison (Ex): A wortling delivers its poison 
  (Fortitude save DC 11) with each successful claw 
  attack. The initial damage is sleep for 1 minute, and the 
  secondary damage is sleep for 1d10 minutes. Both of 
  these sleep effects work only on living creatures but 
  otherwise function as the spell of the same name. 
   
  Woodsense (Ex): An orcwort or wortling can 
  automatically sense the location of anything within 60 
  feet that is in contact with vegetation, even objects or 
  creatures that are not in contact with the same 
  vegetation as itself. 
   
  Languages: None. 
   
  Possessions: None. 
   
  Description: A wortling resembles a small, 
  wrinkled, purple orc. Its body seems portly, and its 
  arms and legs are somewhat lumpy compared with 
  those of a real humanoid. Although its face resembles 
  that of a humanoid, a wortling is blind and cannot 
  speak, hear or smell-its apparent sensory organs are 
  merely blobs of plant tissue with no actual function. 
  
  SHE6-06 Steeped in Atrocity 
   
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  Appendix 3 – Combat Stat Blocks (APL 10)
  Encounter 5  
   
   
   
  DM NOTE: The Marshals in this encounter have an 
  active aura up at all times.  Please add the appropriate 
  bonuses. 
  Druid: Male Orc Drd8; CR 8; Medium humanoid; 
  HD 8d8+16; hp 59; Init -1; Spd 30 ft.; AC 9 (-1 Dex), 
  touch 9, flat-footed 9; Base Atk +6; Grp +8; Atk none; 
  Full Atk: none; Space/Reach 5 ft./5 ft.; SA Wildshape 
  (3/day, 8 hours each); SQ Darkvision 60 ft, Orc-blood, 
  Druid Special abilities; AL NE; SV Fort +8, Ref +1, Will 
  +9; Str 14, Dex 8, Con 14, Int 12, Wis 16, Cha 10.   
  Druid DIRE APE-form: Male Orc Drd8; CR 8; Large 
  Animal; HD 8d8+16; hp 59; Init +2; Spd 30 ft./Climb 
  15ft.; AC 15, touch 11, flat-footed 13 (+2 Dex, +4 
  natural, -1 size); Base Atk +6; Grp +16; Atk +11 melee 
  (1d6+62, claw); Full Atk +11/+11 melee (1d6+6, claw) 
  and +6 melee (1d8+3, bite); Space/Reach 10 ft./10 ft.; 
  SA Rend (2d6+9), Wildshape (3/day, 8 hours each); SQ 
  Darkvision 60 ft., Orc-blood, Druid Special abilities; AL 
  NE; SV Fort +8, Ref +4, Will +9; Str 22, Dex 15, Con 14, 
  Int 12, Wis 16, Cha 10.   
   
  Skills and Feats: Concentration +13, 
  Knowledge 
  (nature) +7, Handle Animal +8, Survival 
  +18, Spot 
  +14, Listen +14; Track, Craft Wondrous Items, Natural 
  Spell 
   
  Druid Spells Prepared (6/5/4/4/2; base DC = 13 + 
  spell level; CL 8): 0— create water, detect magic, know 
  direction, cure minor wounds x2, guidance; 1st— 
  camouflageSC, enrage animalSC, entangle, foundation of 
  stoneSC, omen of perilSC; 2nd— barkskin, brambles, mass 
  camouflageSC, nature’s favorSC; 3rd— greater magic fang, call 
  lightning, nature’s balanceSC, spike growth; 4th—flame 
  strike, freedom of movement. 
   
  Possessions: bag of tricks (tan), wand of snake’s 
  swiftnessSC (1st CL, 20 charges), wand of lesser vigorSC (1st 
  CL, 10 charges), wand of speak with animals (1st CL, 10 
  charges), wand of omen of perilSC (1st CL, 4ch), potion of 
  mage armor (1st CL), potion of darkvision (3rd CL) x2, 
  divine scroll of summon nature’s ally VI (11th CL), divine 
  scroll of animal growth (9th CL), divine scroll of wind wall 
  (3rd CL), divine scroll of bull’s strength (3rd CL), divine 
  scroll of gust of wind (3rd CL), tanglefoot bag, scroll 
  organizer, spell component pouch (x2), belt pouch, 
  goodberries (24).  
   
  Brown Bear Companion (see Monster Manual, 
  pg. 269). 
   
  Possessions: Chain Shirt Barding (400). 
  Forest Giant Marshals (2): Male Forest Giant 
  Marshal1; CR 11; Huge Giant; HD 15d8+90-4; hp 164; 
  Init +1; Spd 40 ft.; AC 25, touch 9, flat-footed 24 (-2 size, 
  +1 Dex, +5 armor (chain shirt), +11 natural); Base Atk 
  +10; Grp +29; Atk +20 melee (3d8+17, +1 huge 
  greatclub) or +19 ranged (2d8+11, rock); Full Atk 
  +20/+15 melee (3d8+17, greatclub) or +17/+17/+12 
  (2d8+11/x2, rock); Space/Reach 15 ft./15 ft.; SA 
  (poisoned arrows), rock throwing; SQ Darkvision 60 ft., 
  rock throwing, 1 Minor Aura (each); AL NE; SV Fort 
  +18, Ref +6, Will +10; Str 33, Dex 13, Con 22, Int 14, 
  Wis 16, Cha 22. Marshal, Miniatures Handbook, pg. 11.  
   
  Skills and Feats: Diplomacy +20, Hide +19, Sense 
  Motive +14, Spot  +26, Listen +21; Point Blank Shot, 
  Precise Shot, Rapid Shot, Quickdraw, Brutal ThrowCV, 
  Skill Focus: Diplomacy, Woodland Archer RW 
   
  Possessions: +1 huge mithral chain shirt with forestward 
  shroudRW, eyes of the eagle, brooch of shielding, bracers of 
  quick strike MH, vest of resistance +1 CA, +1 huge greatclub, 
  potion of fly (5th CL), potion of bull’s strength (3rd CL), 
  potion of shield of faith +3 (6th CL), potion of barkskin (3rd 
  CL), thunderstones x3, tanglefoot bags x2, bag of 
  caltrops x3, quiver of javelins (10 javelins), bag of rocks 
  (10 rocks) x5, 25gp, Plant Graft: Grappling Vine (Magic 
  of Eberron, p136). 
   
  Minor Auras: A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls. 
   
  Motivate Dexterity (active on #1): +6 bonus on 
  Dexterity checks, dexterity based skill checks and 
  initiative checks. 
   
  Force of Will (active on #2): +6 bonus to Will saves. 
  Encounter 6  
   
   
   
  DM Note: All the Trappers have the same Poison and 
  Web special abilities and the same spider familiar. 
  These are only listed under Kress to save space in this 
  section. 
  Rootak: Companion Familiar Advanced Giant 
  Crocodile, Male Lizard; Huge Magical Beast 
  (augmented Animal); CR −; HD 13d8+78; hp 143; Init 
  +2; 
  Spd 
  30 
  ft.(10ft 
  enhancement, 
  Extended 
  Longstrider, CL 19), Swim 30ft.; AC 30, touch 12, flat-
  footed 31 (-2 size, +6 armor (extended greater mage 
  armor, CL 19), +2 Dex, +13 natural, +2 dodge (extended 
  enhance familiar, CL 19)); Base Atk +9; Grp +31; Atk +24 
  melee (2d8+22, bite, (greater magic fang, CL 23), +2 
  competence hit/dam, extended enhance familiar, CL 19)) 
  or +24 melee (1d12+22, tail slap (greater magic fang, CL 
  23), +2 competence hit/dam, extended enhance familiar, 
  CL 19)); Full Atk +24/+19 melee (2d8+22, bite, +5 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 40 
  greater magic fang, +2 comp enhance familiar) or 
  +24/+19 (1d12+22, tail slap, +5 greater magic fang, +2 
  comp enhance familiar); SA Improved Grab; SQ Hold 
  Breath, Link, Share Spells, Improved Evasion, 
  Devotion, Multiattack*, Impart Alertness, Empathic 
  Link, deliver touch spells, speak with master, speak 
  with animals of its kind, SR 16, Low-light vision; AL N; 
  SV Fort +23, Ref +17, Will +25 (+6 resistance Extended 
  Superior Resistance CL 19, +2 competence Extended 
  Enhance Familiar); Str 30, Dex 15, Con 19 (23), Int 11, 
  Wis 12, Cha 2.  
        Skills and Feats: Hide +14 (+4 to this in the water), 
  Listen +5, Spot +5, Swim +20 (can take 10), Tumble +9; 
  Alertness, Endurance, Skill Focus (hide), Improved 
  Unarmed Strike, Improved Grapple. 
   
  Master's Skills: Climb +23 6ranks (+10 competence, 
  branch to branch CL 19) Concentration +28, Knowledge 
  (religion) 
  +6, 
  Jump 
  +16 
  (augmented 
  via 
  Longstrider/Branch), Listen +25, Spot +25, Knowledge 
  (arcana) +13, Spellcraft +4, Knowledge (nature) +13 
  Survival +1^, Sense Motive +13, Diplomacy +18.  
   
  Spells Active: Limited wish (contingency, heal when 
  familiar speaks special word (via speak with animals of 
  its own kind), CL 19), , Extended greater magic fang 
  (bite), CL 23), Extended greater magic fang (tail slap), CL 
  23) Extended superior resistanceSC , CL 19 (14hr duration), , 
  Extended energy immunitySC x2 (fire and electricity) (the 
  other 2, CL 19, 14hr duration), Extended greater magic fang, 
  CL 19 (all natural weapons), Extended greater mage 
  armorSC, CL 19 Extended enhance familiarSC, CL 19 
  Extended branch to branchSC, CL 19 Extended longstrider, 
  CL 19 (14hrs duration)  
        Possessions: cloak of displacement (minor), amulet of 
  health +4. 
  Kress, Male Aranea (Wood Elf Alternate Form) 
  Aranea Sor3; Medium Magical Beast (Shapechanger); 
  CR 7; HD 3d10+3d4+24+12 false life; hp 67; Init +5; Spd 
  50 ft., Climb 25 ft.; AC 20 (+4 mage armor, +5 Dex, +1 
  natural), touch 15, flat-footed 15; Base Atk +4; Grp +3;  
  Atk +9 melee (1d6-1+poison, bite) or +9 (+10*) ranged 
  (web); Full Atk +9 melee (1d6-1+poison, bite) or +9 
  (+10*) ranged (web); SA poison, web; SQ Change 
  shape, darkvision 60 ft., low-light vision; AL N; SV Fort 
  +8, Ref +9, Will +7; Str 8, Dex 20, Con 18, Int 14, Wis 
  12, Cha 22. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +910, Escape Artist +8, Jump +12, Listen 
  +8, Spellcraft +10, Spot +8, Use Magic Device +8; 
  Alertness (f), Iron Will, Point Blank Shot*, Precise 
  Shot. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  Damage 1d6 Str, secondary damage 2d6 Str.  The save 
  DC is Constitution-based. 
   
  Web (Ex): In spider or Hybrid form, an aranea can 
  throw a web up to six times per day.  This is similar to 
  an attack with a net but has a maximum range of 50 
  feet, with a range increment of 10 feet, and is effective 
  against targets of up to large size.  The web anchors the 
  target in place, allowing no movement. 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 7/4/2/1; Per Day 6/8/7/4; 
  base DC = 16 + spell level; CL 6): 0— acid splash, dancing 
  lights, daze, detect magic, disrupt undead, message, 
  prestidigitation; 1st- guided shotSC, orb of electricity, lesserSC, 
  ray of enfeeblement, shield; 2nd – false life, phantasmal 
  assailantsSC; 3rd – ray of exhaustion. 
   
  Possessions: Heward’s handy haversack, cloak of 
  charisma +2, Quaal’s feather token (tree) x2, acid flasks (8), 
  tanglefoot bags (4), falchion, spiked gauntlet - cold 
  iron, spiked gauntlet, - silver, spell component pouch, 
  charm of the tree dwellers. 
  Hunting Spider Familiar, Male Spider; Tiny 
  Vermin; CR −; HD 6; hp 27 (½ master’s hp); Init+3; Spd 
  20ft., climb 10 ft.; AC 18, touch 15, flat-footed 15 (+2 
  size, +3 Dex, +3 natural); Base Atk +4; Grp −12; Atk +7 
  melee (1d3−4 bite +poison); Full Atk +7 melee (1d3−4 
  bite +poison); SA Poison; SQ Darkvision 60 ft., 
  tremorsense 60 ft., vermin traits, deliver touch spells, 
  Improved Evasion, share spells, speak with master, 
  empathic link, granted abilities; AL N; SV Fort +4, Ref 
  +7, Will +6; Str 3, Dex 17, Con 10, Int 8, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +13 (Can always take 10), 
  Concentration 10, Escape Artist +6, Hide +15, Jump +8, 
  Listen +5, Spellcraft +9, Spot +16, Use Magic Device -3; 
  Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 10, initial 
  damage 1d2 Str, secondary damage 1d2 Str. The save 
  DC is Constitution-based. 
   
  Tremorsense (Ex): A monstrous spider can 
  detect and pinpoint any creature or object within 60 
  feet in contact with the ground, or within any range in 
  contact with the spider’s webs. 
  Sestis, Male Aranea (Wood Elf Alternate Form) 
  Aranea Sor3; Medium Magical Beast (Shapechanger); 
  CR 7; HD 3d10+3d4+24; hp 55; Init +5; Spd 50 ft., 
  Climb 25 ft.; AC 20 (+4 mage armor, +5 Dex, +1 natural), 
  touch 15, flat-footed 15; Base Atk +4; Grp +3;  Atk +9 
  melee (1d6−1+poison, bite) or +9 ranged (web); Full 
  Atk +9 melee (1d6−1+poison, bite) or +9 ranged (web); 
  SA poison, web; SQ Change shape, darkvision 60 ft., 
  low-light vision; AL N; SV Fort +8, Ref +9, Will +7; Str 
  8, Dex 20, Con 18, Int 14, Wis 12, Cha 20. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +9, Escape Artist +8, Jump +12, 
  Knowledge (nature) +6, Listen +8, Spellcraft +3, Spot 
  +8, Use Magic Device +7; Alertness (f), Iron Will, 
  Silent Spell, Empower, Energy Substitution: Acid. 
   
  Languages: Common, Sylvan, Orcish, Dwarven. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 41 
   
  Sorcerer Spells (Known 7/4/2/1; Per Day 6/8/6/4; 
  base DC =15 + spell level; CL 6): 0— daze, disrupt 
  undead, message, open/close, prestidigitation, read magic, 
  touch of fatigue; 1st − guided shotSC, mage armor, magic 
  missile, ray of enfeeblement; 2nd – scorching ray, web; 3rd – 
  haste. 
   
  Possessions: Lesser rod of enlarge, arcane scroll of solid fog 
  (7th CL), arcane scroll of Evard’s black tentacles (7th CL), 
  arcane scroll of slow (5th CL), arcane scroll of sleet storm 
  (5th CL), divine scroll faerie fire (1st CL) x2 , arcane scroll 
  of greater invisibility (7th CL), potion of invisibility (3rd 
  CL), arcane scroll of Otiluke’s resilient sphere (7th CL), 
  divine scroll of calm emotions (4th CL), divine scroll of bless 
  (1st CL), tanglefoot bag, scroll organizers x2, spell 
  component pouch, charm of the tree dwellers. 
  Encounter 7A  
   
   
   
  DM NOTE: The Marshal in this encounter has active 
  auras up at all times.  Please add the appropriate 
  bonuses. 
  Morti:  Male Orc Sor7/Mindbender1; Medium 
  Humanoid; CR 8; HD 8d4+16; hp 41; Init +4; Spd 30; 
  AC 9 (−1 Dex), touch 9, flat-footed 10; Base Atk +3; Grp 
  +3;  Atk +3 melee (1d6, quarterstaff); Full Atk +3 melee 
  (1d6, quarterstaff); SA Telepathy; SQ Darkvision 60 ft., 
  light sensitivity; AL CE; SV Fort +8, Ref +3, Will +9; Str 
  8, Dex 8, Con 14, Int 14, Wis 10, Cha 18.  Mindbender, 
  Complete Arcane, page 54. 
   
  Skills and Feats: Bluff +8, Diplomacy + 8, Intimidate 
  +8, Knowledge (Arcana) +12, Profession (Gambler) +5, 
  Sense Motive +4; Improved Initiative, Spell Focus 
  (Enchantment), Greater Spell Focus (Enchantment). 
   
  Languages: Common, Orcish, Draconic, Ancient 
  Suloise. 
   
  Sorcerer Spells (Known 8/5/3/2/1; 6/7/7/7/4 per 
  day; base DC = 14+ spell level, 16+ spell level for 
  Enchantment spells; CL 8): 0- caltropsSC, daze, detect 
  magic, ghost sound, mage hand, read magic, resistance, sonic 
  snapSC; 1st- benign transpositionSC, charm person, detect secret 
  doors, distract assailantSC, inhibitSC, 2nd- glitterdust, rebukeSC 
  , Tasha’s hideous laughter; 3rd- hold person, miser’s envySC ; 
  4th- confusion. 
   
  Possessions:  quarterstaff, cloak of charisma +2, arcane 
  scroll: mage armor (CL 1), arcane scroll: fly (CL 5th), arcane 
  scroll: invisibility, greater (CL 7th), arcane scroll: invisibility 
  (CL 3), arcane scroll: see invisibility (CL 3), vest of resistance 
  +2CA 
   
  Telepathy (Su): A mindbender unlocks one of the 
  most basic elements of his craft at 1st level, gaining the 
  ability to communicate telepathically with any creature 
  within 100 feet that has a language.  
  Gulbak: 
  Male 
  Human 
  Warmage7; 
  Medium 
  Humanoid; CR 7; HD 7d6+14; hp 44; Init +2; Spd 30; 
  AC 17 (+4 chain shirt, +1 light shield, +2 Dex), touch 
  12, flat-footed 16; Base Atk +3; Grp +2;  Atk +2 melee 
  (1d6, shortspear) or +5 (+6) ranged (spells (within 30’)); 
  Full Atk +2 melee (1d6, shortspear, 20, x2) or +6 (+7) 
  ranged (spells (within 30 ft.)); SA Advanced Learning, 
  Armored Mage, Sudden Empower, Warmage Edge +4 , 
   AL LE; SV Fort +4, Ref +4, Will +4; Str 8, Dex 15, Con 
  14, Int 14, Wis 8, Cha 18.  Warmage, Complete Arcane, 
  page 10. 
   
  Skills and Feats: Concentration + 12, Intimidate 
  +14, Knowledge: Arcana +12, Knowledge: History +12, 
  Spellcraft +12 ; Empower Spell, Sudden EmpowerCA, 
  Point Blank Shot, Precise Shot, Extra EdgeCA. 
   
  Languages: Common, Orcish, Ancient Suloise. 
   
  Warmage Spells (Per day 6/7/7/5; DC 14 + spell 
  level) Known: 0 −  acid splash, disrupt undead, light, 
  ray of frost;  1st −  accuracySC, burning hands, chill touch,  
  fist of stoneSC, hail of stoneSC, ice daggerSC, magic missile, orb 
  of acid, lesserSC, orb of cold, lesserSC, orb of electricity, lesserSC, 
  orb of fireSC, lesser, orb of sound, lesserSC, shocking grasp, true 
  strike;  
  2nd −  blades of fireSC, continual flame, fire trap, fireburstSC, 
  flaming sphere, ice knifeSC, Melf’s acid arrow, pyrotechnics, 
  scorching ray, shatter, whirling bladeSC; 3rd − fire shield, 
  fireball, flame arrow, gust of wind, ice storm, lightning bolt, 
  poison, ring of bladesSC, sleet storm, sound lanceSC, stinking 
  cloud. 
   
  Possessions):  cloak of charisma +2, shortspear x2, +1 
  chain shirt, +1 light wooden shield, potion of fly (CL 5) , 
  potion of invisibility (CL 3), potion of see invisibility (CL 3), 
  thunderstone x4.     
   
  Armored Mage (Ex): Normally, armor of any 
  type interferes with an arcane spellcaster’s gestures, 
  which can cause his spells to fail (if those spells have 
  somatic components).  A warmage’s limited focus and 
  specialized training, however, allows him to avoid 
  arcane spell failure as long as he sticks to light armor 
  and light shields.  This training does not extend to 
  medium or heavy armors, nor to heavy shields.  Nor 
  does this apply to spells gained from a different 
  spellcasting class. 
   
  Warmage Edge (ex): A warmage is specialized in 
  dealing damage with his spell.  Whenever a warmage 
  casts a spell that deals hit point damage, he adds his 
  intelligence bonus (if any) to the amount of damage 
  dealt.  For instance, if a 1st level warmage with 17 
  intelligence casts magic missile, he deals 1d4+1 points 
  of damage normally, plus an extra 3 points of damage 
  due to his Intelligence bonus.  The bonus from the 
  warmage edge special ability applies only to spells that 
  he casts as a warmage, not those he might have by 
  virtue of levels in another class. 
   
  A single spell can never gain this extra damage 
  more than once per casting.  For instance, a fireball 
  deals the extra damage to all creatures in the area it 
  affects.  However, if a 3rd level warmage casts magic 
  missile and produces two missiles, only one of them (of 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 42 
  the warmage’s choice) gains the extra damage, even if 
  both missiles are directed at the same target.  If a spell 
  deals damage for more than one round, it deals this 
  extra damage in each round. 
   
  Scrolls scribed by a warmage do not gain any 
  benefit from warmage edge.  Scrolls activated by a 
  warmage also gain no benefit from warmage edge.  The 
  same is true for most other magic item, such as wands 
  and potions.  However, staffs activated by a warmage 
  use not only the warmage’s caster level but also gain 
  the benefits of the warmage edge, if applicable. 
  Leder:  Male Half Orc Mar4; Medium Humanoid; 
  CR 4; HD 4d8+8; hp 33; Init +0; Spd 20; AC 19 (+9 +1 
  full plate, +0 Dex), touch 10, flat-footed 19; Base Atk +3; 
  Grp +4;  Atk +5 melee (2d4+3/18-20, +1 falchion); Full 
  Atk +5 melee (2d4+3/18-29, +1 falchion); SA grant move 
  action 1/day, 1 Major Aura, 2 Minor Auras; SQ 
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort +6, 
  Ref +1, Will +4; Str 12, Dex 10, Con 14, Int 8, Wis 10, 
  Cha 16.  Marshal, Miniature’s Handbook, page 11. 
   
  Skills and Feats: Climb +7, Craft (weaponsmith) +1, 
  Swim +7; Weapon Focus (orc double axe), Exotic 
  Weapon Proficiency (orc double axe), Two-Weapon 
  Fighting, Power Attack. 
   
  Languages: Common, Orcish. 
   
  Possessions: +1 chain shirt, masterwork orc double 
  axe, potion of enlarge person, cloak of elemental protectionMH, 
  tanglefoot bag x2, alchemist fire x2. 
   
  Grant Move Action (Ex): Starting at 4th level, a 
  marshal can direct and motivate his allies to act 
  immediately.  Once per day, as a standard action, he 
  may grant an extra move action to any or all of his allies 
  within 30 feet (but no to himself).  Each of the affected 
  allies takes this extra move action immediately, acting 
  in their current initiative order.  This extra action does 
  not affect the allies’ initiative count; the round 
  continues normally after the marshal’s turn is over.  
  (This may mean, for example, that an ally whose 
  initiative count immediately follows the marshal’s may 
  get an extra move action from the marshal, followed by 
  a full round worth of actions on the ally’s turn.)   
   
   
  A character can take only one extra move action 
  per round.  (in other words, two marshals can’t use this 
  ability on the same ally in the same round.)  If an ally 
  chooses not to take the move action, it is lost. 
   
  Minor Auras (Ex): A minor aura lets allies add 
  the marshal’s Charisma bonus (if any) to certain rolls. 
   
  Motivate Dexterity (active): +3 bonus on Dexterity 
  checks, Dexterity-based skill checks and initiative 
  checks. 
   
  Watchful Eye: +3 bonus on Reflex saves. 
   
  Major Aura (Ex): Beginning at 2nd level, a marshal 
  can project a major aura in addition to his minor aura.  
  A major aura lets allies add +1 to certain rolls.  This 
  bonus improves by +1 at 7th, 14th, and 20th levels. 
   
  Motivate Care (active): +1 bonus to AC. 
   
  Skills and Feats: Bluff +10, Diplomacy + 13, 
  Intimidate +14; Daunting PresenceLM, Menacing 
  DemeanorRD, Skill Focus (Diplomacy). 
   
  Languages: Common, Orcish. 
   
  Possessions: alchemist’s fire, armor of the dread 
  emperorBV, falchion, potion of barkskin +2, 5 gp.     
  Orc Toughs (3): Male Orc Bar1/Ftr3; Medium 
  Humanoid; CR 4; HD 1d12+ 3d10+8; hp 38; Init +2; 
  Spd 40; AC 17 (+5 +1 chain shirt, +2 Dex), touch 13, flat-
  footed 16; Base Atk +4; Grp +9;  Atk +11 melee 
  (1d8+7/x3,masterwork orc double axe); Full Atk +11 
  melee (1d8+7/x3, masterwork orc double axe) or +9/+9 
  melee (1d8+5/x3, masterwork orc double axe); SA Rage 
  1/day, Fast Movement, SQ Darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +8, Ref +4, Will +1; Str 20, 
  Dex 15, Con 14, Int 6, Wis 8, Cha 6.  
   
  Rage (Ex): +4 Str, +4 Con, +2 Will Saves, −2 AC, 
  (+8 hp, +2 to hit, +2 to damage one handed +3 with two 
  hands) lasts 6 rounds .  
  Orcs (6):  (see MM pg 203) with +1 AC and +3 to 
  Dexterity checks, Dexterity-based skill checks and 
  initiative rolls.  
  Encounter 7B  
   
   
   
  Charnel Hound: Huge Undead; CR 13; HD 
  21d12+84; hp 220; Init +2; Spd 40 ft; AC 26 (−2 size, +2 
  Dex, +16 natural), touch 10, flat-footed 24; Base Atk 
  +10; Grp +32; Atk +22 melee (2d8+14, bite); Full Atk 
  +22 melee (2d8+14, bite) and +17/+17 melee (2d6+7, 2 
  claws) Space/Reach 15 ft./10 ft.; SA Body integration, 
  rend 4d6+21; SQ Aversion to daylight, damage 
  reduction 10/silver and magic, darkvision 60 ft., 
  frightful presence, spell resistance 23, undead traits, 
  unholy toughness; AL CE; SV Fort +7, Ref +9, Will +12; 
  Str 38, Dex 14, Con −, Int −, Wis 11, Cha 18. 
   
  Skills and Feats: Power Attack. 
   
  Body Integration (Su): Whenever a charnel 
  hound reduces a living humanoid foe of Large size or 
  smaller to negative hit points, the foe must 
  immediately make a DC 24 Fortitude saving throw. 
  On a failed save, the victim's body is instantly 
  absorbed into the form of the charnel hound, healing 
  the charnel hound of points of damage equal to 3 x 
  Hit Dice of the victim. This effect kills the victim, 
  and makes it difficult for his companions to recover 
  his body or equipment unless the charnel hound is 
  defeated and the proper body pulled from the pile of 
  resultant corpses. The save DC is Charisma-based. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 43 
   
  Rend (Ex): A charnel hound that hits with both 
  claw attacks latches onto the opponent's body and tears 
  its flesh. This automatically deals an extra 4d6+21 
  points of damage. 
   
  Aversion to Daylight (Ex): Charnel hounds 
  loathe daylight. If exposed to natural daylight (not 
  merely a daylight spell), a charnel hound takes a -4 
  penalty on all attack rolls, saving throws, and skill 
  checks. 
   
  Frightful Presence (Su): A charnel hound can 
  inspire terror by charging or attacking. Affected 
  creatures must succeed on a DC 24 Will save or 
  become shaken, remaining in that condition as long as 
  they remain with 60 feet of the charnel hound. The 
  save DC is Charisma-based. 
   
  Unholy Toughness (Ex): A charnel hound gains 
  a bonus to its hit point equal to its Charisma modifier x 
  it Hit Dice. 
  Encounter 10B  
   
   
  Defacer: Medium Undead; CR 6; HD 11d12; hp 71; 
  Init +2; Spd 30 ft; AC 19 (+2 Dex, +7 natural), touch 12, 
  flat-footed 17; Base Atk +5; Grp +9; Atk +10 melee 
  (1d8+4+stunning possession, slam); Full Atk +10/+10 
  melee 
  (1d8+4+stunning 
  possession, 
  2 
  slams); 
  Space/Reach 5 ft./5 ft.; SA Stunning possession, steal 
  face, frightful keening 60 ft.; SQ Earth glide, 
  tremorsense 60 ft., damage reduction 10/silver and 
  magic, darkvision 60 ft., undead traits; AL NE; SV: Fort 
  +3, Ref +5, Will +8; Str 18, Dex 15, Con -, Int 7, Wis 13, 
  Cha 14. 
   
  Frightful Keening (Su): The faces that whirl 
  about the head of a defacer constantly wail and scream. 
  This noise can be heard through earth and stone as 
  easily as it can through air. A defacer cannot stop this 
  keening. Any creature that can hear the sound and that 
  is within 60 feet of a defacer is automatically shaken. 
  This is a sonic, mind-affecting fear effect. 
   
  Earth Glide (Ex): A defacer glides through stone, 
  dirt, and any other sort of earth except metal as easily 
  as a fish swims through water. Its burrowing leaves 
  behind no tunnel or hole, nor does it create a ripple or 
  any other signs of its presence (although its frightful 
  keening can still be heard). 
   
  Stunning Possession (Su): A creature with an 
  Intelligence of 3 or higher that is struck by a defacer's 
  slam attack must succeed on a DC 17 Will save or be 
  stunned for 1 round. The save DC is Charisma-based. 
   
  While stunned, the creature's face takes on the 
  shape of one of the defacer's victims and screams for 
  help and release using the languages that soul knew in 
  life. When the effect ends, the ghostly face returns to 
  the defacer. 
   
  Steal Face (Su): If a defacer's slam attack kills a 
  creature with an Intelligence of 3 or higher, or if the 
  defacer touches the body of such a creature within 1 
  day of its death, the defacer steals its face as an 
  immediate action. This physically erases the facial 
  features of the body, including bone structure, mouth, 
  and teeth, leaving a smooth and blank surface. 
  Attempts to cast speak with dead on victims of this 
  attack always fail. 
   
  This defilement of the corpse also draws the soul 
  of the creature to the defacer, and it becomes one of 
  the keening faces that whirl about the defacer's head. 
  This prevents the soul from reaching the afterlife, 
  becoming undead, or being raised or resurrected. 
  Nothing short of destroying the defacer restores a 
  corpse's face and frees the soul. 
   
  For 1 day after stealing a face, the defacer's blank 
  visage takes the shape of that creature's face in the 
  same manner as a creature affected by its stunning 
  possession. This effect ends if the defacer uses its earth 
  glide ability, which it is loath to do unless it thinks it 
  can take another creature's face that day. 
   
  If a defacer stole a creature's face by killing it and 
  is destroyed within 24 hours of that act, its victim 
  returns to life (stable at 0 hit points) if its body is 
  largely whole. Its face is restored. This return to life 
  does not result in level loss or ability drain. 
   
  A defacer arises when a spellcaster creates an 
  undead being from the corpse of a doppelganger or 
  other creature that assumes others' visages. Tortured by 
  its inability to mimic others, a defacer steals the faces 
  of those it kills and of the recently dead, trapping their 
  souls by defiling their corpses. 
   
  Skills and Feats: Listen +15, Spot +15; Dodge, 
  Mobility, Spring Attack, Weapon Focus (slam). 
   
  Languages: understands creator's orders. 
  Bloodhulk Giant: Large Undead; CR 6; HD 14d12; hp 
  196; Init −2; Spd: 20 ft; AC: 13 (−1 size, −2 Dex, +6 
  natural), touch 7, flat-footed 13; Base Atk +7; Grp +22; 
  Atk +17 melee (2d6+16, slam); Full Atk +17 melee 
  (2d6+16, slam); Space/Reach: 10 ft./10 ft.; SA −; SQ 
  fragile, blood bloated, darkvision 60 ft., low light 
  vision, undead traits; AL NE; SV Fort +4, Ref +2, Will 
  +9; Str 33, Dex 6, Con −, Int −, Wis 10, Cha 1. 
   
  1d6 points of damage whenever it takes at least 1 
  point of damage from a piercing or slashing weapon. 
   
  Blood Bloated (Ex): A bloodhulk giant always 
  gains the maximum hit points possible per Hit die.  In 
  addition, it gains 2 bonus hit points per Hit Die. 
   
  A bloodhulk giant is a larger, tougher version of a 
  bloodhulk fighter. It can absorb scores of attacks, 
  making it ideal as a guardian or bodyguard. 
  Necromancers, evil clerics, and other evil spellcasters 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 44 
  use bloodhulk giants to fend off enemies while they 
  attack with their magic. 
   
  Skills and Feats: Listen +0, Spot +0.   
   
  Languages: understands creator's orders.  
  Vitreous Drinker: Medium Undead; CR 11; HD 
  14d8; hp: 91; Init +8; Spd 30 ft; AC 27 (+4 Dex, +3 
  deflection, +10 natural), touch 17, flat-footed 23; Base 
  Atk +7; Grp +8; Atk +12 melee (2d4+1 + eye drinking, 
  tongue lash); Full Atk +12/+7 melee (2d4+1 + eye 
  drinking, tongue lash); Space/Reach 5 ft./5 ft.; SA eye 
  drinking, horrific gaze; SQ Damage Reduction 
  10/good, +6 turn resistance, spell resistance 22, 
  darkvision 120 ft., undead traits, spectral ravens, 
  unholy grace, spell like abilities; AL NE; SV Fort +7, 
  Ref +13, Will +14; Str 12, Dex 19, Con −, Int 18, Wis 15, 
  Cha 16. 
   
  Spell-Like Abilities (CL 14th): At will − arcane 
  eye, detect thoughts (DC 15), tongues; 3/day − eyebite (DC 
  21), vampiric touch (+11 touch) 1 /day − dimension door, 
  finger of death (DC 20). 
   
  Eye Drinking (Su): A vitreous drinker can use its 
  lashing tongue to magically steal a creature's ability to 
  see. This ability has no effect on creatures that lack 
  sight. A creature struck by the drinker's tongue must 
  succeed on a DC 20 Fortitude save. On a failed save, the 
  creature's eyes become covered with thick, milky 
  cataracts. The creature cannot see farther than 60 feet, 
  and all melee and ranged attacks it makes within this 
  range have a 20% miss chance. This effect can be 
  removed only with greater restoration or miracle, or by 
  the destruction of the drinker that stole the victim's 
  sight. The save DC is Charisma-based. 
   
  A creature who has its sight stolen has a -4 penalty 
  on Will saves made to resist the vitreous drinker's 
  abilities and any of its spell-like abilities. The victim 
  cannot avert its eyes to avoid the drinker's horrific gaze 
  (see below). 
   
  A vitreous drinker can see through the eyes of a 
  creature whose eyes it drinks, using the victim's full, 
  normal sight. It does not suffer the restrictions and 
  penalties imposed on a victim of eye drinking. The 
  range and duration of this ability have no limit, though 
  the drinker can view through only one victim's eyes at 
  a time. A drinker uses its own Spot skill to view details 
  through the victim's eyes and benefits from its 
  darkvision. 
   
  Horrific Gaze (Su): A vitreous drinker's 
  disgusting visage revolts even the strongest soul. A 
  drinker has a gaze attack with a range of 60 feet that 
  causes a creature to be nauseated for 1 round. A 
  successful DC 20 Fortitude save negates this effect, but 
  a creature must attempt another save each round it 
  remains within range of the gaze. The save DC is 
  Charisma-based. 
  Spectral Ravens (Su): A vitreous drinker is 
  accompanied at all times by spectral ravens that serve 
  the drinker unconditionally. The drinker shares a 
  powerful symbiotic link with the spectral ravens. It is 
  constantly aware of what they see and hear and can 
  direct them as a free action. The ravens are incorporeal, 
  and a vitreous drinker can control them as long as they 
  remain on the same plane as the drinker. The ravens 
  are not creatures, but rather objects spawned by the 
  drinker. Each raven has 5 hit points and AC 15. 
  Otherwise, treat them as unattended, Tiny objects. A 
  vitreous drinker is accompanied by up to twenty-four 
  ravens, and if any are destroyed, the creature can 
  restore them at a rate of one per day. 
   
  The ravens have a fly speed of 100 feet and perfect 
  maneuverability. They cannot take independent action, 
  nor can they do anything to physically affect the world 
  around them. They exist solely to observe. 
   
  Unholy Grace (Su): A vitreous drinker adds its 
  Charisma modifier as a bonus on its saving throws and 
  as a deflection bonus to its AC. Included above. 
   
  Skills and Feats: Bluff +10, Concentration +17, 
  Decipher 
  Script 
  +17, 
  Diplomacy 
  +17, 
  Gather 
  Information +15, Intimidate +15, Knowledge (arcana) 
  +14, Knowledge (local) +11, Knowledge (nature) +8, 
  Knowledge (religion) +8, Knowledge (the planes) +8, 
  Listen +2, Sense Motive +12, Spot +19, Use Magic 
  Device +19 (+21 scrolls); Ability Focus (eyebite), 
  Improved Initiative, Lightning Reflexes, Weapon 
  Finesse, Weapon Focus (tongue lash).  
   
  Languages: Abyssal, Common, Draconic, Infernal 
   
  Items: +1 mithral chain shirt , cloak of charisma +2, vest 
  of resistance +2, wand of magic missiles (9th CL, 5 ch), 
  wand of ray of enfeeblement (10th CL, 5ch), arcane scroll of 
  projected image (10th CL), arcane scroll of shield (4th CL), 
  arcane scroll of false life (3rd CL), divine scroll of heroism 
  (3rd CL), divine scroll of barkskin (3rd CL), arcane scroll of 
  greater invisibility (7th CL), arcane scroll of haste (5th CL), 
  arcane scroll of spectral hand (3rd CL), arcane scroll of chill 
  touch (5th CL), divine scroll of faerie fire (1st CL),  divine 
  scroll of obscuring mist (1st CL), divine scroll of resurgence 
  (1st CL). 
  Encounter 11  
   
   
   
  DM NOTE: The Marshal in this encounter has active 
  auras up at all times.  Please add the appropriate 
  bonuses. 
  Callenwold, Male Undying Soldier Clr2/Master Of 
  Shrouds9/Alienist1; CR 12; Medium Deathless 
  (Augmented Humanoid); HD 4d12+11d8+d4; hp 97; 
  Init +2; Spd 30ft.; AC 12, touch 12, flat-footed 10 (+2 
  Dex); Base Atk +9; Grp +11; Atk +11 melee (1d4+1/19-
  20, cold iron dagger); Full Atk +11/+6 melee 
  (1d4+1/19-20, cold iron dagger); Space/Reach: 5 ft./5 
  ft.; SA Summon Undead (7/day), Rebuke Undead 
  (11/day), Summon Alien, Smite Evil 1/day; SQ: 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 45 
  Darkvision 60 ft., Deathless Traits, DR 5/Cold Iron, 
  Improved 
  Summoning, 
  Turn 
  Resistance 
  +10, 
  Unnatural Resilience; AL CE; SV Fort +8, Ref +7, Will 
  +22; Str 12, Dex 14, Con —, Int 14, Wis 21 (23), Cha 18. 
   
  Skills and Feats:  Concentration  +19, Spellcraft +14, 
  Knowledge (Religion) +7, Knowledge (Arcana) +7, 
  Knowledge (Planes) +10, Diplomacy +9, Hide +16, 
  Listen +13, Spot  +13; Blindfightb, Spell Focus 
  (Conjuration), 
  Augment 
  Summoning, 
  Practiced 
  Spellcaster (cleric), Whispered Secrets, Improved Turn 
  Resistance, Domain Spontaneity (Destiny), Rapid 
  Spell. 
   
  Languages: Common, Abyssal, Celestial, Draconic, 
  Suel, Baklunish, Auran, Ignan, Aquan, Terran, Infernal. 
   
  Active Spells: Stalwart Pact (CL 15) 
   
  Cleric 
  (of 
  Vecna) 
  Spells 
  Per 
  Day 
  (6/7+1/6+1/5+1/4+1/3+1/2+1; base DC = 17 + spell 
  level, Conjuration spells 18 +spell level; CL 15): 0th____ 
  Detect Magic x2, Read Magic, Guidance, Create Water x2; 
  1st____ Resurgence x2 (SC), Spell Flower (SC), Sanctuary, 
  Sign, Disguise Self, Scholar’s Touch (RD), Omen of Peril 
  (SC); 2nd____ Resist Energy, Close Wounds (SC), Silence x2, 
  Veil of Shadow (SC), Divine Insight (SC), Augury; 3rd____ 
  alter fortune (PHB2), Chain of Eyes (SC), Magic Circle vs. 
  Good, Mass Resurgence (SC), Summon Monster 3,  Delay 
  Death (SC); 4th____ Freedom of Movement, Mass Shield of 
  Faith (SC), Recitation (SC), Wall of Evil (SC), Bestow 
  Curse; 5th____ Righteous Wrath of the Faithful (SC), Summon 
  Monster 5, Rapid Summon Monster 4, Spell Resistance; 6th____ 
  Superior Resistance (SC), Harm, Warp Destiny (RD).  
  Domains: Magic and Destiny. The Destiny domain 
  spells include: 1-omen of peril; 2-augury; 3-delay death; 4-
  bestow curse; 5-stalwart pact; 6-warp destiny; 7-bestow curse, 
  greater; 8-moment of prescience. 
   
  Items: Periapt of Wisdom +2 (4000), Circlet of 
  Persuasion (4500), Cloak of Turn Resistance (11000), Vest of 
  Resistance +1 (1000), Pearl of Power 1st x6 (6000), Wand of 
  False Life (10th CL, 5ch) (1500), Wand of Shield (5th CL, 
  10ch) (750), Wand of Lesser Spell Immunity (3rd CL, 4ch) 
  (600), Wand of Ray of Enfeeblement (10th CL, 5ch) (750), 
  Wand of Haste (5th CL, 2ch) (450), Arcane Scroll of 
  Displacement (6th CL) (450), Arcane Scroll of Greater Mage 
  Armor (5th CL) (375), Arcane Scroll of Alter Self (3rd CL) 
  (150), Divine Scroll of Conjure Ice Beast 5 (9th CL) (1125), 
  Arcane Scroll of Project Image (10th CL) (1500), Arcane 
  Scroll of Greater Invisibility (7th CL) (700), Arcane Scroll of 
  Eagles’ Splendor (3rd CL) (150), Arcane Scroll of Stoneskin 
  (7th CL) (950), Divine Scroll of Arcane Eye (7th CL) (700), 
  Spell Component Pouches (4) (20), Cold Iron Dagger 
  (4), and 76gp. 
  Aidel, Female Succubus Warmage6; CR 10; Medium 
  Outsider; HD 6d8+6d6+48; hp 105; Init +1; Spd 30ft., 
  fly 50ft. (average); AC 27 (+1 Dex, +5 mithral chain, 
  touch 11, flat-footed 26, +2 shield (buckler), +9 natural); 
  Base Atk +9; Grp +10; Atk +10 melee (1d6+1, claw); Full 
  Atk +10/+10 melee (1d6+1, claw); Space/Reach 5 ft./5 
  ft.; SA Energy drain, spell-like abilities, summon 
  demon, Warmage edge (+5), armored mage (light); SQ 
  Damage reduction 10/cold iron or good, darkvision 60 
  ft., immune electricity and poison, resistance acid 10, 
  fire 10, and cold 10, spell resistance 24, telepathy 100 ft, 
  tongues; AL CE; SV Fort +12, Ref +9, Will +13; Str 12, 
  Dex 12, Con 18, Int 20, Wis 14, Cha 32. Warmage, 
  Complete Arcane, pg. 10. 
   
  Skills and Feats: Concentration  +19, Spellcraft +22, 
  Knowledge (Arcana) +15, Bluff +23, Diplomacy +25, 
  Disguise +23* , Escape Artist +16, Hide +10, Intimidate 
  +29, Listen +19, Move Silently +10, Search +14, Spot 
  +24, Survival +2, Use Rope +10, Use Magic Device +17; 
  Improved Energy DrainLM, Fell DrainLM, Life DrainLM, 
  Practiced CasterCD, and Spell DrainLM. 
   
  Languages: Common, Abyssal, Celestial, Draconic, 
  Suel, Baklunish, Auran. 
   
  Armored Mage (Ex): Normally, armor of any 
  type interferes with an arcane spellcaster’s gestures, 
  which can cause his spells to fail (if those spells have 
  somatic components).  A warmage’s limited focus and 
  specialized training, however, allows him to avoid 
  arcane spell failure as long as he sticks to light armor 
  and light shields.  This training does not extend to 
  medium or heavy armors, nor to heavy shields.  Nor 
  does this apply to spells gained from a different 
  spellcasting class. 
   
  Warmage Edge (Ex): A warmage is specialized in 
  dealing damage with his spell.  Whenever a warmage 
  casts a spell that deals hit point damage, he adds his 
  intelligence bonus (if any) to the amount of damage 
  dealt.  For instance, if a 1st level warmage with 17 
  intelligence casts magic missile, he deals 1d4+1 points 
  of damage normally, plus an extra 3 points of damage 
  due to his Intelligence bonus.  The bonus from the 
  warmage edge special ability applies only to spells that 
  he casts as a warmage, not those he might have by 
  virtue of levels in another class. 
   
  A single spell can never gain this extra damage 
  more than once per casting.  For instance, a fireball 
  deals the extra damage to all creatures in the area it 
  affects.  However, if a 3rd level warmage casts magic 
  missile and produces two missiles, only one of them (of 
  the warmage’s choice) gains the extra damage, even if 
  both missiles are directed at the same target.  If a spell 
  deals damage for more than one round, it deals this 
  extra damage in each round. 
   
  Scrolls scribed by a warmage do not gain any 
  benefit from warmage edge.  Scrolls activated by a 
  warmage also gain no benefit from warmage edge.  The 
  same is true for most other magic item, such as wands 
  and potions.  However, staffs activated by a warmage 
  use not only the warmage’s caster level but also gain 
  the benefits of the warmage edge, if applicable. 
   
  Energy Drain (Su): A succubus drains energy 
  from a mortal it lures into some act of passion, or by 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 46 
  simply planting a kiss on the victim. If the target is not 
  willing to be kissed, the succubus must start a grapple, 
  which provokes an attack of opportunity. The 
  succubus’s kiss or embrace bestows one negative level. 
   
  The kiss also has the effect of a suggestion spell, 
  asking the victim to accept another kiss from the 
  succubus. The victim must succeed on a DC 24 Will 
  save to negate the effect of the suggestion. The DC is 
  24 for the Fortitude save to remove a negative level.  
  These save DCs are Charisma-based. 
   
  Spell-Like Abilities: At will—charm monster (DC 
  25), detect good, detect thoughts (DC 23), ethereal jaunt (self 
  plus 50 pounds of objects only), polymorph (humanoid 
  form only, no limit on duration), suggestion (DC 24), 
  greater teleport (self plus 50 pounds of objects only). 
  Caster level 12th. The save DCs are Charisma-based. 
   
  Summon Demon (Sp): Once per day a succubus 
  can attempt to summon 1 vrock with a 30% chance of 
  success. This ability is the equivalent of a 3rd-level 
  spell. 
   
  Tongues (Su): A succubus has a permanent 
  tongues ability (as the spell, caster level 12th). Succubi 
  usually use verbal communication with mortals. 
   
  Languages: Common, Abyssal, Celestial, Draconic, 
  Suel, Baklunish, Auran. 
   
  Warmage Spells Per Day (6/9/8/6; base DC = 21 + 
  spell level; CL 10) Known: 0-  acid splash, disrupt undead, 
  light, ray of frost;  1st -  accuracySC, burning hands, chill 
  touch,  fist of stoneSC, ice daggerSC, magic missile, orb of acid, 
  lesserSC, orb of cold, lesserSC, orb of electricity, lesserSC, orb of 
  fire, lesserSC, orb of sound, lesserSC, shocking grasp, 
  thunderheadSC, true strike; 2nd -  blades of fireSC, continual 
  flame, fire trap, fireburstSC, flaming sphere, ice knifeSC, Melf’s 
  acid arrow, pyrotechnics, scorching ray, shatter, whirling 
  bladeSC; 3rd - fire shield, fireball, flame arrow, gust of wind, ice 
  storm, Leomund’s tiny hut, lightning bolt, poison, ring of 
  bladesSC, sleet storm, stinking cloud. 
   
  Possessions: +1 mithral chain shirt, +1 buckler, cloak of 
  charisma +2, amulet of health +2, circlet of persuasion, eyes of 
  the eagle, vest of resistance +1CA, armbands of reductionAEG, 
  wand of benign transpositionSC (1st CL, 10 charges), 
  Quaal’s feather token (whip), arcane scroll of projected image 
  (10th CL), arcane scroll of heroism (5th CL), divine scroll of 
  freedom of movement (7th CL), arcane scroll of stoneskin 
  (7th CL), potion of shield of faith +4, potion of barkskin +3, 
  potion of fox’s cunning x2, scroll case, spell component 
  pouches (3), thunderstone, dagger x2, longsword, and 6 
  gp.  
  Bing: Male Advanced Ghast Brd3/Dirge Singer 5; 
  CR 8; Medium Undead; HD 8d12+8d6; hp 84; Init +4; 
  Spd 30ft.; AC 22 (+4 Dex, +4 mithral chain shirt, +4 
  natural), touch 14, flat-footed 18; Base Atk +9; Grp +14; 
  Atk +14 melee (1d8+5, bite + paralysis); Full Atk +14 
  melee (1d8+5, bite + paralysis) and +12/+12 melee 
  (1d6+2, claws + paralysis); Space/Reach 5 ft./5 ft.; SA 
  Ghoul fever, paralysis, stench, bardic/dirge music 
  8/day; SQ Darkvision 60 ft., undead traits, +6 turn 
  resistance; AL CE; SV Fort +4, Ref +12, Will +15; Str 20, 
  Dex 22, Con −, Int 13, Wis 14, Cha 24. Dirge Singer, 
  Libris Mortis, pg. 43. 
   
  Ghoul Fever (Su): Disease - bite, Fortitude DC 21, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma based. 
   
  Paralysis (Ex): those hit by the ghast’s bite or claw 
  attack must succeed on a DC 21 Fortitude save or be 
  paralyzed for 1d4+1 rounds.  The save DC is Charisma 
  based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming.  Living 
  creatures within 10 feet succeed on a DC 21 Fortitude 
  save or be sickened for 1d6+4 minutes.  A creature that 
  successfully saves cannot be affected by the same 
  ghast’s stench for 24 hours.  A delay poison or 
  neutralize poison spell removes the effect from the 
  sickened creature.  Creatures with immunity to poison 
  are unaffected and creatures resistant to poison receive 
  their normal bonus to their saving throws.  The save 
  DC is Charisma based. 
   
  Dirgesong (Su): A dirgesinger gains the 
  dirgesong ability. Dirgesong follows the same rules as 
  bardic music (see Bardic Music, page 29 of the Player's 
  Handbook). Dirgesinger levels stack with bard levels 
  for the purpose of determining how often a character 
  can use dirgesong or bardic music. Dirgesinger levels 
  do not stack with bard levels for determining which 
  bardic music effects and spells a bard has access to. 
  Each of these songs counts as a use of bardic music. 
   
  Song of Sorrow: A dirgesinger can evoke sorrow 
  and lament in his enemies. To be affected, an enemy 
  must be able to hear the dirgesinger perform. The 
  effect lasts for as long as the enemy hears the 
  dirgesinger perform and for 5 rounds thereafter. An 
  affected enemy takes a-2 penalty on Will saving throws 
  and a-2 penalty on attack rolls and weapon damage 
  rolls. A successful Will save (DC 10 + the dirgesinger's 
  ranks in Perform) negates the effect and makes the 
  character immune to that dirgesinger's song of sorrow 
  ability for 24 hours. Song of sorrow is a mind-affecting 
  ability. 
   
  Song of Bolstering: At 2nd level and higher, a 
  dirgesinger can 
  bolster undead creatures against 
  turning, much as an evil cleric does. All undead within 
  30 feet of the dirgesinger gain a bonus on their turn 
  resistance equal to the dirgesinger's class level plus the 
  dirgesinger's bard class level. The bolstering lasts for as 
  long as the dirgesinger performs and for 10 rounds 
  thereafter.  
  An undead dirgesinger can bolster 
  himself in this manner. 
   
  Song of Grief: A dirgesinger of 3rd level or 
  higher can use song or poetics to inspire maddening 
  grief in a living creature. The creature must be within 
  
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  60 feet of the dirgesinger and able to hear him. Unless 
  the target succeeds on a Will save (DC 10 + the 
  dirgesinger's ranks in Perform), she becomes confused 
  for as long as the dirgesinger performs and for 5 
  rounds thereafter. Song of grief is an enchantment 
  (compulsion), mind-affecting ability. 
   
  Song of Horror: At 4th level and higher, a 
  dirgesinger can strike a horrifying chord in the hearts 
  of his enemies. Any enemy within 60 feet who can 
  hear the dirgesinger must succeed on a Will save (DC 
  10 + the dirgesinger's ranks in Perform) or take 1d6 
  points of Strength damage and 1d6 points of Dexterity 
  damage. A creature that is affected by a dirgesinger's 
  song of horror or a creature that successfully saves 
  against this effect cannot be affected by the same 
  dirgesinger's song of horror for 24 hours. 
   
  Song of Awakening: At 5th level, a dirgesinger 
  can animate the recently slain corpse of a creature 
  within 30 feet. This requires the dirgesinger to make a 
  Perform check (DC 10 + target creature's HD). The 
  slain creature can have no more Hit Dice than the 
  dirgesinger's character level. If the attempt fails, the 
  dirgesinger can try again in a later round. The corpse to 
  be awakened must have been dead for no more than 1 
  hour. 
   
  The awakened creature's type becomes undead, 
  and it retains any subtypes it had. The creature retains 
  all class features, as well as any supernatural or spell-
  like (but not extraordinary) abilities it possessed in life 
  (though any spells cast or daily uses expended before 
  the creature's death count against its normal limits). 
  The awakened creature is completely loyal to the 
  dirgesinger and obeys any commands given it (if no 
  commands are given, it simply attacks the dirgesinger's 
  foes). The creature remains animate as long as the 
  dirgesinger continues to perform. 
   
  A dirgesinger can animate no more than one 
  awakened corpse at a time. If he awakens a second one 
  while the first is still active, the first one falls dead as if 
  the dirgesinger had ceased to perform. 
   
  Skills and Feats: Balance +11, Climb +11, Hide +22, 
  Jump +11, Move Silently +22, Spot +8, Perform 
  (oratory) +29, Perform (wind instruments) +18, 
  Knowledge (Religion) +5, Concentration +25; Multi-
  attack, Improved Turn ResistanceLM, RequiemLM, 
  SubsonicsCV, Disguise SpellCV, Ironskin ChantCV. 
   
  Languages:  Common, Suel. 
   
  Bard Spells (Per Day 3/3; Known 6/3; base DC = 17 
  + spell level; CL 3): 0th - detect magic, read magic, message, 
  minor disguiseSC, ghostharpSC, prestidigitation; 1st - feather 
  fall, shock and aweSC, Tasha’s hideous laughter. 
   
  Possessions: circlet of persuasion, bagpipes of the 
  damnedLM, mithral chain shirt, wand of harmonizeRS (4th 
  CL, 5ch), arcane scroll of invisibility (3rd CL), alchemist’s 
  fire, javelins x5, whip, spell component pouches x2, 
  13gp. 
  Male Advanced Ghasts (2): CR 4; Medium Undead; 
  HD 8d12; hp 60 (52+8); Init +3; Spd 30ft.; AC 23 (+4 
  Dex, +4 mithral chain shirt, +1 buckler, +4 natural), 
  touch 14, flat-footed 19, ; Base Atk +4; Grp +7; Atk +7 
  melee (1d8+3, bite + paralysis); Full Atk +7 melee 
  (1d8+3, bite + paralysis) and +5/+4 melee (1d6+1, claws 
  + paralysis); Space/Reach 5 ft./5 ft.; SA Ghoul fever, 
  paralysis, stench; SQ Darkvision 60 ft., undead traits, +6 
  turn resistance; AL CE; SV Fort +3 (+2+1), Ref +7 
  (+2+5), Will +9 (+6+3); Str 17, Dex 18, Con −, Int 13, 
  Wis 14, Cha 16. 
   
  Skills and Feats: Balance +9, Climb +9, Hide +15, 
  Jump +10, Move Silently +15, Spot +13; Multi-attack, 
  Improved Turn ResistanceLM, Improved Toughness. 
   
  Languages: Common, Suel. 
   
  Possessions: mithral chain shirt, vest of resistance +1CA, 
  cloak of elemental resistanceMH, masterwork buckler, 
  alchemist’s fire, javelins x5, 10 gp. 
   
  Ghoul Fever (Su): Disease - bite, Fortitude DC 17, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma based. 
   
  Paralysis (Ex): those hit by the ghast’s bite or claw 
  attack must succeed on a DC 17 Fortitude save or be 
  paralyzed for 1d4+1 rounds.  The save DC is Charisma 
  based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming.  Living 
  creatures within 10 feet succeed on a DC 17 Fortitude 
  save or be sickened for 1d6+4 minutes.  A creature that 
  successfully saves cannot be affected by the same 
  ghast’s stench for 24 hours.  A delay poison or 
  neutralize poison spell removes the effect from the 
  sickened creature.  Creatures with immunity to poison 
  are unaffected and creatures resistant to poison receive 
  their normal bonus to their saving throws.  The save 
  DC is Charisma based. 
  Encounter 12  
   
   
   
  Drowned Warrior:  Male Drowned War1; Medium 
  Undead; CR 8; Medium Undead; HD 20d12+d8+21; hp 
  155; Init +1; Spd 30 ft., Swim 30ft.; AC 24 (+5 armor, +1 
  Dex, +8 natural armor), touch 11, flat-footed 23; Base 
  Atk +11; Grp +18; Atk +18 melee (1d6+7, slam); Full 
  Atk +18/+18 melee (1d6+7, slam); Space/Reach 5 ft./5 
  ft.; SA Drowning aura; SQ Darkvision 60 ft, fast healing 
  5, undead traits, unholy toughness, +4 turn resistance; 
  AL CE; SV Fort +8, Ref +7, Will +12; Str 25, Dex 13, 
  Con -, Int 9, Wis 10, Cha 13.   
   
  Skills and Feats: Hide +20, Listen +12, Move 
  Silently +20, Spot +16, Swim +18; Improved Turn 
  ResistanceLM, LifesenseLM Power Attack, Improved 
  
  SHE6-06 Steeped in Atrocity 
   
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  Sunder, Improved Bull Rush, Shock TrooperCW, 
  Combat BruteCW . 
   
  Possessions: +1 mithral chain shirt. 
   
  Drowning Aura (Su): A drowned gives off a 30 
  foot radius emanation of suffocating drowning, 
  imbuing its surroundings with a watery glint and 
  deadly threat for creatures that breathe.  All 
  breathing creatures within 30 feet of a drowned are 
  treated as if beneath the water in terms of being able 
  to breathe.  The drowning aura accelerates the 
  process of drowning.  
   
  Normally, a creature can hold its breath for a 
  number of rounds equal to twice its Constitution score 
  before it begins to drown.  Within the drowning aura, a 
  creature can only hold its breath if it makes a DC 10 
  Constitution check every round.  Each round the DC 
  increases by 1.  when the character finally fails its 
  Constitution check, it begins to drown.  In the first 
  round, it falls unconscious (0 hit points).  In the 
  following round, it drops to -1 hit points and is dying.  
  In the third round, if still in the drowning aura, it 
  drowns. 
   
  Unholy Toughness (Ex): A drowned gains a 
  bonus to its hit point equal to its Charisma modifier x 
  it Hit Dice. 
  Encounter 13A 
   
   
   
   
  DM NOTE: The Marshals in this encounter have 
  active auras up at all times.  Please add the appropriate 
  bonuses. 
  Elbron, 
  Male 
  Orc 
  Wiz6/Divine 
  Oracle 
  2/Loremaster 1: Medium Humanoid; CR 9; HD 
  7d4+2d6+36 +13 false life); hp 79; Init +0; Spd 30 ft.; AC 
  10, touch 10, flat-footed 10; Base Atk +4; Grp +5; Atk +5 
  melee (1d4+1/19-20, cold iron dagger) or +4 ranged 
  (1d4+1/19-20, cold iron dagger); Full Atk +5 melee 
  (1d4+1/19-20, cold iron dagger) or +4 ranged 
  (1d4+1/19-20, cold iron dagger); SA none; SQ Prescient 
  Sense, Darkvision 60 ft.; AL NE; SV Fort +6, Ref +9, 
  Will +8; Str 12, Dex 10, Con 16 (18), Int 18 (20), Wis 6, 
  Cha 6.  Divine Oracle, Complete Divine, page 34. 
   
  Skills & Feats: Concentration +15, Craft (alchemy) 
  +6, Knowledge (arcana) +15,  Knowledge (local − Core) 
  +6, Knowledge (nature) +10,  Knowledge (planes) +10,  
  Knowledge (religion) +18,  Spellcraft +19,  Spot +5; 
  Scribe Scroll(w), Skill Focus: Knowledge (religion), 
  Insightful ReflexesCV, Transdimensional SpellCD, Craft 
  Wondrous Items, Improved Familiar CW.   
   
  Languages: Common, Orcish, Draconic, Infernal, 
  Abyssal, Ignan, Auran, Aquan, Terran, Elvish, Goblin, 
  Celestial. 
   
  Wizard Spells Prepared (4/6/5/4/3/2; base DC = 15 + 
  spell level; CL 9 (11 for divination spells), specialist 
  Divination banned Evocation): 0-dancing lights, detect 
  magic, message, prestidigitation; 1st- distract assailantSC, 
  protection from good, greasex2, mage armor, shield, scholar’s 
  touchRD; 2nd- false life x2, glitterdust, see invisible, Tasha’s 
  hideous laughter, touch of idiocy; 3rd - arcane sight, bands of 
  steelSC, dispel magic, haste, stinking cloud; 4th - detect scrying*, 
  Evard’s black tentacles, greater invisibility, solid fog; 5th - 
  telekinesis, teleport, Rary’s telepathic bond. 
  * This slot is currently empty, as Elbron keeps this slot 
  open during the day in case he wishes to use Arcane 
  Eye to scout. If he doesn’t use it by nighttime he fills 
  the slot with Detect Scrying and casts it to cover the 
  next day. 
   
  Spell book: 0-dancing lights, detect magic, message, 
  prestidigitation; 1st- charm person, distract assailantSC, 
  identify, grease, locate cityRD, mage armor, protection from 
  good, ray of enfeeblement, shield, scholar’s touchRD; 2nd- 
  augury, bear’s endurance, detect thoughts, false life, fox’s 
  cunning, glitterdust, see invisible, Tasha’s hideous laughter, 
  touch of idiocy, web; 3rd - arcane sight, bands of steelSC, 
  clairvoyance/clairaudience, dispel magic, haste, stinking 
  cloud; 4th – arcane eye, detect scrying, divination, Evard’s 
  black tentacles, greater invisibility, solid fog; 5th -  commune, 
  telekinesis, teleport, Rary’s telepathic bond, scrying. 
   
  Possessions: rod of mastery, headband of intellect +2, 
  amulet of health +2, lesser rod of extend, eyes of the eagle, 
  Arcane Scroll of transdimensional web (5th CL) CD, arcane 
  scroll of dispel magic (9th CL), arcane scroll of 
  transdimensional solid fog (9th CL) CD, Spell Component 
  Pouches, Cold Iron Daggers x2, Alchemist’s Fire, 
  Tanglefoot bag. 
   
  Imp Familiar: Tiny Outsider (Evil, Lawful, 
  extraplanar); CR −; HD 9; hp 46 (½ masters hp+ 13 false 
  life); Init+3; Spd 20ft., fly 50ft. (perfect); AC 28 (+4 mage 
  armor, +2 size, +3 Dex, +5 natural), touch 15, flat-footed 
  25; Base Atk +3; Grp −5; Atk +8 melee (1d4 +poison, 
  sting); Full Atk +8 melee (1d4 +poison, sting); SA 
  Poison, Spell-like abilities; SQ Alternate forms*, 
  darkvision 60 ft., deliver touch spells, damage 
  reduction 5/good or silver, fast healing 2, immunity to 
  poison, resistance to fire 5, speak with master, 
  Improved Evasion, granted abilities; AL LE; SV Fort +2, 
  Ref +5, Will +11; Str 10, Dex 17, Con 10, Int 10, Wis 12, 
  Cha 14. 
   
  Skills and Feats: Diplomacy +8, Hide +17, 
  Knowledge (dungeoneering) +6, Listen +7, Move 
  Silently +9, Search +6, Spellcraft* +6 {this is subsumed 
  by the Master’s Granted Skill Ranks), Spot +7, Survival 
  +1 (+3 following tracks); Granted Skills: Concentration 
  +12, Craft (alchemy) +1, Knowledge (arcana) +10, 
  Knowledge (local − Core) +1, Knowledge (local − 
  Sheldomar Valley) +1 , Knowledge (nature) +5, 
  Knowledge (the planes) +5, Knowledge (religion) +10, 
  Spellcraft +14,; Dodge, Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. The save 
  
  SHE6-06 Steeped in Atrocity 
   
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  DC is Constitution-based and includes a +2 racial 
  bonus. 
   
  Spell-Like Abilities (Sp): At will—detect good, 
  detect magic, invisibility (self only); 1/day—suggestion 
  (DC 15). Caster level 6th. The save DC is Charisma-
  based.  Once per week an imp can use commune to ask 
  six questions. The ability otherwise works as the spell 
  (caster level 12th). 
   
  *Imp Familiar Will-o-Wisp Form: Male Imp; 
  Small Aberration (Air); CR --; HD 9; hp 46 (½ masters 
  hp+ 13 false life); Init +9; Spd fly 50ft. (perfect); AC 33 
  (+4 mage armor, +1 size, +9 Dex, +9 deflection), touch 
  29, flat-footed 24; Base Atk +3; Grp −6; Atk: +13 melee 
  touch (2d8 electricity, shock); Full Atk +13 melee 
  touch (2d8 electricity, shock); SA Spell-like abilities; 
  SQ Alternate forms (see below), darkvision 60 ft., 
  deliver touch spells, speak with master, Improved 
  Evasion, granted abilities; AL LE; SV Fort +2, Ref +11, 
  Will +11; Str 1, Dex 29, Con 10, Int 10, Wis 12, Cha 14. 
   
  *Imp Familiar Rust Monster Form: Male Imp; 
  Medium Aberration; CR −;HD 9; 46 (½ masters hp+ 13 
  false life); Init +3; Spd 40ft.; AC 22 (+4 mage armor, +3 
  Dex, +5 natural), touch 13, flat-footed 19; Base Atk +3; 
  Grp +3; Atk +3 melee touch (rust, antennae); Full Atk 
  +3 melee touch (rust,  antennae); SA Poison, spell-like 
  abilities; SQ Alternate forms (see below), darkvision 60 
  ft., deliver touch spells, speak with master, Improved 
  Evasion, granted abilities; AL LE; SV Fort +3, Ref +5, 
  Will +11; Str 10, Dex 17, Con 13, Int 10, Wis 12, Cha 
  14. 
   
  Rust (Ex): A rust monster that makes a successful 
  touch attack with its antennae causes the target metal 
  to corrode, falling to pieces and becoming useless 
  immediately. The touch can destroy up to a 10-foot 
  cube of metal instantly. Magic armor and weapons, and 
  other magic items made of metal, must succeed on a 
  DC 17 Reflex save or be dissolved. The save DC is 
  Constitution-based and includes a +4 racial bonus. A 
  metal weapon that deals damage to a rust monster 
  corrodes immediately. Wooden, stone, and other 
  nonmetallic weapons are unaffected. 
  Tull: 
  Male 
  Half-Orc 
  Marshal 
  3/Hexblade 
  2/Outcast Champion 3; CR 8; Medium Humanoid; 
  HD 3d8+5d10+16; hp 64; Init +0; Spd 20ft.; AC 19 (+9 
  full plate), touch 10, flat-footed 19; Base Atk +7; Grp 
  +10; Atk +11 melee (2d6+5/19-20, greatsword); Full Atk 
  +11/+6 melee (2d6+5/19-20, greatsword); Space/Reach 
  5 ft./5 ft.; SA Hexblade Curse (1/day), Avenging Strike, 
  Desperate 
  Fury; 
  SQ 
  Marshal 
  auras, 
  aura 
  of 
  confidence+3, arcane resistance +4; AL LE; SV Fort +8, 
  Ref +2, Will +8; Str 16, Dex 10, Con 14, Int 8, Wis 9, 
  Cha 18. Hexblade, Complete Warrior, pg. 5, Outcast 
  Champion, Races of Destiny, pg. 126. 
   
  Skills and Feats: Diplomacy +18, Intimidate +15, 
  Knowledge Religion +1, Hide −2; Skill Focus: 
  Diplomacy, Power Attack, Cleave, Improved Sunder. 
   
  Languages: Common, Orcish. 
   
  Possessions: +1 full plate armor with masterwork cold 
  iron armor spikes, +1 adamantine greatsword, potion of 
  eagle’s splendor, potion of bull’s strength, potion of shield of 
  faith +3, cold iron greatsword, silver spiked gauntlet, 
  cold iron spiked gauntlet, sling, 20 bullets, tanglefoot 
  bags x4, thunderstone, alchemist’s fire, 20 gp.  
   
  Hexblade's Curse (Su): Once per day, as a free 
  action, a hexblade can unleash a curse upon a foe. The 
  target must be visible to the hexblade and within 60 
  feet. The target of a hexblade's curse takes a −2 penalty 
  on attacks, saves, ability checks, skill checks, and 
  weapon damage rolls for 1 hour thereafter. A successful 
  Will save (DC 10 + 1/2 hexblade's class level + 
  hexblade's Cha modifier) negates the effect.  
   
  At every four levels beyond 1st (5th, 9th, 13th, and 
  17th) a hexblade gains the ability to use his curse one 
  additional time per day, as indicated on Table 1-1. 
  Multiple hexblade's curses don't stack, and any foe that 
  successfully resists the effect cannot be affected again 
  by the same hexblade's curse for 24 hours. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade's curse. 
   
  Arcane Resistance (Su): At 2nd level, a hexblade 
  gains a bonus equal to his Charisma bonus (minimum 
  +1) on saving throws against spells and spell-like 
  effects. 
   
  Minor Auras: A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls. 
   
  Motivate Dexterity: +4 bonus on Dex checks, Dex 
  based skill checks and initiative.  
   
  Art of War (active): +4 bonus on disarm, trip, bull 
  rush and sunder attempts 
   
  Major Aura: Beginning at 2nd level, a marshal can 
  project a major aura in addition to his minor aura.  A 
  major aura lets allies add +1 to certain rolls.  This bonus 
  improves by +1 at 7th, 14th, and 20th levels. 
   
  Motivate Care (active): +1 bonus to armor class. 
   
  Aura of Confidence (Ex): Your presence 
  emboldens allies with 30 feet who can see you 
  (including yourself).  They add your class level as a 
  morale bonus on their Will saves.  This effect is lost if 
  you fall unconscious or die. 
   
  Avenging Strike (Ex): You are surrounded by 
  allies who rely on you for victory, and you take this 
  responsibility to heart.  You can attempt an avenging 
  strike on an enemy who has dealt damage to an ally of 
  yours within the last hour.  The avenging strike must 
  be delivered with a melee attack.  You add your 
  Charisma modifier (if positive) to your attack roll and 
  deal an extra 1d6 points of damage per outcast 
  champion level.  If you accidentally strike a creature 
  that has not dealt damage to an ally in the last hour, the 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 50 
  avenging strike has no effect, but that use of this ability 
  is still expended.  You may use an avenging strike once 
  per day per point of Charisma bonus (minimum 
  1/day). 
   
  Desperate Fury (Ex): You are at your best when 
  times are worst.  Beginning at 3rd level, once per day 
  when you are reduced to fewer than one half your 
  normal hit points or when you are fatigued or 
  exhausted, you can enter a state of desperate fury.  
  While in a desperate fury, you gain a +2 morale bonus 
  to Strength, Dexterity, and Constitution.  The 
  desperate fury lasts for 3 rounds + 1 round per point of 
  your (newly improved) Constitution bonus.  Unlike 
  with a barbarians rage, you have no penalties or 
  limitations while in a desperate fury; however, if you 
  become frightened, panicked or cowering, the 
  desperate fury ends immediately. 
  Veera: Female Half-Orc (Trog Form) 
  Brd4/Ftr1/Warchanter 3; CR 8; Medium Humanoid; 
  HD 4d6+1d10+3d8+16; hp 55; Init +0; Spd 20ft.; AC 29 
  (+9 full plate, +4 large shield, +6 natural (Alter self: 
  Troglodyte)), touch 14, flat-footed 29; Base Atk +7; Grp 
  +14; Atk +12 melee (1d8+3/x3, battleaxe); Full Atk 
  +12/+7 melee (1d8+3/x3, battleaxe) and +8 melee 
  (1d4+1, bite); Space/Reach 5ft./5 ft.; SA Inspire 
  Toughness, Inspire Recklessness, Bardic/Warchanter 
  Songs 7/day; SQ Darkvision 60’; AL NE; SV Fort +6+3, 
  Ref +4+1, Will+5+0; Str 16, Dex 10, Con 14, Int 13, Wis 
  8, Cha 14. Warchanter, Complete Warrior, pg. 87. 
   
  Skills and Feats: Perform (Oratory) +13,Tumble +7, 
  Bluff +10, Sense Motive +7, Diplomacy +7, Move 
  Silently +8, Hide +8, Balance +10, Swim +7*, Jump +4;  
  Combat Expertise, Weapon Focus: Battleaxe, Shield 
  SpecializationPHB2 (heavy shield), Shield WardPHB2. 
   
  Languages: Common, Orcish. 
   
  Bard Spells (Per Day 3/3/1*; known 6/3/2; base DC 
  = 12+ spell level; CL 4):  0th - detect magic, read magic, 
  prestidigitation, daze, dancing lights, message; 1st - feather 
  fall, swift invisibilitySC, focusing chantSC; 2nd - alter self, 
  harmonic chorusSC. 
   
  Possessions: +1 full plate with masterwork armor spikes, 
  +1 large shield, masterwork cold iron battle axe, silver 
  spiked gauntlet, brooch of shielding, vest of resistance +1CA, 
  wand of battle hymnSC (4th CL, 5 ch), potion of bear’s 
  endurance, potion of barkskin +2, potion of shield of faith +3, 
  tanglefoot bags x3, alchemist fire x2, thunderstone, 
  smokestick x2, 20gp.  
   
  Inspire Toughness (Su): A war chanter with 9 or 
  more ranks in Perform (sing) or Perform (oratory) can 
  use her song or poetics to impart a kind of berserk 
  resiliency on her allies (including himself). To be 
  affected, an ally must be able to hear the war chanter 
  sing (or speak). The effect lasts for as long as the ally 
  hears the warchanter sing and for 5 rounds thereafter. 
  An affected ally receives +2 temporary hit points for 
  every class level of the war chanter. At 6th level and 
  higher, a war chanter also grants affected allies the 
  benefit of the Diehard feat when using this ability. 
   
  War Chanter Music: War chanter music follows 
  the same rules as bardic music (see page 29 of the 
  Player's Handbook). War chanter levels stack with bard 
  levels for the purpose of determining how often a 
  character can use war chanter music or bardic music. 
  War chanter levels do not stack with bard levels for 
  determining which songs a bard has access to. 
   
  Inspire Recklessness (Su): A War chanter of 3rd 
  level or higher with 12 or more ranks in any Perform 
  skill can use her song or poetics to inspire an often 
  dangerous, but very effective, ferocity in one of her 
  allies within 60 feet (or in himself). The effect lasts for 
  as long as the ally hears the warchanter sing and for 5 
  rounds thereafter. An affected ally (or the war chanter 
  herself) is inspired to recklessness, gaining the ability 
  to decrease her Armor Class by a number less than or 
  equal to her base attack bonus and add the same 
  number to her melee attack rolls as a morale bonus. 
  On her action, before making any attack rolls in a 
  round, the affected character must choose to subtract a 
  number from her Armor Class and add the same 
  number to all melee attack rolls (this number may be 
  0). The penalty to Armor Class and the bonus on attack 
  rolls apply until the character's next action. 
  Gruk: 
  Male 
  Goblin 
  Rog4/Ftr2/Dread 
  Commando1; 
  CR 
  7; 
  Small 
  Humanoid; 
  HD 
  4d6+2d10+1d8+14; hp 57; Init +3*; Spd 30ft.; AC 20 (+1 
  size, +3 Dex, +5 mithral chain, +1 buckler), touch 14, 
  flat-footed 20; Base Atk +6; Grp +4; Atk +9 melee 
  (1d6+4/x3, guisarme) or +9 melee (1d4+2, armor 
  spikes); Full Atk +9/+4 melee (1d6+4/x3, guisarme) or 
  +9/+4 melee (1d4+3, armor spikes); Space/Reach 5 ft./5 
  ft.; SA Sneak Attack (+2d6), Sudden Strike (+1d6); SQ 
  Darkvision 60 ft., Team Initiative Bonus +1, Traps, 
  Uncanny Dodge; AL LE; SV Fort +6, Ref +9, Will +0; 
  Str 15, Dex 16, Con 14, Int 14, Wis 8, Cha 6. Dread 
  Commando, Heroes of Battle, pg. 103. 
   
  Skills and Feats: Search +12, Disable Device +14, 
  Move Silently +17, Hide +17, Spot +7, Listen +4, 
  Tumble +15, Balance +10, Open Locks +10, Ride +11, 
  Jump +11;  Dodge, Mobility, Combat Expertise, Spring 
  Attack, Whirlwind. 
   
  Languages: Common, Goblin, Orcish, Elvish. 
   
  Possessions: +1 mithral chain shirt with masterwork 
  armor spikes, +1 guisarme, bracers of quick strikeMH, 
  masterwork buckler, silver spiked gauntlet, cold iron 
  spiked gauntlet, whip, sap, potion of barkskin +2, potion of 
  bull’s strength, potion of protection from good, potion of cure 
  light wounds, potion of guidance, tanglefoot bag, acid 
  flasks x3, smokesticks x3, masterwork thieves’ tools, 
  73gp.  
   
  Sudden Strike (Ex): If you can catch an 
  opponent when she is unable to defend herself 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 51 
  effectively from your attack, you can strike a vital spot 
  for extra damage. Whenever your target is denied her 
  Dexterity bonus to AC against your attack (whether the 
  target actually has a Dexterity bonus to Armor Class or 
  not), you deal an extra 1d6 points of damage with your 
  attack. The extra damage increases to 2d6 at 3rd level 
  and to 3d6 at 5th level. 
   
  Ranged attacks count as sudden strikes only if the 
  target is within 30 feet; you can't strike with deadly 
  accuracy from beyond this range. 
   
  You can only use sudden strike against living 
  creatures with discernible anatomies - undead, 
  constructs, oozes, plants, and incorporeal creatures lack 
  vital areas to attack. Any creature that is immune to 
  extra damage from critical hits is not vulnerable to 
  sudden strike damage. You must be able to see the 
  target well enough to pick out a vital spot and must be 
  able to reach such a spot. You cannot make a sudden 
  strike while striking a creature with concealment or 
  striking the limbs of a creature whose vitals are out of 
  reach. 
   
  You can't use sudden strike to deliver nonlethal 
  damage. Weapons capable of dealing only nonlethal 
  damage don't deal extra damage when used as part of a 
  sudden strike. 
   
  The extra damage from the sudden strike ability 
  stacks with extra damage from a sneak attack whenever 
  both would apply to the same target. 
   
  Team Initiative Bonus (Ex): You are skilled at 
  keeping a team organized and ready for danger. All 
  allies within 30 feet who can see you (including 
  yourself) gain a competence bonus on initiative checks 
  equal to your class level. 
   
  Orc Toughs (3): Male Ogre Bar1/Ftr2/Exotic 
  Weapons Master 1; Large Giant; CR 7; HD 
  4d8+1d12+3d10+32; hp 80; Init +0; Spd 30ft. (base 
  40/50ft.); AC 23 (−1 size, +8 full plate, +1 Dex, +5 
  natural), touch 10, flat-footed 22; Base Atk +7; Grp +21; 
  Atk +18 melee (2d6+16, +1 spiked chain); Full Atk 
  +16/+16/+11 
  melee 
  (2d6+16, 
  +1 
  spiked 
  chain); 
  Space/Reach 10 ft./20 ft.; SA Flurry of Strikes (with 
  spiked chain), Reckless rage; SQ darkvision 60 ft.; AL 
  NE; SV Fort +15, Ref +2, Will +0; Str 30, Dex 12, Con 
  18, Int 4, Wis 8, Cha 4. Exotic Weapon Master, 
  Complete Warrior, pg. 30. 
   
  Skills and Feats: Craft (Weaponsmith)  +2, Spot +4; 
  Exotic Weapon Prof.: Spiked Chain, Weapon Focus: 
  Spiked Chain, Combat Reflexes, Reckless RageRS, 
  Power Attack. 
   
  Languages: Common, Giant, Orcish. 
   
  Possessions:  +1 large spiked chain, large cold iron 
  spiked chain, potion of fly (5th CL), potion of enlarge 
  person (5th CL), potion of bull’s strength (3rd CL), potion of 
  lesser restoration (3rd CL), oil of magic weapon (1st CL), 
  potion of cure light wounds (1st CL), large full plate, large 
  cold iron spiked gauntlet, large silvered spiked 
  gauntlet, large club, alchemist’s fire, 20 gp. 
   
  Exotic Weapon Stunt (Ex): Flurry of Strikes: 
  When wielding an exotic double weapon or spiked 
  chain with both hands, the character can elect to use a 
  full attack action to make a flurry of strikes.  When 
  doing so, he may make one extra attack in the round at 
  his full base attack bonus, but this attack takes a −2 
  penalty, as does each other attack made in that round 
  and until the exotic weapon master’s next turn.  The 
  extra attack may be with either end of the double 
  weapon. 
   
  Rage (Ex): (Reckless)+6 Str, +6 Con, +2 Will 
  Saves, -4 AC, (+24 hp, +3 to hit, +3 to damage one 
  handed +4 with two hands) lasts 10 rounds   
  Cult: Male Human Marshal 1/Favored Soul 6; CR 
  7; Medium Humanoid; HD 7d8+14; hp 52; Init +1; Spd 
  20 ft.; AC 21 (+1 Dex, +9 +1 full plate, +1 buckler), touch 
  11, flat-footed 20; Base Atk +4; Grp +4; Atk +6 melee 
  (1d6/x4, heavy pick); Full Atk +6 melee (1d6/x4, heavy 
  pick); Space/Reach 5 ft./5 ft.; SA None; SQ Resist Cold 
  10, Marshal Auras; AL LE; SV Fort +9, Ref +6, Will +6; 
  Str 10, Dex 12, Con 14, Int 10, Wis 9, Cha 18. Favored 
  Soul, Complete Divine, pg. 6. 
   
  Skills and Feats: Concentration +12, Heal +9, Sense 
  Motive +4, Diplomacy +9, Bluff +9;  Augment 
  HealingCD, Eschew Materials, Weapon Focus: Heavy 
  Pick, Skill Focus: Diplomacy, Steady ConcentrationRS, 
  Silent Spell. 
   
  Languages: Common, Orcish, Draconic, Suel. 
   
  Favored Soul Spells (Per Day 6/7/6/4; known 
  7/5/4/3; base DC = 9 + spell level; CL 6):  0th - detect 
  magic, cure minor wounds, read magic, create water, 
  guidance, light, purify food and drink; 1st - faith healingSC, 
  protection from good, foundation of stoneSC, vision of glorySC, 
  resurgenceSC; 2nd - close woundsSC, status, healing lorecallSC, 
  silence; 3rd - mass convictionSC, insignia of healingRD, mass 
  resurgenceSC. 
   
  Possessions: +1 full plate, masterwork buckler, lesser 
  rod of silence, wand of faith healingSC (1st CL), masterwork 
  heavy pick, cold iron spiked gauntlet, silver spiked 
  gauntlet, unholy symbols x4, insignias x8, spell 
  component 
  pouch, 
  tanglefoot 
  bag, 
  smokestick, 
  everburning torch, alchemist’s fire, 3 gp. 
   
   
  Energy Resistance (Ex): At 5th level, a favored 
  soul chooses an energy type and gains resistance 10 
  against that type. 
  Encounter 13B and 14 
   
   
   
  Author’s note: Due to the need to cover the APLs of 
  this event, the Mutated Orcwort is a blend of the 
  Octopus Tree from Fiend Folio and the Orcwort from 
  the Monster Manual 2. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 52 
  Mutated Orcwort Drd3: Huge Plant; CR 12; HD 
  17d8+85; hp 162; Init +2; Spd 10 ft.; AC 30 (−2 size, -2 
  Dex, +24 natural), touch 6, flat-footed 30; Base Atk +12; 
  Grp +30; Atk +20 melee (2d6+10, slam) or +15 melee 
  (3d8+5, bite); Full Atk +20 x6 melee (2d6+10, slam) and 
  +15 melee (3d8+5, bite); Face/Reach: 15 ft./15 ft.; SA 
  Entangling roots, improved grab, paralysis, swallow 
  whole; SQ: Damage reduction 5/−, plant traits, 
  telepathy, woodsense; AL Neutral (evil); SV Fort +17, 
  Ref +3, Will +10; Str 30, Dex 7, Con 20, Int 10, Wis 16, 
  Cha 8.   
   
  Skills and Feats: Hide +7 (+17 ranks -8 size -2 Dex), 
  Move Silently +9 (+11 ranks -2 Dex), Spot +15 (+12 
  ranks +3 Wis); Awesome Blow, Cleave, Great Cleave, 
  Improved Bull Rush, Improved Initiative, Power 
  Attack. 
   
  Entangling Roots (Ex): As a free action, an 
  orcwort can twist its roots around all creatures within 
  15 feet of it, holding them fast. This effect otherwise 
  functions like an entangle spell (caster level 10th; save 
  DC 15).  
   
  Improved Grab (Ex): If an orcwort hits an 
  opponent that is at least one size category smaller than 
  itself with a slam attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, it 
  can transfer the opponent to its maw in the next round. 
  Alternatively, the orcwort has the option to conduct 
  the grapple normally, or simply use one tendril to hold 
  the opponent (−20 penalty on Grapple check, but the 
  orcwort is not considered grappled). In either case, 
  each successful grapple check it makes during 
  successive rounds automatically deals slam damage.  
   
  Paralysis (Ex): An orcwort secretes digestive 
  juices that can paralyze creatures in contact with it. 
  Any creature swallowed by an orcwort must succeed 
  on a Fortitude save (DC 22) or be paralyzed for 2d4 
  rounds. 
   
  Plant Traits (Ex): An orcwort is immune to 
  poison, sleep, paralysis, stunning, and polymorphing. It 
  is not subject to critical hits or mind-affecting effects. 
  The creature also has low-light vision.  
   
  Swallow Whole (Ex): An orcwort can swallow a 
  single creature that is at least two size categories 
  smaller than itself by making a successful grapple 
  check, provided it already has that opponent in its maw 
  (see Improved Grab, above). Once inside the orcwort’s 
  pitcher, the opponent takes 2d8+8 points of acid 
  damage per round and is subject to the paralyzing 
  effect of its digestive juices (see Paralysis, above). A 
  successful grapple check allows a swallowed creature 
  to climb out of the pitcher (assuming it is not 
  paralyzed) and return to the orcwort’s maw, where 
  another successful grapple check is needed to get free. 
  Alternatively, a swallowed creature can try to cut its 
  way out with either claws or a light piecing or slashing 
  weapon. Dealing at least 20 points of damage to the 
  pitcher (AC 16) in this way creates an opening large 
  enough to permit escape. Once a single swallowed 
  creature exits, muscular action closes the hole; thus, 
  another swallowed opponent must cut its own way out. 
  An orcwort’s pitcher can hold 4 Medium or 16 Small or 
  smaller opponents. 
   
  Telepathy (Su): An orcwort can communicate 
  telepathically with any of its wortlings within fifteen 
  miles.  
   
  Woodsense (Ex): An orcwort or wortling can 
  automatically sense the location of anything within 60 
  feet that is in contact with vegetation, even objects or 
  creatures that are not in contact with the same 
  vegetation as itself. 
   
  Languages: Sylvan. 
   
  Druid Spells Known/Prepared (4/3/2, save DC = 
  13 + spell level): 0 – create water, cure minor wounds, light, 
  resistance; 1st – camouflageSC ,longstrider x2; 2nd – barkskin, 
  resist energy. 
   
  Possessions: wand of speak with animals, scroll of 
  obscuring mist. 
   
  Description: An orcwort looks like a gigantic, 
  woody pitcher plant draped in thick creeper vines. It is 
  crowned with a canopy of bramble-like branches and 
  green, bushy foliage. Dormant wortling pods hang 
  from the orcwort’s branches, resembling round, 
  oversized prunes. 
  Hawk Companion: Tiny Animal; CR 1/3; HD 3d8; hp 
  13; Init +3; Spd 10 ft., fly 60 ft. (average); AC 20 (+2 size, 
  +4 Dex, +4 natural), touch 16, flat-footed 16; Base Atk 
  +0; Grp −10; Atk +5 melee (1d4−2, talons); Full Atk +5 
  melee (1d4−2, talons); Face/Reach: 2-1/2 ft./0 ft.; SQ: 
  Evasion, link, low-light vision, share spells; AL Neutral; 
  SV Fort +2, Ref +6, Will +2; Str 7, Dex 18, Con 10, Int 2, 
  Wis 14, Cha 6.   
   
  Skills and Feats: Listen +4, Spot +16; Alertness, 
  Weapon Finesse. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 53 
  Appendix 4 − Combat Stat Blocks (APL 12)
  Encounter 5  
   
   
   
  DM NOTE: The Marshals in this encounter have 
  active auras up at all times.  Please add the appropriate 
  bonuses. 
  Druid: Male Orc Drd10; CR 10; Medium humanoid; 
  HD 10d8+20; hp 73; Init -1; Spd 30 ft.; AC 9, touch 9, 
  flat-footed 9 (−1 Dex); Base Atk +7; Grp +9; Atk none; 
  Full Atk none; Space/Reach 5 ft./5 ft.; SA Wildshape 
  (4/day, 10 hours each); SQ Darkvision 60 ft., Orc-blood, 
  Druid Special abilities; AL NE; SV Fort +9, Ref +2, Will 
  +10; Str 14, Dex 8, Con 14, Int 12, Wis 16, Cha 10.   
  Druid DIRE APE-form: Male Orc Drd10; CR 10; 
  Large Animal; HD 10d8+20; hp 73; Init +2; Spd 30 
  ft./Climb 15ft.; AC 21 (+6 +1 glamered breastplate, +2 
  Dex, +4 natural, −1 size), touch 11, flat-footed 19; Base 
  Atk +7; Grp +17; Atk +12 melee (1d6+6, claw); Full Atk 
  +12/+12 melee (1d6+6, claw) and +7 melee (1d8+3, 
  bite); Space/Reach 10 ft./10 ft.; SA Rend (2d6+9), 
  Wildshape (4/day, 10 hours each); SQ Darkvision 60 
  ft., Orc-blood, Druid Special abilities; AL NE; SV Fort 
  +9, Ref +5, Will +10; Str 22, Dex 15, Con 14, Int 12, Wis 
  16, Cha 10.  
   
  Skills and Feats: Concentration +15, Knowledge 
  (nature) +10, Handle Animal +9, Survival +20, Spot +16 
  (21 with Raptor’s Sight), Listen +16; Track, Natural 
  Spell, Spell Focus: Conjuration, Augment Summoning. 
   
   
  Druid Spells Prepared (6/5/5/4/3/2; base DC = 13 + 
  spell level; Conjuration spells 14 + spell level; CL 10):  
  0— create water, detect magic, know direction, cure minor 
  wounds x2, guidance; 1st— camouflageSC, enrage animalSC, 
  entangle, foundation of stoneSC, raptor’s sightRW; 2nd— 
  barkskin x2, brambles, mass camouflageSC, nature’s favorSC; 
  3rd— alter fortunePHB2, greater magic fang, nature’s 
  balanceSC, spike growth; 4th— arc of lightningSC, flame 
  strike, freedom of movement; 5th - animal growth, wall of 
  thorns. 
   
  Possessions: +1 large dragonhide breastplate, bag of tricks 
  (tan), pearl of power 1st x2, lesser metamagic rod of Silent 
  spell, wand of snake’s swiftnessSC (1st CL, 20 charges), wand 
  of lesser vigorSC (1st CL, 10 charges), wand of speak with 
  animals (1st CL, 10 charges), wand of omen of perilSC (1st 
  CL, 4ch), potion of fly (5th CL), potion of darkvision (3rd 
  CL), potion of mage armor (1st CL), divine scroll of 
  summon nature’s ally VI (11th CL), divine scroll of wind 
  wall (3rd CL), divine scroll of bull’s  strength (3rd CL), 
  divine scroll of gust of wind (3rd CL), tanglefoot bag, scroll 
  organizer, spell component pouch x2, belt pouch,  
  goodberries x24, 9gp.  
  *Giant Constrictor Snake Companion: CR −; Huge 
  Animal; HD 11d8+14; hp 63; Init +3; Spd 20 ft., climb 
  20 ft., swim 20 ft.; AC 15 (−2 size, +3 Dex, +4 natural), 
  touch 11, flat-footed 12; Base Atk +8; Grp +23; Atk +13 
  melee (1d8+10, bite); Full Atk +13 melee (1d8+10, bite); 
  Space/Reach 15 ft./10 ft.; SA Improved Grab, Constrict 
  1d8+10; SQ Scent, Low-light vision, Link, share spells; 
  AL N; SV Fort +8, Ref +10, Will +4; Str 25, Dex 17, Con 
  13, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +17, Hide +10, 
  Listen +9, Spot +9, Swim +16; Alertness, Endurance, 
  Skill Focus (hide), Toughness. 
  Giant1 Master Thrower: Male Forest Giant 
  Sor1/Ftr1/Master Thrower 1; CR 13; Huge Giant; 
  HD 14d8+1d4+1d10+96-4; hp 194; Init +1; Spd 40 ft.; 
  AC 25 (-2 size, +1 Dex, +5 chain shirt, +11 natural), 
  touch 9, flat-footed 24; Base Atk +11; Grp +30; Atk +24 
  melee (3d8+22, +1 huge greatclub) or +24 ranged 
  (2d8+14, rock); Full Atk +24/+19/+14 melee (3d8+22, 
  greatclub) or +22/+22/+17/+12 ranged (2d8+14, rock); 
  Space/Reach 15 ft./15 ft.; SA rock throwing, Trip Shot; 
  SQ Darkvision 60 ft., rock throwing; AL NE; SV Fort 
  +20, Ref +9, Will +11; Str 38, Dex 13, Con 26, Int 14, 
  Wis 16, Cha 22. Master Thrower, Complete Warrior, pg. 
  58.   
   
  Thrown Weapon Trick (Ex): Trip Shot: A master 
  thrower with this ability may use a thrown weapon to 
  make a trip attempt against an opponent farther than 5 
  feet away.  The character makes a normal attack against 
  the opponent with a thrown weapon.  If the attack 
  succeeds, in addition to doing damage as normal, the 
  master thrower makes a Dexterity check with a +4 
  bonus opposed by the opponent’s Dexterity check or 
  Strength check (whichever ability score has the higher 
  modifier).  Other modifiers may apply to this opposed 
  check (see page 158 of the Players Handbook).  If the 
  master thrower wins the opposed check, the opponent 
  is tripped.  The benefit of this ability does not stack 
  with the benefit of the Improved Trip feat. 
   
  Skills and Feats: Diplomacy +13, Hide +17, Sense 
  Motive +14, Spot +27, Listen +19, Slight of Hand +8;  
  Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus: Thrown Rock, Brutal Throw CV, Power Attack, 
  Power Throw CW, Quick Draw. 
   
  Sorcerer Spells Known (4/2; 5/5 per day; base DC = 
  16 + spell level; CL 1; Arcane Failure 5%): 0—message, 
  ghost sound, mending, detect magic; 1st- benign transposition 
  SC, guided shot SC. 
   
  Possessions: +1 huge twilight mithral chain shirt with 
  forestward shroudRW, eyes of the eagle, bracers of quick 
  strikeMH, ring of counterspells (glitterdust), vest of resistance 
  +2 CA, brooch of shielding, +1 huge greatclub, Quaal’s feather 
  token (Whip), wand of true strike (1st CL, 25ch), wand of 
  shield (2nd CL, 30 charges), wand of  fist of stoneSC (1st 
  CL, 25 charges), potion of heroism (3rd CL) x3, potion of fly 
  (5th CL), potion of displacement, potion of shield of faith +4 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 54 
  (12th CL), potion of barkskin (3rd CL), arcane scroll of 
  Extended haste (7th CL), arcane scroll of heroism (5th CL), 
  thunderstones x2, tanglefoot bags x7, bag of caltrops 
  x3, quiver of javelins (10 javelins), bag of rocks (10 
  rocks) x5, 25 gp, Plant Graft: Grappling Vine (Magic of 
  Eberron, p136) 
  Forest Giants (2): Male Forest Giant Marshal 1); CR 
  11; Huge Giant; HD 15d8+90-4; hp 164; Init +1; Spd 40 
  ft.; AC 25 (−2 size, +1 Dex, +5 chain shirt, +11 natural), 
  touch 9, flat-footed 24; Base Atk +10; Grp +29; Atk +20 
  melee (3d8+17, +1 huge greatclub) or +19 ranged 
  (2d8+11, rock); Full Atk +20/+15 melee (3d8+17, 
  greatclub) or +17/+17/+12 ranged (2d8+11, rock); 
  Space/Reach 15 ft./15 ft.; SA (Poisoned Arrows,) rock 
  throwing; SQ Darkvision 60 ft., rock throwing, 1 
  Minor Aura (each); AL NE; SV Fort +18, Ref +6, Will 
  +10; Str 33, Dex 13, Con 22, Int 14, Wis 16, Cha 22. 
  Marshal, Miniatures Handbook, pg. 11.  
   
  Skills and Feats: Diplomacy +20, Hide +19, Sense 
  Motive +14, Spot  +26, Listen +21; Point Blank Shot, 
  Precise Shot, Rapid Shot, Quickdraw, Brutal Throw CV, 
  Skill Focus: Diplomacy, Woodland Archer RW 
   
  Possessions: +1 huge mithral chain shirt with forestward 
  shroudRW, eyes of the eagle, brooch of shielding, bracers of 
  quick strikeMH, vest of resistance +1CA, +1 huge greatclub, 
  potion of fly (5th CL), potion of bull’s strength (3rd CL), 
  potion of shield of faith +3 (6th CL), potion of barkskin (3rd 
  CL), thunderstones x3, tanglefoot bags x2, bag of 
  caltrops x3, quiver of javelins (10 javelins), bag of rocks 
  (10 rocks) x5, 25 gp, Plant Graft: Grappling Vine 
  (Magic of Eberron, p136). 
   
  Minor Auras: A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls. 
   
  Motivate Dexterity(active on #1): +6 bonus on 
  Dexterity checks, dexterity based skill checks and 
  initiative checks. 
   
  Force of Will (active on #2): +6 bonus to will saves. 
  Encounter 6  
   
   
   
  DM Note: All the Trappers have the same Poison and 
  Web special abilities and the same spider familiar. 
  These are only listed under Kress to save space in this 
  section. 
  Rootak: Companion Familiar Advanced Giant 
  Crocodile, Male Lizard; Huge Magical Beast 
  (augmented Animal); CR --; HD 13d8+78; hp 143; Init 
  +2; 
  Spd 
  30 
  ft.(10ft 
  enhancement, 
  Extended 
  Longstrider, CL 19)/Swim 30ft.; AC 35 (−2 size, +6 
  extended greater mage armor, CL 19, +2 Dex, +13, +2 
  dodge (extended enhance familiar, CL 19)), touch 12, 
  flat-footed 31; Base Atk +9; Grp +31; Atk +24 melee 
  (2d8+22, bite, (greater magic fang, CL 23), +2 competence 
  Hit/dam, extended enhance familiar, CL 19)) or +24 
  melee (1d12+22, tail slap (greater magic fang, CL 23), +2 
  competence Hit/dam, extended enhance familiar, CL 
  19)); Full Atk +24/+19 melee (2d8+22, bite, +5 greater 
  magic fang, +2 comp enhance familiar) or +24/+19 
  (1d12+22, tail slap, +5 greater magic fang, +2 comp 
  enhance familiar); SA Improved Grab; SQ Hold Breath, 
  Link, Share Spells, Improved Evasion, Devotion, 
  Multiattack*, Impart Alertness, Empathic Link, deliver 
  touch spells, speak with master, speak with animals of 
  its kind, spell resistance 16, Low-light vision; AL N; SV 
  Fort +23, Ref +17, Will +25 (+6 resistance Extended 
  Superior Resistance CL 19, +2 competence Extended 
  Enhance Familiar); Str 30, Dex 15, Con 19 (23), Int 11, 
  Wis 12, Cha 2.  
        Skills and Feats: Hide +14 (+4 to this in the water), 
  Listen +5, Spot +5, Swim +20 (can take 10), Tumble +9. 
   
  Master's 
  Skills: 
  Climb 
  +23 
  6ranks 
  (+10 
  competence, branch to branch CL 19) Concentration 
  +28, Knowledge (religion) +6, Jump +16 (augmented 
  via Longstrider/Branch), Listen +25, Spot +25, 
  Knowledge (arcane) +13, Spellcraft +4, Knowledge 
  (nature) +13 Survival +1^, Sense Motive +13, 
  Diplomacy +18.  
   
  Feats: Alertness, Endurance, Skill Focus (hide), 
  Improved Unarmed Strike, Improved Grapple. 
   
  Spells Active: Limited wish (contingency, heal when 
  familiar speaks special word (via speak with animals of 
  its own kind), CL 19),  Extended greater magic fang 
  (bite), CL 23), Extended greater magic fang (tail slap), CL 
  23) Extended superior resistanceSC 
  p174, CL 19 (14hr 
  duration), Extended energy immunity SC p80 x2 (shared via 
  master, CL 19), Extended energy immunity SC p80 x4 (fire, 
  electricity, acid, cold)  CL 19, 14hr duration), Extended 
  greater magic fang, CL 19 (all natural weapons), 
  Extended greater mage armor SC p136, CL 19 Extended 
  enhance familiar SCp82, CL 19 Extended branch to branchSC 
  p38, CL 19 Extended longstrider, CL 19 (14hrs duration) 
        Possessions: cloak of displacement (minor), amulet of 
  health +4. 
  Kress: Male Aranea (Wood Elf Alternate Form) 
  Sor5; Medium Magical Beast (Shapechanger); CR 9; 
  HD 3d10+5d4+32+14 false life; hp 83; Init +5; Spd 50 ft., 
  Climb 25 ft.; AC 20 (+4 mage armor, +5 Dex, +1 natural), 
  touch 15, flat-footed 15; Base Atk +5; Grp +4;  Atk +10 
  melee (1d6−1+poison, bite) or +10 (+11*) ranged (web); 
  Full Atk +10 melee (1d6-1+poison, bite) or +10 (+11*) 
  ranged (web); SA poison, web; SQ Change shape, 
  darkvision 60 ft., low-light vision; AL N; SV Fort +8, 
  Ref +9, Will +8; Str 8, Dex 20, Con 18, Int 14, Wis 12, 
  Cha 23. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen 
  +8, Spellcraft +12, Spot +8, Use Magic Device +11; 
  Alertness, Iron Will, Point Blank Shot*, Precise Shot, 
  Empower Spell. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 55 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  Damage 1d6 Str, secondary damage 2d6 Str.  The save 
  DC is constitution based. 
   
  Web (Ex): In spider or Hybrid form, an aranea can 
  throw a web up to six times per day.  This is similar to 
  an attack with a net but has a maximum range of 50 
  feet, with a range increment of 10 feet, and is effective 
  against targets of up to large size.  The web anchors the 
  target in place, allowing no movement. 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 8/5/3/2/1; Per Day 
  6/8/8/6/4; base DC = 16 + spell level; CL 8): 0— acid 
  splash, daze, dancing lights, disrupt undead, detect magic, 
  message, prestidigitation; 1st- guided shotCV, orb of electricity, 
  lesserSC, ray of enfeeblement, shield;  2nd – false life 
  phantasmal assailantsSC,; 3rd – fly, ray of exhaustion,; 4th – 
  enervation. 
   
  Possessions: Heward’s handy haversack, gloves of 
  fortunate strikingMH, cloak of charisma +2, brooch of 
  shielding, Quaal’s feather token (whip) x2, Quaal’s feather 
  token (tree) x2, arcane scroll: Leomund’s tiny hut (5th CL), 
  arcane scroll:  protection from evil (1st CL), acid flasks (8), 
  tanglefoot bags (2), falchion, spiked gauntlet - cold 
  iron, spiked gauntlet - silver, spell component pouch, 
  charm of the tree dwellers. 
  Hunting Spider Familiar, Male Spider; Tiny 
  Vermin; CR −; HD 8; hp 34 (½ masters hp); Init+3; Spd 
  20ft., climb 10 ft.; AC 19 (+2 size, +3 Dex, +4 natural), 
  touch 15, flat-footed 16; Base Atk +5; Grp -12; Atk +8 
  melee (1d3−4+poison, bite); Full Atk+8 melee 
  (1d3−4+poison, bite); SA Poison; SQ Darkvision 60 ft., 
  tremorsense 60 ft., vermin traits, deliver touch spells, 
  Improved Evasion, share spells, speak with master, 
  speak with animals of its kind, empathic link, granted 
  abilities; AL N; SV Fort +4, Ref +7, Will +7; Str 3, Dex 
  17, Con 10, Int 9, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +13 (Can always take 10), 
  Concentration 10, Escape Artist +6, Hide +15, Jump +8, 
  Listen +5, Spellcraft +9, Spot +16, Use Magic Device +0; 
  Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 10, initial 
  damage 1d2 Str, secondary damage 1d2 Str. The save 
  DC is Constitution-based. 
   
  Tremorsense (Ex): A monstrous spider can 
  detect and pinpoint any creature or object within 60 
  feet in contact with the ground, or within any range in 
  contact with the spider’s webs. 
  Sestis, Male Aranea (Wood Elf Alternate Form) 
  Aranea/Sorc5; 
  Medium 
  Magical 
  Beast 
  (Shapechanger); CR 9; HD 3d10+5d4+32+14 false life; 
  hp 83; Init +5; Spd 50 ft./Climb 25 ft.; AC 20, touch 15, 
  flat-footed 15 (+4 mage armor, +5 Dex, +1 natural); Base 
  Atk +5; Grp +4;  Atk +10 melee (1d6-1+poison, bite) or 
  +10 ranged (web); Full Atk +10 melee (1d6-1+poison, 
  bite) or +10 ranged (web); SA poison, web; SQ Change 
  shape, darkvision 60 ft., low-light vision; AL N; SV Fort 
  +8, Ref +9, Will +8; Str 8, Dex 20, Con 18, Int 14, Wis 
  12, Cha 23. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +9, Escape Artist +8, Jump +12, 
  Knowledge (nature) +6, Listen +8, Spellcraft +5, Spot 
  +8, Use Magic Device +11; Alertness (f), Iron Will, 
  Silent Spell,  Empower, Energy Substitution: Acid. 
   
  Languages: Common, Sylvan, Orcish, Dwarven. 
   
  Sorcerer Spells (Known 8/5/3/2/1; Per Day 
  6/8/8/6/4; base DC = 16 + spell level; CL 8): 0—daze, 
  disrupt 
  undead, 
  ghost 
  sound, 
  message, 
  open/close, 
  prestidigitation, read magic, touch of fatigue; 1st – guided 
  shotSC,  magic missile, mage armor, ray of enfeeblement, 
  shield; 2nd- glitterdust, scorching ray, web; 3rd –  haste, stony 
  grasp; 4th – orb of forceSC. 
   
  Possessions: cloak of charisma +2, lesser rod of enlarge, 
  arcane scroll of wall of force (9th CL), arcane scroll: greater 
  blink (9th CL), arcane scroll: slow (5th CL), arcane scroll: 
  sleet storm (5th CL), divine scroll: faerie fire (1st CL) x2, 
  arcane scroll: greater invisibility (7th CL), potion of 
  invisibility (3rd CL), arcane scroll: Otiluke’s resilient sphere 
  (7th CL), divine scroll: calm emotions (4th CL), divine 
  scroll: bless (1st CL), scroll organizers x2, spell 
  component pouch, charm of the tree dwellers. 
  Encounter 7A  
   
   
   
  DM NOTE: The Marshal in this encounter has active 
  auras up at all times.  Please add the appropriate 
  bonuses. 
  Morti:  Male Orc Sor7/Mindbender 1/Fatespinner 
  2; Medium Humanoid; CR 10; HD 10d4+20; hp 51; Init 
  +4; Spd 30; AC 9 (−1 Dex), touch 9, flat-footed 10; Base 
  Atk +4; Grp +4;  Atk +4 melee (1d6, quarterstaff); Full 
  Atk +4 melee (1d6, quarterstaff); SA Telepathy, Spin 
  Fate, Fickle Finger of Fate; SQ Darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +7, Ref +3, Will +12; Str 8, 
  Dex 8, Con 14, Int 14, Wis 10, Cha 18.  Mindbender, 
  Complete Arcane, page 54; Fatespinner, Complete Arcane, 
  page 37. 
   
  Skills and Feats: Bluff +8, Diplomacy + 8, Intimidate 
  +8, Knowledge (Arcana) +14, Profession (Gambler) +5, 
  Sense Motive +4, Spellcraft +8; Improved Initiative, 
  Spell Focus (Enchantment), Greater Spell Focus 
  (Enchantment), Enlarge Spell. 
   
  Languages: Common, Orcish, Draconic, Ancient 
  Suloise. 
   
  Sorcerer 
  Spells 
  (Known 
  9/5/4/3/2/1; 
  6/7/7/7/6/4 per day; base DC = 14+ spell level, 16+ 
  spell level for Enchantment spells; CL 8): 0- caltropsSC, 
  daze, detect magic, ghost sound, mage hand, open/close, read 
  magic, resistance, sonic snapSC; 1st- benign transpositionSC, 
  charm person, detect secret doors, distract assailantSC, inhibitSC 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 56 
  2nd- glitterdust, rebukeSC , Tasha’s hideous laughter, entice 
  giftSC; 3rd- hold person, miser’s envySC, suggestion; 4th- 
  confusion, ruin delver’s fortune SC ; 5th - feeblemind. 
   
  Possessions:  quarterstaff, cloak of charisma +2, ring of 
  counterspells (disintegrate), arcane scroll: mage armor (CL 1), 
  arcane scroll: fly (CL 5th), arcane scroll: invisibility, greater 
  (CL 7th), arcane scroll: invisibility (CL 3), arcane scroll: see 
  invisibility (CL 3), arcane scroll: calm emotions (CL 3), 
  Quaal’s feather token: bird, dust of dispersion CA, vest of 
  resistance +2CA 
   
  Telepathy (Su): A mindbender unlocks one of the 
  most basic elements of his craft at 1st level, gaining the 
  ability to communicate telepathically with any creature 
  within 100 feet that has a language.  
   
  Spin Fate (Ex): A mage of many fates understands 
  that “chance” is not as random as many believe it to be, 
  and he can adjust the probability of certain events by 
  applying a force that fatespinners refer to as “spin”.  
  Each day, a fatespinner can use a number of points of 
  spin equal to his fatespinner class level. 
   
  As a free action, a fatespinner can use stored spin 
  to boost the save DC of a spell he casts, adding some or 
  all of his spin to the DC, on a point-for-point basis.  For 
  instance, a 5th level wizard/3rd level fatespinner casting 
  fireball could choose to boost the DC by 1, 2, or 3 
  points.  Once he uses up his spin for the day, his ability 
  to tinker with probability in this fashion is also 
  exhausted for the day. 
   
  A fatespinner’s spin is replenished whenever the 
  character successfully regains his spells for the day 
  (whether through rest, preparation or prayer). 
   
  Fickle Finger of Fate (Ex):  On reaching 2nd 
  level, a fatespinner gains the ability to effect the luck of 
  others.  Once per day as an immediate action (see page 
  86), he can force any other creature – friend or enemy 
  – to re roll a roll that it has just made.  A fatespinner 
  must have line of sight to the creature to be affected.  
  That creature must abide by the result of the reroll , 
  whether it’s higher or lower than the original roll. 
  Gulbak:  Male Human Warmage 9; Medium 
  Humanoid; CR 9; HD 9d6+18; hp 56; Init +3; Spd 30; 
  AC 18 (+4 chain shirt, +1 light shield, +6 Dex), touch 
  13, flat-footed 16; Base Atk +4; Grp +3;  Atk +3 melee 
  (1d6, shortspear) or +8 (+9) ranged (spells (within 30 
  ft.)); Full Atk +3 melee (1d6, shortspear) or +7 (+8) 
  ranged (spells (within 30 ft.)); SA Advanced Learning, 
  Armored Mage, Sudden Empower, Warmage Edge +4 , 
   AL LE; SV Fort +5, Ref +6, Will +5; Str 8, Dex 16, Con 
  14, Int 14, Wis 8, Cha 18.  Warmage, Complete Arcane, 
  page 10. 
   
  Skills and Feats: Concentration + 14, Intimidate 
  +16, Knowledge (arcana) +14, Knowledge (history) +14, 
  Spellcraft +14; Empower Spell, Sudden EmpowerCA, 
  Point Blank Shot, Arcane Thesis: Scorching RayPHB2, 
  Precise Shot, Extra EdgeCA. 
   
  Languages: Common, Orcish, Ancient Suloise. 
   
  Warmage Spells (Per day 6/7/7/7/5; DC 14 + 
  spell level) Known: 0-  acid splash, disrupt undead, 
  light, ray of frost;  1st -  accuracySC, burning hands, chill 
  touch,  fist of stoneSC, hail of stoneSC, ice daggerSC, magic 
  missile, orb of acid, lesserSC , orb of cold, lesserSC, orb of 
  electricity, lesserSC, orb of fireSC, lesser, orb of sound, lesserSC, 
  shocking 
  grasp, 
  true 
  strike;  
  2nd -  blades of fireSC, continual flame, fire trap, fireburstSC, 
  flaming sphere, ice knifeSC, Melf’s acid arrow, pyrotechnics, 
  scorching ray, shatter, whirling bladeSC; 3rd - fire shield, 
  fireball, flame arrow, gust of wind, ice storm, lightning bolt, 
  poison, ring of bladesSC, sleet storm, sound lanceSC, stinking 
  cloud; 4th – blast of flameSC, contagion, Evard’s black tentacles, 
  orb of acidSC, orb or coldSC, orb of electricitySC, orb of fireSC, orb 
  of forceSC, orb of soundSC, phantasmal killer, shout, wall of fire. 
   
  Possessions:  cloak of charisma +2, shortspear x2, +1 
  chain shirt, +1 light wooden shield, potion of fly (CL 5) , 
  potion of invisibility (CL 3), potion of see invisibility (CL 3), 
  thunderstone x4, ring of counterspells (dispel magic),  
  potion of displacement (CL 5), 50 gp.     
   
  Armored Mage (Ex): Normally, armor of any 
  type interferes with an arcane spellcaster’s gestures, 
  which can cause his spells to fail (if those spells have 
  somatic components).  A warmage’s limited focus and 
  specialized training, however, allows him to avoid 
  arcane spell failure as long as he sticks to light armor 
  and light shields.  This training does not extend t 
  medium or heavy armors, nor to heavy shields.  Nor 
  does this apply to spells gained from a different 
  spellcasting class. 
   
  At 8th level, a warmage learns to use medium 
  armor with no chance of spell failure. 
   
  Warmage Edge (Ex): A warmage is specialized in 
  dealing damage with his spell.  Whenever a warmage 
  casts a spell that deals hit point damage, he adds his 
  intelligence bonus (if any) to the amount of damage 
  dealt.  For instance, if a 1st level warmage with 17 
  intelligence casts magic missile, he deals 1d4+1 points 
  of damage normally, plus an extra 3 points of damage 
  due to his Intelligence bonus.  The bonus from the 
  warmage edge special ability applies only to spells that 
  he casts as a  warmage, not those he might have by 
  virtue of levels in another class. 
   
  A single spell can never gain this extra damage 
  more than once per casting.  For instance, a fireball 
  deals the extra damage to all creatures in the area it 
  affects.  However, if a 3rd level warmage casts magic 
  missile and produces two missiles, only one of them (of 
  the warmage’s choice) gains the extra damage, even if 
  both missiles are directed at the same target.  If a spell 
  deals damage for more than one round, it deals this 
  extra damage in each round. 
   
  Scrolls scribed by a warmage do not gain any 
  benefit from warmage edge.  Scrolls activated by a 
  warmage also gain no benefit from warmage edge.  The 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 57 
  same is true for most other magic item, such as wands 
  and potions.  However, staffs activated by a warmage 
  use not only the warmage’s caster level but also gain 
  the benefits of the warmage edge, if applicable. 
  Leder:  Male Half-Orc Marshal 4/Brb1/Outcast 
  Champion 1; Medium Humanoid; CR 6; HD 
  4d8+1d12+1d10+12; hp 48; Init +0; Spd 20; AC 19 (+1 
  full plate, +0 Dex), touch 10, flat-footed 19; Base Atk +5; 
  Grp +6;  Atk +7 melee (2d4+3/18-20, +1 falchion); Full 
  Atk +7 melee (2d4+3/18-20, +1 falchion); SA Rage 1/day; 
  SQ fast movement, grant move action 1/day, 1 Major 
  Aura, 2 Minor Auras, Aura of Confidence, darkvision 
  60 ft., light sensitivity; AL CE; SV Fort +10, Ref +1, Will 
  +5; Str 12, Dex 10, Con 14 Int 8, Wis 10, Cha 16.  
  Marshal, Miniature’s Handbook, page 11, Outcast 
  Champion, Races of Destiny, pg. 126. 
   
  Grant Move Action (Ex): Starting at 4th level, a 
  marshal can direct and motivate his allies to act 
  immediately.  Once per day, as a standard action, he 
  may grant an extra move action to any or all of his allies 
  within 30 feet (but no to himself).  Each of the affected 
  allies takes this extra move action immediately, acting 
  in their current initiative order.  This extra action does 
  not affect the allies’ initiative count; the round 
  continues normally after the marshal’s turn is over.  
  (This may mean, for example, that an ally whose 
  initiative count immediately follows the marshal’s may 
  get an extra move action from the marshal, followed by 
  a full round worth of actions on the ally’s turn.)   
   
   
  At 8th level, a marshal gains the ability to grant an 
  extra move action to his allies twice per day.  The 
  frequency increases to three times per day at 12th level, 
  four times per day at 16th level, and five times per day at 
  20th level. 
   
  A character can take only one extra move action 
  per round.  (in other words, two marshals can’t use this 
  ability on the same ally in the same round.)  If an ally 
  chooses not to take the move action, it is lost. 
  Auras (Ex): The marshal exerts an effect on allies in 
  his vicinity.  He can learn to produce different effects, 
  or auras, over the course of his career.  The marshal 
  may project one minor and (starting at 2nd level) one 
  major aura at a time.  
   
  Projecting an aura is a swift action (see Chapter 3: 
  Magic).  The aura remains in effect until the marshal 
  uses a free action to dismiss it or activates another aura 
  of the same kind (major or minor).  A marshal can have 
  an aura active continually; thus, an aura can be in effect 
  at the start of a combat encounter even before the 
  marshal takes his first turn.   
   
  Activating an aura involves haranguing, ordering, 
  directing, encouraging, cajoling or calming allies.  A 
  marshal sizes up the enemy, allies, and the terrain, then 
  gives his allies the direction that they can use to do 
  their best. 
   
  Unless otherwise noted, a marshal’s aura affects all 
  allies within 60 feet (including himself) who can hear 
  the marshal.  An ally must have an intelligence score of 
  3 or higher and be able to understand the marshal’s 
  language to gain the bonus.  A marshal’s aura is 
  dismissed if he is dazed, unconscious, stunned, 
  paralyzed, or otherwise unable to be heard or 
  understood by his allies. 
   
  A marshal begins play knowing one minor aura of 
  his choice.  As his marshal level increases he gains 
  access to new auras, as indicated on table 1-5: The 
  Marshal. 
   
  All bonuses granted by a marshal’s auras are 
  circumstance bonuses that do not stack with each 
  other. 
   
  Minor Auras: A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls. 
   
  Motivate Dexterity(active): +3 bonus on Dexterity 
  checks, dexterity based skill checks and initiative 
  checks. 
   
  Watchful Eye: +3 bonus on reflex saves. 
   
  Major Aura: Beginning at 2nd level, a marshal can 
  project a major aura in addition to his minor aura.  A 
  major aura lets allies add +1 to certain rolls.  This bonus 
  improves by +1 at 7th, 14th, and 20th levels. 
   
  Motivate Care (active): +1 bonus to AC 
   
  Rage (Ex): (reckless)+6 Str, +6 Con, +2 Will Saves, 
  −4 AC, (+18 hp, +3 to hit, +3 to damage one handed +4 
  with two hands) lasts 6 rounds.   
   
  Aura of Confidence (Ex): Your presence 
  emboldens allies with 30 feet who can see you 
  (including yourself).  They add your class level as a 
  morale bonus on their Will saves.  This effect is lost if 
  you fall unconscious or die. 
   
  Skills and Feats: Bluff +10, Climb +4, Diplomacy + 
  14, Intimidate +16; Daunting PresenceMH, Menacing 
  DemeanorRD, Skill Focus (Diplomacy), Reckless RageRS. 
   
  Languages: Common, Orcish. 
   
  Possessions: Alchemist’s fire, armor of the dread 
  emperorBV, +1 falchion, potion of barkskin (+2), 5 gp.     
  Orc Toughs (3): Male Orc Bar2/Ftr4; Medium 
  Humanoid; CR 4; HD 2d12+ 4d10+12; hp 55; Init +2; 
  Spd 40; AC 17 (+5 +1 chain shirt, +2 Dex), touch 12, flat-
  footed 16; Base Atk +6/+1; Grp +11;  Atk +13 melee 
  (1d8+9/x3, masterwork orc double axe); Full Atk 
  +13/+8 melee (1d8+9/x3, masterwork orc double axe) 
  or +11/+11/+6 melee (1d8+9/x3, masterwork orc 
  double axe); SA Rage 1/day, Fast Movement , SQ 
  uncanny dodge, darkvision 60 ft., light sensitivity; AL 
  CE; SV Fort +9, Ref +4, Will +1; Str 20, Dex 15, Con 14, 
  Int 6, Wis 8, Cha 6.  
  
  SHE6-06 Steeped in Atrocity 
   
  Page 58 
   
  Skills and Feats: Climb +8, Craft: Weapon + 2, Swim 
  +7; Weapon Focus: Axe, orc double, Exotic Weapon 
  Proficiency: Orc Double Axe, Two Weapon Fighting, 
  Power Attack, Weapon Specialization: Orc Double Axe, 
  Reckless Rage RS. 
   
  Languages: Common, Orcish. 
   
  Possessions: +1 chain shirt, masterwork orc double 
  axe, potion of enlarge person (CL 3), cloak of elemental 
  protectionMH, tanglefoot bag x2, alchemist fire x2, belt of 
  one mighty blowMH, potion of haste (CL5), 50gp. 
   
  Rage (Ex): (reckless) +6 Str, +6 Con, +2 Will Saves, 
  −4 AC, (+18 hp, +3 to hit, +3 to damage one handed +4 
  with two hands) lasts 8 rounds.  
  Orcs (6): (see MM pg 203) with +1 AC and +3 to 
  dexterity checks, dexterity based skill checks and 
  initiative rolls.  
  Encounter 7B  
   
   
   
  Charnel Hound;  Huge Undead; CR 15; HD: 
  29d12+145; hp 333; Init. +2; Spd: 40 ft; AC: 26 (-2 size, 
  +2 Dex, +16 natural), touch 10, flat-footed 24;,Base 
  Atk +14; Grp +36 Atk Bite +26 melee (2d8+14); Full 
  Atk  +26 melee (2d8+14, bite) and +21/+21 melee 
  (2d6+7, 2 claws); Space/Reach: 15 ft./10 ft.; SA Body 
  integration, rend 4d6+21; SQ: Aversion to daylight, 
  damage reduction 10/silver and magic, darkvision 60 
  ft., frightful presence, spell resistance 23, undead 
  traits, unholy toughness; AL CE; SV: Fort +9, Ref +11, 
  Will +16; Str 38, Dex 14, Con −, Int −, Wis 11, Cha 20. 
   
  Body Integration (Su): Whenever a charnel 
  hound reduces a living humanoid foe of Large size or 
  smaller to negative hit points, the foe must 
  immediately make a DC 25 Fortitude saving throw. 
  On a failed save, the victim's body is instantly 
  absorbed into the form of the charnel hound, healing 
  the charnel hound of points of damage equal to 3 x 
  Hit Dice of the victim. This effect kills the victim, 
  and makes it difficult for his companions to recover 
  his body or equipment unless the charnel hound is 
  defeated and the proper body pulled from the pile of 
  resultant corpses. The save DC is Charisma-based. 
   
  Rend (Ex): A charnel hound that hits with both 
  claw attacks latches onto the opponent's body and tears 
  its flesh. This automatically deals an extra 4d6+21 
  points of damage. 
   
  Aversion to Daylight (Ex): Charnel hounds 
  loathe daylight. If exposed to natural daylight (not 
  merely a daylight spell), a charnel hound takes a −4 
  penalty on all attack rolls, saving throws, and skill 
  checks. 
   
  Frightful Presence (Su): A charnel hound can 
  inspire terror by charging or attacking. Affected 
  creatures must succeed on a DC 25 Will save or 
  become shaken, remaining in that condition as long as 
  they remain with 60 feet of the charnel hound. The 
  save DC is Charisma-based. 
   
  Unholy Toughness (Ex): A charnel hound 
  gains a bonus to its hit point equal to its Charisma 
  modifier x it Hit Dice. 
  Encounter 10B 
   
   
   
   
  Evolved Defacer: Medium Undead; CR 7; HD 11d12; 
  hp: 71; Init: +2; Spd: 30 ft; AC 20 (+2 Dex, +8 natural), 
  touch 12, flat-footed 18; Base Atk +5; Grp +9; Atk +11 
  melee (1d8+4+stunning possession, slam); Full Atk 
  +11/+11 melee (1d8+5+stunning possession, slam); 
  Space/Reach: 5 ft./5 ft.; SA Stunning possession, steal 
  face, frightful keening 60 ft.; SQ Fast healing 3, spell-
  like ability, earth glide, tremorsense 60 ft., damage 
  reduction 10/silver and magic, darkvision 60 ft., 
  undead traits; AL NE; SV: Fort +3, Ref +5, Will +8; Str 
  20, Dex 15, Con −, Int 7, Wis 13, Cha 16. 
   
  Skills and Feats: Listen +15, Spot +15; Dodge, 
  Mobility, Spring Attack, Weapon Focus (slam)  
   
  Languages: understands creator's orders 
   
  Spell Like Ability: See Invisibility (Sp): This 
  evolved defacer can use this ability 1/day, CL11. 
   
  Fast Healing (Ex): An evolved defacer heals 3 
  points of damage, each round so long as it has at least 1 
  hit point. 
   
  Frightful Keening (Su): The faces that whirl 
  about the head of a defacer constantly wail and scream. 
  This noise can be heard through earth and stone as 
  easily as it can through air. A defacer cannot stop this 
  keening. Any creature that can hear the sound and that 
  is within 60 feet of a defacer is automatically shaken. 
  This is a sonic, mind-affecting fear effect. 
   
  Earth Glide (Ex): A defacer glides through stone, 
  dirt, and any other sort of earth except metal as easily 
  as a fish swims through water. Its burrowing leaves 
  behind no tunnel or hole, nor does it create a ripple or 
  any other signs of its presence (although its frightful 
  keening can still be heard). 
   
  Stunning Possession (Su): A creature with an 
  Intelligence of 3 or higher that is struck by a defacer's 
  slam attack must succeed on a DC 18 Will save or be 
  stunned for 1 round. The save DC is Charisma-based. 
   
  While stunned, the creature's face takes on the 
  shape of one of the defacer's victims and screams for 
  help and release using the languages that soul knew in 
  life. When the effect ends, the ghostly face returns to 
  the defacer. 
   
  Steal Face (Su): If a defacer's slam attack kills a 
  creature with an Intelligence of 3 or higher, or if the 
  defacer touches the body of such a creature within 1 
  day of its death, the defacer steals its face as an 
  immediate action. This physically erases the facial 
  
  SHE6-06 Steeped in Atrocity 
   
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  features of the body, including bone structure, mouth, 
  and teeth, leaving a smooth and blank surface. 
  Attempts to cast speak with dead on victims of this 
  attack always fail. 
   
  This defilement of the corpse also draws the soul 
  of the creature to the defacer, and it becomes one of 
  the keening faces that whirl about the defacer's head. 
  This prevents the soul from reaching the afterlife, 
  becoming undead, or being raised or resurrected. 
  Nothing short of destroying the defacer restores a 
  corpse's face and frees the soul. 
   
  For 1 day after stealing a face, the defacer's blank 
  visage takes the shape of that creature's face in the 
  same manner as a creature affected by its stunning 
  possession. This effect ends if the defacer uses its earth 
  glide ability, which it is loath to do unless it thinks it 
  can take another creature's face that day. 
   
  If a defacer stole a creature's face by killing it and 
  is destroyed within 24 hours of that act, its victim 
  returns to life (stable at 0 hit points) if its body is 
  largely whole. Its face is restored. This return to life 
  does not result in level loss or ability drain. 
   
  A defacer arises when a spellcaster creates an 
  undead being from the corpse of a doppelganger or 
  other creature that assumes others' visages. Tortured by 
  its inability to mimic others, a defacer steals the faces 
  of those it kills and of the recently dead, trapping their 
  souls by defiling their corpses. 
  Blaspheme: Medium Undead; CR 7; HD 18d12+30; 
  hp 147; Init +1; Spd 40 ft; AC 20 (+1 Dex, +9 natural), 
  touch 11, flat-footed 19; Base Atk +9; Grp +18; Atk +18 
  melee (1d8+13 plus blasphemous contact, bite) Full 
  Atk +18 melee (1d8+13 plus blasphemous contact, 
  bite); Space/Reach: 5 ft./5 ft.; SA Blasphemous 
  contact, erratic charge; SQ Damage reduction 5/slash, 
  darkvision 60 ft., immunity to cold, inescapable 
  craving, undead traits; AL NE; SV: Fort +6, Ref +7, 
  Will +13; Str 28, Dex 12, Con −, Int 5, Wis 15, Cha 10.  
   
  Skills And Feats: Improved Natural Attack (bite), 
  Improved Toughness, Toughness, Track; Listen +10, 
  Spot +10, Survival +7 
   
  Languages: Common. 
   
  Blasphemous Contact (Su): Each time a 
  blaspheme bites a nonevil creature, the creature is 
  dazed for 1 round and takes 1d6 points of Strength 
  damage. There is no saving throw against this effect. 
   
  Erratic Charge (Ex): When a blaspheme charges, 
  it can make one turn of up to 90 degrees during its 
  movement. All other restrictions on charges still apply. 
  For instance, it cannot pass through a square that 
  blocks or slows movement, or one that contains a 
  creature. A blaspheme must have line of sight to a 
  targeted opponent at the start of its turn. 
   
  Inescapable Craving: A blaspheme has an 
  inescapable craving (see the Undead Metabolism 
  section in Chapter 1) for Strength, which it satisfies by 
  using its blasphemous contact ability. 
  Vitreous Drinker: Medium Undead; CR 11; HD 
  14d8; hp 91; Init +8; Spd 30 ft; AC 27 (+4 Dex, +3 
  deflection, +10 natural), touch 17, flat-footed 23; Base 
  Atk +7; Grp +8; Atk +12 melee (2d4+1 + eye drinking, 
  tongue lash); Full Atk +12/+7 melee (2d4+1 + eye 
  drinking, tongue lash); Space/Reach: 5 ft./5 ft.; SA eye 
  drinking, horrific gaze; SQ Damage reduction 10/good, 
  +6 turn resistance, spell resistance 22, darkvision 120 
  ft., undead traits, spectral ravens, unholy grace, spell 
  like abilities; AL NE; SV: Fort +7, Ref +13, Will +14; Str 
  12, Dex 19, Con −, Int 18, Wis 15, Cha 16. 
   
  Skills and Feats: Bluff +10, Concentration +17, 
  Decipher 
  Script 
  +17, 
  Diplomacy 
  +17, 
  Gather 
  Information +15, Intimidate +15, Knowledge (arcana) 
  +14, Knowledge (local) +11, Knowledge (nature) +8, 
  Knowledge (religion) +8, Knowledge (the planes) +8, 
  Listen +2, Sense Motive +12, Spot +19, Use Magic 
  Device +19 (+21 scrolls); Ability Focus (eyebite), 
  Improved Initiative, Lightning Reflexes, Weapon 
  Finesse, Weapon Focus (tongue lash).  
   
  Languages: Abyssal, Common, Draconic, Infernal. 
   
  Possessions: +1 mithral chain shirt, cloak of charisma +2, 
  vest of resistance +2, wand of magic missiles (9th CL, 5 
  charges), wand of ray of enfeeblement (10th CL, 5 
  charges), arcane scroll of projected image (10th CL), arcane 
  scroll of shield (4th CL), arcane scroll of false life (3rd CL), 
  divine scroll of heroism (3rd CL), divine scroll of barkskin 
  (3rd CL), arcane scroll of greater invisibility (7th CL), 
  arcane scroll of haste (5th CL), arcane scroll of spectral hand 
  (3rd CL), arcane scroll of chill touch (5th CL), divine scroll 
  of faerie fire (1st CL),  divine scroll of obscuring mist (1st 
  CL), divine scroll of resurgence (1st CL). 
   
  Spell-Like Abilities (CL 14th):  At will − arcane 
  eye, detect thoughts (DC 15), tongues; 3/day – eyebite (DC 
  21), vampiric touch (+11 touch) 1 /day – dimension door, 
  finger of death (DC 20). 
   
  Eye Drinking (Su): A vitreous drinker can use its 
  lashing tongue to magically steal a creature's ability to 
  see. This ability has no effect on creatures that lack 
  sight. A creature struck by the drinker's tongue must 
  succeed on a DC 20 Fortitude save. On a failed save, the 
  creature's eyes become covered with thick, milky 
  cataracts. The creature cannot see farther than 60 feet, 
  and all melee and ranged attacks it makes within this 
  range have a 20% miss chance. This effect can be 
  removed only with greater restoration or miracle, or by 
  the destruction of the drinker that stole the victim's 
  sight. The save DC is Charisma-based. 
   
  A creature who has its sight stolen has a −4 penalty 
  on Will saves made to resist the vitreous drinker's 
  abilities and any of its spell-like abilities. The victim 
  
  SHE6-06 Steeped in Atrocity 
   
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  cannot avert its eyes to avoid the drinker's horrific gaze 
  (see below). 
   
  A vitreous drinker can see through the eyes of a 
  creature whose eyes it drinks, using the victim's full, 
  normal sight. It does not suffer the restrictions and 
  penalties imposed on a victim of eye drinking. The 
  range and duration of this ability have no limit, though 
  the drinker can view through only one victim's eyes at 
  a time. A drinker uses its own Spot skill to view details 
  through the victim's eyes and benefits from its 
  darkvision. 
   
  Horrific Gaze (Su): A vitreous drinker's 
  disgusting visage revolts even the strongest soul. A 
  drinker has a gaze attack with a range of 60 feet that 
  causes a creature to be nauseated for 1 round. A 
  successful DC 20 Fortitude save negates this effect, but 
  a creature must attempt another save each round it 
  remains within range of the gaze. The save DC is 
  Charisma-based. 
   
  Spectral Ravens (Su): A vitreous drinker is 
  accompanied at all times by spectral ravens that serve 
  the drinker unconditionally. The drinker shares a 
  powerful symbiotic link with the spectral ravens. It is 
  constantly aware of what they see and hear and can 
  direct them as a free action. The ravens are incorporeal, 
  and a vitreous drinker can control them as long as they 
  remain on the same plane as the drinker. The ravens 
  are not creatures, but rather objects spawned by the 
  drinker. Each raven has 5 hit points and AC 15. 
  Otherwise, treat them as unattended, Tiny objects. A 
  vitreous drinker is accompanied by up to twenty-four 
  ravens, and if any are destroyed, the creature can 
  restore them at a rate of one per day. 
   
  The ravens have a fly speed of 100 feet and perfect 
  maneuverability. They cannot take independent action, 
  nor can they do anything to physically affect the world 
  around them. They exist solely to observe. 
   
  Unholy Grace (Su): A vitreous drinker adds its 
  Charisma modifier as a bonus on its saving throws and 
  as a deflection bonus to its AC. Included above. 
  Advanced 
  Dread 
  Wraith: 
  Large 
  Undead 
  (incorporeal); CR 12; HD 21d12; hp 136; Init +13; Spd 
  Fly 50 ft.; AC 25 (–1 size +9 Dex, +7 deflection), touch 
  25, flat-footed 16; Base Atk +10; Grp —; Atk +19 melee 
  (2d6 plus 1d8 Constitution drain Incorporeal touch); 
  Full Atk +19 melee (2d6 plus 1d8 Constitution drain, 
  Incorporeal touch); Space/Reach 10 ft./10 ft.; SA 
  Constitution drain, create spawn; SQ darkvision 60 ft., 
  daylight powerlessness, incorporeal traits, lifesense 60 
  ft., undead traits, unnatural aura; AL (Always) LE; SV 
  Fort +5, Ref +14, Will +14; Str —, Dex 28, Con—, Int 
  17, Wis 18, Cha 25. 
   
  Skills and Feats: Diplomacy +9, Hide +28, 
  Intimidate +26, Knowledge (religion) +22, Listen +25, 
  Search +22, Sense Motive +23, Spellcraft +8, Spot +30, 
  Survival +4 (+6 following tracks), Tumble +5; Alertness, 
  Blind–Fight, Combat Expertise, Combat Reflexes, 
  Dodge, Improved Initiative, Improved Natural Attack 
  (incorporeal 
  touch), 
  Mobility, 
  Spring 
  Attack, 
  Whirlwind Attack. 
   
  Languages: Common and Infernal. 
   
  Constitution Drain (Su): Living creatures hit 
  by a dread wraith’s incorporeal touch attack must 
  succeed on a DC 25 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. 
   
  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 living 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. 
   
  Unnatural Aura (Su): Animals, whether wild 
  or domesticated, can sense the unnatural presence of a 
  dread 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 are 
  within that range. 
  Encounter 11  
   
   
   
  DM NOTE: The Marshals in this encounter have 
  active auras up at all times.  Please add the appropriate 
  bonuses. 
  Callenwold, Male Advanced Undying Soldier 
  (8HD) Clr3/MasterOfShrouds10/ Alienist1; CR 14; 
  Medium Deathless (Augmented Humanoid); HD 
  8d12+12d8+2d4; hp 141; Init +2; Spd 30ft.; AC 12, 
  touch 12, flat-footed 10 (+2 Dex); Base Atk +13; Grp 
  +15; Atk +16 melee (1d4+2/19-20, +1 cold iron dagger); 
  Full Atk +16/+11/+6 melee (1d4+2/19-20, +1 cold iron 
  dagger); Space/Reach 5 ft./5 ft.; SA Summon Undead 
  (7/day), Rebuke Undead (11/day), Summon Alien, 
  Smite Evil (+4/+8) 1/day; SQ Darkvision 60 ft., 
  Deathless 
  Traits, 
  DR 
  5/Cold 
  Iron, 
  Improved 
  Summoning, Alien Blessing, Turn Resistance +10, 
  Unnatural Resilience; AL CE; SV Fort +15, Ref +14, 
  Will +34; Str 12, Dex 14, Con —, Int 14, Wis 22 (26), 
  Cha 18. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 61 
   
  Skills:  Concentration  +29, Spellcraft +14, 
  Knowledge (Religion) +7, Knowledge (Arcana) +7, 
  Knowledge (Planes) +10, Diplomacy +9, Hide +26, 
  Listen +15, Spot  +15; BlindFightB, Spell Focus 
  (Conjuration), 
  Augment 
  Summoning, 
  Practiced 
  Spellcaster (Cleric), Whispered Secrets, Improved 
  Turn Resistance, Domain Spontaneity (Destiny), Rapid 
  Spell, Mobile Spellcaster, Divine Metamagic: Rapid 
  Spell. 
   
  Languages: Common, Abyssal, Celestial, Draconic, 
  Suel, Baklunish, Auran, Ignan, Aquan, Terran, Infernal. 
   
  Active Spells from prior day: Energy Immunity: 
  Fire (CL 17), Superior Resistance (CL 17), Stalwart Pact 
  (CL 17). 
   
  Cleric 
  (of 
  Vecna) 
  Spells 
  Per 
  Day 
  (6/7+1/7+1/6+1/6+1/4+1/3+1/2+1; base DC = 18 + spell 
  level, conjuration spells 19 + spell level; CL 17): 0th____ 
  Detect Magic x2, Read Magic, Guidance, Create Water x2; 
  1st____ Resurgence x2 (SC), Spell FlowerSC, SignSC, Scholar’s 
  Touch (RD), Disguise Self, Sanctuary, Omen of PerilSC; 2nd____ 
  Resist Energy, Close WoundsSC, Silence x2, Veil of ShadowSC, 
  Divine InsightSC, Calm Emotions, Augury; 3rd____ alter 
  fortunes (PHB2), Chain of EyesSC, Magic Circle vs Good, 
  Mass ResurgenceSC, Summon Monster 3,  Wind Wall, Delay 
  DeathSC; 4th____ Freedom of Movement x2, Mass Shield of 
  FaithSC, RecitationSC, Wall of EvilSC, Summon Monster 4, 
  Bestow Curse; 5th____ Righteous Wrath of the FaithfulSC, 
  Summon Monster 5, DoomtideSC, PlaneShift, Spell 
  Resistance; 6th____ Superior ResistanceSC, Energy ImmunitySC, 
  Harm, Warp Destiny (RD); 7th____ Repulsion, Blasphemy, 
  Spell Turning.  Domains: Magic and Destiny. The 
  Destiny domain spells include: 1-omen of peril; 2-augury; 
  3-delay death; 4-bestow curse; 5-stalwart pact; 6-warp destiny; 
  7-bestow curse, greater; 8-moment of prescience. 
   
  Items: Circlet of Persuasion (4500), Cloak of Turn 
  Resistance (11000), Periapt of Wisdom +4 (16000), +1 Cold 
  Iron Dagger (4304), Pearl of Power 1st x9 (9000), Wand of 
  False Life (10th CL, 5 charges) (1500), Wand of Shield (5th 
  CL, 10 charges) (750), Wand of Lesser Spell Immunity (3rd 
  CL, 4ch) (600), Wand of Ray of Enfeeblement (10th CL, 5 
  charges) (750), Wand of Haste (5th CL, 2ch) (450), Divine 
  Scroll of Freedom of Movement (7th CL) (700), Arcane Scroll 
  of Displacement (6th CL) (450), Arcane Scroll of Greater 
  Mage Armor (5th CL) (375), Arcane Scroll of Alter Self (3rd 
  CL) (150), Divine Scroll of Conjure Ice Beast 5 (9th CL)x2 
  (2250), Arcane Scroll of Project Image (10th CL) x2 (3000), 
  Arcane Scroll of Greater Invisibility (7th CL) x2 (1400), 
  Arcane Scroll of Eagles’ Splendor (3rd CL) x3 (450), Arcane 
  Scroll of Stoneskin (7th CL) (950), Divine Scroll of Arcane 
  Eye (7th CL) (700), Potion of Barkskin +2 (300), Planar 
  Fork: Abyss, Planar Fork: Astral, Spell Component 
  Pouches (4) (20), and 301gp. 
  Aidel, Female Succubus Warmage8; CR 12; Medium 
  Outsider; HD 8d8+8d6+80; hp 155; Init +1; Spd 20ft., 
  fly 35ft. (average); AC 33 (+1 Dex, +9 mithral full plate, 
  touch 11, flat-footed 32, +4 buckler, +9 natural); Base 
  Atk +12; Grp +13; Atk +13 melee (1d6+1, claw); Full 
  Atk +13/+13 melee (1d6+1, claw); Space/Reach 5 ft./5 
  ft.; SA Energy Drain, Spell-like Abilities, Summon 
  Demon, 
  Warmage 
  edge 
  (+5), 
  Armored 
  Mage 
  (medium); SQ Damage reduction 10/cold iron or good, 
  darkvision 60 ft., immune electricity and poison, 
  resistance acid 10, fire 10 and cold 10, spell resistance 
  28, telepathy 100 ft, tongues; AL CE; SV Fort +16, Ref 
  +12, Will +17; Str 12, Dex 12, Con 20, Int 20, Wis 14, 
  Cha 35. Warmage, Complete Arcane, pg. 10. 
   
  Skills and Feats: Concentration  +23, Spellcraft +26, 
  Knowledge (arcana) +15, Bluff +25, Diplomacy +27, 
  Disguise +33* , Escape Artist +19, Hide +10, Intimidate 
  +33, Listen +19, Move Silently +10, Search +14, Spot 
  +33, Survival +2, Use Rope +10, Use Magic Device +21; 
  Improved Energy DrainLM, Fell DrainLM, Life DrainLM, 
  Practiced CasterCD, Spell DrainLM, Sudden EmpowerCA, 
  Arcane Thesis: Ice StormPHB2 
   
  Languages: Common, Abyssal, Celestial, Draconic, 
  Suel, Baklunish, Auran. 
   
  Warmage Spells Per Day (6/9/9/8/7; base DC = 22 + 
  spell level; CL 12): Known: 0-  acid splash, disrupt undead, 
  light, ray of frost;  1st -  accuracySC, burning hands, chill touch, 
   fist of stoneSC, ice daggerSC, magic missile, orb of acid, lesserSC , 
  orb of cold, lesserSC, orb of electricity, lesserSC, orb of fireSC, 
  lesser, orb of sound, lesserSC, shocking grasp, thunderheadSC, 
  true strike; 2nd -  blades of fireSC, continual flame, fire trap, 
  fireburstSC, flaming sphere, ice knifeSC, Melf’s acid arrow, 
  pyrotechnics, scorching ray, shatter, whirling bladeSC; 3rd - fire 
  shield, fireball, flame arrow, gust of wind, ice storm, 
  Leomund’s tiny hut, lightning bolt, poison, ring of bladesSC, 
  sleet storm, stinking cloud; 4th – blast of flameSC, contagion, 
  Evard’s black tentacles, orb of acidSC, orb or coldSC, orb of 
  electricitySC, orb of fireSC, orb of forceSC, orb of soundSC, 
  phantasmal killer, shout, wall of fire.  
   
  Possessions: +1 mithral full plate,  +3 buckler, cloak of 
  charisma +4, amulet of health+2, circlet of persuasion, eyes of 
  the eagle, vest of resistance +3CA, armbands of reductionAEG, 
  wand of benign transpositionSC (1st CL, 10 charges), 
  Quaal’s feather token (whip), arcane scroll of projected image 
  (10th CL), arcane scroll of heroism (5th CL), divine scroll of 
  freedom of movement (7th CL), arcane scroll of stoneskin 
  (7th CL), potion of shield of faith+4, potion of barkskin +3, 
  potion of fox’s cunning x2, scroll case, spell component 
  pouches (4) , tanglefoot bags x2, thunderstone, dagger 
  x2, masterwork longsword, and 201gp.  
   
  Armored Mage (Ex): Normally, armor of any 
  type interferes with an arcane spellcaster’s gestures, 
  which can cause his spells to fail (if those spells have 
  somatic components).  A warmage’s limited focus and 
  specialized training, however, allows him to avoid 
  arcane spell failure as long as he sticks to light armor 
  and light shields.  This training does not extend to 
  medium or heavy armors, nor to heavy shields.  Nor 
  does this apply to spells gained from a different 
  spellcasting class. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 62 
   
  Warmage Edge (Ex): A warmage is specialized in 
  dealing damage with his spell.  Whenever a warmage 
  casts a spell that deals hit point damage, he adds his 
  intelligence bonus (if any) to the amount of damage 
  dealt.  For instance, if a 1st level warmage with 17 
  intelligence casts magic missile, he deals 1d4+1 points 
  of damage normally, plus an extra 3 points of damage 
  due to his Intelligence bonus.  The bonus from the 
  warmage edge special ability applies only to spells that 
  he casts as a  warmage, not those he might have by 
  virtue of levels in another class. 
   
  A single spell can never gain this extra damage 
  more than once per casting.  For instance, a fireball 
  deals the extra damage to all creatures in the area it 
  affects.  However, if a 3rd level warmage casts magic 
  missile and produces two missiles, only one of them (of 
  the warmage’s choice) gains the extra damage, even if 
  both missiles are directed at the same target.  If a spell 
  deals damage for more than one round, it deals this 
  extra damage in each round. 
   
  Scrolls scribed by a warmage do not gain any 
  benefit from warmage edge.  Scrolls activated by a 
  warmage also gain no benefit from warmage edge.  The 
  same is true for most other magic item, such as wands 
  and potions.  However, staffs activated by a warmage 
  use not only the warmage’s caster level but also gain 
  the benefits of the warmage edge, if applicable. 
   
  Energy Drain (Su): A succubus drains energy 
  from a mortal it lures into some act of passion, or by 
  simply planting a kiss on the victim. If the target is not 
  willing to be kissed, the succubus must start a grapple, 
  which provokes an attack of opportunity. The 
  succubus’s kiss or embrace bestows one negative level. 
   
  The kiss also has the effect of a suggestion spell, 
  asking the victim to accept another kiss from the 
  succubus. The victim must succeed on a DC 25 Will 
  save to negate the effect of the suggestion. The DC is 
  26 for the Fortitude save to remove a negative level. 
   
  These save DCs are Charisma-based. 
   
  Spell-Like Abilities: At will—charm monster (DC 
  26), detect good, detect thoughts (DC 24), ethereal jaunt (self 
  plus 50 pounds of objects only), polymorph (humanoid 
  form only, no limit on duration), suggestion (DC 25), 
  greater teleport (self plus 50 pounds of objects only). 
  Caster level 12th. The save DCs are Charisma-based. 
   
  Summon Demon (Sp): Once per day a succubus 
  can attempt to summon 1 vrock with a 30% chance of 
  success. This ability is the equivalent of a 3rd-level 
  spell. 
   
  Tongues (Su): A succubus has a permanent 
  tongues ability (as the spell, caster level 12th). Succubi 
  usually use verbal communication with mortals. 
  Bing, Male Evolved Advanced Ghast  Brd3/Dirge 
  Singer5: CR 9; Medium Undead; HD 8d12+8d6; hp 
  84; Init +4; Spd 30ft.; AC 24 (+4 Dex, +5 mithral chain 
  shirt, +5 natural), touch 14, flat-footed 20; Base Atk +9; 
  Grp +15; Atk +15 melee (1d8+6, bite + paralysis); Full 
  Atk +15 melee (1d8+6, bite + paralysis) and +13/+13 
  melee (1d6+3, claws + paralysis); Space/Reach 5 ft./5 ft.; 
  SA Ghoul fever, paralysis, stench, bardic/dirge music 
  8/day; SQ Darkvision 60 ft., undead traits, +6 turn 
  resistance, fast healing 3; AL CE; SV Fort +4, Ref +12, 
  Will +15; Str 22, Dex 22, Con --, Int 13, Wis 14, Cha 26 
  (28). Dirge Singer, Libris Mortis, pg. 103. 
   
  Skills and Feats: Balance +11, Climb +12, Hide +22, 
  Jump +12, Move Silently +22, Spot +8, Perform 
  (oratory) +28, Perform (wind instruments) +17, 
  Knowledge (Religion) +5, Concentration +24; Multi-
  attack, Improved Turn ResistanceLM, RequiemLM, 
  SubsonicsCV , Disguise SpellCV, Ironskin ChantCV. 
   
  Languages:  Common, Suel. 
   
  Bard Spells (Per Day 3/4; Known 6/3; base DC = 
  17 + spell level; CL 3): 0th − detect magic, read magic, 
  message, minor disguiseSC, ghostharpSC, prestidigitation; 1st − 
  feather fall, shock and aweSC, Tasha’s hideous laughter. 
   
  Possessions: cloak of charisma +2, bagpipes of the 
  damnedLM, +1 mithral chain shirt, wand of harmonizeRD 
  (4th CL, 5ch), wand of greater invisibility (7th CL, 4 ch), 
  potion of barkskin +2, tanglefoot bags x2, alchemist’s fire, 
  javelins x5, whip x2, spell component pouches x2, 
  33gp. 
   
  Spell Like Ability: Greater Dispel Magic (CL 16) 
  1/day 
   
  Ghoul Fever (Su): Disease - bite, Fortitude DC 23, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma based. 
   
  Paralysis (Ex): those hit by the ghast’s bite or claw 
  attack must succeed on a DC 23 Fortitude save or be 
  paralyzed for 1d4+1 rounds.  The save DC is Charisma 
  based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming.  Living 
  creatures within 10 feet succeed on a DC 23 Fortitude 
  save or be sickened for 1d6+4 minutes.  A creature that 
  successfully saves cannot be affected by the same 
  ghast’s stench for 24 hours.  A delay poison or 
  neutralize poison spell removes the effect from the 
  sickened creature.  Creatures with immunity to poison 
  are unaffected and creatures resistant to poison receive 
  their normal bonus to their saving throws.  The save 
  DC is Charisma based. 
   
  Dirgesong (Su): A dirgesinger gains the 
  dirgesong ability. Dirgesong follows the same rules as 
  bardic music (see Bardic Music, page 29 of the Player's 
  Handbook). Dirgesinger levels stack with bard levels 
  for the purpose of determining how often a character 
  can use dirgesong or bardic music. Dirgesinger levels 
  do not stack with bard levels for determining which 
  
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  bardic music effects and spells a bard has access to. 
  Each of these songs counts as a use of bardic music. 
   
  Song of Sorrow: A dirgesinger can evoke sorrow 
  and lament in his enemies. To be affected, an enemy 
  must be able to hear the dirgesinger perform. The 
  effect lasts for as long as the enemy hears the 
  dirgesinger perform and for 5 rounds thereafter. An 
  affected enemy takes a-2 penalty on Will saving throws 
  and a-2 penalty on attack rolls and weapon damage 
  rolls. A successful Will save (DC 10 + the dirgesinger's 
  ranks in Perform) negates the effect and makes the 
  character immune to that dirgesinger's song of sorrow 
  ability for 24 hours. Song of sorrow is a mind-affecting 
  ability. 
   
  Song of Bolstering: At 2nd level and higher, a 
  dirgesinger can  bolster undead creatures against 
  turning, much as an evil cleric does. All undead within 
  30 feet of the dirgesinger gain a bonus on their turn 
  resistance equal to the dirgesinger's class level plus the 
  dirgesinger's bard class level. The bolstering lasts for as 
  long as the dirgesinger performs and for 10 rounds 
  thereafter.  
  An undead dirgesinger can bolster 
  himself in this manner. 
   
  Song of Grief: A dirgesinger of 3rd level or 
  higher can use song or poetics to inspire maddening 
  grief in a living creature. The creature must be within 
  60 feet of the dirgesinger and able to hear him. Unless 
  the target succeeds on a Will save (DC 10 + the 
  dirgesinger's ranks in Perform), she becomes confused 
  for as long as the dirgesinger performs and for 5 
  rounds thereafter. Song of grief is an enchantment 
  (compulsion), mind-affecting ability. 
   
  Song of Horror: At 4th level and higher, a 
  dirgesinger can strike a horrifying chord in the hearts 
  of his enemies. Any enemy within 60 feet who can 
  hear the dirgesinger must succeed on a Will save (DC 
  10 + the dirgesinger's ranks in Perform) or take 1d6 
  points of Strength damage and 1d6 points of Dexterity 
  damage. A creature that is affected by a dirgesinger's 
  song of horror or a creature that successfully saves 
  against this effect cannot be affected by the same 
  dirgesinger's song of horror for 24 hours. 
   
  Song of Awakening: At 5th level, a dirgesinger 
  can animate the recently slain corpse of a creature 
  within 30 feet. This requires the dirgesinger to make a 
  Perform check (DC 10 + target creature's HD). The 
  slain creature can have no more Hit Dice than the 
  dirgesinger's character level. If the attempt fails, the 
  dirgesinger can try again in a later round. The corpse to 
  be awakened must have been dead for no more than 1 
  hour. 
   
  The awakened creature's type becomes undead, 
  and it retains any subtypes it had. The creature retains 
  all class features, as well as any supernatural or spell-
  like (but not extraordinary) abilities it possessed in life 
  (though any spells cast or daily uses expended before 
  the creature's death count against its normal limits). 
  The awakened creature is completely loyal to the 
  dirgesinger and obeys any commands given it (if no 
  commands are given, it simply attacks the dirgesinger's 
  foes). The creature remains animate as long as the 
  dirgesinger continues to perform. 
   
  A dirgesinger can animate no more than one 
  awakened corpse at a time. If he awakens a second one 
  while the first is still active, the first one falls dead as if 
  the dirgesinger had ceased to perform. 
  Male Evolved Advanced Ghast Rog3(3): CR 6; 
  Medium Undead; HD 8d12+3d6; hp 84; Init +6; Spd 
  30ft.; AC 28 (+6 Dex, +5 mithral chain shirt), touch 16, 
  flat-footed 21, +2 shield (buckler), +5 natural); Base Atk 
  +5; Grp +12; Atk +12 melee (1d8+7, bite + paralysis); 
  Full Atk +12 melee (1d8+7, bite + paralysis) and +10/+9 
  melee (1d6+2, claws + paralysis); Space/Reach 5 ft./5 ft.; 
  SA Ghoul fever, paralysis, stench, Sneak attack (+2d6); 
  SQ Evasion, Darkvision 60 ft., undead traits, +6 turn 
  resistance, fast healing 3; AL CE; SV Fort +4, Ref +12, 
  Will +12; Str 24, Dex 22, Con −, Int 13, Wis 18, Cha 22. 
   
  Skills and Feats: Balance +13, Climb +13, Hide +20, 
  Jump +20, Move Silently +20, Spot +18, Tumble +22; 
  Multi-attack, Improved Turn Resistance LM, Improved 
  Toughness, Hamstring CW. 
   
  Languages: Common, Suel. 
   
  Possessions: +1 mithral chain shirt, vest of resistance 
  +1CA, cloak of elemental resistanceMH, +1 buckler, potion of 
  barkskin +2, alchemist’s fire, javelins x5, 10 gp. 
   
  Spell Like Ability: Confusion (DC 20) 1/day. 
   
  Ghoul Fever (Su): Disease - bite, Fortitude DC 20, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma based. 
   
  Paralysis (Ex): those hit by the ghast’s bite or claw 
  attack must succeed on a DC 20 Fortitude save or be 
  paralyzed for 1d4+1 rounds.  The save DC is Charisma 
  based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming.  Living 
  creatures within 10 feet succeed on a DC 20 Fortitude 
  save or be sickened for 1d6+4 minutes.  A creature that 
  successfully saves cannot be affected by the same 
  ghast’s stench for 24 hours.  A delay poison or 
  neutralize poison spell removes the effect from the 
  sickened creature.  Creatures with immunity to poison 
  are unaffected and creatures resistant to poison receive 
  their normal bonus to their saving throws.  The save 
  DC is Charisma based. 
  Encounter 12  
   
   
   
  Evolved Drowned,  War1/Tomb Warden1: CR 10; 
  Medium Undead; HD 21d12+d8+88; hp 228; Init +3; 
  Spd 30 ft., Swim 30ft.; AC 29 (+7 armor, +3 Dex, +9 
  natural armor), touch 13, flat-footed 26; Base Atk +12; 
  
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  Grp +23; Atk +23 melee (1d6+11, slam); Full Atk 
  +23/+23 melee (1d6+11, slam); Space/Reach 5 ft./5 ft.; 
  SA Drowning aura, Greater Dispel Magic (CL 22nd) 
  1/day; SQ Darkvision 60ft, Fast healing 5, Undead 
  Traits, Unholy Toughness, Turn immunity; AL CE; SV 
  Fort +10, Ref +9, Will +13; Str 32, Dex 16, Con -, Int 9, 
  Wis 12, Cha 18.  Tomb Warden, Libris Mortis, pg. 57. 
   
  Skills and Feats: Hide +21, Listen +12, Move 
  Silently +21, Spot +17, Swim +18; Quicken Spell Like 
  AbilityBV, LifesenseLM Power Attack, Improved Sunder, 
  Improved Bull Rush, Shock TrooperCW, Combat 
  BruteCW . 
   
  Possessions: +2 mithral breastplate. 
   
  Spell Like Ability: Greater dispel magic (CL 22) 
  1/day 
   
  Turn Immunity (Ex): As long as it is within the 
  tomb, graveyard, or similar resting place that it 
  protects, a tomb warden is immune to turning or 
  rebuking attempts.  It can still be bolstered as normal.  
   
  Drowning Aura (Su): A drowned gives off a 30 
  foot radius emanation of suffocating drowning, 
  imbuing its surroundings with a watery glint and 
  deadly threat for creatures that breathe.  All breathing 
  creatures within 30 feet of a drowned are treated as if 
  beneath the water in terms of being able to breathe.  
  The drowning aura accelerates the process of 
  drowning.  
   
  Normally, a creature can hold its breath for a 
  number of rounds equal to twice its Constitution score 
  before it begins to drown.  Within the drowning aura, a 
  creature can only hold its breath if it makes a DC 10 
  Constitution check every round.  Each round the DC 
  increases by 1.  when the character finally fails its 
  Constitution check, it begins to drown.  In the first 
  round, it falls unconscious (0 hit points).  In the 
  following round, it drops to -1 hit points and is dying.  
  In the third round, if still in the drowning aura, it 
  drowns. 
   
  Unholy Toughness (Ex): A drowned gains a 
  bonus to its hit point equal to its Charisma modifier x 
  it Hit Dice. 
  Encounter 13A 
   
   
   
   
  Elbron, 
  Male 
  Orc 
  Wiz6/Divine 
  Oracle 
  2/Loremaster 3: Medium Humanoid; CR 11; HD 
  9d4+2d6+36+16 false life; hp 96; Init +0; Spd 30 ft.; AC 
  10, touch 10, flat-footed 10; Base Atk +5; Grp +6; Atk +6 
  melee (1d4+1/19-20, cold iron dagger) or +5 ranged 
  (1d4+1/19-20, cold iron dagger); Full Atk +6 melee 
  (1d4+1/19-20, cold iron dagger) or +5 ranged 
  (1d4+1/19-20, cold iron dagger); SA none; SQ Prescient 
  Sense, Darkvision 60 ft.; AL NE; SV Fort +8, Ref +12, 
  Will +10; Str 12, Dex 10, Con 16(18), Int 18(22), Wis 6, 
  Cha 6.  Divine Oracle, Complete Divine, page 34. 
   
  Skills and Feats: Concentration +17, Craft (alchemy) 
  +7, Knowledge (arcana) +19,  Knowledge (local − Core) 
  +11, Knowledge (nature) +11,  Knowledge (planes) +11, 
   Knowledge (religion) +19,  Spellcraft +22,  Spot +5; 
  Scribe Scroll(w), Skill Focus: Knowledge (religion), 
  Insightful ReflexesCV, Transdimensional SpellCD, Craft 
  Wondrous Items, Improved Familiar CW, Chain Spell CA. 
   
  Languages: Common, Orcish, Draconic, Infernal, 
  Abyssal, Ignan, Auran, Aquan, Terran, Elvish, Goblin, 
  Celestial. 
   
  Wizard Spells Prepared (4/6/5/5/4/3/2; base DC = 16 
  + spell level; CL 11 (13 for divination spells), specialist 
  Divination banned Evocation): 0-dancing lights, detect 
  magic, message, prestidigitation; 1st- distract assailantSC x2, 
  grease x2, mage armor, shield, scholar’s touch; 2nd- false life x2, 
  glitterdust, see invisible, Tasha’s hideous laughter, touch of 
  idiocy; 3rd - arcane sight, bands of steelSC, dispel magic, haste, 
  magic circle vs. good, stinking cloud; 4th - detect scrying*, 
  chain grease, Evard’s black tentacles, greater invisibility, solid 
  fog; 5th -  refusalSC, telekinesis, teleport, Rary’s telepathic bond; 
  6th – chain dispel magic, chain bands of steelSC, true seeing. 
  * This slot is currently empty, as Elbron keeps this slot 
  open during the day in case he wishes to use Arcane 
  Eye to scout. If he doesn’t use it by nighttime he fills 
  the slot with Detect Scrying and casts it to cover the 
  next day. 
   
  Spell book: 0-dancing lights, detect magic, message, 
  prestidigitation; 1st- charm person, distract assailantSC, 
  identify, grease, locate cityRD, mage armor, protection from 
  good, ray of enfeeblement, shield, scholar’s touchRD; 2nd- 
  augury, bear’s endurance, command undead, detect thoughts, 
  false life, fox’s cunning, glitterdust, see invisible, Tasha’s 
  hideous laughter, touch of idiocy, web; 3rd - arcane sight, 
  bands of steelSC, clairvoyance/clairaudience, dispel magic, 
  haste, stinking cloud; 4th – arcane eye, detect scrying, 
  divination, Evard’s black tentacles, greater invisibility, solid 
  fog; 5th -  commune, dominate person, refusalSC, telekinesis, 
  teleport, Rary’s telepathic bond, scrying.6th – legend lore, true 
  seeing 
   
  Possessions: rod of mastery, headband of Intellect +4, 
  Amulet of Health +2, Lesser Rod of Extend, Eyes of the Eagle, 
  Cloak of Resistance +1, Arcane Scroll of Transdimensional 
  Web (5th CL) CD, Arcane Scroll of Command Undead (3rd 
  CL), Arcane Scroll of Transdimensional Solid Fog (9th CL) 
  CD, Spell Component Pouches, Cold Iron Daggers x2, 
  Alchemist’s Fire, Tanglefoot bag, 203 gp.   
   
  Imp Familiar, Male Imp; Tiny Outsider (Evil, 
  Lawful, extraplanar); CR __; HD 11; hp 56 (½ masters 
  hp+16 false life); Init+3; Spd 20ft., fly 50ft. (perfect); AC 
  28 (+4 mage armor, +2 size, +3 Dex, +5 natural), touch 
  15, flat-footed 25; Base Atk +3; Grp −5; Atk +8 melee 
  (1d4 +poison, sting); Full Atk+8 melee (1d4 +poison, 
  sting); SA Poison, spell-like abilities; SQ Alternate 
  forms*, darkvision 60 ft., deliver touch spells, damage 
  reduction 5/good or silver, fast healing 2, immunity to 
  poison, fire resist 5, speak with master, Improved 
  
  SHE6-06 Steeped in Atrocity 
   
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  Evasion, granted abilities; AL LE; SV Fort +3, Ref +6, 
  Will +12; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 
  14. 
   
  Skills and Feats: Diplomacy +8, Hide +17, 
  Knowledge (dungeoneering) +6, Listen +7, Move 
  Silently +9, Search +6, Spellcraft* +6 {this is subsumed 
  by the Master’s Granted Skill Ranks), Spot +7, Survival 
  +1 (+3 following tracks); Granted Skills: Concentration 
  +14, Craft (Alchemy) +1, Knowledge (arcana) +13, 
  Knowledge (geography) +5, Knowledge (local − Core) 
  +5, Knowledge (local − Sheldomar) +1, Knowledge 
  (nature) +5, Knowledge (planes) +5, Knowledge 
  (religion) +10, Spellcraft +16; Dodge, Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. The save 
  DC is Constitution-based and includes a +2 racial 
  bonus. 
   
  Spell-Like Abilities (Sp): At will—detect good, 
  detect magic, invisibility (self only); 1/day—suggestion 
  (DC 15). Caster level 6th. The save DC is Charisma-
  based.  Once per week an imp can use commune to ask 
  six questions. The ability otherwise works as the spell 
  (caster level 12th). 
   
  *Imp Familiar Will-o-Wisp Form: Male Imp; 
  Small Aberration (Air); CR __; HD 11; hp 56 (½ masters 
  hp+16 false life); Init +9; Spd fly 50ft. (perfect); AC 33 
  (+4 mage armor, +1 size, +9 Dex, +9 deflection), touch 
  29, flat-footed 24; Base Atk +3; Grp −6; Atk +13 melee 
  touch (2d8 electricity, shock); Full Atk +13 melee 
  touch (2d8 electricity, shock); SA Spell-like abilities; 
  SQ Alternate forms (see below), darkvision 60 ft., 
  deliver touch spells, speak with master, Improved 
  Evasion, granted abilities; AL LE; SV Fort +3, Ref +12, 
  Will +12; Str 1, Dex 29, Con 10, Int 10, Wis 12, Cha 14. 
   
  *Imp Familiar Rust Monster Form: Male Imp; 
  Medium Aberration; CR −;HD 11; hp 56 (½ masters 
  hp+16 false life); Init +3; Spd 40ft.; AC 22, touch 13, flat-
  footed 19 (+4 mage armor, +3 Dex, +5 natural); Base Atk 
  +3; Grp +3; Atk +3 melee touch (rust, antennae); Full 
  Atk +3 melee touch (rust, antennae); SA Poison, spell-
  like abilities; SQ Alternate forms (see below), 
  darkvision 60 ft., deliver touch spells, speak with 
  master, Improved Evasion, granted abilities; AL LE; SV 
  Fort +4, Ref +6, Will +12; Str 10, Dex 17, Con 13, Int 10, 
  Wis 12, Cha 14. 
   
  Rust (Ex): A rust monster that makes a successful 
  touch attack with its antennae causes the target metal 
  to corrode, falling to pieces and becoming useless 
  immediately. The touch can destroy up to a 10-foot 
  cube of metal instantly. Magic armor and weapons, and 
  other magic items made of metal, must succeed on a 
  DC 17 Reflex save or be dissolved. The save DC is 
  Constitution-based and includes a +4 racial bonus. A 
  metal weapon that deals damage to a rust monster 
  corrodes immediately. Wooden, stone, and other 
  nonmetallic weapons are unaffected. 
  Tull: Male Half Orc Marshal3/Hexblade 2/Outcast 
  Champion 5; CR 10; Medium Humanoid; HD 
  3d8+7d10+30; hp 90; Init +0; Spd 20ft.; AC 19 (+9 full 
  plate), touch 10, flat-footed 19; Base Atk +9; Grp +12; 
  Atk +13 melee (2d6+5/19-20, greatsword); Full Atk 
  +13/+8 melee (2d6+5/19-20, greatsword); Space/Reach 
  5 ft./5 ft.; SA Hexblade Curse (1/day), Avenging Strike, 
  Desperate 
  Fury; 
  SQ 
  Marshal 
  Auras, 
  Aura of 
  Confidence, Arcane Resistance +4, Teamwork; AL LE; 
  SV Fort +11, Ref +3, Will +9; Str 16, Dex 10, Con 14 
  (16), Int 8, Wis 9, Cha 19. Marshal, Miniatures 
  Handbook, pg, 11, Hexblade, Complete Warrior, pg. 5. 
  Outcast Champion, Races of Destiny, pg. 126. 
   
  Skills and Feats: Diplomacy +20, Intimidate +17, 
  Knowledge Religion +1, Hide -2; Skill Focus: 
  Diplomacy, Power Attack, Cleave, Improved Sunder. 
   
  Languages: Common, Orcish. 
   
  Possessions: +1 full plate armor with masterwork cold 
  iron armor spikes, +1 adamantine greatsword, vest of 
  resistance +1CA, gloves of fortunate strikeMH, amulet of health 
  +2, potion of eagle’s splendor, potion of bull’s strength, cold 
  iron greatsword, sling, 20 bullets, tanglefoot bags x2, 
  thunderstone, alchemist’s fire, 55gp.  
   
  Hexblade's Curse (Su): Once per day, as a free 
  action, a hexblade can unleash a curse upon a foe. The 
  target must be visible to the hexblade and within 60 
  feet. The target of a hexblade's curse takes a -2 penalty 
  on attacks, saves, ability checks, skill checks, and 
  weapon damage rolls for 1 hour thereafter. A successful 
  Will save (DC 10 + 1/2 hexblade's class level + 
  hexblade's Cha modifier) negates the effect.  
   
  At every four levels beyond 1st (5th, 9th, 13th, and 
  17th) a hexblade gains the ability to use his curse one 
  additional time per day, as indicated on Table 1-1. 
  Multiple hexblade's curses don't stack, and any foe that 
  successfully resists the effect cannot be affected again 
  by the same hexblade's curse for 24 hours. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade's curse. 
   
  Arcane Resistance (Su): At 2nd level, a hexblade 
  gains a bonus equal to his Charisma bonus (minimum 
  +1) on saving throws against spells and spell-like 
  effects. 
   
  Minor Auras: A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls. 
   
  Motivate Dexterity: +4 bonus on Dex checks, Dex 
  based skill checks and initiative.  
   
  Art of War (active): +4 bonus on disarm, trip, bull 
  rush and sunder attempts 
   
  Major Aura: Beginning at 2nd level, a marshal can 
  project a major aura in addition to his minor aura.  A 
  major aura lets allies add +1 to certain rolls.  This bonus 
  improves by +1 at 7th, 14th, and 20th levels. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 66 
   
  Motivate Care (active): +1 bonus to armor class. 
   
  Aura of Confidence (Ex): Your presence 
  emboldens allies with 30 feet who can see you 
  (including yourself).  They add your class level as a 
  morale bonus on their Will saves.  This effect is lost if 
  you fall unconscious or die. 
   
  Avenging Strike (Ex): You are surrounded by 
  allies who rely on you for victory, and you take this 
  responsibility to heart.  You can attempt an avenging 
  strike on an enemy who has dealt damage to an ally of 
  yours within the last hour.  The avenging strike must 
  be delivered with a melee attack.  You add your 
  Charisma modifier (if positive) to your attack roll and 
  deal an extra 1d6 points of damage per outcast 
  champion level.  If you accidentally strike a creature 
  that has not dealt damage to an ally in the last hour, the 
  avenging strike has no effect, but that use of this ability 
  is still expended.  You may use an avenging strike once 
  per day per point of Charisma bonus (minimum 
  1/day). 
   
  Desperate Fury (Ex): You are at your best when 
  times are worst.  Beginning at 3rd level, once per day 
  when you are reduced to fewer than one half your 
  normal hit points or when you are fatigued or 
  exhausted, you can enter a state of desperate fury.  
  While in a desperate fury, you gain a +2 morale bonus 
  to Strength, Dexterity, and Constitution.  The 
  desperate fury lasts for 3 rounds + 1 round per point of 
  your (newly improved) Constitution bonus.  Unlike 
  with a barbarians rage, you have no penalties or 
  limitations while in a desperate fury; however, if you 
  become frightened, panicked or cowering, the 
  desperate fury ends immediately. 
   
  At 5th level, you become able to share the effect of 
  your desperate fury with your allies within 30 feet who 
  can see you.  These allies gain the same benefits as you 
  for as long as your desperate fury lasts (even if an ally 
  becomes frightened, panicked, or cowering). 
   
  Teamwork (Ex): You are skilled at creating a 
  strong bond between you and your allies.  Starting at 
  4th level, whenever you or an ally within 30 feet who 
  can see or hear you uses the aid another action, the 
  bonus provided on attack rolls, AC, or skill checks 
  increases by 2 (from +2 to +4). 
  Veera, 
  Female 
  Half 
  Orc 
  (Trog 
  Form) 
  Bard4/Ftr1/Warchanter5; 
  CR 
  10; 
  Medium 
  Humanoid; HD 4d6+1d10+5d8+20; hp 69; Init +1; Spd 
  20ft.; AC 30 (+9 full plate), touch 15, flat-footed 29, +4 
  shield 
  (large 
  shield), 
  +6 
  natural 
  (Alter 
  self: 
  Troglodyte)); Base Atk +9; Grp +16; Atk +14 melee 
  (1d8+3/x3, battle axe); Full Atk +14/+9 melee 
  (1d8+3/x3, battle axe) and +10 melee (1d4+1, bite); 
  Space/Reach 5 ft./5 ft.; SA Inspire Toughness, Inspire 
  Recklessness, Combine Songs, Bardic/Warchanter 
  Songs 9/day; SQ Darkvision 60 ft.; AL NE; SV Fort +10, 
  Ref +6, Will +5; Str 16, Dex 10, Con 14, Int 13, Wis 8, 
  Cha 14. Warchanter, Complete Warrior, pg. 87. 
   
  Skills and Feats: Perform (Oratory) +15, Tumble +7, 
  Bluff +13, Sense Motive +12, Diplomacy +7, Move 
  Silently +8, Hide +8, Balance +10, Swim +7*, Jump +4;  
  Combat Expertise, Weapon Focus: Battleaxe, Shield 
  SpecializationPHB2 (heavy shield), Shield WardPHB2, 
  Improved Combat ExpertiseCW. 
   
  Languages: Common, Orcish. 
   
  Bard Spells (Per Day 3/3/1*; known 6/3/2; base DC 
  = 12+ spell level; CL 4):  0th - detect magic, read magic, 
  prestidigitation, daze, dancing lights, message; 1st - feather 
  fall, swift invisibilitySC, focusing chantSC; 2nd - alter self, 
  harmonic chorusSC. 
   
  Possessions: +1 full plate with masterwork armor spikes, 
  +1 large shield, masterwork cold iron battle axe, brooch of 
  shielding, gloves of dexterity +2, vest of resistance +1CA, wand 
  of battle hymnSC (4th CL, 5 charges), wand of harmonizeRS 
  (4th CL, 20 charges), wand of cure light wounds (1st CL, 
  10 ch), potion of bear’s endurance, potion of barkskin +2, 
  potion of shield of faith +3, tanglefoot bags x3, alchemist 
  fire x2, thunderstone X2, smokestick x2, 60 gp.  
   
  Combine Songs (Su): A war chanter of 5th level 
  or higher with 12 or more ranks in any Perform skill 
  can combine two types of bardic music or war chanter 
  music to provide the benefits of both (normal stacking 
  rules for bonus types apply). 
   
  Inspire Awe (Su): A war chanter of 7th level or 
  higher with 15 or more ranks in any Perform skill can 
  inspire uneasiness, fear, or even terror in her foes. To 
  be affected, a foe must be within 60 feet of the war 
  chanter and must be able to hear the war chanter. Foes 
  get a Will save (DC 10 + war chanter's class level + war 
  chanter's Cha modifier) to resist the effect. The severity 
  of the effect depends on the difference between the 
  foe's Hit Dice and the war chanter's Hit Dice (character 
  level). Subtract the foe's HD from the war chanter's 
  HD and consult the following table. 
   
  The effect lasts for as long as the foe can hear the 
  war chanter and 1 round thereafter. If a foe's hearing of 
  the war chanter's song is interrupted, the foe needs to 
  make another saving throw when he hears the war 
  chanter's song again.  
  HD Difference 
  Effect 
  +10 or more 
  Foe is paralyzed with fear 
  +l to +9 
  Foe is panicked 
  0 to -5 
  Foe is frightened 
  -6 or less 
  Foe is shaken 
   
   
  Inspire Toughness (Su): A war chanter with 9 or 
  more ranks in Perform (sing) or Perform (oratory) can 
  use her song or poetics to impart a kind of berserk 
  resiliency on her allies (including himself). To be 
  affected, an ally must be able to hear the war chanter 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 67 
  sing (or speak). The effect lasts for as long as the ally 
  hears the war chanter sing and for 5 rounds thereafter. 
  An affected ally receives +2 temporary hit points for 
  every class level of the war chanter. At 6th level and 
  higher, a war chanter also grants affected allies the 
  benefit of the Diehard feat when using this ability. 
   
  War Chanter Music: War chanter music follows 
  the same rules as bardic music (see page 29 of the 
  Player's Handbook). War chanter levels stack with bard 
  levels for the purpose of determining how often a 
  character can use war chanter music or bardic music. 
  War chanter levels do not stack with bard levels for 
  determining which songs a bard has access to. 
   
  Inspire Recklessness (Su): A War chanter of 3rd 
  level or higher with 12 or more ranks in any Perform 
  skill can use her song or poetics to inspire an often 
  dangerous, but very effective, ferocity in one of her 
  allies within 60 feet (or in himself). The effect lasts for 
  as long as the ally hears the war chanter sing and for 5 
  rounds thereafter. An affected ally (or the war chanter 
  herself) is inspired to recklessness, gaining the ability 
  to decrease her Armor Class by a number less than or 
  equal to her base attack bonus and add the same 
  number to her melee attack rolls as a morale bonus. 
   
  On her action, before making any attack rolls in a 
  round, the affected character must choose to subtract a 
  number from her Armor Class and add the same 
  number to all melee attack rolls (this number may be 
  0). The penalty to Armor Class and the bonus on attack 
  rolls apply until the character's next action. 
  Gruk: Male Goblin (Altered into a Norker) 
  Rog4/Ftr2/Dread Commando1/ Assasin2; CR 9; 
  Small Humanoid; HD 6d6+2d10+1d8+18; hp 69; Init 
  +3*; Spd 20ft.; AC 27 (+1 size, +3 Dex, +5 mithral chain, 
  +1 buckler, +7 natural), touch 14, flat-footed 27; Base 
  Atk +7; Grp +6; Atk +12 melee (1d6+5/x3, guisarme) or 
  +12 melee (1d4+3, armor spikes); Full Atk +12/+7 
  melee (1d6+5/x3, guisarme) and +6 melee (1d4+1, bite) 
  or +12/+7 melee (1d4+4, armor spikes) and +6 melee 
  (1d4+1, bite); Space/Reach 5 ft./5 ft.; SA Sneak Attack 
  (+4d6), Sudden Strike (+1d6), Death Attack, Poison 
  Use; SQ Darkvision 60 ft., Team Initiative Bonus +1, 
  Traps, Uncanny Dodge; AL LE; SV Fort +7, Ref +11, 
  Will +1; Str 16, Dex 16, Con 14, Int 14, Wis 8, Cha 6.  
  Dread Commando, Heroes of Battle, pg. 103, Assassin, 
  Dungeon Master’s Guide, pg. 180. 
   
  Sudden Strike (Ex): If you can catch an 
  opponent when she is unable to defend herself 
  effectively from your attack, you can strike a vital spot 
  for extra damage. Whenever your target is denied her 
  Dexterity bonus to AC against your attack (whether the 
  target actually has a Dexterity bonus to Armor Class or 
  not), you deal an extra 1d6 points of damage with your 
  attack. The extra damage increases to 2d6 at 3rd level 
  and to 3d6 at 5th level. 
   
  Ranged attacks count as sudden strikes only if the 
  target is within 30 feet; you can't strike with deadly 
  accuracy from beyond this range. 
   
  You can only use sudden strike against living 
  creatures with discernible anatomies - undead, 
  constructs, oozes, plants, and incorporeal creatures lack 
  vital areas to attack. Any creature that is immune to 
  extra damage from critical hits is not vulnerable to 
  sudden strike damage. You must be able to see the 
  target well enough to pick out a vital spot and must be 
  able to reach such a spot. You cannot make a sudden 
  strike while striking a creature with concealment or 
  striking the limbs of a creature whose vitals are out of 
  reach. 
   
  You can't use sudden strike to deliver nonlethal 
  damage. Weapons capable of dealing only nonlethal 
  damage don't deal extra damage when used as part of a 
  sudden strike. 
   
  The extra damage from the sudden strike ability 
  stacks with extra damage from a sneak attack whenever 
  both would apply to the same target. 
   
  Team Initiative Bonus (Ex): You are skilled at 
  keeping a team organized and ready for danger. All 
  allies within 30 feet who can see you (including 
  yourself) gain a competence bonus on initiative checks 
  equal to your class level. 
   
  Skills and Feats: Search +14, Disable Device +16, 
  Move Silently +19, Hide +19, Spot +6, Listen +3, 
  Tumble +17, Balance +10, Disguise +3, Open Locks +10, 
  Ride +7, Jump +10;  Dodge, Mobility, Combat 
  Expertise, Spring Attack, Whirlwind, Staggering 
  StrikeCV. 
   
  Assassin Spells (Per Day 3/1; known 3/2; base DC 
  = 12 + spell level; CL 3):  1st - true strike, sniper’s shotSC, 
  instant locksmithSC; 2nd - alter self, blade of pain and 
  fearSC. 
   
  Languages: Common, Goblin, Orcish, Elvish. 
   
  Possessions: +1 mithral chain shirt with masterwork 
  armor spikes, +1 guisarme, bracers of quick strikeMH, 
  masterwork buckler, lesser metamagic rod of Silent Spell, 
  wand of fell the greatest foeSC (4th CL, 5ch), wand of alter 
  self (3rd CL, 9 charges), wand of greater invisibility (7th 
  CL, 2 charges), arcane scroll of find the gapSC (5th CL), 
  silver spiked gauntlet, cold iron spiked gauntlet, whip, 
  sap, potion of barkskin +2, potion of bull’s strength, potion of 
  protection from good, potion of cure light wounds, potion of 
  guidance, tanglefoot bag, acid flasks x2, smokestick, 
  masterwork thieves’ tools, 23gp.  
  Ogre Thugs: Male Ogre Bar1/Ftr2/Exotic Weapon 
  Master 1; CR 7; Large Giant; HD 4d8+1d12+3d10+32; 
  hp 80; Init +0; Spd 30 ft. (base 40/50ft.); AC 23 (−1 size, 
  +8 full plate), +1 Dex, +5 natural), touch 10, flat-footed 
  22; Base Atk +7; Grp +21; Atk +18 melee (2d6+16, +1 
  spiked chain); Full Atk +16/+16/+11 melee (2d6+16, +1 
  spiked chain); Space/Reach 10 ft./20 ft.; SA Flurry of 
  
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  Strikes (with spiked chain), Reckless rage; SQ 
  darkvision 60 ft.; AL NE; SV Fort +15, Ref +2, Will +0; 
  Str 30, Dex 12, Con 18, Int 4, Wis 8,Cha 4.  Exotic 
  Weapon Master, Complete Warrior, pg. 30. 
   
  Skills and Feats: Craft (Weaponsmith)  +2, Spot +4; 
  Exotic Weapon Prof.: Spiked Chain, Weapon Focus 
  (spiked chain), Combat Reflexes, Reckless RageRS, 
  Power Attack. 
   
  Languages: Common, Giant, Orcish. 
   
  Possessions:  +1 large spiked chain, large cold iron 
  spiked chain, potion of fly (5th CL), potion of enlarge 
  person (5th CL), potion of bull’s strength (3rd CL), potion of 
  lesser restoration (3rd CL), oil of magic weapon (1st CL), 
  potion of cure light wounds (1st CL), large full plate, large 
  cold iron spiked gauntlet, large silvered spiked 
  gauntlet, large club, alchemist’s fire, 20gp. 
   
  Exotic Weapon Stunt (Ex): Flurry of Strikes: 
  When wielding an exotic double weapon or spiked 
  chain with both hands, the character can elect to use a 
  full attack action to make a flurry of strikes.  When 
  doing so, he may make one extra attack in the round at 
  his full base attack bonus, but this attack takes a -2 
  penalty, as does each other attack made in that round 
  and until the exotic weapon master’s next turn.  The 
  extra attack may be with either end of the double 
  weapon. 
   
  Rage (ex): (Reckless)+6 Str, +6 Con, +2 Will Saves, 
  -4 AC, (+24 hp, +3 to hit, +3 to damage one handed +4 
  with two hands) lasts 10 rounds   
  Cult: Male Human Marshal1/Favored Soul8; CR 9; 
  Medium Humanoid; HD 9d8+27; hp 75; Init +1; Spd 
  20ft.; AC 21 (+1 Dex, +9 +1 full plate, +1 buckler), touch 
  11, flat-footed 20; Base Atk +6; Grp +6; Atk +8 melee 
  (1d6/x4, heavy pick); Full Atk +8/+3 melee (1d6/x4, 
  heavy pick); Space/Reach 5 ft./5 ft.; SA None; SQ 
  Resist Cold 10, Marshal Auras; AL LE; SV Fort +11 Ref 
  +7, Will +8; Str 10, Dex 12, Con 16, Int 10, Wis 10, Cha 
  18. Favored Soul, Complete Divine, pg. 6. 
   
  Skills and Feats: Concentration +15, Heal +9, Sense 
  Motive +4, Diplomacy +9, Bluff +9, Use Magic Device 
  +6;  Augment HealingCD, Eschew Materials, Weapon 
  Focus (heavy pick), Skill Focus: Diplomacy, Steady 
  ConcentrationRS, Silent Spell, Mobile Spell CastingCV. 
   
  Languages: Common, Orcish, Draconic, Suel. 
   
  Favored Soul Spells (Per Day 6/7/7/6/4; known 
  8/6/5/4/3; base DC = 10 + spell level; CL 8): 0th - detect 
  magic, cure minor wounds, read magic, create water, 
  guidance, light, purify food and drink mending; 1st - faith 
  healingSC, protection from good, foundation of stoneSC, vision 
  of glorySC, omen of perilSC,  resurgenceSC; 2nd - close woundsSC, 
  status, healing lorecallSC, silence, bramblesSC; 3rd - mass 
  convictionSC, insignia of healingRD, know opponentSC mass 
  resurgenceSC. 4th - mass shield of faithSC, delay deathSC, 
  recitationSC. 
   
  Possessions: +1 full plate, masterwork buckler, lesser 
  rod of silence, amulet of health +2, wand of resurgenceSC (1st 
  CL, 50 charges), wand of faith healingSC (1st CL), 
  masterwork heavy pick, cold iron spiked gauntlet, 
  silver spiked gauntlet, unholy symbols x4, insignias x8, 
  spell component pouch, tanglefoot bag, smokestick, 
  everburning torch, alchemist’s fire, 53gp. 
   
  Energy Resistance (Ex): At 5th level, a favored 
  soul chooses an energy type and gains resistance 
  10 against that type. 
  Encounter 13B and 14 
   
   
   
  Author’s note: Due to the need to cover the APLs of 
  this event, the Mutated Orcwort is a blend of the 
  Octopus Tree from Fiend Folio and the Orcwort from 
  the Monster Manual II. 
  Mutated Orcwort Drd3: Gargantuan Plant; CR 14; 
  HD 21d8+147; hp 241; Init +2; Spd 10 ft.; AC 33 (−4 
  size, −1 Dex, +28 natural), touch 9, flat-footed 33; Base 
  Atk +15; Grp +43; Atk +25 melee (3d6+14/19-20, slam) 
  or +20 melee (6d6+7, bite); Full Atk +25 melee 
  (3d6+14/19-20, 6 slams) and +20 melee (6d6+7, bite); 
  Face/Reach: 20 ft./15 ft.; SA Entangling roots, 
  improved grab, paralysis, swallow whole; SQ Damage 
  reduction 5/−, plant traits, telepathy, woodsense; AL 
  Neutral (evil); SV Fort +21, Ref +6, Will +12; Str 38, 
  Dex 8, Con 24, Int 10, Wis 16, Cha 8.   
   
   
  Skills and Feats: Hide +8, Move Silently +12, Spot 
  +16; Awesome Blow, Blind-Fight, Cleave, Great Cleave, 
  Improved Bull Rush, Improved Critical (slam), 
  Improved Initiative, Power Attack. 
   
  Entangling Roots (Ex): As a free action, an 
  orcwort can twist its roots around all creatures within 
  15 feet of it, holding them fast. This effect otherwise 
  functions like an entangle spell (caster level 10th; save 
  DC 18). 
   
  Improved Grab (Ex): If an orcwort hits an 
  opponent that is at least one size category smaller than 
  itself with a slam attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, it 
  can transfer the opponent to its maw in the next round. 
  Alternatively, the orcwort has the option to conduct 
  the grapple normally, or simply use one tendril to hold 
  the opponent (-20 penalty on grapple check, but the 
  orcwort is not considered grappled). In either case, 
  each successful grapple check it makes during 
  successive rounds automatically deals slam damage.  
   
  Paralysis (Ex): An orcwort secretes digestive 
  juices that can paralyze creatures in contact with it. 
  Any creature swallowed by an orcwort must succeed 
  on a Fortitude save (DC 26) or be paralyzed for 2d4 
  rounds. 
  
  SHE6-06 Steeped in Atrocity 
   
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  Plant Traits (Ex): An orcwort is immune to 
  poison, sleep, paralysis, stunning, and polymorphing. It 
  is not subject to critical hits or mind-affecting effects. 
  The creature also has low-light vision.  
   
  Swallow Whole (Ex): An orcwort can swallow a 
  single creature that is at least two size categories 
  smaller than itself by making a successful grapple 
  check, provided it already has that opponent in its maw 
  (see Improved Grab, above). Once inside the orcwort’s 
  pitcher, the opponent takes 2d8+8 points of acid 
  damage per round and is subject to the paralyzing 
  effect of its digestive juices (see Paralysis, above). A 
  successful grapple check allows a swallowed creature 
  to climb out of the pitcher (assuming it is not 
  paralyzed) and return to the orcwort’s maw, where 
  another successful grapple check is needed to get free. 
  Alternatively, a swallowed creature can try to cut its 
  way out with either claws or a light piecing or slashing 
  weapon. Dealing at least 20 points of damage to the 
  pitcher (AC 16) in this way creates an opening large 
  enough to permit escape. Once a single swallowed 
  creature exits, muscular action closes the hole; thus, 
  another swallowed opponent must cut its own way out. 
  An orcwort’s pitcher can hold 2 Large, 8 Medium or 32 
  Medium or smaller opponents. 
   
  Telepathy (Su): An orcwort can communicate 
  telepathically with any of its wortlings within fifteen 
  miles.  
   
  Woodsense (Ex): An orcwort or wortling can 
  automatically sense the location of anything within 60 
  feet that is in contact with vegetation, even objects or 
  creatures that are not in contact with the same 
  vegetation as itself. 
   
  Languages: Sylvan. 
   
  Druid Spells Known/Prepared (4/3/2, save DC = 
  13 + spell level): 0 – create water, cure minor wounds, 
  light, resistance; 1st – camouflageSC ,longstrider x2; 2nd 
  – barkskin, resist energy. 
   
  Possessions: wand of speak with animals, scroll of 
  obscuring mist. 
   
  Description: An orcwort looks like a gigantic, 
  woody pitcher plant draped in thick creeper vines. It is 
  crowned with a canopy of bramble-like branches and 
  green, bushy foliage. Dormant wortling pods hang 
  from the orcwort’s branches, resembling round, 
  oversized prunes. 
  Hawk Companion: Tiny Animal; CR 1/3; HD 3d8; hp 
  13; Init +3; Spd 10 ft., fly 60 ft. (average); AC 20, touch 
  16, flat-footed 16 (+2 size, +4 Dex, +4 natural); Base Atk 
  +0; Grp −10; Atk +5 melee (1d4-2, talons); Full Atk +5 
  melee (1d4−2, talons); Face/Reach 2-1/2 ft./0 ft.; SQ 
  Evasion, link, low-light vision, share spells; AL Neutral; 
  SV Fort +2, Ref +6, Will +2; Str 7, Dex 18, Con 10, Int 2, 
  Wis 14, Cha 6.   
   
  Skills and Feats: Skills: Listen +4, Spot +16; 
  Alertness, Weapon Finesse. 
   
   
  
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  Appendix 5 − Combat Stat Blocks (APL 14) 
  Encounter 4  
   
   
   
  Mutated Male Dire Snake; CR 7; Gargantuan 
  Animal; HD 14d8+73; hp 136; Init +5; Spd 30 ft., Climb 
  20 ft., Swim 20 ft.; AC 20 (−4 size, +5 Dex, +9 natural), 
  touch 11, flat-footed 15; Base Atk +10; Grp +34; Atk +18 
  melee (4d6+18, bite + poison); Full Atk +18 melee 
  (4d6+18, bite + poison); Space/Reach 20 ft./15 ft.; SA 
  Poison (DC 20, d6 Con/d6 Con), Improved Grab, 
  Constrict (1d8+18); SQ Scent, Low-light vision; AL N; 
  SV Fort +14, Ref +14, Will +10; Str 34, Dex 20, Con 20, 
  Int 1, Wis 13, Cha 11.   
   
  Skills and Feats: Balance  +14, Climb    +20, Hide +9, 
  Listen    +8, Spot      +8; Alertness, Endurance, 
  Toughness, Improved Natural Attack (Bite), Ability 
  Focus (Poison). 
  Encounter 5  
   
   
   
   
  DM NOTE: The Marshals in this encounter have 
  active auras up at all times.  Please add the appropriate 
  bonuses. 
  Druid: Male Orc Drd13; CR 13; Medium humanoid; 
  HD 13d8+26; hp 94; Init −1; Spd 30 ft.; AC 15 (−1 Dex, 
  +6 armor), touch 9, flat-footed 15; Base Atk +9; Grp +11; 
  Atk none; Full Atk none; Space/Reach 5 ft./5ft.; SA 
  Wildshape (4/day, 13 hours each); SQ Darkvision 60 
  ft., Orc-blood, Druid Special abilities; AL NE; SV Fort 
  +10, Ref +3, Will +12; Str 14, Dex 8, Con 14, Int 12, Wis 
  19, Cha 10.   
  Druid Deinonychus (Raptor) Form*: Male Orc 
  Drd13; CR 13; Medium Animal; HD 13d8+52; hp 120; 
  Init +2; Spd 60ft.; AC 23 (+2 Dex, +5 natural, +6 armor), 
  touch 12, flat-footed 21; Base Atk +9; Grp +10; Atk +13 
  melee (1d8+4, talons); Full Atk: +13 melee (1d8+4, 
  talons) and +8/+8 melee (1d3+2, foreclaws) and +8 
  melee (2d4+2, bite); Space/Reach 5 ft./5 ft.; SA Pounce; 
  SQ Low-light vision; AL NE; SV Fort +12, Ref +6, Will 
  +12; Str 19, Dex 15, Con 19, Int 12, Wis 19, Cha 10 
  *courtesy of MM errata. 
  Druid Shambling Mound Form: Male Orc 
  Druid13; CR 13; Large Plant; HD 13d8+39; hp 107; 
  Init +2; Spd 20 ft., swim 20 ft.; AC 26 (−1 size, +11 
  natural, +6 armor), touch 9, flat-footed 26; Base Atk +9; 
  Grp +18; Atk +13 melee (2d6+5, slam); Full Atk 
  +13/+13 melee (2d6+5, slam); Space/Reach 10 ft./10 ft.; 
  SA Improved grab, constrict 2d6+7; SQ Darkvision 60 
  ft., Low light vision, Plant Traits; AL NE; SV Fort +11, 
  Ref +4, Will +12; Str 21, Dex 10, Con 17, Int 12, Wis 17 
  (19), Cha 10. 
  Druid Dire Bat Form: Male Orc Druid13; CR 13; 
  Large Animal; HD 13d8+39; hp 107; Init +6; Spd 20 ft., 
  fly 40 ft. (good); AC 26, touch 15, flat-footed 20 (−1 size, 
  +6 Dex, +5 natural, +6 armor); Base Atk +9; Grp +16; 
  Atk +11 melee (1d8+4, bite); Full Atk +11 melee 
  (1d8+4, bite); Space/Reach 10 ft./5 ft.; SA None; SQ 
  Low-light vision; AL NE; SV Fort +11, Ref +10, Will 
  +12; Str 17, Dex 22, Con 17, Int 12, Wis 19, Cha 10. 
   
  Skills and Feats: Concentration +18, 
  Knowledge 
  (nature) +13, Handle Animal +9, Survival +24, Spot 
  +20(24 w/ Raptor’s Sight), Listen +20; Track, Natural 
  Spell, Spell Focus: Conjuration, Augment Summoning, 
  Rapid SpellCD. 
   
  Druid Spells Prepared (6/6/6/5/4/3/2/1; base DC = 
  14 + spell level, Conjuration spells 15 + spell level; CL 
  13): 0— create water, detect magic, know direction, cure 
  minor wounds x2, guidance; 1st— camouflageSC, enrage 
  animalSC, entangle x2, foundation of stoneSC, raptor’s sight 
  RW; 2nd— barkskin x2, bramblesSC, mass camouflageSC, 
  nature’s favorSC x2; 3rd— greater magic fang x2, spirit 
  jawsSC, nature’s balanceSC, spike growth; 4th— poison 
  vinesSC, flame strike, arc of lightningSC, freedom of movement 
  x2; 5th - animal growth, stoneskin, wall of thorns; 6th - 
  greater dispel magic, fires of puritySC; 7th - rapid summon 
  nature’s ally VI. 
   
  Languages: Common, Orcish, Sylvan. 
   
  Possessions: +1 wild dragonhide breastplate, periapt of 
  wisdom +2,  bag of tricks (tan), pearl of power 1st x2, lesser 
  metamagic rod of Silent spell, Spell Staff (heal, CL 13th), 
  wand of snake’s swiftnessSC (1st CL, 20 charges), wand of 
  lesser vigorSC (1st CL, 10 charges), wand of speak with 
  animals (1st CL, 10 charges), wand of faerie fire (1st CL, 
  10 charges), wand of omen of perilSC (1st CL, 4 charges), 
  potion of fly (5th CL), potion of darkvision (3rd CL), potion 
  of mage armor (1st CL), divine scroll of summon nature’s 
  ally VI (11th CL), divine scroll of wind wall (3rd CL), 
  divine scroll of bull’s  strength (3rd CL), divine scroll of gust 
  of wind (3rd CL), tanglefoot bag x3, scroll organizer, 
  spell component pouch x2, belt pouch,  goodberries 
  x24, 259 gp.  
  *Giant Constrictor Snake Companion: Female 
  Snake; CR −; Huge Animal; HD 11d8+14; hp 63; Init 
  +3; Spd 20 ft., climb 20 ft., swim 20 ft.; AC 15 (−2 size, 
  +3 Dex, +4 natural), touch 11, flat-footed 12; Base Atk 
  +8; Grp +23; Atk +13 melee (1d8+10, bite); Full Atk +13 
  melee (1d8+10, bite); Space/Reach 15 ft./10 ft.; SA 
  Improved Grab, Constrict 1d8+10; SQ Scent, Low-light 
  vision, Link, share spells; AL N; SV Fort +8, Ref +10, 
  Will +4; Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +17, Hide +10, 
  Listen +9, Spot +9, Swim +16; Alertness, Endurance, 
  Skill Focus (hide), Toughness 
  Forest Giant Master Throwers (2): Male Forest 
  Giant Sor1/Ftr1/Master Thrower 1; CR 13; Huge 
  Giant; HD 14d8+1d4+1d10+96-4; hp 194; Init +1; Spd 
  40 ft.; AC 25 (−2 size, +1 Dex, +5 chain shirt, +11 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 71 
  natural), touch 9, flat-footed 24; Base Atk +11; Grp +30; 
  Atk +24 melee (3d8+22, +1 huge greatclub) or +24 ranged 
  (2d8+14, rock); Full Atk +24/+19/+14 melee (3d8+22, 
  greatclub) or +22/+22/+17/+12 ranged (2d8+14, rock); 
  Space/Reach 15 ft./15 ft.; SA rock throwing, Trip Shot; 
  SQ Darkvision 60 ft., rock throwing; AL NE; SV Fort 
  +20, Ref +9, Will +11; Str 38, Dex 13, Con 26, Int 14, 
  Wis 16, Cha 22. Master Thrower, Complete Warrior, pg. 
  58.   
   
  Thrown Weapon Trick (Ex): Trip Shot: A master 
  thrower with this ability may use a thrown weapon to 
  make a trip attempt against an opponent farther than 5 
  feet away.  The character makes a normal attack against 
  the opponent with a thrown weapon.  If the attack 
  succeeds, in addition to doing damage as normal, the 
  master thrower makes a Dexterity check with a +4 
  bonus opposed by the opponent’s Dexterity check or 
  Strength check (whichever ability score has the higher 
  modifier).  Other modifiers may apply to this opposed 
  check (see page 158 of the Players Handbook).  If the 
  master thrower wins the opposed check, the opponent 
  is tripped.  The benefit of this ability does not stack 
  with the benefit of the Improved Trip feat. 
   
  Skills and Feats: Diplomacy +13, Hide +17, Sense 
  Motive +14, Spot +27, Listen +19, Slight of Hand +8;  
  Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus (thrown rock), Brutal Throw CV, Power Attack, 
  Power Throw CW, Quick Draw. 
   
  Sorcerer Spells Known (4/2; 5/5 per day; base DC 
  = 16 + spell level; CL 1; Arcane Failure 5%): 0—message, 
  ghost sound, mending, detect magic; 1st- benign transposition 
  SC, guided shotSC. 
   
  Possessions: +1 huge twilight mithral chain shirt with 
  forestward shroudRW, eyes of the eagle, bracers of quick 
  strikeMH, ring of counterspells (glitterdust), vest of resistance 
  +2CA, brooch of shielding, +1 huge greatclub, Quaal’s feather 
  token (Whip), wand of true strike (1st CL, 25ch), wand of 
  shield (2nd CL, 30ch), wand of fist of stone SC (1st CL, 
  25ch), potion of heroism (3rd CL) x3, potion of fly (5th CL), 
  potion of displacement, potion of shield of faith +4 (12th CL), 
  potion of barkskin (3rd CL), arcane scroll of Extended haste 
  (7th CL), arcane scroll of heroism (5th CL), thunderstones 
  x2, tanglefoot bags x7, bag of caltrops x3, quiver of 
  javelins (10 javelins), bag of rocks (10 rocks) x5, 25 gp, 
  Plant Graft: Grappling Vine (Magic of Eberron, p136) 
  Forest Giant Marshals (2): Male Forest Giant 
  Marshal 3; CR 12; Huge Giant; HD 17d8+102-4; hp 
  186; Init +1; Spd 40 ft.; AC 25 (−2 size, +1 Dex, +5 chain 
  shirt, +11 natural), touch 9, flat-footed 24; Base Atk +12; 
  Grp +31; Atk +23 melee (3d8+19/19-20, +1 huge 
  sweeping heavy flail) or +22 ranged (2d8+12, rock); Full 
  Atk +23/+18/+13 melee (3d8+19/19-20, +1 huge 
  sweeping heavy flail) or +20/+20/+15/+10 ranged 
  (2d8+12, rock); Space/Reach 15 ft./15 ft.; SA (Poisoned 
  Arrows,) rock throwing; SQ Darkvision 60 ft., rock 
  throwing, marshal auras; AL NE; SV Fort +19, Ref+7, 
  Will +11; Str 34, Dex 13, Con 22, Int 14, Wis 16, Cha 
  22. Marshal, Miniatures Handbook, pg 11.   
   
  Skills and Feats: Diplomacy +20, Hide +21, Sense 
  Motive +18, Spot +28, Listen +23; Point Blank Shot, 
  Precise Shot, Rapid Shot, Quickdraw, Brutal Throw CV, 
  Skill Focus: Diplomacy, Woodland Archer RW 
   
  Possessions: +1 huge mithral chain shirt with forestward 
  shroudRW, eyes of the eagle, brooch of shielding, bracers of 
  quick strikeMH, vest of resistance +1CA, +1 huge sweeping 
  heavy flail, potion of fly (5th CL), potion of bull’s strength 
  (3rd CL), potion of shield of faith +3 (6th CL), potion of 
  barkskin (3rd CL), thunderstones x2, tanglefoot bags x2, 
  bag of caltrops x3, quiver of javelins (10 javelins), bag of 
  rocks (10 rocks) x5, 5 gp, Plant Graft: Grappling Vine 
  (Magic of Eberron, p136). 
   
  Minor Auras: A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls. 
   
  Motivate Dexterity(active): +6 bonus on Dexterity 
  checks, dexterity based skill checks and initiative 
  checks. 
   
  Watchful Eye: +6 bonus on reflex saves. 
   
  Force of Will: (active on #4): +6 to Will saves. 
   
  Art of War: +6 to bull rush, sunder, trip, and disarm 
  checks. 
   
  Major Aura: Beginning at 2nd level, a marshal can 
  project a major aura in addition to his minor aura.  A 
  major aura lets allies add +1 to certain rolls.  This bonus 
  improves by +1 at 7th, 14th, and 20th levels. 
   
  Steady Hand (active on #3): +1 bonus to hit with 
  ranged attacks. 
   
  Motivate Ardor (active on #4): +1 to damage rolls. 
  Encounter 6  
   
   
   
  DM Note: All the Trappers have the same Poison and 
  Web special abilities and the same spider familiar. 
  These are only listed under Kress to save space in this 
  section. 
  Rootak: Companion Familiar Advanced Giant 
  Crocodile, Male Lizard; Huge Magical Beast 
  (augmented Animal); CR −; HD 13d8+78; hp 143; Init 
  +2; Spd 30 ft.(10 ft enhancement, Extended longstrider, 
  CL 19), Swim 30 ft.; AC 35 (−2 size, +6 extended greater 
  mage armor, CL 19, +2 Dex, +18 extended barkskin CL 
  19, +2 extended enhance familiar, CL 19), touch 12, flat-
  footed 31; Base Atk +9; Grp +31; Atk +24 melee 
  (2d8+22, bite, (greater magic fang, CL 23), +2 competence 
  Hit/damage, extended enhance familiar, CL 19)) or +24 
  melee (1d12+22, tail slap (greater magic fang, CL 23), +2 
  competence Hit/damage, extended enhance familiar, CL 
  19)); Full Atk +24/+19 melee (2d8+22, bite, +5 greater 
  magic fang, +2 comp enhance familiar) or +24/+19 
  (1d12+22, tail slap, +5 greater magic fang, +2 comp 
  enhance familiar); SA Improved Grab; SQ Hold Breath, 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 72 
  Link, Share Spells, Improved Evasion, Devotion, 
  Multiattack*, Impart Alertness, Empathic Link, deliver 
  touch spells, speak with master, speak with animals of 
  its kind, spell resistance 16, Low-light vision; AL N; SV 
  Fort +23, Ref +17, Will +25 (+6 resistance Extended 
  Superior Resistance CL 19, +2 competence Extended 
  Enhance Familiar); Str 30, Dex 15, Con 19 (23), Int 11, 
  Wis 12, Cha 2.  
        Skills and Feats: Hide +24, Listen +5, Spot +5, Swim 
  +20 (can take 10), Tumble +9; Alertness, Endurance, 
  Skill Focus (hide), Improved Unarmed Strike, 
  Improved Grapple. 
   
  Master's Skills: Climb +23, Concentration +28, 
  Knowledge (religion) +6, Jump +16 (augmented via 
  longstrider and branch to branch), Listen +25, Spot +25, 
  Knowledge (arcana) +13, Spellcraft +4, Knowledge 
  (nature) +13 Survival +1^, Sense Motive +13, 
  Diplomacy +18.  
   
  Spells Active: Limited wish (contingency, heal when 
  familiar speaks special word (via speak with animals of 
  its own kind), CL 19), limited wish (stalwart pact SC p204, CL 
  19), Extended greater magic fang (bite), CL 23), Extended 
  greater magic fang (tail slap), CL 23) Extended superior 
  resistanceSC p174, CL 19 (14hr duration), Extended energy 
  immunity SC p80 x4 (fire, acid, electricity, cold),(CL 19, 14hr 
  duration), Extended greater magic fang, CL 19 (all natural 
  weapons), Extended greater mage armor SC p136, CL 19 
  Extended enhance familiar SCp82, CL 19 Extended barkskin, 
  CL 19 (5hr duration) Extended branch to branchSC p38, CL 
  19 Extended longstrider, CL 19 (14hrs duration) Extended 
  camouflageSC p43, CL 19 (5hr duration). 
        Possessions: cloak of displacement (minor), amulet of 
  health +4. 
  Kress: Male Aranea (Wood Elf Alternate Form) 
  Sor7; Medium Magical Beast (Shapechanger); CR 9; 
  HD 3d10+7d4+40+14 false life; hp 97; Init +5; Spd 50 ft., 
  Climb 25 ft.; AC 20 (+4 mage armor, +5 Dex, +1 natural), 
  touch 15, flat-footed 15; Base Atk +6; Grp +5;  Atk +11 
  melee (1d6−1+poison, bite) or +11 (+12*) ranged (web); 
  Full Atk +11/+6 melee (1d6-1+poison, bite) or +11 
  (+12*)/+6(+7*) ranged (web); SA poison, web; SQ 
  Change shape, darkvision 60 ft., low-light vision; AL N; 
  SV Fort +9, Ref +10, Will +11; Str 8, Dex 20, Con 18, Int 
  14, Wis 12, Cha 23. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +12, Escape Artist +8, Jump +12, Listen 
  +8, Spellcraft +14, Spot +9, Use Magic Device +12; 
  Alertness, Iron Will, Point Blank Shot*, Precise Shot, 
  Empower Spell, Sudden MaximizeCA. 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 9/5/4/3/2/1; Per Day 
  6/8/8/7/6/4; base DC = 16 + spell level; CL 8): 0— acid 
  splash, daze, dancing lights, disrupt undead, detect magic, 
  message, prestidigitation; 1st- guided shotCV, magic missile, 
  orb of electricity, lesserSC, ray of enfeeblement, shield;  2nd – 
  false life, phantasmal assailantsSC, spectral hand; 3rd – fly, ray 
  of exhaustion, vampiric touch; 4th – enervation, Evard’s black 
  tentacles; 5th – wall of force. 
   
  Possessions: Heward’s handy haversack, gloves of 
  fortunate strikingMH, cloak of charisma +2, brooch of 
  shielding, Quaal’s feather token (whip) x2, Quaal’s feather 
  token (tree) x2, arcane scroll of Leomund’s tiny hut (5th CL), 
  arcane scroll of protection from evil (1st CL), arcane scroll of 
  minor globe of invulnerability CL7, potion of barkskin +2, 
  potion of shield of faith +3, acid flasks (8), tanglefoot bags 
  (2), falchion, cold iron spiked gauntlet, silver spiked 
  gauntlet, spell component pouch, charm of the tree 
  dwellers. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  Damage 1d6 Str, secondary damage 2d6 Str.  The save 
  DC is constitution based. 
   
  Web (Ex): In spider or Hybrid form, an aranea can 
  throw a web up to six times per day.  This is similar to 
  an attack with a net but has a maximum range of 50 
  feet, with a range increment of 10 feet, and is effective 
  against targets of up to large size.  The web anchors the 
  target in place, allowing no movement. 
  Hunting Spider Familiar, Male Spider; Tiny 
  Vermin; CR --; HD 8; hp 41 (½ masters hp); Init+3; Spd 
  20ft., climb 10 ft.; AC 20 (+2 size, +3 Dex, +5 natural), 
  touch 15, flat-footed 17; Base Atk +6; Grp −11; Atk +9 
  melee (1d3−4+poison, bite); Full Atk +9 melee 
  (1d3−4+poison, bite); SA Poison; SQ Darkvision 60 ft., 
  tremorsense 60 ft., vermin traits, deliver touch spells, 
  Improved Evasion, share spells, speak with master, 
  speak with animals of its kind, empathic link, granted 
  abilities; AL N; SV Fort +4, Ref +7, Will +7; Str 3, Dex 
  17, Con 10, Int 10, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +13 (Can always take 10), 
  Concentration 10, Escape Artist +6, Hide +15, Jump +8, 
  Listen +5, Spellcraft +9, Spot +16, Use Magic Device +0; 
  Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 10, initial 
  damage 1d2 Str, secondary damage 1d2 Str. The save 
  DC is Constitution-based. 
   
  Tremorsense (Ex): A monstrous spider can 
  detect and pinpoint any creature or object within 60 
  feet in contact with the ground, or within any range in 
  contact with the spider’s webs. 
  Sestis, Male Aranea (Wood Elf Alternate Form) 
  Aranea Sor7; Medium Magical Beast (Shapechanger); 
  CR 9; HD 3d10+7d4+40+14 false life; hp 97; Init +5; Spd 
  50 ft., Climb 25 ft.; AC 20 (+4 mage armor, +5 Dex, +1 
  natural), touch 15, flat-footed 15; Base Atk +6; Grp +5;  
  Atk +11 melee (1d6−1+poison, bite) or +11 ranged 
  (web); Full Atk +11/+6 melee (1d6−1+poison, bite) or 
  +11/+6 ranged (web); SA poison, web; SQ Change 
  shape, darkvision 60 ft., low-light vision; AL N; SV Fort 
  +9, Ref +10, Will +9; Str 8, Dex 20, Con 18, Int 14, Wis 
  12, Cha 23. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 73 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +11, Escape Artist +8, Jump +12, 
  Knowledge (nature) +6, Listen +8, Spellcraft +7, Spot 
  +9, Use Magic Device +12; Alertness (f), Energy 
  Substitution: Acid, Iron Will, Sudden SilentCA, 
  Empower Spell, Sudden MaximizeCA 
   
  Languages: Common, Sylvan, Orcish, Dwarven. 
   
  Sorcerer Spells (Known 9/5/4/3/2/1; Per Day 
  6/8/8/7/6/4; base DC = 16 + spell level; CL 8): 0—daze, 
  disrupt 
  undead, 
  ghost 
  sound, 
  message, 
  open/close, 
  prestidigitation, read magic, touch of fatigue; 1st – guided 
  shotSC,  magic missile, mage armor, ray of enfeeblement, 
  shield; 2nd- glitterdust, scorching ray, see invisibility, web; 3rd 
  – arcane sight, fly, haste; 4th – dimension door, orb of forceSC; 
  5th – greater blink. 
   
  Possessions: cloak of charisma +2, lesser rod of enlarge, 
  wand of true strike, arcane scroll of wall of force (9th CL), 
  arcane scroll of teleport (9th CL), arcane scroll of slow (5th 
  CL), arcane scroll of sleet storm (5th CL), divine scroll of 
  faerie fire (1st CL) x2, arcane scroll of stoneskin (7th CL), 
  potion of invisibility (3rd CL), arcane scroll of Otiluke’s 
  resilient sphere (7th CL), divine scroll of calm emotions (4th 
  CL), divine scroll of bless (1st CL), scroll organizers x2, 
  spell component pouch, charm of the tree dwellers. 
  Encounter 7A  
   
   
   
  DM NOTE: The Marshal in this encounter has active 
  auras up at all times.  Please add the appropriate 
  bonuses. 
  Morti:  Male Orc Sor7/Mindbender 1/Fatespinner 
  4; Medium Humanoid; CR 10; HD 12d4+24; hp 61; Init 
  +4; Spd 30; AC 9 (−1 Dex), touch 9, flat-footed 10; Base 
  Atk +5; Grp +4;  Atk +4 melee (1d6, quarterstaff); Full 
  Atk +4 melee (1d6, quarterstaff); SA Telepathy, Spin 
  Fate, Fickle Finger of Fate, Spin Destiny, Deny Fate, 
  Resist Fate; SQ darkvision 60 ft., light sensitivity; AL 
  CE; SV Fort +10, Ref +5, Will +14; Str 8, Dex 8, Con 14, 
  Int 14, Wis 10, Cha 19.  Mindbender, Complete Arcane, 
  page 54; Fatespinner, Complete Arcane, page 37. 
   
  Skills and Feats: Bluff +8, Concentration +8, 
  Diplomacy + 8, Intimidate +8, Knowledge (Arcana) 
  +14, Profession (Gambler) +5, Sense Motive +4, 
  Spellcraft +8; Improved Initiative, Spell Focus 
  (Enchantment), Greater Spell Focus (Enchantment), 
  Enlarge Spell, Chain SpellCA . 
   
  Languages: Common, Orcish, Draconic, Ancient 
  Suloise. 
   
  Sorcerer 
  Spells 
  (Known 
  9/5/5/4/3/2/1; 
  6/7/7/7/7/6/4 per day; base DC = 14+ spell level, 16+ 
  spell level for Enchantment spells; CL 8): 0- caltropsSC, 
  daze, detect magic, ghost sound, mage hand, open/close, read 
  magic, resistance, sonic snapSC; 1st- benign transpositionSC, 
  charm person, detect secret doors, distract assailantSC , 
  inhibitSC 2nd- baleful transpositionSC, glitterdust, rebukeSC , 
  Tasha’s hideous laughter, entice giftSC, 3rd- hold person, miser’s 
  envySC, rage, slow; 4th- confusion, ruin delver’s fortune SC, 
  rebuke, greaterSC ; 5th – mind fog, feeblemind; 6th – suggestion, 
  mass. 
   
  Possessions:  quarterstaff, cloak of charisma +2, ring of 
  counterspells (disintegrate), arcane scroll: mage armor (CL 1), 
  arcane scroll: fly (CL 5th), arcane scroll: invisibility, greater 
  (CL 7th), arcane scroll: invisibility (CL 3), arcane scroll: calm 
  emotions (CL 3), Quaal’s feather token: bird, dust of 
  dispersion CA, arcane scroll: see invisibility (CL 3), rod of 
  metamagic silent, vest of resistance +2CA 
   
  Telepathy (Su): A mindbender unlocks one of the 
  most basic elements of his craft at 1st level, gaining the 
  ability to communicate telepathically with any creature 
  within 100 feet that has a language.  
   
  Spin Fate (Ex): A mage of many fates understands 
  that “chance” is not as random as many believe it to be, 
  and he can adjust the probability of certain events by 
  applying a force that fatespinners refer to as “spin”.  
  Each day, a fatespinner can use a number of points of 
  spin equal to his fatespinner class level. 
   
  As a free action, a fatespinner can use stored spin 
  to boost the save DC of a spell he casts, adding some or 
  all of his spin  to the DC, on a point-for-point basis.  For 
  instance, a 5th level wizard/3rd level fatespinner casting 
  fireball could choose to boost the DC by 1, 2, or 3 
  points.  Once he uses up his spin for the day, his ability 
  to tinker with probability in this fashion is also 
  exhausted for the day. 
   
  A fatespinner’s spin is replenished whenever the 
  character successfully regains his spells for the day 
  (whether through rest, preparation or prayer). 
   
  Fickle Finger of Fate (Ex): On reaching 2nd level, 
  a fatespinner gains the ability to effect the luck of 
  others.  Once per day as an immediate action (see page 
  86), he can force any other creature – friend or enemy 
  – to re roll a roll that it has just made.  A fatespinner 
  must have line of sight to the creature to be affected.  
  That creature must abide by the result of the reroll, 
  whether it’s higher or lower than the original roll. 
   
  Spin Destiny (Ex): Beginning at 3rd level, a 
  fatespinner more clearly comprehends the matrix of 
  reality and can use accumulated spin to adjust other 
  random events.  The method is identical to increasing a 
  spell’s save DC, but the fatespinner can now add spin to 
  any skill check, attack roll or saving throw that he 
  attempts on a point for point basis.  However, the spin 
  utilized comes from the same limited reservoir of 
  karma storage that allows him to adjust the Dc of his 
  spells.  He must apply the bonus before making the 
  roll. 
   
  Deny Fate (Ex): At 4th level and higher, a 
  fatespinner has a better chance of beating the odds 
  should he ever be rendered unconscious and dying.  
  Once per day, on the first occasion when a fatespinner 
  must check to become stable when dying, the check 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 74 
  automatically succeeds.  Other such checks called for 
  later in the same 24 hour periods are made normally. 
   
  Resist Fate (Ex): A fatespinner of 4th level and 
  above embraces his extraordinary good luck.  Once per 
  day, he can reroll one roll that he has just made.  He 
  must abide by the result of the reroll, even if it is worse 
  than the original roll. 
  Gulbak:  Male Human Warmage11; Medium 
  Humanoid; CR 9; HD 11d6+22; hp 68; Init +3; Spd 30; 
  AC 18 (+4 chain shirt, +1 light shield, +3 Dex), touch 
  13, flat-footed 16; Base Atk +5; Grp +4;  Atk +4 melee 
  (1d6, shortspear) or +8 (+9) ranged (spells (within 30 
  ft.)); Full Atk +4 melee (1d6, shortspear) or +9 (+10) 
  ranged (spells (within 30 ft.)); SA Advanced Learning, 
  Armored Mage, Sudden Empower, Warmage Edge +4, 
  Sudden Enlarge  AL LE; SV Fort +5, Ref +6, Will +5; Str 
  8, Dex 16, Con 14, Int 14, Wis 8, Cha 18.  Warmage, 
  Complete Arcane, page 10. 
   
  Skills and Feats: Concentration + 16, Intimidate 
  +16, Knowledge: Arcana +16, Knowledge: History +16, 
  Spellcraft +16 ; Empower Spell, Sudden EmpowerCA, 
  Point Blank Shot, Arcane Thesis: Scorching RayPHB2, 
  Precise Shot, Sudden EnlargeCA, Extra EdgeCA, 
   
  Languages: Common, Orcish, Ancient Suloise. 
   
  Warmage Spells (Per day 6/7/7/7/7/5; DC 14 + 
  spell level) Known: 0-  acid splash, disrupt undead, 
  light, ray of frost;  1st -  accuracySC, burning hands, chill 
  touch,  fist of stoneSC, hail of stoneSC, ice daggerSC, magic 
  missile, orb of acid, lesserSC , orb of cold, lesserSC, orb of 
  electricity, lesserSC, orb of fireSC, lesser, orb of sound, lesserSC, 
  shocking 
  grasp, 
  true 
  strike;  
  2nd -  blades of fireSC, continual flame, fire trap, fireburstSC, 
  flaming sphere, ice knifeSC, Melf’s acid arrow, pyrotechnics, 
  scorching ray, shatter, whirling bladeSC; 3rd - fire shield, 
  fireball, flame arrow, gust of wind, ice storm, lightning bolt, 
  poison, ring of bladesSC, sleet storm, sound lanceSC, stinking 
  cloud; 4th – blast of flameSC, contagion, Evard’s black tentacles, 
  orb of acidSC, orb or coldSC, orb of electricitySC, orb of fireSC, orb 
  of forceSC, orb of soundSC, phantasmal killer, shout, wall of fire; 
  5th – arc of lightningSC , cloudkill, cone of cold, fireshield, 
  massSC, fireburst, greaterSC, flame strike, prismatic raySC, wall 
  of limbsSC.  
   
  Possessions:  cloak of charisma +2, shortspear x2, +1 
  chain shirt, +1 light wooden shield, potion of fly (CL 5) , 
  potion of barkskin +4 (CL 9), potion of invisibility (CL 3), 
  potion of see invisibility (CL 3), thunderstone x4, ring of 
  counterspells (dispel magic),  potion of displacement (CL 5), 
  50gp, rod of metamagic sculpting, lesserCA, rod of substitution 
  (acid), lesserCA.    
   
  Advanced Learning (Ex): At 3rd, 6th, 11th and 16th 
  level, a warmage can add a new spell to his list, 
  representing the result of personal study and 
  experimentation.  The spell must be a wizard spell of 
  the evocation school, and of a level no higher than that 
  of the highest level spell the warmage already knows.  
  Once a new spell is selected, it is forever added to that 
  warmage’s spell list and can be cast just like any other 
  spell on the warmage’s list. 
   
  Armored Mage (Ex): Normally, armor of any 
  type interferes with an arcane spellcaster’s gestures, 
  which can cause his spells to fail (if those spells have 
  somatic components).  A warmage’s limited focus and 
  specialized training, however, allows him to avoid 
  arcane spell failure as long as he sticks to light armor 
  and light shields.  This training does not extend t 
  medium or heavy armors, nor to heavy shields.  Nor 
  does this apply to spells gained from a different 
  spellcasting class. 
   
  At 8th level, a warmage learns to use medium 
  armor with no chance of spell failure. 
   
  Sudden Empower (Ex): At 7th level, a warmage 
  gains Sudden Empower (described in Chapter 3) as a 
  bonus feat.  If he already has the feat, he can choose a 
  different metamagic feat. 
   
  Warmage Edge (Ex): A warmage is specialized in 
  dealing damage with his spell.  Whenever a warmage 
  casts a spell that deals hit point damage, he adds his 
  intelligence bonus (if any) to the amount of damage 
  dealt.  For instance, if a 1st level warmage with 17 
  intelligence casts magic missile, he deals 1d4+1 points 
  of damage normally, plus an extra 3 points of damage 
  due to his Intelligence bonus.  The bonus from the 
  warmage edge special ability applies only to spells that 
  he casts as a  warmage, not those he might have by 
  virtue of levels in another class. 
   
  A single spell can never gain this extra damage 
  more than once per casting.  For instance, a fireball 
  deals the extra damage to all creatures in the area it 
  affects.  However, if a 3rd level warmage casts magic 
  missile and produces two missiles, only one of them (of 
  the warmage’s choice) gains the extra damage, even if 
  both missiles are directed at the same target.  If a spell 
  deals damage for more than one round, it deals this 
  extra damage in each round. 
   
  Scrolls scribed by a warmage do not gain any 
  benefit from warmage edge.  Scrolls activated by a 
  warmage also gain no benefit from warmage edge.  The 
  same is true for most other magic item, such as wands 
  and potions.  However, staffs activated by a warmage 
  use not only the warmage’s caster level but also gain 
  the benefits of the warmage edge, if applicable. 
   
  Sudden Enlarge (Ex): At 10th level, a warmage 
  gains Sudden Enlarge (described in chapter 3 
  Complete Arcane) as a bonus feat.  If he already has the 
  feat, he can choose a different metamagic feat. 
  Leder: 
  Male 
  Half 
  Orc 
  Mar4/Bar1/Outcast 
  Champion 3; Medium Humanoid; CR 6; HD 
  4d8+1d12+3d10+16; hp 64; Init +0; Spd 20; AC 19 (+9 
  +1 full plate), touch 10, flat-footed 19; Base Atk +7; Grp 
  +8;  Atk +9 melee (2d4+3/18-20, +1 falchion); Full Atk 
  +9/+4 melee (2d4+3/18-20, +1 falchion); SA Rage 1/day; 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 75 
  SQ fast movement, grant move action 1/day, 1 Major 
  Aura, 2 Minor Auras, Aura of Confidence, Avenging 
  Strike, Desperate Fury, darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +10, Ref +2, Will +6; Str 12, 
  Dex 10, Con 14, Int 8, Wis 10, Cha 16.  Marshal, 
  Miniature’s Handbook, page 11, Outcast Champion, Races 
  of Destiny, pg. 126. 
   
  Grant Move Action (Ex): Starting at 4th level, a 
  marshal can direct and motivate his allies to act 
  immediately.  Once per day, as a standard action, he 
  may grant an extra move action to any or all of his allies 
  within 30 feet (but no to himself).  Each of the affected 
  allies takes this extra move action immediately, acting 
  in their current initiative order.  This extra action does 
  not affect the allies’ initiative count; the round 
  continues normally after the marshal’s turn is over.  
  (This may mean, for example, that an ally whose 
  initiative count immediately follows the marshal’s may 
  get an extra move action from the marshal, followed by 
  a full round worth of actions on the ally’s turn.)   
   
   
  At 8th level, a marshal gains the ability to grant an 
  extra move action to his allies twice per day.  The 
  frequency increases to three times per day at 12th level, 
  four times per day at 16th level, and five times per day at 
  20th level. 
   
  A character can take only one extra move action 
  per round.  (in other words, two marshals can’t use this 
  ability on the same ally in the same round.)  If an ally 
  chooses not to take the move action, it is lost. 
   
  Auras (Ex): The marshal exerts an effect on allies 
  in his vicinity.  He can learn to produce different 
  effects, or auras, over the course of his career.  The 
  marshal may project one minor and (starting at 2nd 
  level) one major aura at a time.  
   
  Projecting an aura is a swift action (see Chapter 3: 
  Magic).  The aura remains in effect until the marshal 
  uses a free action to dismiss it or activates another aura 
  of the same kind (major or minor).  A marshal can have 
  an aura active continually; thus, an aura can be in effect 
  at the start of a combat encounter even before the 
  marshal takes his first turn.   
   
  Activating an aura involves haranguing, ordering, 
  directing, encouraging, cajoling or calming allies.  A 
  marshal sizes up the enemy, allies, and the terrain, then 
  gives his allies the direction that they can use to do 
  their best. 
   
  Unless otherwise noted, a marshal’s aura affects all 
  allies within 60 feet (including himself) who can hear 
  the marshal.  An ally must have an intelligence score of 
  3 or higher and be able to understand the marshal’s 
  language to gain the bonus.  A marshal’s aura is 
  dismissed if he is dazed, unconscious, stunned, 
  paralyzed, or otherwise unable to be heard or 
  understood by his allies. 
   
  A marshal begins play knowing one minor aura of 
  his choice.  As his marshal level increases he gains 
  access to new auras, as indicated on table 1-5: The 
  Marshal. 
   
  All bonuses granted by a marshal’s auras are 
  circumstance bonuses that do not stack with each 
  other. 
   
  Minor Auras: A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls. 
   
  Motivate Dexterity (active): +3 bonus on Dexterity 
  checks, dexterity based skill checks and initiative 
  checks. 
   
  Watchful Eye: +3 bonus on reflex saves. 
   
  Major Aura: Beginning at 2nd level, a marshal can 
  project a major aura in addition to his minor aura.  A 
  major aura lets allies add +1 to certain rolls.  This bonus 
  improves by +1 at 7th, 14th, and 20th levels. 
   
  Motivate Care (active): +1 bonus to AC 
   
  Rage (Ex): (reckless) +6 Str, +6 Con, +2 Will Saves, 
  −4 AC, (+18 hp, +3 to hit, +3 to damage one handed +4 
  with two hands) lasts 6 rounds.   
   
  Aura of Confidence (Ex): Your presence 
  emboldens allies with 30 feet who can see you 
  (including yourself).  They add your class level as a 
  morale bonus on their Will saves.  This effect is lost if 
  you fall unconscious or die. 
  Avenging Strike (Ex): You are surrounded by allies 
  who rely on you for victory, and you take this 
  responsibility to heart.  You can attempt an avenging 
  strike on an enemy who has dealt damage to an ally of 
  yours within the last hour.  The avenging strike must 
  be delivered with a melee attack.  You add your 
  Charisma modifier (if positive) to your attack roll and 
  deal an extra 1d6 points of damage per outcast 
  champion level.  If you accidentally strike a creature 
  that has not dealt damage to an ally in the last hour, the 
  avenging strike has no effect, but that use of this ability 
  is still expended.  You may use an avenging strike once 
  per day per point of Charisma bonus (minimum 
  1/day). 
  Desperate Fury (Ex): You are at your best when times 
  are worst.  Beginning at 3rd  level, once per day when 
  you are reduced to fewer than one half your normal hit 
  points or when you are fatigued or exhausted, you can 
  enter a state of desperate fury.  While in a desperate 
  fury, you gain a +2 morale bonus to Strength, 
  Dexterity, and Constitution.  The desperate fury lasts 
  for 3 rounds + 1 round per point of your (newly 
  improved) Constitution bonus.  Unlike with a 
  barbarians rage, you have no penalties or limitations 
  while in a desperate fury; however, if you become 
  frightened, panicked or cowering, the desperate fury 
  ends immediately. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 76 
   
  Skills and Feats: Bluff +10, Climb +6, Diplomacy + 
  16, Intimidate +18; Daunting PresenceMH, Menacing 
  DemeanorRD, Skill Focus (Diplomacy), Reckless RageRS. 
   
  Languages: Common, Orcish. 
   
  Possessions: alchemist’s fire, armor of the dread 
  emperorBV, +1 falchion, potion of barkskin (+2), 5 gp.     
  Orc Toughs (3): Male Orc Bar2/Ftr4/Exotic 
  Weapons Master 2; Medium Humanoid; CR 4; HD 
  2d12+ 6d10+16; hp 71; Init +3; Spd 40; AC 19 (+5 chain 
  shirt +1, +2 Dex, +1 exotic weapon stunt), touch 13, flat-
  footed 16; Base Atk +8/+3; Grp +13;  Atk +15 melee 
  (1d8+9/ x3, masterwork orc double axe); Full Atk 
  +15/+10 melee (1d8+9/x3, masterwork orc double axe) 
  or +13/+13/+8 melee (1d8+7/x3, masterwork orc 
  double axe); SA Rage 1/day, Fast Movement, Exotic 
  Weapon Stunts (2) , SQ uncanny dodge, darkvision 60 
  ft., light sensitivity; AL CE; SV Fort +9, Ref +4, Will +1; 
  Str 20, Dex 16, Con 14, Int 6, Wis 8, Cha 6.  Exotic 
  Weapon Master, Complete Warrior, pg. 30.  
   
  Skills and Feats: Climb +9, Craft (weaponsmith) + 2, 
  Swim +8; Weapon Focus (orc double axe), , Exotic 
  Weapon Proficiency: Orc Double Axe, Two Weapon 
  Fighting, Power Attack, Weapon Specialization (orc 
  double axe), Reckless Rage RS. 
   
  Languages: Common, Orcish. 
   
  Possessions: +1 chain shirt, masterwork, orc double 
  axe, potion of enlarge person (CL3), cloak of elemental 
  protectionMH, tanglefoot bag x2, alchemist fire x2, gloves 
  of fortunate strikingMH, belt of one mighty blowMH, potion of 
  haste (CL5), potion of displacement (CL 5), 100 gp 
   
  Rage (Ex): (reckless) +6 Str, +6 Con, +2 Will Saves, 
  −4 AC, (+18 hp, +3 to hit, +3 to damage one handed +4 
  with two hands) lasts 8 rounds.  
   
  Exotic Weapon Stunt (Ex): Flurry of Strikes: 
  When wielding an exotic double weapon or a spiked 
  chain with both hands, the character can elect to make 
  a full attack action to make a flurry of strikes.  When 
  doing so, he may make one extra attack in the round at 
  his full base attack bonus, but this attack takes a -2 
  penalty as does each other attack made in that round 
  and until the exotic weapon master’s next turn.  The 
  extra attack may be with either end of the double 
  weapon.  
   
  Exotic Weapon Stunt (Ex): Double Weapon 
  Defense: When wielding an exotic double weapon 
  with both hands, the character gains a +1 shield bonus 
  to AC. 
  Orcs (6):  (see Monster Manual pg. 203) with +1 AC and 
  +3 to Dexterity checks, Dexterity-based skill checks, 
  and initiative rolls.  
  Encounter 7B  
   
   
   
  Charnel Hound: Gargantuan Undead; CR 17; HD 
  33d12+165; hp: 380; Init.: +2; Spd 40 ft; AC 28 (−4 size, 
  +2 Dex, +20 natural), touch 8, flat-footed 26; Base Atk 
  +16; Grp +46; Atk +30 melee (3d8+18, bite);  Full Atk 
  +30 melee (3d8+18, bite) and +25/+25 melee (3d6+9,  
  claw); Space/Reach 20 ft./15 ft.; SA Body integration, 
  rend 6d6+27; SQ: Aversion to daylight, damage 
  reduction 10/silver and magic, darkvision 60 ft., 
  frightful presence, spell resistance 23, undead traits, 
  unholy toughness; AL CE; SV: Fort +11, Ref +13, Will 
  +19; Str 46, Dex 14, Con -, Int -, Wis 12, Cha 20.  
   
  Skills and Feats: Power AttackB. 
   
  Body Integration (Su): Whenever a charnel 
  hound reduces a living humanoid foe of Large size or 
  smaller to negative hit points, the foe must 
  immediately make a DC 25 Fortitude saving throw. On 
  a failed save, the victim's body is instantly absorbed 
  into the form of the charnel hound, healing the 
  charnel hound of points of damage equal to 3 x Hit 
  Dice of the victim. This effect kills the victim, and 
  makes it difficult for his companions to recover his 
  body or equipment unless the charnel hound is 
  defeated and the proper body pulled from the pile of 
  resultant corpses. The save DC is Charisma-based. 
   
  Rend (Ex): A charnel hound that hits with both 
  claw attacks latches onto the opponent's body and tears 
  its flesh. This automatically deals an extra 4d6+21 
  points of damage. 
   
  Aversion to Daylight (Ex): Charnel hounds 
  loathe daylight. If exposed to natural daylight (not 
  merely a daylight spell), a charnel hound takes a -4 
  penalty on all attack rolls, saving throws, and skill 
  checks. 
   
  Frightful Presence (Su): A charnel hound can 
  inspire terror by charging or attacking. Affected 
  creatures must succeed on a DC 25 Will save or 
  become shaken, remaining in that condition as long as 
  they remain with 60 feet of the charnel hound. The 
  save DC is Charisma-based. 
   
  Unholy Toughness (Ex): A charnel hound gains 
  a bonus to its hit point equal to its Charisma modifier x 
  it Hit Dice. 
  Encounter 10B  
   
   
   
  Evolved Defacer: Medium Undead; CR 7; HD 11d12; 
  hp: 71; Init: +2; Spd 30 ft; AC 20 (+2 Dex, +8 natural), 
  touch 12, flat-footed 18; Base Atk +5; Grp +9; Atk +11 
  melee (1d8+4+stunning possession, slam); Full Atk 
  +11/+11 melee (1d8+5+ stunning possession, slam); 
  Space/Reach 5 ft./5 ft.; SA stunning possession, steal 
  face, frightful keening 60 ft.; SQ Fast healing 3, see 
  invisibility, earth glide, tremorsense 60 ft., damage 
  reduction 10/silver and magic, darkvision 60 ft., 
  
  SHE6-06 Steeped in Atrocity 
   
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  undead traits; AL NE; SV: Fort +3, Ref +5, Will +8; Str 
  20, Dex 15, Con −, Int 7, Wis 13, Cha 16.  
   
  Skills and Feats: Listen +15, Spot +15; Dodge, 
  Mobility, Spring Attack, Weapon Focus (slam)  
   
  Languages: understands creator's orders 
   
  See Invisibility (Sp): This evolved defacer can 
  use this ability 1/day, CL11. 
   
  Fast Healing (Ex): An evolved defacer heals 3 
  points of damage, each round so long as it has at least 1 
  hit point. 
   
  Frightful Keening (Su): The faces that whirl 
  about the head of a defacer constantly wail and scream. 
  This noise can be heard through earth and stone as 
  easily as it can through air. A defacer cannot stop this 
  keening. Any creature that can hear the sound and that 
  is within 60 feet of a defacer is automatically shaken. 
  This is a sonic, mind-affecting fear effect. 
   
  Earth Glide (Ex): A defacer glides through stone, 
  dirt, and any other sort of earth except metal as easily 
  as a fish swims through water. Its burrowing leaves 
  behind no tunnel or hole, nor does it create a ripple or 
  any other signs of its presence (although its frightful 
  keening can still be heard). 
   
  Stunning Possession (Su):  A creature with an 
  Intelligence of 3 or higher that is struck by a defacer's 
  slam attack must succeed on a DC 18 Will save or be 
  stunned for 1 round. The save DC is Charisma-based. 
   
  While stunned, the creature's face takes on the 
  shape of one of the defacer's victims and screams for 
  help and release using the languages that soul knew in 
  life. When the effect ends, the ghostly face returns to 
  the defacer. 
   
  Steal Face (Su): If a defacer's slam attack kills a 
  creature with an Intelligence of 3 or higher, or if the 
  defacer touches the body of such a creature within 1 
  day of its death, the defacer steals its face as an 
  immediate action. This physically erases the facial 
  features of the body, including bone structure, mouth, 
  and teeth, leaving a smooth and blank surface. 
  Attempts to cast speak with dead on victims of this 
  attack always fail. 
   
  This defilement of the corpse also draws the soul 
  of the creature to the defacer, and it becomes one of 
  the keening faces that whirl about the defacer's head. 
  This prevents the soul from reaching the afterlife, 
  becoming undead, or being raised or resurrected. 
  Nothing short of destroying the defacer restores a 
  corpse's face and frees the soul. 
   
  For 1 day after stealing a face, the defacer's blank 
  visage takes the shape of that creature's face in the 
  same manner as a creature affected by its stunning 
  possession. This effect ends if the defacer uses its earth 
  glide ability, which it is loath to do unless it thinks it 
  can take another creature's face that day. 
   
  If a defacer stole a creature's face by killing it and 
  is destroyed within 24 hours of that act, its victim 
  returns to life (stable at 0 hit points) if its body is 
  largely whole. Its face is restored. This return to life 
  does not result in level loss or ability drain. 
   
  A defacer arises when a spellcaster creates an 
  undead being from the corpse of a doppelganger or 
  other creature that assumes others' visages. Tortured by 
  its inability to mimic others, a defacer steals the faces 
  of those it kills and of the recently dead, trapping their 
  souls by defiling their corpses. 
  Blaspheme: Medium Undead; CR 7; HD 18d12+30; 
  hp: 147; Init: +1; Spd: 40 ft; AC 20 (+1 Dex, +9 
  natural), touch 11, flat-footed 19; Base Atk +9; Grp 
  +18; Atk +18 melee (1d8+13 plus blasphemous contact, 
  bite) Full Atk +18 melee (1d8+13 plus blasphemous 
  contact, bite); Space/Reach 5 ft./5 ft.; SA blasphemous 
  contact, erratic charge; SQ: damage reduction 5/slash, 
  darkvision 60 ft., immunity to cold, inescapable 
  craving, undead traits; AL NE; SV Fort +6, Ref +7, 
  Will +13; Str 28, Dex 12, Con -, Int 5, Wis 15, Cha 10.  
   
  Skills And Feats: Improved Natural Attack (bite), 
  Improved Toughness, Toughness, Track; Listen +10, 
  Spot +10, Survival +7. 
  Languages: Common. 
   
  Blasphemous Contact (Su): Each time a 
  blaspheme bites a nonevil creature, the creature is 
  dazed for 1 round and takes 1d6 points of Strength 
  damage. There is no saving throw against this effect. 
   
  Erratic Charge (Ex): When a blaspheme charges, 
  it can make one turn of up to 90 degrees during its 
  movement. All other restrictions on charges still apply. 
  For instance, it cannot pass through a square that 
  blocks or slows movement, or one that contains a 
  creature. A blaspheme must have line of sight to a 
  targeted opponent at the start of its turn. 
   
  Inescapable Craving: A blaspheme has an 
  inescapable craving (see the Undead Metabolism 
  section in Chapter 1) for Strength, which it satisfies by 
  using its blasphemous contact ability. 
  Undead Leader: Vitreous Drinker Marshal 4; CR 
  13; Medium Undead; HD 14d12+4d8; hp 109; Init +8; 
  Spd 30 ft.; AC 39 (+6 Dex, +5 mithral chain shirt, +8 
  deflection, +10 natural), touch 24, flat-footed 33; Base 
  Atk +10; Grp +11; Atk +17 melee (2d4+1 plus eye 
  drinking, tongue lash); Full Atk +17/+12 melee (2d4+1 
  plus eye drinking, tongue lash); Space/Reach 5 ft./5 ft. 
  (10 ft. with tongue lash); SA Eye drinking, Horrific 
  Gaze, Spell-like abilities, Grant Move Action 1/day; SQ 
  Darkvision 120 ft., Spectral Ravens, Unholy Grace, 
  Marshal Auras; AL NE; SV Fort 18 , Ref +23, Will +24; 
  Str 12, Dex 22, Con −, Int 18, Wis 16, Cha 26.   
  
  SHE6-06 Steeped in Atrocity 
   
  Page 78 
   
  Auras (Ex): The marshal exerts an effect on allies 
  in his vicinity.  He can learn to produce different 
  effects, or auras, over the course of his career.  The 
  marshal may project one minor and (starting at 2nd 
  level) one major aura at a time.  
   
  Projecting an aura is a swift action (see Chapter 3: 
  Magic).  The aura remains in effect until the marshal 
  uses a free action to dismiss it or activates another aura 
  of the same kind (major or minor).  A marshal can have 
  an aura active continually; thus, an aura can be in effect 
  at the start of a combat encounter even before the 
  marshal takes his first turn.   
   
  Activating an aura involves haranguing, ordering, 
  directing, encouraging, cajoling or calming allies.  A 
  marshal sizes up the enemy, allies, and the terrain, then 
  gives his allies the direction that they can use to do 
  their best. 
   
  Unless otherwise noted, a marshal’s aura affects all 
  allies within 60 feet (including himself) who can hear 
  the marshal.  An ally must have an intelligence score of 
  3 or higher and be able to understand the marshal’s 
  language to gain the bonus.  A marshal’s aura is 
  dismissed if he is dazed, unconscious, stunned, 
  paralyzed, or otherwise unable to be heard or 
  understood by his allies. 
   
  A marshal begins play knowing one minor aura of 
  his choice.  As his marshal level increases he gains 
  access to new auras, as indicated on table 1-5: The 
  Marshal. 
   
  All bonuses granted by a marshal’s auras are 
  circumstance bonuses that do not stack with each 
  other. 
   
  Minor Auras: A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls. 
   
  Motivate Dexterity(active): +8 bonus on Dexterity 
  checks, dexterity based skill checks and initiative 
  checks. 
   
  Demand Fortitude: +8 bonus on fortitude saves. 
   
  Major Aura: Beginning at 2nd level, a marshal can 
  project a major aura in addition to his minor aura.  A 
  major aura lets allies add +1 to certain rolls.  This bonus 
  improves by +1 at 7th, 14th, and 20th levels. 
   
  Motivate Care (active): +1 bonus to AC. 
  Spell-Like Abilities: At will – arcane eye, detect thoughts 
  (DC 15), tongues: 3/day - eyebite (DC 21), vampiric touch 
  (+11 touch); 1/day –dimension door, finger of death (DC 
  20).  Caster level 14th. 
   
  Eye Drinking (Su): A vitreous drinker can use its 
  lashing tongue to magically steal a creature's ability to 
  see. This ability has no effect on creatures that lack 
  sight. A creature struck by the drinker's tongue must 
  succeed on a DC 20 Fortitude save. On a failed save, the 
  creature's eyes become covered with thick, milky 
  cataracts. The creature cannot see farther than 60 feet, 
  and all melee and ranged attacks it makes within this 
  range have a 20% miss chance. This effect can be 
  removed only with greater restoration or miracle, or by 
  the destruction of the drinker that stole the victim's 
  sight. The save DC is Charisma-based. 
   
  A creature who has its sight stolen has a −4 penalty 
  on Will saves made to resist the vitreous drinker's 
  abilities and any of its spell-like abilities. The victim 
  cannot avert its eyes to avoid the drinker's horrific gaze 
  (see below). 
   
  A vitreous drinker can see through the eyes of a 
  creature whose eyes it drinks, using the victim's full, 
  normal sight. It does not suffer the restrictions and 
  penalties imposed on a victim of eye drinking. The 
  range and duration of this ability have no limit, though 
  the drinker can view through only one victim's eyes at 
  a time. A drinker uses its own Spot skill to view details 
  through the victim's eyes and benefits from its 
  darkvision. 
   
  Horrific Gaze (Su): A vitreous drinker's 
  disgusting visage revolts even the strongest soul. A 
  drinker has a gaze attack with a range of 60 feet that 
  causes a creature to be nauseated for 1 round. A 
  successful DC 20 Fortitude save negates this effect, but 
  a creature must attempt another save each round it 
  remains within range of the gaze. The save DC is 
  Charisma-based. 
   
  Spectral Ravens (Su): A vitreous drinker is 
  accompanied at all times by spectral ravens that serve 
  the drinker unconditionally. The drinker shares a 
  powerful symbiotic link with the spectral ravens. It is 
  constantly aware of what they see and hear and can 
  direct them as a free action. The ravens are incorporeal, 
  and a vitreous drinker can control them as long as they 
  remain on the same plane as the drinker. The ravens 
  are not creatures, but rather objects spawned by the 
  drinker. Each raven has 5 hit points and AC 15. 
  Otherwise, treat them as unattended, Tiny objects. A 
  vitreous drinker is accompanied by up to twenty-four 
  ravens, and if any are destroyed, the creature can 
  restore them at a rate of one per day. 
   
  The ravens have a fly speed of 100 feet and perfect 
  maneuverability. They cannot take independent action, 
  nor can they do anything to physically affect the world 
  around them. They exist solely to observe. 
   
  Unholy Grace (Su): A vitreous drinker adds its 
  Charisma modifier as a bonus on its saving throws and 
  as a deflection bonus to its AC. Included above. 
   
  Skills and feats: Bluff +26, Concentration +22, 
  Decipher Script +17, Diplomacy 
  +35, 
  Gather 
  Information +20, Intimidate +20, Knowledge (arcana) 
  +14, Knowledge (local − Sheldomar Valley) +10, 
  Knowledge 
  (the 
  planes) 
  +7, 
  Knowledge 
  (nobility/royalty) +8, Listen  +2, Sense Motive +21, 
  Spot +20, Use Magic Device  +22 (+24 with scrolls); 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 79 
  Ability Focus (eyebite), Improved Initiative, Lightning 
  Reflexes, Weapon Finesse, Weapon Focus (tongue 
  lash), Skill Focus: Diplomacy, Quicken Spell Like 
  AbilityBV (Vampiric Touch), LifesenseLM. 
   
  Languages: Abyssal, Common, Draconic, Infernal 
   
  Items: +1 mithral chain shirt, cloak of charisma +2, vest 
  of resistance +2, wand of magic missiles (9th CL, 5 charges), 
  wand of ray of enfeeblement (10th CL, 5ch), arcane scroll of 
  projected image (10th CL), arcane scroll of shield (4th CL), 
  arcane scroll of false life (3rd CL), divine scroll of heroism 
  (3rd CL), divine scroll of barkskin (3rd CL), arcane scroll of 
  greater invisibility (7th CL), arcane scroll of haste (5th CL), 
  arcane scroll of spectral hand (3rd CL), arcane scroll of chill 
  touch (5th CL), divine scroll of faerie fire (1st CL),  divine 
  scroll of obscuring mist (1st CL), divine scroll of resurgence 
  (1st CL). 
  Advanced 
  Dread 
  Wraith: 
  Large 
  Undead 
  (Incorporeal); CR 12; HD 21d12; hp 136; Init +13; Spd 
  Fly 50 ft.; AC 25 (–1 size +9 Dex, +7 deflection), touch 
  25, flat-footed 16; Base Atk +10; Grp —; Atk +19 melee 
  (2d6 plus 1d8 Constitution drain Incorporeal touch); 
  Full Atk +19 melee (2d6 plus 1d8 Constitution drain, 
  Incorporeal touch); Space/Reach 10 ft./10 ft.; SA 
  Constitution drain, create spawn; SQ darkvision 60 ft., 
  daylight powerlessness, incorporeal traits, lifesense 60 
  ft., undead traits, unnatural aura; AL LE; SV Fort +5, 
  Ref +14, Will +14; Str —, Dex 28, Con—, Int 17, Wis 
  18, Cha 25. 
   
  Skills and Feats: Diplomacy +9, Hide +28, 
  Intimidate +26, Knowledge (religion) +22, Listen +25, 
  Search +22, Sense Motive +23, Spellcraft +8, Spot +30, 
  Survival +4 (+6 following tracks), Tumble +5; Alertness, 
  Blind–Fight, Combat Expertise, Combat Reflexes, 
  Dodge, Improved Initiative, Improved Natural Attack 
  (incorporeal 
  touch), 
  Mobility, 
  Spring 
  Attack, 
  Whirlwind Attack. 
   
  Languages: Common and Infernal. 
   
  Constitution Drain (Su): Living creatures hit 
  by a dread wraith’s incorporeal touch attack must 
  succeed on a DC 25 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. 
   
  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 living 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. 
   
  Unnatural Aura (Su): Animals, whether wild 
  or domesticated, can sense the unnatural presence of a 
  dread 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 are 
  within that range. 
  Encounter 11   
   
   
  Callenwold: Male Advanced Undying Soldier (12HD) 
  Cleric5/MasterOfShrouds10/ 
  Alienist1; 
  CR 
  16; 
  Medium Deathless (Augmented Humanoid); HD 
  12d12+15d8+1d4 +28; hp 217 (189 +28); Init +2; Spd 
  30ft.; AC 12, touch 12, flat-footed 10 (+2 Dex); Base Atk 
  +16; Grp +18; Atk +19 melee (1d4+2/19-20, +1 cold iron 
  dagger); Full Atk: +19/+14/+9/+4 melee (1d4+2/19-20, 
  +1 cold iron dagger); Space/Reach 5 ft./5 ft.; SA Summon 
  Undead (7/day), Rebuke Undead (11/day), Summon 
  Alien, Smite Evil (+4/+8) 1/day; SQ Darkvision 60’, 
  Deathless 
  Traits, 
  DR 
  5/Cold 
  Iron, 
  Improved 
  Summoning, 
  Turn 
  Resistance 
  +10, 
  Unnatural 
  Resilience; AL CE; SV Fort +17, Ref +16, Will +37; Str 
  12, Dex 14, Con —, Int 14, Wis 24 (30), Cha 18. 
   
  Skills and Feats:  Concentration  +35, Spellcraft +14, 
  Knowledge (Religion) +7, Knowledge (Arcana) +7, 
  Knowledge (Planes) +10, Diplomacy +9, Hide +27, 
  Listen +33, Spot  +33; BlindFightB, Spell Focus 
  (Conjuration), 
  Augment 
  Summoning, 
  Practiced 
  Spellcaster (Cleric), Whispered Secrets, Improved 
  Turn Resistance, Domain Spontaneity (Destiny), Rapid 
  Spell, Mobile Spellcaster, Divine Spell Power, Divine 
  Metamagic: Rapid Spell, Improved Toughness. 
   
  Languages: Common, Abyssal, Celestial, Draconic, 
  Suel, Baklunish, Auran, Ignan, Aquan, Terran, Infernal. 
   
  Active Spells from prior day: Energy Immunity: 
  Fire (CL 21), Energy Immunity: Electricity (CL 22), Mind 
  Blank (CL21), Superior Resistance (CL 22), Stalwart Pact 
  (CL 22). 
   
  Cleric 
  (of 
  Vecna) 
  Spells 
  Per 
  Day 
  (6/8+1/8+1/7+1/6+1/6+1/5+1/3+1/2+1; base DC = 20 + 
  spell level, conjuration spells 21 + spell level; CL 19): 
  0th____ Detect Magic x2, Read Magic, Guidance, Create Water 
  x2; 1st____ Resurgence x2 (SC), Spell Flower (SC), Sign (SC), 
  Scholar’s Touch (RD), Disguise Self, Sanctuary, Obscuring 
  Mist, Omen of Peril (SC); 2nd____ Resist Energy, Close Wounds 
  (SC), Silence x2, Veil of Shadow (SC), Divine Insight (SC), 
  Calm Emotions, Spiritual Weapon, Augury; 3rd____ alter 
  fortune (PHB2), Chain of Eyes (SC), Magic Circle vs Good, 
  Mass Resurgence (SC), Summon Monster 3 x2,  Wind Wall, 
  Delay Death (SC); 4th____ Freedom of Movement x2, Mass 
  Shield of Faith (SC), Recitation (SC), Wall of Evil (SC), 
  Summon Monster 4, Bestow Curse; 5th____ Righteous Wrath of 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 80 
  the Faithful (SC), Summon Monster 5, Doomtide (SC), 
  PlaneShift, Greater Command, Wall of Stone, Spell 
  Resistance; 6th____ Superior Resistance (SC), Energy Immunity 
  x2 (SC), Harm, Blade Barrier, Warp Destiny (RD); 7th____ 
  Repulsion, Mass Spell Resistance (SC), Blasphemy*, Spell 
  Turning; 8th____  Fire Storm, Greater Spell Immunity, Moment 
  of Prescience.  Domains: Magic and Destiny. The Destiny 
  domain spells include: 1-omen of peril; 2-augury; 3-delay 
  death; 4-bestow curse; 5-stalwart pact; 6-warp destiny; 7-
  bestow curse, greater; 8-moment of prescience. 
   
  Items: Circlet of Persuasion (4500), Cloak of Turn 
  Resistance (11000), Periapt of Wisdom +6 (36000), +1 Cold 
  Iron Dagger (4304), Pearl of Power 1st x7 (7000), Wand of 
  False Life (10th CL, 5 charges) (1500), Wand of Shield (5th 
  CL, 10 charges) (750), Wand of Lesser Spell Immunity (3rd 
  CL, 4 charges) (600), Wand of Ray of Enfeeblement (10th 
  CL, 5 charges) (750), Wand of Haste (5th CL, 2ch) (450), 
  Divine Scroll of Freedom of Movement (7th CL) (700), 
  Arcane Scroll of Displacement (6th CL) (450), Arcane Scroll 
  of Greater Mage Armor (5th CL) (375), Arcane Scroll of Alter 
  Self (3rd CL) (150), Divine Scroll of Conjure Ice Beast 5 (9th 
  CL)x2 (2250), Arcane Scroll of Project Image (10th CL) x2 
  (3000), Arcane Scroll of Greater Invisibility (7th CL) x2 
  (1400), Arcane Scroll of Eagles’ Splendor (3rd CL) x3 (450), 
  Arcane Scroll of Stoneskin (7th CL) (950), Divine Scroll of 
  Arcane Eye (7th CL) (700), Potion of Barkskin +2 (300), 
  Planar Fork: Abyss, Planar Fork: Astral, Spell Component 
  Pouches (4) (20), and 301gp. 
  Aidel: 
  Female 
  Succubus 
  Warmage8/Fate 
  Spinner2; Medium Outsider (Extraplanar, Evil, 
  Chaotic), 
  CR 
  14; 
  Medium 
  Outsider; 
  HD 
  10d8+8d6+2d4+120; hp 211; Init +1; Spd 20ft., fly 35ft. 
  (average); AC 35 (+1 Dex, +11 mithral full plate, +4 
  buckler, +9 natural), touch 11, flat-footed 34; Base Atk 
  +15; Grp +16; Atk +16 melee (1d6+1, claw); Full Atk 
  +16/+16 melee (1d6+1, claw); Space/Reach 5 ft./5 ft.; 
  SA Energy Drain, Spell-like Abilities, Summon 
  Demon, 
  Warmage 
  edge 
  (+5), 
  Armored 
  Mage 
  (medium), Spin Fate (2), Fickle Finger of Fate; SQ DR 
  10/cold iron or good, darkvision 60 ft., immune 
  electricity and poison, resistance acid 10, fire 10 and 
  cold 10, SR 32, telepathy 100 ft, tongues; AL CE; SV 
  Fort +20, Ref +15, Will +23; Str 12, Dex 12, Con 16 (22), 
  Int 20, Wis 14, Cha 32 (38). Warmage, Complete Arcane, 
  pg. 10, Fatespinner, Complete Arcane, pg. 37. 
   
  Spin Fate (Ex): A mage of many fates understands 
  that “chance” is not as random as many believe it to be, 
  and he can adjust the probability of certain events by 
  applying a force that fatespinners refer to as “spin”.  
  Each day, a fatespinner can use a number of points of 
  spin equal to his fatespinner class level. 
   
  As a free action, a fatespinner can use stored spin 
  to boost the save DC of a spell he casts, adding some or 
  all of his spin  to the DC, on a point-for-point basis.  For 
  instance, a 5th level wizard/3rd level fatespinner casting 
  fireball could choose to boost the DC by 1, 2, or 3 
  points.  Once he uses up his spin for the day, his ability 
  to tinker with probability in this fashion is also 
  exhausted for the day. 
   
  A fatespinner’s spin is replenished whenever the 
  character successfully regains his spells for the day 
  (whether through rest, preparation or prayer). 
   
  Fickle Finger of Fate (Ex):  On reaching 2nd 
  level, a fatespinner gains the ability to effect the luck of 
  others.  Once per day as an immediate action (see page 
  86), he can force any other creature – friend or enemy 
  – to re roll a roll that it has just made.  A fatespinner 
  must have line of sight to the creature to be affected.  
  That creature must abide by the result of the reroll, 
  whether it’s higher or lower than the original roll. 
   
  Armored Mage (Ex): Normally, armor of any 
  type interferes with an arcane spellcaster’s gestures, 
  which can cause his spells to fail (if those spells have 
  somatic components).  A warmage’s limited focus and 
  specialized training, however, allows him to avoid 
  arcane spell failure as long as he sticks to light armor 
  and light shields.  This training does not extend to 
  medium or heavy armors, nor to heavy shields.  Nor 
  does this apply to spells gained from a different 
  spellcasting class. 
   
  Warmage Edge (Ex): A warmage is specialized in 
  dealing damage with his spell.  Whenever a warmage 
  casts a spell that deals hit point damage, he adds his 
  intelligence bonus (if any) to the amount of damage 
  dealt.  For instance, if a 1st level warmage with 17 
  intelligence casts magic missile, he deals 1d4+1 points 
  of damage normally, plus an extra 3 points of damage 
  due to his Intelligence bonus.  The bonus from the 
  warmage edge special ability applies only to spells that 
  he casts as a  warmage, not those he might have by 
  virtue of levels in another class. 
   
  A single spell can never gain this extra damage 
  more than once per casting.  For instance, a fireball 
  deals the extra damage to all creatures in the area it 
  affects.  However, if a 3rd level warmage casts magic 
  missile and produces two missiles, only one of them (of 
  the warmage’s choice) gains the extra damage, even if 
  both missiles are directed at the same target.  If a spell 
  deals damage for more than one round, it deals this 
  extra damage in each round. 
   
  Scrolls scribed by a warmage do not gain any 
  benefit from warmage edge.  Scrolls activated by a 
  warmage also gain no benefit from warmage edge.  The 
  same is true for most other magic item, such as wands 
  and potions.  However, staffs activated by a warmage 
  use not only the warmage’s caster level but also gain 
  the benefits of the warmage edge, if applicable. 
   
  Energy Drain (Su): A succubus drains energy 
  from a mortal it lures into some act of passion, or by 
  simply planting a kiss on the victim. If the target is not 
  willing to be kissed, the succubus must start a grapple, 
  which provokes an attack of opportunity. The 
  succubus’s kiss or embrace bestows one negative level. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 81 
   
  The kiss also has the effect of a suggestion spell, 
  asking the victim to accept another kiss from the 
  succubus. The victim must succeed on a DC 27 Will 
  save to negate the effect of the suggestion. The DC is 
  29 for the Fortitude save to remove a negative level.  
  These save DCs are Charisma-based. 
   
  Spell-Like Abilities: At will—charm monster (DC 
  28), detect good, detect thoughts (DC 26), ethereal jaunt (self 
  plus 50 pounds of objects only), polymorph (humanoid 
  form only, no limit on duration), suggestion (DC 27), 
  greater teleport (self plus 50 pounds of objects only). 
  Caster level 12th. The save DCs are Charisma-based. 
   
  Summon Demon (Sp): Once per day a succubus 
  can attempt to summon 1 vrock with a 30% chance of 
  success. This ability is the equivalent of a 3rd-level 
  spell. 
   
  Tongues (Su): A succubus has a permanent 
  tongues ability (as the spell, caster level 12th). Succubi 
  usually use verbal communication with mortals. 
   
  Skills and Feats: Concentration  +27, Profession: 
  Gambler +7, Spellcraft +30, Knowledge (Arcana) +15, 
  Bluff +27, Diplomacy +29, Disguise +35* , Escape Artist 
  +23, Hide +10, Intimidate +39, Listen +32, Move 
  Silently +10, Search +14, Spot +37, Survival +2, Use 
  Rope +10, Use Magic Device +24; Improved Energy 
  DrainLM, Fell DrainLM, Life DrainLM, Practiced CasterCD, 
  Spell DrainLM, Sudden EmpowerCA, Twin SpellCA, 
  Arcane Thesis: Magic MissilePHB2 
   
  Languages: Common, Abyssal, Celestial, Draconic, 
  Suel, Baklunish, Auran. 
   
  Warmage Spells Per Day (6/10/10/9/9/6; base DC 
  = 24 + spell level; CL 14): Known: 0-  acid splash, disrupt 
  undead, light, ray of frost;  1st -  accuracySC, burning hands, 
  chill touch,  fist of stoneSC, ice daggerSC, magic missile, orb of 
  acid, lesserSC, orb of cold, lesserSC, orb of electricity, lesserSC, orb 
  of fire, lesserSC, orb of sound, lesserSC, shocking grasp, 
  thunderheadSC, true strike; 2nd -  blades of fireSC, continual 
  flame, fire trap, fireburstSC, flaming sphere, ice knifeSC, Melf’s 
  acid arrow, pyrotechnics, scorching ray, shatter, whirling 
  bladeSC; 3rd - fire shield, fireball, flame arrow, gust of wind, ice 
  storm, Leomund’s tiny hut, lightning bolt, poison, ring of 
  bladesSC, sleet storm, stinking cloud; 4th – blast of flameSC, 
  contagion, Evard’s black tentacles, orb of acidSC, orb or coldSC, 
  orb of electricitySC, orb of fireSC, orb of forceSC, orb of soundSC, 
  phantasmal killer, shout, wall of fire;  5th – arc of lightningSC, 
  cloudkill, cone of cold, mass fire shieldSC, greater fireburstSC, 
  flame strike, prismatic raySC.  
   
  Possessions: +3 glamered mithral full plate, +3 
  buckler, cloak of charisma +6, amulet of health+6 , 
  gloves of fortunate strikeMH, circlet of persuasion , eyes 
  of the eagle, vest of resistance +5CA, armbands of 
  reductionAEG, boots of levitation, rod of metamagic 
  silent, ring of greater counterspelling: greater dispel 
  magicAEG,  ring of water breathingPH, bead of force,  
  wand: harmonic chorusSC, (4th CL, 20 ch), wand: 
  heroism (5th CL, 10 ch), wand: benign transpositionSC 
  (1st CL, 10 ch), wand: heroics SC (3rd CL, 24ch), Quaal’s 
  feather token (whip) x3, arcane scroll: projected image 
  (10th CL) x3, arcane scroll: heroism (5th CL), arcane 
  scroll: greater invisibility (7th CL) x2, arcane scroll: bite 
  of the werebear SC (13th CL), arcane scroll: mass mage 
  armor SC (5th CL), arcane scroll: blacklight SC (5th CL), 
  divine scroll: freedom of movement (7th CL) , arcane 
  scroll: stoneskin (7th CL), potion of shield of faith+4 
  x2, potion of barkskin +3 x2, potion of fox’s cunning 
  x2, smoke sticks X5, belt of many pockets CA, spell 
  component pouches (4) , tanglefoot bags X2, 
  thunderstones x3, dagger x2, mw longsword and 
  441gp.  
  Bing, Male Thrice Evolved Advanced Ghast  
  Brd3/Dirge Singer 5; CR 11; Medium Undead; HD 
  8d12+8d6; hp 84; Init +6; Spd 30 ft.; AC 28 (+6 Dex, +5 
  mithral chain shirt, +7 natural), touch 16, flat-footed 22 
  ; Base Atk +9; Grp +17; Atk +17 melee (1d8+8, bite + 
  paralysis); Full Atk +17 melee (1d8+8, bite + paralysis) 
  and +15/+15 melee (1d6+4, claws + paralysis); 
  Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralysis, 
  stench, bardic/dirge music 8/day; SQ Darkvision 60 ft., 
  undead traits, +6 turn resistance, fast healing 3; AL CE; 
  SV Fort +4, Ref +12, Will +15; Str 26, Dex 22, Con −, Int 
  13, Wis 14, Cha 32. Dirgesinger, Libris Mortis, pg. 43  
  Spell Like Ability: 3/day – greater dispel magic.  Caster 
  level 16th.  
   
  Ghoul Fever (Su): Disease - bite, Fortitude DC 25, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma based. 
   
  Paralysis (Ex): Those hit by the ghast’s bite or 
  claw attack must succeed on a DC 25 Fortitude save or 
  be paralyzed for 1d4+1 rounds.  The save DC is 
  Charisma based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming.  Living 
  creatures within 10 feet succeed on a DC 25 Fortitude 
  save or be sickened for 1d6+4 minutes.  A creature that 
  successfully saves cannot be affected by the same 
  ghast’s stench for 24 hours.  A delay poison or 
  neutralize poison spell removes the effect from the 
  sickened creature.  Creatures with immunity to poison 
  are unaffected and creatures resistant to poison receive 
  their normal bonus to their saving throws.  The save 
  DC is Charisma based. 
   
  Dirgesong (Su): A dirgesinger gains the 
  dirgesong ability. Dirgesong follows the same rules as 
  bardic music (see Bardic Music, page 29 of the Player's 
  Handbook). Dirgesinger levels stack with bard levels 
  for the purpose of determining how often a character 
  can use dirgesong or bardic music. Dirgesinger levels 
  do not stack with bard levels for determining which 
  bardic music effects and spells a bard has access to. 
  Each of these songs counts as a use of bardic music. 
   
  Song of Sorrow: A dirgesinger can evoke sorrow 
  and lament in his enemies. To be affected, an enemy 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 82 
  must be able to hear the dirgesinger perform. The 
  effect lasts for as long as the enemy hears the 
  dirgesinger perform and for 5 rounds thereafter. An 
  affected enemy takes a-2 penalty on Will saving throws 
  and a-2 penalty on attack rolls and weapon damage 
  rolls. A successful Will save (DC 10 + the dirgesinger's 
  ranks in Perform) negates the effect and makes the 
  character immune to that dirgesinger's song of sorrow 
  ability for 24 hours. Song of sorrow is a mind-affecting 
  ability. 
   
  Song of Bolstering: At 2nd level and higher, a 
  dirgesinger can 
  bolster undead creatures against 
  turning, much as an evil cleric does. All undead within 
  30 feet of the dirgesinger gain a bonus on their turn 
  resistance equal to the dirgesinger's class level plus the 
  dirgesinger's bard class level. The bolstering lasts for as 
  long as the dirgesinger performs and for 10 rounds 
  thereafter.  
  An undead dirgesinger can bolster 
  himself in this manner. 
  Song of Grief: A dirgesinger of 3rd level or higher can 
  use song or poetics to inspire maddening grief in a 
  living creature. The creature must be within 60 feet of 
  the dirgesinger and able to hear him. Unless the target 
  succeeds on a Will save (DC 10 + the dirgesinger's 
  ranks in Perform), she becomes confused for as long as 
  the dirgesinger performs and for 5 rounds thereafter. 
  Song of grief is an enchantment (compulsion), mind-
  affecting ability. 
   
  Song of Horror: At 4th level and higher, a 
  dirgesinger can strike a horrifying chord in the hearts 
  of his enemies. Any enemy within 60 feet who can 
  hear the dirgesinger must succeed on a Will save (DC 
  10 + the dirgesinger's ranks in Perform) or take 1d6 
  points of Strength damage and 1d6 points of Dexterity 
  damage. A creature that is affected by a dirgesinger's 
  song of horror or a creature that successfully saves 
  against this effect cannot be affected by the same 
  dirgesinger's song of horror for 24 hours. 
   
  Song of Awakening: At 5th level, a dirgesinger 
  can animate the recently slain corpse of a creature 
  within 30 feet. This requires the dirgesinger to make a 
  Perform check (DC 10 + target creature's HD). The 
  slain creature can have no more Hit Dice than the 
  dirgesinger's character level. If the attempt fails, the 
  dirgesinger can try again in a later round. The corpse to 
  be awakened must have been dead for no more than 1 
  hour. 
   
  The awakened creature's type becomes undead, 
  and it retains any subtypes it had. The creature retains 
  all class features, as well as any supernatural or spell-
  like (but not extraordinary) abilities it possessed in life 
  (though any spells cast or daily uses expended before 
  the creature's death count against its normal limits). 
  The awakened creature is completely loyal to the 
  dirgesinger and obeys any commands given it (if no 
  commands are given, it simply attacks the dirgesinger's 
  foes). The creature remains animate as long as the 
  dirgesinger continues to perform. 
   
  A dirgesinger can animate no more than one 
  awakened corpse at a time. If he awakens a second one 
  while the first is still active, the first one falls dead as if 
  the dirgesinger had ceased to perform. 
   
  Skills and Feats: Balance +11, Climb +14, Hide +22, 
  Jump +14, Move Silently +22, Spot +8, Perform 
  (oratory) +33, Perform (wind instruments) +16, 
  Knowledge (Religion) +5, Concentration +29, Use 
  Magic Device +21; Multi-attack, Improved Turn 
  ResistanceLM, RequiemLM, SubsonicsCV , Disguise 
  SpellCV, Quicken Spell Like Ability (Greater Dispel 
  Magic)BV. 
   
  Languages:  Common, Suel. 
   
  Bard Spells (Per Day 3/4; Known 6/3; base DC = 21 
  + spell level; CL 3): 0th - detect magic, read magic, message, 
  minor disguiseSC, ghostharpSC, prestidigitation; 1st - feather 
  fall, shock and aweSC, Tasha’s hideous laughter. 
   
  Possessions: circlet of persuasion, cloak of charisma +2, 
  ring of counterspells: glitterdust, bagpipes of the damnedLM, +1 
  mithral chain shirt, wand of harmonizeRD (4th CL, 5ch), 
  wand of greater invisibility (7th CL, 4 ch), arcane scroll of 
  invisibility (3rd CL), divine scroll of faerie fire (1st CL), 
  arcane scroll of glitterdust (3rd CL), divine scroll of barkskin 
  (12th CL), divine scroll of divine insightSC, alchemist’s fire, 
  javelins x5, whip x2, spell component pouches x2, 8 gp. 
  Male Twice Evolved Spellstitched Advanced Ghast 
  Rog3 (2); CR 8; Medium Undead; HD 8d12+3d6; hp 
  84; Init +6; Spd 30ft.; AC 29 (+6 Dex, +5 mithral chain 
  shirt, +2 buckler, +6 natural), touch 16, flat-footed 22; 
  Base Atk +5; Grp +13; Atk +13 melee (1d8+8, bite + 
  paralysis); Full Atk +13 melee (1d8+8, bite + paralysis) 
  and +11/+10 melee (1d6+4, claws + paralysis); 
  Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralysis, 
  stench, Sneak attack (+2d6); SQ Damage reduction 
  5/magic or silver, spell resistance 17, Evasion, 
  Darkvision 60 ft., undead traits, +8 turn resistance, fast 
  healing 3; AL CE; SV Fort +7 (+3+4), Ref +15 (+5+10), 
  Will +15 (+7+8); Str 26, Dex 22, Con −, Int 13, Wis 18, 
  Cha 24. 
   
  Skills and Feats: Balance +13, Climb +14, Hide +20, 
  Jump +21, Move Silently +20, Spot +16, Tumble +22; 
  Multi-attack, Improved Turn Resistance LM, Improved 
  Toughness, Hamstring CW. 
   
  Languages: Common, Suel. 
   
  Possessions: +1 mithral chain shirt, vest of resistance 
  +2CA, cloak of elemental resistanceMH, +1 buckler, potion of 
  barkskin +3, Quaal’s feather token: whip, alchemist’s fire, 
  javelins x5, 10 gp. 
   
  Spell Like Abilities: 1/day - cone of cold (DC 21), 
  confusion (DC 21), standPHB2, benign transpositionSC, ray of 
  enfeeblement, chill touch, scorching ray, Kelgore’s grave 
  mistPHB2, false life, veil of shadowSC, vampiric touch, Melf’s 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 83 
  unicorn arrowPHB2, orb of forceSC, burning bloodSC (DC 21), 
  death throesSC (DC 22), spirit wallSC (DC 22).  Caster level 
  11th, save DCs Charisma-based. 
   
  Ghoul Fever (Su): Disease - bite, Fortitude DC 21, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by the ghast’s bite or 
  claw attack must succeed on a DC 21 Fortitude save or 
  be paralyzed for 1d4+1 rounds.  The save DC is 
  Charisma based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming.  Living 
  creatures within 10 feet succeed on a DC 21 Fortitude 
  save or be sickened for 1d6+4 minutes.  A creature that 
  successfully saves cannot be affected by the same 
  ghast’s stench for 24 hours.  A delay poison or 
  neutralize poison spell removes the effect from the 
  sickened creature.  Creatures with immunity to poison 
  are unaffected and creatures resistant to poison receive 
  their normal bonus to their saving throws.  The save 
  DC is Charisma-based. 
  Encounter 12   
   
   
  Twice-Evolved Drowned War1/Tomb Warden2: 
  Medium Undead; CR 12; HD 22d12+1d8+115; hp 261; 
  Init +3; Spd 30 ft., Swim 30 ft.; AC 34 (+11 armor, +3 
  Dex, +10 natural armor), touch 13, flat-footed 31; Base 
  Atk +13; Grp +25; Atk +25 melee (1d6+12, slam); Full 
  Atk +25/+25 melee (1d6+12, slam); Space/Reach 5 ft./5 
  ft.; SA Drowning aura, Greater Dispel Magic 2/day; SQ 
  Darkvision 60ft, Fast healing 5, Undead Traits, Unholy 
  Toughness, Turn immunity, Tomb Sense; AL CE; SV 
  Fort +11, Ref +9, Will +13; Str 34, Dex 16, Con -, Int 9, 
  Wis 12, Cha 20. Tomb Warden, Libris Mortis, pg. 57. 
   
  Skills and Feats: Hide +21, Listen +12, Move 
  Silently +21, Spot +17, Swim +18; Quicken Spell Like 
  AbilityBV, LifesenseLM Power Attack, Improved Sunder, 
  Improved Bull Rush, Shock TrooperCW, Combat 
  BruteCW . 
   
  Possessions: +3 mithral breastplate. 
   
  Spell Like Ability: 2/day – greater dispel magic.  
  Caster level 22nd.  
   
  Turn Immunity (Ex): As long as it is within the 
  tomb, graveyard, or similar resting place that it 
  protects, a tomb warden is immune to turning or 
  rebuking attempts.  It can still be bolstered as normal.  
   
  Tomb Sense (Su): While it is within the tomb, 
  graveyard, or similar resting place that it protects, a 
  tomb warden of 2nd level of higher automatically 
  knows the precise location of all intruders within the 
  tomb.  This ability is similar to blindsense, except it 
  functions without regard to line of effect and its effect 
  extends to every portion of the tomb.   
   
  Drowning Aura (Su): A drowned gives off a 30 
  foot radius emanation of suffocating drowning, 
  imbuing its surroundings with a watery glint and 
  deadly threat for creatures that breathe.  All breathing 
  creatures within 30 feet of a drowned are treated as if 
  beneath the water in terms of being able to breathe.  
  The drowning aura accelerates the process of 
  drowning.  
   
  Normally, a creature can hold its breath for a 
  number of rounds equal to twice its Constitution score 
  before it begins to drown.  Within the drowning aura, a 
  creature can only hold its breath if it makes a DC 10 
  Constitution check every round.  Each round the DC 
  increases by 1.  when the character finally fails its 
  Constitution check, it begins to drown.  In the first 
  round, it falls unconscious (0 hit points).  In the 
  following round, it drops to -1 hit points and is dying.  
  In the third round, if still in the drowning aura, it 
  drowns. 
   
  Unholy Toughness (Ex): A drowned gains a 
  bonus to its hit point equal to its Charisma modifier x 
  it Hit Dice. 
  Encounter 13A 
   
          
   
  Elbron, 
  Male 
  Orc 
  Wiz6/Divine 
  Oracle 
  2/Loremaster 5: Medium Humanoid; CR 13; HD 
  11d4+2d6+52+16 false life; hp 110; Init +0; Spd 30 ft.; AC 
  10, touch 10, flat-footed 10; Base Atk+6; Grp +7; Atk +7 
  melee (1d4+1/19-20, cold iron dagger) or +6 ranged 
  (1d4+1/19-20, cold iron dagger); Full Atk +7 melee 
  (1d4+1/19-20, cold iron dagger) or +6 ranged 
  (1d4+1/19-20, cold iron dagger); SA none; SQ Prescient 
  Sense, Darkvision 60 ft.; AL NE; SV Fort +8, Ref +12, 
  Will +10; Str 12, Dex 10, Con 16 (18), Int 19 (25), Wis 6, 
  Cha 6.  Divine Oracle, Complete Divine, page 34. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +19, 
  Craft 
  (Alchemy) +8, Knowledge (arcana) +23,  Knowledge 
  (local − Core) +12, Knowledge (Local - Sheldomar 
  Valley) +12, Knowledge (nature) +12,  Knowledge 
  (geography) +12, Knowledge (the planes) +12,  
  Knowledge (religion) +25,  Spellcraft +25,  Spot +5; 
  Scribe Scroll(w), Skill Focus: Knowledge (religion), 
  Insightful ReflexesCV, Transdimensional SpellCD, Craft 
  Wondrous Items, Improved Familiar CW, Chain Spell CA, 
  Arcane MasteryCA 
   
  Languages: Common, Orcish, Draconic, Infernal, 
  Abyssal, Ignan, Auran, Aquan, Terran, Elvish, Goblin, 
  Celestial. 
   
  Wizard Spells Prepared (4/6/6/6/5/4/3/2; base DC = 
  17 + spell level; CL 13 (15 for divination spells), 
  specialist Divination banned Evocation): 0-dancing 
  lights, detect magic, message, prestidigitation; 1st- distract 
  assailantSC X2, greasex2, mage armor, shield, scholar’s touch; 
  2nd- false lifex2, glitterdust, see invisible, Tasha’s hideous 
  laughter, touch of idiocy; 3rd - divination, bands of steelSC, fly, 
  haste, magic circle vs. good, shadow bindingSC, stinking cloud; 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 84 
  4th - detect scrying*, burning bloodSC, chain grease, Evard’s 
  black tentacles, greater invisibility, polymorph; 5th -  refusalSC, 
  telekinesis, teleport, transdimensional solid fog, Rary’s 
  telepathic bond; 6th – chain dispel magic, chain bands of 
  steelSC, repulsion, true seeing; 7th – limited wish, reverse 
  gravity, greater arcane sight. 
  * This slot is currently empty, as Elbron keeps this slot 
  open during the day in case he wishes to use Arcane 
  Eye to scout. If he doesn’t use it by nighttime he fills 
  the slot with Detect Scrying and casts it to cover the 
  next day. 
   
  Spell book: 0-dancing lights, detect magic, message, 
  prestidigitation; 1st- charm person, distract assailantSC, 
  identify, grease, locate cityRD, mage armor, protection from 
  good, ray of enfeeblement, shield, scholar’s touchRD; 2nd- 
  augury, bear’s endurance, command undead, detect thoughts, 
  false life, fox’s cunning, glitterdust, see invisible, Tasha’s 
  hideous laughter, touch of idiocy, web; 3rd - arcane sight, 
  bands of steelSC, clairvoyance/clairaudience, dispel magic, 
  divination, fly, haste, shadow bindingSC, stinking cloud; 4th – 
  arcane eye, burning bloodSC, detect scrying, divination, Evard’s 
  black tentacles, greater invisibility, polymorph,  solid fog; 5th - 
   commune, dominate person, refusalSC, telekinesis, teleport, 
  Rary’s telepathic bond, scrying.6th – legend lore, repulsion, 
  summon monster VI, true seeing; 7th –limited wish, reverse 
  gravity, greater arcane sight.  
   
  Possessions: rod of mastery, headband of intellect +6, 
  amulet of health +2, lesser rod of extend, eyes of the eagle, 
  cloak of resistance +1, arcane scroll of transdimensional web 
  (5th CL) CD, arcane scroll of command undead (3rd CL), 
  arcane scroll of transdimensional solid fog (9th CL) CD, spell 
  component pouches (2) (10), cold iron daggers (2) (8), 
  alchemist’s Fire (20), tanglefoot bag (50), 203 gp.   
   
  Imp Familiar: Tiny Outsider (Evil, Lawful, 
  extraplanar); CR —; HD 13; hp 63 (½ masters hp+16 
  false life); Init+3; Spd 20ft., fly 50ft. (perfect); AC 28 (+4 
  mage armor, +2 size, +3 Dex, +5 natural), touch 15, flat-
  footed 25; Base Atk +3; Grp −5; Atk +8 melee (1d4 
  +poison, sting); Full Atk +8 melee (1d4 +poison, sting); 
  SA Poison, Spell-like abilities; SQ Alternate forms*, 
  darkvision 60 ft., deliver touch spells, damage 
  reduction 5/good or silver, fast healing 2, immunity to 
  poison, fire resist 5, speak with master, Improved 
  Evasion, granted abilities; AL LE; SV Fort +3, Ref +6, 
  Will +13; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14 
   
  Skills and Feats: Diplomacy +8, Hide +17, 
  Knowledge (dungeoneering) +6, Listen +7, Move 
  Silently +9, Search +6, Spellcraft* +6 {this is subsumed 
  by the Master’s Granted Skill Ranks), Spot +7, Survival 
  +1 (+3 following tracks); Granted Skills: Concentration 
  +16, Craft (alchemy) +1, Knowledge (arcana) +16, 
  Knowledge (geography) +5, Knowledge (local - Core) 
  +5, Knowledge (local - Sheldomar Valley) +5, 
  Knowledge (nature) +5, Knowledge (the planes) +5, 
  Knowledge (religion) +15, Spellcraft +18; Dodge, 
  Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. The save 
  DC is Constitution-based and includes a +2 racial 
  bonus. 
   
  Spell-Like Abilities (Sp): At will—detect good, 
  detect magic, invisibility (self only); 1/day—suggestion 
  (DC 15). Caster level 6th. The save DC is Charisma-
  based.  Once per week an imp can use commune to ask 
  six questions. The ability otherwise works as the spell 
  (caster level 12th). 
  *Imp Familiar Will-o-Wisp Form: Male Imp; Small 
  Aberration (Air); CR —; HD 13; hp 63 (½ masters 
  hp+16 false life); Init +9; Spd fly 50 ft. (perfect); AC 33 
  (+4 mage armor, +1 size, +9 Dex, +9 deflection), touch 
  29, flat-footed 24; Base Atk +3; Grp −6; Atk +13 melee 
  touch (2d8 electricity, shock); Full Atk +13 melee 
  touch (2d8 electricity, shock); SA Spell-like abilities; 
  SQ Alternate forms (see below), darkvision 60 ft., 
  deliver touch spells, speak with master, Improved 
  Evasion, granted abilities; AL LE; SV Fort +3, Ref +12, 
  Will +13; Str 1, Dex 29, Con 10, Int 10, Wis 12, Cha 14. 
  *Imp Familiar Hamatula Form: Male Imp; 
  Medium Aberration; CR --;HD 13; hp 63 (½ masters 
  hp+16 false life); Init +6; Spd 30ft.; AC 33 (+4 mage armor, 
  +6 Dex, +13 natural), touch 16, flat-footed 27; Base Atk 
  +3; Grp +15; Atk +9 melee (2d8+6, claws); Full Atk 
  +9/+9 melee (2d8+6, claws); SA Improved Grab, 
  Impale; SQ Alternate forms (see below), darkvision 60 
  ft., deliver touch spells, speak with master, Improved 
  Evasion, granted abilities; AL LE; SV Fort +9, Ref +9, 
  Will +13; Str 23, Dex 23, Con 23, Int 10, Wis 12, Cha 
  14. 
   
  Impale (Ex): A barbed devil deals 3d8+9 points of 
  piercing damage to a grabbed opponent with a 
  successful grapple check. 
   
  Improved Grab (Ex): To use this ability, a barbed 
  devil must hit with a claw attack.  It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity.  If it wins the Grapple check, it 
  establishes a hold and can impale the opponent on its 
  barbed body. 
  Tull: Male half-orc Marshal3/Hexblade 2/ Outcast 
  Champion 5/Blackguard 2; CR 12; Medium 
  Humanoid; HD 3d8+9d10+36; hp 108; Init +0; Spd 
  20ft.; AC 22 (+9 full plate, +3 +1 animated large shield), 
  touch 10, flat-footed 22; Base Atk +11; Grp +14; Atk +15 
  melee (2d6+5/19-20 greatsword); Full Atk +15/+10 
  melee 
  (2d6+5/19-20, 
  +1 
  adamantine 
  greatsword); 
  Space/Reach 5 ft./5 ft.; SA Hexblade Curse (1/day), 
  Avenging Strike, Desperate Fury, Poison Use, Smite 
  Good 1/day; SQ Marshal Auras, Aura of Confidence, 
  Aura of Evil, Dark Blessing, Arcane Resistance +4, 
  Teamwork, Detect Good; AL LE; SV Fort +19, Ref +8, 
  Will +14; Str 16, Dex 10, Con 14 (16), Int 8, Wis 9, Cha 
  20. Miniatures Handbook, pg, 11, Hexblade, Complete 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 85 
  Warrior, pg. 5. Outcast Champion, Races of Destiny, pg. 
  126, Blackguard, Dungeon Master’s Guide, pg. 181. 
   
  Skills and Feats: Diplomacy +21, Intimidate +18, 
  Knowledge Religion +1, Hide -2; Skill Focus: 
  Diplomacy, Power Attack, Cleave, Improved Sunder, 
  Combat Brute CW. 
   
  Languages: Common, Orcish. 
   
  Possessions: +1 full plate armor with masterwork cold 
  iron armor spikes, +1 adamantine greatsword, vest of 
  resistance +1CA, gloves of fortunate strikeMH, amulet of health 
  +2, +1 animated large shield, potion of barkskin +2, potion of 
  shield of faith +3, potion of cure moderate wounds, potion of 
  bull’s strength, cold iron greatsword, sling, 20 bullets, 
  tanglefoot bags x4, thunderstone, alchemist’s fire, 185 
  gp.  
   
  Hexblade's Curse (Su): Once per day, as a free 
  action, a hexblade can unleash a curse upon a foe. The 
  target must be visible to the hexblade and within 60 
  feet. The target of a hexblade's curse takes a −2 penalty 
  on attacks, saves, ability checks, skill checks, and 
  weapon damage rolls for 1 hour thereafter. A successful 
  Will save (DC 10 + 1/2 hexblade's class level + 
  hexblade's Cha modifier) negates the effect.  
   
  At every four levels beyond 1st (5th, 9th, 13th, and 
  17th) a hexblade gains the ability to use his curse one 
  additional time per day, as indicated on Table 1-1. 
  Multiple hexblade's curses don't stack, and any foe that 
  successfully resists the effect cannot be affected again 
  by the same hexblade's curse for 24 hours. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade's curse. 
   
  Arcane Resistance (Su): At 2nd level, a hexblade 
  gains a bonus equal to his Charisma bonus (minimum 
  +1) on saving throws against spells and spell-like 
  effects. 
   
  Minor Auras: A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls. 
   
  Motivate Dexterity: +4 bonus on Dex checks, Dex 
  based skill checks and initiative.  
   
  Art of War (active): +4 bonus on disarm, trip, bull 
  rush and sunder attempts 
   
  Major Aura: Beginning at 2nd level, a marshal can 
  project a major aura in addition to his minor aura.  A 
  major aura lets allies add +1 to certain rolls.  This bonus 
  improves by +1 at 7th, 14th, and 20th levels. 
   
  Motivate Care (active): +1 bonus to armor class. 
   
  Aura of Confidence (Ex): Your presence 
  emboldens allies with 30 feet who can see you 
  (including yourself).  They add your class level as a 
  morale bonus on their Will saves.  This effect is lost if 
  you fall unconscious or die. 
   
  Avenging Strike (Ex): You are surrounded by 
  allies who rely on you for victory, and you take this 
  responsibility to heart.  You can attempt an avenging 
  strike on an enemy who has dealt damage to an ally of 
  yours within the last hour.  The avenging strike must 
  be delivered with a melee attack.  You add your 
  Charisma modifier (if positive) to your attack roll and 
  deal an extra 1d6 points of damage per outcast 
  champion level.  If you accidentally strike a creature 
  that has not dealt damage to an ally in the last hour, the 
  avenging strike has no effect, but that use of this ability 
  is still expended.  You may use an avenging strike once 
  per day per point of Charisma bonus (minimum 
  1/day). 
   
  Desperate Fury (Ex): You are at your best when 
  times are worst.  Beginning at 3rd  level, once per day 
  when you are reduced to fewer than one half your 
  normal hit points or when you are fatigued or 
  exhausted, you can enter a state of desperate fury.  
  While in a desperate fury, you gain a +2 morale bonus 
  to Strength, Dexterity, and Constitution.  The 
  desperate fury lasts for 3 rounds +1 round per point of 
  your (newly improved) Constitution bonus.  Unlike 
  with a barbarians rage, you have no penalties or 
  limitations while in a desperate fury; however, if you 
  become frightened, panicked or cowering, the 
  desperate fury ends immediately. 
   
  At 5th level, you become able to share the effect of 
  your desperate fury with your allies within 30 feet who 
  can see you.  These allies gain the same benefits as you 
  for as long as your desperate fury lasts (even if an ally 
  becomes frightened, panicked, or cowering). 
   
  Teamwork (Ex): You are skilled at creating a 
  strong bond between you and your allies.  Starting at 
  4th level, whenever you or an ally within 30 feet who 
  can see or hear you uses the aid another action, the 
  bonus provided on attack rolls, AC, or skill checks 
  increases by 2 (from +2 to +4). 
  Veera: 
  Female 
  Half 
  Orc 
  (Trog 
  Form) 
  Brd4/Ftr1/Warchanter 
  5; 
  CR 
  10; 
  Medium 
  Humanoid; HD 4d6+1d10+5d8+20; hp 69; Init +1; Spd 
  20ft.; AC 30 (+9 full plate, +4 large shield, +6 natural 
  (alter self: Troglodyte)), touch 15, flat-footed 29; Base 
  Atk +9; Grp +16; Atk +14 melee (1d8+3/x3, battleaxe); 
  Full Atk +14/+9 melee (1d8+3/x3, battleaxe) and +10 
  melee (1d4+1, bite); Space/Reach 5 ft./5 ft.; SA Inspire 
  Recklessness, Combine Song, Inspire Toughness, 
  Bardic/Warchanter Songs 9/day; SQ Darkvision 60 ft.; 
  AL NE; SV Fort +11, Ref +7, Will +6; Str 16, Dex 10, 
  Con 14, Int 13, Wis 8, Cha 14.Warchanter, Complete 
  Warrior, pg. 87. 
   
  Combine Songs (Su): A war chanter of 5th level 
  or higher with 12 or more ranks in any Perform skill 
  can combine two types of bardic music or war chanter 
  music to provide the benefits of both (normal stacking 
  rules for bonus types apply). 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 86 
   
  Inspire Awe (Su): A war chanter of 7th level or 
  higher with 15 or more ranks in any Perform skill can 
  inspire uneasiness, fear, or even terror in her foes. To 
  be affected, a foe must be within 60 feet of the war 
  chanter and must be able to hear the war chanter. Foes 
  get a Will save (DC 10 + war chanter's class level + war 
  chanter's Cha modifier) to resist the effect. The severity 
  of the effect depends on the difference between the 
  foe's Hit Dice and the war chanter's Hit Dice (character 
  level). Subtract the foe's HD from the war chanter's 
  HD and consult the following table. 
   
  The effect lasts for as long as the foe can hear the 
  war chanter and 1 round thereafter. If a foe's hearing of 
  the war chanter's song is interrupted, the foe needs to 
  make another saving throw when he hears the war 
  chanter's song again.  
  HD Difference 
  Effect 
  +10 or more 
  Foe is paralyzed with fear 
  +l to +9 
  Foe is panicked 
  0 to -5 
  Foe is frightened 
  -6 or less 
  Foe is shaken 
   
   
  Inspire Toughness (Su): A war chanter with 9 or 
  more ranks in Perform (sing) or Perform (oratory) can 
  use her song or poetics to impart a kind of berserk 
  resiliency on her allies (including himself). To be 
  affected, an ally must be able to hear the war chanter 
  sing (or speak). The effect lasts for as long as the ally 
  hears the war chanter sing and for 5 rounds thereafter. 
  An affected ally receives +2 temporary hit points for 
  every class level of the war chanter. At 6th level and 
  higher, a war chanter also grants affected allies the 
  benefit of the Diehard feat when using this ability. 
   
  War Chanter Music: War chanter music follows 
  the same rules as bardic music (see page 29 of the 
  Player's Handbook). War chanter levels stack with bard 
  levels for the purpose of determining how often a 
  character can use war chanter music or bardic music. 
  War chanter levels do not stack with bard levels for 
  determining which songs a bard has access to. 
   
  Inspire Recklessness (Su): A War chanter of 3rd 
  level or higher with 12 or more ranks in any Perform 
  skill can use her song or poetics to inspire an often 
  dangerous, but very effective, ferocity in one of her 
  allies within 60 feet (or in himself). The effect lasts for 
  as long as the ally hears the war chanter sing and for 5 
  rounds thereafter. An affected ally (or the war chanter 
  herself) is inspired to recklessness, gaining the ability 
  to decrease her Armor Class by a number less than or 
  equal to her base attack bonus and add the same 
  number to her melee attack rolls as a morale bonus. 
   
  On her action, before making any attack rolls in a 
  round, the affected character must choose to subtract a 
  number from her Armor Class and add the same 
  number to all melee attack rolls (this number may be 
  0). The penalty to Armor Class and the bonus on attack 
  rolls apply until the character's next action. 
   
  Skills and Feats: Perform (Oratory) +16,Tumble +7, 
  Bluff +16, Sense Motive +13, Diplomacy +7, Move 
  Silently +8, Hide +8, Balance +10, Swim +7*, Jump +4;  
  Combat Expertise, Weapon Focus (battleaxe), Shield 
  SpecializationPHB2 (heavy shield), Shield WardPHB2, 
  Improved Combat ExpertiseCW. 
   
  Languages: Common, Orcish. 
   
  Bard Spells (Per Day 3/3/1*; known 6/3/2; base DC 
  = 12+ spell level; CL 4):  0th - detect magic, read magic, 
  prestidigitation, daze, dancing lights, message; 1st - feather 
  fall, swift invisibilitySC, focusing chantSC; 2nd - alter self, 
  harmonic chorusSC. 
   
  Possessions: +1 full plate with masterwork armor spikes, 
  +1 large shield, +1 battle axe, bracers of quick strikeMH, cloak 
  of elemental protectionMH, masterwork cold iron battle 
  axe, brooch of shielding, gloves of dexterity +2, vest of 
  resistance +1CA, wand of battle hymnSC (4th CL, 5 charges), 
  wand of harmonizeRS (4th CL, 20 charges), wand of cure 
  light wounds (1st CL, 10 charges), potion of bear’s 
  endurance, potion of barkskin +2, potion of shield of faith +3, 
  tanglefoot bags x3, alchemist’s fire x2, thunderstone x2, 
  smokestick x2, 240gp.  
  Gruk: Male Goblin (Altered into a Norker) 
  Rog4/Ftr2/Dread Commando 3/Assassin 2; CR 11; 
  Small Humanoid (goblinoid); HD 6d6+2d10+3d8+22; 
  hp 83; Init +3*; Spd 20 ft.; AC 27 (+1 size, +3 Dex, +5 
  mithral chain, +1 buckler, +7 natural), touch 14, flat-
  footed 27; Base Atk +9; Grp +8; Atk +14 melee 
  (1d6+5/x3, guisarme) or +14 melee (1d4+4, armor 
  spikes); Full Atk +14/+9 melee (1d6+5/x3, guisarme) 
  and +8 melee (1d4+1, bite) or +14/+9 melee (1d4+4, 
  armor spikes) and +8 melee (1d4+1, bite); Space/Reach 
  5 ft./5 ft.; SA Sneak Attack (+4d6), Sudden Strike 
  (+2d6), Death Attack, Poison Use; SQ Darkvision 60 ft., 
  Team Initiative Bonus +3, Traps, Uncanny Dodge, 
  Armored Ease (2); AL LE; SV Fort +9, Ref +13, Will +3; 
  Str 16, Dex 16, Con 14, Int 14, Wis 8, Cha 6. Dread 
  Commando, Heroes of Battle, pg. 103, Assassin, Dungeon 
  Master’s Guide, pg. 180. 
   
  Sudden Strike (Ex): If you can catch an 
  opponent when she is unable to defend herself 
  effectively from your attack, you can strike a vital spot 
  for extra damage. Whenever your target is denied her 
  Dexterity bonus to AC against your attack (whether the 
  target actually has a Dexterity bonus to Armor Class or 
  not), you deal an extra 1d6 points of damage with your 
  attack. The extra damage increases to 2d6 at 3rd level 
  and to 3d6 at 5th level. 
   
  Ranged attacks count as sudden strikes only if the 
  target is within 30 feet; you can't strike with deadly 
  accuracy from beyond this range. 
   
  You can only use sudden strike against living 
  creatures with discernible anatomies - undead, 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 87 
  constructs, oozes, plants, and incorporeal creatures lack 
  vital areas to attack. Any creature that is immune to 
  extra damage from critical hits is not vulnerable to 
  sudden strike damage. You must be able to see the 
  target well enough to pick out a vital spot and must be 
  able to reach such a spot. You cannot make a sudden 
  strike while striking a creature with concealment or 
  striking the limbs of a creature whose vitals are out of 
  reach. 
  You can't use sudden strike to deliver nonlethal 
  damage. Weapons capable of dealing only nonlethal 
  damage don't deal extra damage when used as part of a 
  sudden strike. 
   
  The extra damage from the sudden strike ability 
  stacks with extra damage from a sneak attack whenever 
  both would apply to the same target. 
   
  Team Initiative Bonus (Ex): You are skilled at 
  keeping a team organized and ready for danger. All 
  allies within 30 feet who can see you (including 
  yourself) gain a competence bonus on initiative checks 
  equal to your class level. 
   
  Armored Ease (Ex): You learn to adapt your 
  movements to the restrictive nature of armor. 
  Beginning at 2nd level, you reduce the armor check 
  penalty of any armor with which you are proficient by 
  2 (to a minimum of 0). At 4th level, this reduction 
  increases to 4 points (to a minimum of 0). 
   
  Skills and Feats: Search +16, Disable Device +18, 
  Move Silently +21, Hide +21, Spot +8, Listen +3, 
  Tumble +19, Balance +10, Disguise +3, Open Locks +10, 
  Ride +7, Jump +10;  Dodge, Mobility, Combat 
  Expertise, Spring Attack, Whirlwind, Staggering 
  StrikeCV. 
   
  Assassin Spells (Per Day 3/1; known 3/2; base DC = 
  12 + spell level; CL 3):  1st - true strike, sniper’s shotSC, 
  instant locksmithSC; 2nd - alter self, blade of pain and fearSC. 
   
  Languages: Common, Goblin, Orcish, Elvish. 
   
  Possessions: +1 mithral chain shirt with masterwork 
  armor spikes, +1 guisarme, bracers of quick strikeMH, +1 
  buckler, vest of resistance +1CA, ring of counterspells 
  (glitterdust), lesser metamagic rod of Silent Spell, wand of fell 
  the greatest foeSC (4th CL, 5ch), wand of alter self (3rd CL, 
  9ch), wand of greater invisibility (7th CL, 2ch), arcane 
  scroll of find the gapSC (5th CL), silver spiked gauntlet, 
  cold iron spiked gauntlet, whip, sap, tanglefoot bag, 
  acid flasks x2, smokestick, masterwork thieves’ tools, 
  183 gp.  
  Thugs: Male Ogre Brb1/Ftr2/Exotic Weapons 
  Master 1; CR 7; Large Giant; HD 4d8+1d12+3d10+32; 
  hp 80; Init +0; Spd 30 ft. (base 40/50ft.); AC 23 (−1 size, 
  +8 full plate, +1 Dex, +5 natural), touch 10, flat-footed 
  22; Base Atk +7; Grp +21; Atk +18 melee (2d6+16, +1 
  spiked chain); Full Atk +16/+16/+11 melee (2d6+16, +1 
  spiked chain); Space/Reach 10 ft./20 ft.; SA Flurry of 
  Strikes (with spiked chain), Reckless rage; SQ 
  darkvision 60 ft.; AL NE; SV Fort +15, Ref +2, Will +0; 
  Str 30, Dex 12, Con 18, Int 4, Wis 8,Cha 4.  Exotic 
  Weapon Master, Complete Warrior, pg. 30. 
   
  Exotic Weapon Stunt (Ex): Flurry of Strikes: 
  When wielding an exotic double weapon or spiked 
  chain with both hands, the character can elect to use a 
  full attack action to make a flurry of strikes.  When 
  doing so, he may make one extra attack in the round at 
  his full base attack bonus, but this attack takes a -2 
  penalty, as does each other attack made in that round 
  and until the exotic weapon master’s next turn.  The 
  extra attack may be with either end of the double 
  weapon. 
   
  Rage (Ex): (Reckless) +6 Str, +6 Con, +2 Will 
  Saves, -4 AC, (+24 hp, +3 to hit, +3 to damage one 
  handed +4 with two hands) lasts 10 rounds.   
   
  Skills and Feats: Craft (Weaponsmith)  +2, Spot +4; 
  Exotic Weapon Proficiency (spiked chain), Weapon 
  Focus (spiked chain), Combat Reflexes, Reckless 
  RageRS, Power Attack. 
   
  Languages: Common, Giant, Orcish. 
   
  Possessions:  +1 large spiked chain, large cold iron 
  spiked chain, potion of fly (5th CL), potion of enlarge 
  person (5th CL), potion of bull’s strength (3rd CL), potion of 
  lesser restoration (3rd CL), oil of magic weapon (1st CL), 
  potion of cure light wounds (1st CL), large full plate, large 
  cold iron spiked gauntlet, large silvered spiked 
  gauntlet, large club, alchemist’s fire, 20 gp. 
  Cult: Male Human Marshal1/Favored Soul 10; CR 
  11; Medium Humanoid; HD 11d8+33; hp 91; Init +1; 
  Spd 20ft.; AC 22 (+1 Dex, +9 +1 full plate, +2 buckler), 
  touch 11, flat-footed 21; Base Atk +6; Grp +6; Atk +8 
  melee (1d6+1/x4, heavy pick); Full Atk +8/+3 melee 
  (1d6+1/x4, heavy pick); Space/Reach 5 ft./5 ft.; SA 
  None; SQ Resist Cold 10, Marshal Auras; AL LE; SV 
  Fort +13, Ref +9, Will +10; Str 10, Dex 12, Con 16, Int 
  10, Wis 10, Cha 20.  Favored Soul, Complete Divine, pg. 6. 
   
  Energy Resistance (Ex): At 5th level, a favored 
  soul chooses an energy type and gains resistance 10 
  against that type. 
   
  Skills and Feats: Concentration +17, Heal +9, Sense 
  Motive +4, Diplomacy +10, Bluff +10, Use Magic 
  Device +9;  Augment HealingCD, Eschew Materials, 
  Weapon Focus: Heavy Pick, Skill Focus: Diplomacy, 
  Steady ConcentrationRS, Silent Spell, Mobile Spell 
  CastingCV. 
   
  Languages: Common, Orcish, Draconic, Suel. 
   
  Favored Soul Spells (Per Day 6/8/7/7/6/4; known 
  9/6/6/5/4/3; base DC = 10 + spell level; CL 10): 0th - 
  create water, cure minor wounds, detect magic, guidance, 
  light, mending purify food and drink, read magic; 1st - faith 
  healingSC, foundation of stoneSC, omen of perilSC,  protection 
  from good, resurgenceSC, vision of glorySC, ; 2nd - bramblesSC, 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 88 
  close woundsSC, healing lorecallSC, insight of good fortunePHB2 
  silence, status;  3rd - alter fortunePHB2, dispel magic, insignia of 
  healingRD, know opponentSC, , mass convictionSC, mass 
  resurgenceSC;  4th - delay deathSC, freedom of  movement, mass 
  shield of faithSC, recitationSC, spell immunity,; 5th - righteous 
  wrath of the faithful SC, swift etherealnessPBH2, wall of stone, 
   
  Possessions: +1 full plate, +1 buckler, lesser rod of silence, 
  amulet of health +2, cloak of charisma +2, vest of resistance 
  +1CA, Memento Magica (1st)RDR, wand of resurgenceSC (1st 
  CL, 40 charges), divine scroll of death ward (7th CL), 
  divine scroll of  restoration (7th CL), divine scroll of faerie fire 
  (1st CL), wand of faith healingSC (1st CL), masterwork 
  heavy pick, cold iron spiked gauntlet, silver spiked 
  gauntlet, unholy symbols x4. 
  Encounter 13B and 14 
   
          
   
  Author’s note: Due to the need to cover the APLs of 
  this event, the Mutated Orcwort is a blend of the 
  Octopus Tree from Fiend Folio and the Orcwort from 
  the Monster Manual II. 
  Wortling: Small Plant; CR 3; HD 3d8; hp 13; Init +6; 
  Spd 30 ft., climb 15 ft.; AC 16 (+1 size, +2 Dex, +3 
  natural), touch 13, flat-footed 14; Base Atk +5; Grp +3; 
  Atk +5 melee (1d3+2 plus poison, claw); Full Atk +5 
  melee (1d3+2 plus poison, claws); Face/Reach 5 ft./5 ft.; 
  SA  Poison; SQ Damage reduction 5/bludgeoning or 
  slashing, plantmind, plant traits, woodsense; AL N; SV 
  Fort +3, Ref +3, Will +1; Str 15, Dex 14, Con 11, Int 2, 
  Wis 11, Cha 6.  Monster Manual II, page 165. 
   
  Skills and Feats: Climb +10, Hide +11, Move 
  Silently +7; Improved Initiative, Stealthy. 
   
  Plant Traits (Ex): An orcwort is immune to 
  poison, sleep, paralysis, stunning, and polymorphing. It 
  is not subject to critical hits or mind-affecting effects. 
  The creature also has low-light vision.  
   
  Plantmind (Ex): All wortlings within fifteen 
  miles of their orcwort parent are in constant 
  communication. If one is aware of a particular danger, 
  they all are.  
   
  Poison (Ex): A wortling delivers its poison 
  (Fortitude save DC 11) with each successful claw 
  attack. The initial damage is sleep for 1 minute, and the 
  secondary damage is sleep for 1d10 minutes. Both of 
  these sleep effects work only on living creatures but 
  otherwise function as the spell of the same name. 
   
  Woodsense (Ex): An orcwort or wortling can 
  automatically sense the location of anything within 60 
  feet that is in contact with vegetation, even objects or 
  creatures that are not in contact with the same 
  vegetation as itself. 
   
  Description: A wortling resembles a small, 
  wrinkled, purple orc. Its body seems portly, and its 
  arms and legs are somewhat lumpy compared with 
  those of a real humanoid. Although its face resembles 
  that of a humanoid, a wortling is blind and cannot 
  speak, hear or smell-its apparent sensory organs are 
  merely blobs of plant tissue with no actual function. 
  Mutated Orcwort Drd3: Gargantuan Plant; CR 16; 
  HD 29d8+232; hp 362; Init +2; Spd 10 ft.; AC 33, touch 
  9, flat-footed 33 (-4 size, -1 Dex, +28 natural); Base Atk 
  +19; Grp +47; Atk +29 melee (3d6+14/19-20, slam) or 
  +24 melee (6d6+7, bite); Full Atk +29 x6 melee 
  (3d6+14/19-20, slam) and +24 melee (6d6+7, bite); 
  Face/Reach: 20 ft./15 ft.; SA Entangling roots, 
  improved grab, paralysis, swallow whole; SQ: DR 5/-, 
  plant traits, telepathy, woodsense; AL Neutral (evil); SV 
  Fort +26, Ref +8, Will +16; Str 38, Dex 8, Con 26, Int 10, 
  Wis 16, Cha 8.   
   
  Skills and Feats: Hide +16, Move Silently +20, Spot 
  +16; Awesome Blow, Blind-Fight, Cleave, Great Cleave, 
  Improved Bull Rush, Improved Critical (slam), 
  Improved Initiative, Improved Sunder, Iron Will, 
  Power Attack. 
   
  Entangling Roots (Ex): As a free action, an 
  orcwort can twist its roots around all creatures within 
  15 feet of it, holding them fast. This effect otherwise 
  functions like an entangle spell (caster level 10th; save 
  DC 22) 
   
  Improved Grab (Ex): If an orcwort hits an 
  opponent that is at least one size category smaller than 
  itself with a slam attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, it 
  can transfer the opponent to its maw in the next round. 
  Alternatively, the orcwort has the option to conduct 
  the grapple normally, or simply use one tendril to hold 
  the opponent (−20 penalty on grapple check, but the 
  orcwort is not considered grappled). In either case, 
  each successful grapple check it makes during 
  successive rounds automatically deals slam damage.  
   
  Paralysis (Ex): An orcwort secretes digestive 
  juices that can paralyze creatures in contact with it. 
  Any creature swallowed by an orcwort must succeed 
  on a Fortitude save (DC 31) or be paralyzed for 2d4 
  rounds. 
   
  Plant Traits (Ex): An orcwort is immune to 
  poison, sleep, paralysis, stunning, and polymorphing. It 
  is not subject to critical hits or mind-affecting effects. 
  The creature also has low-light vision.  
   
  Swallow Whole (Ex): An orcwort can swallow a 
  single creature that is at least two size categories 
  smaller than itself by making a successful grapple 
  check, provided it already has that opponent in its maw 
  (see Improved Grab, above). Once inside the orcwort’s 
  pitcher, the opponent takes 2d8+8 points of acid 
  damage per round and is subject to the paralyzing 
  effect of its digestive juices (see Paralysis, above). A 
  successful grapple check allows a swallowed creature 
  to climb out of the pitcher (assuming it is not 
  paralyzed) and return to the orcwort’s maw, where 
  another successful grapple check is needed to get free. 
  
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  Alternatively, a swallowed creature can try to cut its 
  way out with either claws or a light piecing or slashing 
  weapon. Dealing at least 20 points of damage to the 
  pitcher (AC 16) in this way creates an opening large 
  enough to permit escape. Once a single swallowed 
  creature exits, muscular action closes the hole; thus, 
  another swallowed opponent must cut its own way out. 
  An orcwort’s pitcher can hold 2 Large, 8 Medium or 32 
  Small or smaller opponents. 
   
  Telepathy (Su): An orcwort can communicate 
  telepathically with any of its wortlings within fifteen 
  miles.  
   
  Woodsense (Ex): An orcwort or wortling can 
  automatically sense the location of anything within 60 
  feet that is in contact with vegetation, even objects or 
  creatures that are not in contact with the same 
  vegetation as itself. 
   
  Languages: Sylvan. 
   
  Druid Spells Known/Prepared (4/3/2, save DC = 13 + 
  spell level): 0 – create water, cure minor wounds, light, 
  resistance; 1st – camouflageSC, longstrider x2; 2nd – barkskin, 
  resist energy. 
   
  Possessions: wand of speak with animals, scroll of 
  obscuring mist. 
   
  Description: An orcwort looks like a gigantic, 
  woody pitcher plant draped in thick creeper vines. It is 
  crowned with a canopy of bramble-like branches and 
  green, bushy foliage. Dormant wortling pods hang 
  from the orcwort’s branches, resembling round, 
  oversized prunes. 
  Hawk Companion: Tiny Animal; CR 1/3; HD 3d8; hp 
  13; Init +3; Spd 10 ft., fly 60 ft. (average); AC 20 (+2 size, 
  +4 Dex, +4 natural), touch 16, flat-footed 16; Base Atk 
  +0; Grp −10; Atk +5 melee (1d4−2, talons); Full Atk +5 
  melee (1d4-2, talons); Face/Reach 2-1/2 ft./0 ft.; SQ 
  Evasion, link, low-light vision, share spells; AL Neutral; 
  SV Fort +2, Ref +6, Will +2; Str 7, Dex 18, Con 10, Int 2, 
  Wis 14, Cha 6.   
  
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  Appendix 6: DM’s Overview Map 
   
   
   
  
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  Appendix 7: DM’s Adventure Map 
   
   
  
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  Appendix 8: Encounter 5 Map 
   
  
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  Appendix 9: Etraika Ruins Sites  
    
  
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  Appendix 10: Library Site 
   
   
   
  Etraika’s Library is underground surrounded by a wall of force which has been weakened by the orcs’ excavation. It 
  will collapse if a large creature stands on it or if three medium creatures occupy the same 5-foot square.  Not visible to 
  the untrained eye, a Search check (DC 30) or Knowledge (Dungeoneering) or Knowledge (Engineering) DC 24 within 
  10 of the perimeter will note it.  (Disable Device 20 will stabilize the earthen dome.)  If triggered, all within the 
  perimeter will fall 70 feet (7d6 fall) plus bludgeoning from falling debris (7d6) to the grounds of the library below. The 
  Knowledge checks are automatic when within 10 feet of the perimeter. 
  
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  Appendix 11:  Library 
   
  
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  Appendix 12:  Academy Site 
   
  
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  Appendix 13: Academy  
   
   
   
  Drowned Ones are in Room D-2.  Callenwold rested in T-3.  Antipathy effect in room T-4 requires a DC 30 Will save for 
  any non pure-blooded Suel to enter. 
  
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  DM Aid 1-New Rules 
  New Feats 
  Arcane Mastery (Complete Arcane) 
  You are quick and certain in your efforts to defeat the arcane defenses of others.   
  Prerequisites: Ability to cast arcane spells or use spell-like abilities (including invocations). 
  Benefits: You can take 10 on caster level checks (as if the caster level check was a skill check).  
  Arcane Thesis (Player’s Handbook II)  
  You have studied a single spell in-depth. Your expertise grants you formidable though narrowly focused arcane mastery.  
  Prerequisites: Knowledge: Arcana 9 ranks, ability to cast arcane spells. 
  Benefit: Choose one arcane spell that you can cast to be your thesis spell. When casting that spell, you do so at +2 caster 
  level. When you apply a metamagic feat other than Heighten Spell to that spell, the enhanced spell uses up a spell slot 
  one level lower than normal. For example, an empowered thesis spell uses up a spell slot one level higher than the 
  spell's actual slot 'rather than the normal two levels higher). 
  Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new 
  spell. 
  Augment Healing (Complete Divine) 
  Prerequisite: Heal 4 ranks. 
  Benefit: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast. 
  For example, a 1st-level cleric with this feat casting cure light wounds would restore 1d8+3 hp. An 8th-level cleric with 
  the Healing domain and this feat casting cure moderate wounds would restore 2d8+13 hp (9 for his caster level 
  including the +1 caster level bonus for the Healing domain, + 4 for the feat). A 13th-level druid casting heal would 
  restore 144 hp (130 for her caster level + 14 for the feat, since heal is a 7th-level druid spell). 
  Brutal Throw (Complete Adventurer) 
  You have learned how to hurl weapons to deadly effect.  
  Benefit: You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown Weapons. 
  Normal: A character attacking with a ranged weapon adds his Dexterity modifier to the attack roll. 
  Special: A fighter may select Brutal Throw as one of his fighter bonus feats. 
  Chain Spell (Complete Arcane) 
  Prerequisite: Any metamagic feat. 
  Benefit: Any spell that specifies a single target and has a range greater than touch can be chained so as to affect that 
  primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 20).  Each arc 
  affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which 
  can be affected more than once.  You can choose to affect fewer secondary targets than the maximum.  If the chained 
  spell deals damage, the secondary targets each take half as much damage as the primary target (rounded down) and can 
  attempt a Reflex saving throw for half damage (whether the spell allows the original target a save or not).  For spells that 
  don’t deal damage, the save DCs against arcing effects are reduced by 4.  For example, if a 10th-level wizard normally 
  casts cause fear at DC14, a chained cause fear could target a goblin chieftain at DC 14 and up to ten of his nearby guards at 
  DC 10.  A chained spell uses up a spell slot three levels higher than the spell’s actual level.  
  Combat Brute [Tactical]  (Complete Warrior) 
  You employ strength and leverage to great effect in battle.  
  Prerequisites: Improved Sunder, Power Attack, base attack bonus +6. 
  Benefit: The Combat Brute feat enables the use of three tactical maneuvers. 
  Advancing Blows: To use this maneuver, you must make a successful bull rush attempt against a foe. During the next 
  round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush moved 
  that foe. For example, if you pushed an orc back 10 (2 squares) feet with a bull rush, you would gain a +2 bonus on attack 
  and damage rolls against that orc on the following round. 
  
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  Sundering Cleave: To use this maneuver, you must destroy a foe's weapon or shield with a successful sunder attempt 
  (see page 158 of the Player's Handbook). If you do so, you gain an immediate additional melee attack against the foe. 
  The additional attack is with the same weapon and at the same attack bonus as the attack that destroyed the weapon or 
  shield. 
  Momentum Swing: To use this maneuver, you must charge a foe in the first round, and you must make an attack using 
  your Power Attack feat in the second round. The penalty you 
  take on your attack roll must be -5 or worse. Your attacks during the second round gain a bonus equal to your attack roll 
  penalty x 1-1/2, or x 3 if you're using a two-handed weapon or a one-handed weapon wielded in two hands. For instance, 
  if you choose to take a -6 penalty on your attack roll, you can deal an extra 9 points of damage, or an extra 18 points if 
  you're using a two-handed weapon or a one-handed weapon wielded in two hands. 
  Special: A fighter may select Combat Brute as one of his fighter bonus feats. 
  Daunting Presence (Miniatures Handbook)  
  You are skilled at inducing fear in your opponents.  
  Prerequisites: Cha 13, base attack bonus +1. 
  Benefit: You may take a standard action to awe an opponent. The opponent must be within 30 feet, have line of sight to 
  you, and have an intelligence score. If the opponent fails a Will saving throw (DC 10 + 1/2 your character level + your 
  Cha modifier), it is shaken for 10 minutes. This feat has no effect on a creature that is already shaken. 
  Special: A fighter may select Daunting Presence as one of his fighter bonus feats. 
  Disguise Spell (Complete Adventurer) 
  You can cast spells without observers noticing. 
  Prerequisite: Perform (any) 9 ranks, bardic music. 
  Benefit: You can cast spells unobtrusively, mingling verbal and somatic components into your performances. 
  To disguise a spell, make a Perform check as part of the action used to cast the spell. Onlookers must match or exceed 
  your check result with a Spot check to detect that you're casting a spell (your performance is obvious to everyone in the 
  vicinity, but the fact that you are casting a spell isn't). Unless the spell visibly emanates from you, or observers have 
  some other means of determining its source, they don't know where the effect came from. 
  A disguised spell can't be identified with a Spellcraft check, even by someone who realizes you're casting a spell. The act 
  of casting still provokes attacks of opportunity as normal. 
  Domain Spontaneity [Divine] (Complete Divine) 
  You are so familiar with one of your domains that you can convert other prepared spells into spells from that domain.  
  Prerequisite: Ability to turn or rebuke undead.  
  Benefit: Each time you take this feat, choose a domain that you have access to. You may now convert prepared divine 
  spells into any spell from that domain. You expend a spell of equal or higher level, as well as expending one of your daily 
  turn undead attempts. This works just as good clerics spontaneously cast prepared spells as cure spells.  
  Special: You can take this feat multiple times. Each time you take the feat, it applies to a new domain. 
  Extra Edge (Complete Arcane) 
  Your ability to deal spell damage is particularly striking. Prerequisite: Warmage level 4th. 
  Benefit: You gain a +1 bonus on your warmage edge, plus an additional +1 bonus per four warmage levels. For instance, 
  an 8th-level warmage with 18 Intelligence gets a +7 bonus on the damage dealt by any spell that deals hit point damage. 
  Normal: A character's warmage edge is equal to his Intelligence modifier. 
  Fell Drain (Libris Mortis) 
  Living foes damaged by your spell also gain a negative level.  
  Benefit: You can alter a spell that deals damage to foes so that any living creature that is dealt damage also gains a 
  negative level. If the subject has at least as many negative levels as Hit Dice, it dies. Assuming the subject survives, the 
  negative level disappears (without requiring a Fortitude save) after a number of hours equal to your caster level 
  (maximum 15). A fell draining spell uses up a spell slot two levels higher than the spell's actual level. 
  
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  Hamstring (Complete Warrior) 
  You can wound your opponents' legs, hampering their movement. 
  Prerequisites: Sneak attack ability, base attack bonus +4. Benefit: If you hit with a melee sneak attack, you may choose 
  to forgo 2d6 points of extra sneak attack damage to reduce your opponent's base speed by half. This speed reduction 
  ends after 24 hours have passed or a successful DC 15 Heal check or the application of any cure spell or other magical 
  healing is made. Creatures immune to sneak attack damage and creatures with no legs or more than four legs can't be 
  slowed down with a hamstring attack. It takes two successful hamstring attacks to affect quadrupeds. Other speeds (fly, 
  burrow, and so on) aren't affected. You may use this ability once per round. 
  Improved Combat Expertise (Complete Warrior) 
  You have mastered the art of defense in combat. Prerequisites: Int 13, Combat Expertise, base attack bonus +6. 
  Benefit: When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your 
  attack roll and add to your AC can be any number that does not exceed your base attack bonus. 
  Normal: With Combat Expertise, the number can be no greater than +5. 
  Special: A fighter may select improved Combat Expertise as one of his fighter bonus feats. 
  Improved Energy Drain (Libris Mortis) 
  You draw extra power from your energy-drained victims.  
  Prerequisites: Cha 15, energy drain supernatural ability.  
  Benefits: Whenever you bestow a negative level upon a creature, you gain a +1 bonus on skill checks, ability checks, 
  attack rolls, and saving throws for 1 hour. 
  Improved Familiar (Complete Warrior) 
   
  Prerequisite: Ability to acquire a new familiar, compatible alignment, sufficiently high arcane spellcaster level, 
  and base attack bonus. 
   
  Benefit: When choosing a familiar, the creatures listed on page 100 of Complete Arcane are also available to the 
  spellcaster.  The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes 
  (lawful thru chaotic, good thru evil).  For example, a chaotic good spellcaster could acquire a neutral familiar.  A lawful 
  neutral spellcaster could acquire a neutral good familiar.  The spellcaster must have at least the arcane spellcaster level 
  and base attack bonus indicated on pg 100 of Complete Arcane in order to acquire the familiar.  Improved familiars 
  otherwise use the rules presented on pages 52 and 53 of the Player’s Handbook. 
   
  Granted Abilities: In addition to their own special qualities, all familiars grant their masters the Alertness feat, the 
  benefit of an empathic link and the ability to share spells with the familiar. 
   
  Improved Evasion (Ex): If a familiar is exposed to any effect that normally allows it to attempt a Reflex saving 
  throw for half damage, it takes no damage with a successful saving throw and only half damage on a failed save. 
  Improved Turn Resistance (Libris Mortis)  
   
  You have a better than normal chance to resist turning.  
   
  Prerequisite: Undead type. 
   
  Benefits: You are less easily affected by clerics or paladins than you normally would be (see Turn or Rebuke 
  Undead, page 159 of the Player's Handbook). When resolving a turn, rebuke, command, or bolster attempt, add +4 to 
  your character level (monster Hit Dice plus class levels) to determine your Hit Dice for turn, rebuke, command, and 
  bolster attempts. For example, a 4 HD wight with this feat is treated as an 8 HD undead for the purpose of turn, rebuke, 
  command, and bolster attempts, even though it is a 4 HD creature for any other purpose. A vampire that already has +4 
  turn resistance adds an additional +4 with this feat, for a total of +8. 
  Insightful Reflexes (Complete Adventurer)   
   
  Your keen intellect allows you an uncanny knack for evading dangerous effects. 
   
  Benefit: You add your Intelligence modifier (instead of your Dexterity modifier) to Reflex saves. 
  Ironskin Chant [Bardic Music] (Complete Adventurer) 
   
  You can channel the power of your bardic music to enable yourself to ignore minor injuries. 
   
  Prerequisites: Bardic music, Concentration 12 ranks, Perform 12 ranks. 
  
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  Benefit: As a swift action that does not provoke attacks of opportunity, you can expend one daily use of your bardic 
  music ability to provide damage reduction of 5/- to yourself or to one ally within 30 feet who can hear you until the start 
  of your next turn. 
  This feat does not function in an area of magical silence. 
  Life Drain [Monstrous] (Libris Mortis) 
   
  You drain additional life energy from your foes. 
   
  Prerequisites: Cha 13, energy drain supernatural ability.  
   
  Benefits: Whenever you bestow a negative level upon a creature, add your Charisma modifier to the hit points lost 
  by the creature due to that negative level. You then gain temporary hit points equal to the amount lost by the creature 
  due to the negative level. These temporary hit points last for up to 1 hour. 
   
  For example, a creature touched by a spectre (Cha 15) with this feat loses an additional 2 hit points due to each 
  negative level, and the spectre gains an additional 2 temporary hit points from each negative level it bestows. 
   
  Special: Without this feat, a target loses 5 hit points each time it gains a negative level, and the creature delivering 
  the negative level gains 5 temporary hit points that last for up to 1 hour. 
  Lifesense [Monstrous] (Libris Mortis) 
   
  You see the light that all living creatures emit.  
   
  Prerequisites: Cha 13, Con - (no Constitution score).  
   
  Benefits: In addition to any normal light that might be present, your surroundings are illuminated by roving 
  points of brightness created by living creatures. To your eyes, a Medium or smaller creature gives off life force sufficient 
  to provide bright illumination in a 60-foot radius, revealing itself and all features and objects in range to your life-
  adapted sight. This life-light behaves like regular light - you can't see into solid objects, or past solid walls. 
   
  A Large creature gives off life-light in a 120-foot radius, and the radius doubles again for each additional size 
  category larger than Medium, up to a maximum radius of 960 feet for a Colossal creature. 
  Menacing Demeanor [Racial] (Races of Destiny) 
   
  You can tap into your savage heritage to improve your intimidation techniques. 
   
  Prerequisite: Orc blood or orc subtype. 
   
  Benefit: You gain a +4 bonus on Intimidate checks. 
  Mobile Spellcasting (Complete Adventurer) 
   
  Your focused concentration allows you to move while casting a spell. 
   
  Prerequisite: Concentration 8 ranks. 
   
  Benefit: You can make a special Concentration check (DC 20+  spell level) when casting a spell. If the check 
  succeeds, you can cast the spell and move up to your speed as a single standard action. (You can't use this ability to cast a 
  spell that takes longer than 1 standard action to cast.) If the check fails, you lose the spell and fail to cast it, just as if you 
  had failed a Concentration check to cast the spell defensively. 
   
  You still provoke attacks of opportunity for casting spells from any creatures who threaten you at any point of your 
  movement. You can case defensively while using this feat, but doing so increases the Concentration DC to 25 + spell 
  level. 
  Power Throw (Complete Adventurer) 
   
  You have learned how to hurl weapons to deadly effect.  
   
  Prerequisite: Str 13, Brutal Throw, Power Attack.  
   
  Benefit: On your turn, before making any attack rolls, you can choose to subtract a number from all thrown 
  weapon attack rolls and add the same number to all thrown weapon damage rolls. This number may not exceed your 
  base attack bonus. The penalty on attack rolls and the bonus on damage rolls applies until your next turn. 
   
  Special: A fighter may select Power Throw as one of his fighter bonus feats. 
  Practiced Spellcaster (Complete Arcane) 
   
  Choose a spellcasting class that you possess. Your spells cast from that class are more powerful. 
  
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  Prerequisite: Spellcraft 4 ranks 
   
  Benefit: Your caster level for the chosen spellcasting class increases by 4. This benefit can't increase your caster 
  level to higher than your Hit Dice. However, even if you can't benefit from the full bonus immediately, if you later gain 
  Hit Dice in levels of nonspellcasting classes, you might be able to apply the rest of the bonus. 
   
  For example, a human 5th-level sorcerer/3rd-level fighter who selects this feat would increase his sorcerer caster 
  level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level, he would gain the remainder of the 
  bonus and his sorcerer caster level would become 9th (since he now has 9 Hit Dice). 
   
  A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which 
  class gains the feat's effect. 
   
  This feat does not affect your spells per day or spells known. It increases your caster level only, which would help 
  you penetrate spell resistance and increase the duration and other effects of your spells. 
   
  Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different 
  spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric 
  spells as an 8th-level caster and wizard spells as a 9th-level caster. 
  Rapid Spell (Complete Divine) 
   
  Benefit: Only spells with a casting time greater than 1 standard action can be made rapid.  A rapid spell with a 
  casting time of 1 full round can be cast as a standard action.  A rapid spell with a casting time measured in rounds can be 
  cast in 1 full round.  Rapid spells with casting times measured in minutes can be cast in 1 minute, and rapid spells with 
  casting times measured in hours can be cast in 1 hour.  A rapid spell uses up a spell slot one level higher than the spell’s 
  actual level. 
   
  Special: A spell can be made rapid and quickened only if its original casting time was 1 full round.  This feat can be 
  applied to a spell cast spontaneously as long as its original casting time was longer than 1 full round. 
  Reckless Rage (Races of Stone) 
   
  Prerequisite: Con 13, rage ability. 
   
  Benefit: Whenever you activate your rage ability, you take an additional -2 penalty to your Armor Class, but you 
  gain an additional +2 bonus to Strength and Constitution.  These bonuses stack with the effects of rage, greater rage, and 
  mighty rage. 
  Requiem (Libris Mortis) 
   
  Your bardic music affects undead creatures. 
   
  Prerequisite: Bardic music class feature, Perform (any) 8 ranks. 
   
  Benefit: You can extend the effects of your mind-affecting bardic music and virtuoso's performance abilities so 
  that they influence even the undead. All bardic music effects on undead creatures have only half the duration they 
  normally would against the living. 
   
  Normal: Undead are usually immune to mind-influencing effects. 
  Sculpt Spell (Complete Arcane) 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: You can modify an area spell by changing the area’s shape to either a cylinder (10-foot radius, 30 feet 
  high), a 40-foot cone, four 10-foot cubes, a ball (20-foot radius spread), or a 120-foot line.  The sculpted spell works 
  normally in all respects except for its shape.  For example, a lightning bolt whose area has changed to a ball deals the same 
  amount of damage, but affects a 20-foot radius spread.  A sculpted spell uses a spell slot one level higher than the spell’s 
  actual level. 
  Shield Specialization (Player’s Handbook II) 
   
  You are skilled in using a shield, allowing you to gain greater defensive benefits from it. 
   
  Prerequisite: Proficiency with shields. 
   
  Benefit: Choose one type of shield from the following list: buckler, heavy, or light. When using a shield of the 
  appropriate type, you increase its shield bonus to AC by 1. 
   
  Special: You can take this feat more than once. Each time you select it, choose a different type of shield. 
   
  A fighter can select Shield Specialization as one of his fighter bonus feats. 
  
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  Shield Ward (Player’s Handbook II) 
   
  You use your shield like a wall of steel and wood. When an opponent attempts to draw in close to you, your shield 
  forces him away or ruins his attacks. 
   
  Prerequisite: Proficiency with shields, Shield Specialization. 
   
  Benefit: You apply your shield bonus to your touch AC and on checks or rolls to resist bull rush, disarm, grapple 
  overrun, or trip attempts against you. 
   
  Special: A fighter can select Shield Ward as one of his fighter bonus feats. 
  Shock Trooper [Tactical] (Complete Warrior) 
   
  You are adept at breaking up formations of soldiers when you rush into battle. 
   
  Prerequisites: Improved Bull Rush, Power Attack, base attack bonus +6. 
   
  Benefit: 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. 
   
  Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your 
  Power Attack feat. The penalty you take on your attack roll must be -S 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 Drain [Monstrous] (Libris Mortis) 
   
  You can cast any spell that you drain from a creature's mind.  
   
  Prerequisites: Cha 15, energy drain supernatural ability, Improved Energy Drain, caster level 5th. 
   
  Benefits: If you bestow a negative level upon a spellcasting creature, and that creature loses a prepared spell, you 
  gain the ability to cast that spell once (as if you had prepared it). Treat the spell's effect as if it had been cast by the 
  character who prepared it (including caster level, save DC, and so forth). You need not have the requisite ability score to 
  cast the spell (for instance, you need not have an intelligence of 13 or higher to cast a fireball drained from the mind of a 
  wizard). 
   
  The spell remains in your mind for up to 1 hour. You can have a maximum number of stolen spells equal to your 
  Charisma bonus (minimum 1); any spells that you would gain above this number are simply lost. 
   
  This feat has no effect on spellcasters who don't prepare spells, such as a sorcerer, who simply loses one spell slot 
  for each negative level bestowed as normal) or who have no spells prepared (such as a fighter, or a wizard who has cast 
  all her spells). 
  Staggering Strike (Complete Adventurer) 
   
  Prerequisite: Base attack bonus +6, sneak attack. 
   
  Benefit: If you deal damage with a melee sneak attack, you can also deliver a wound that limits your foe’s mobility. 
   For 1 round (or until the target is the beneficiary of a DC 15 Heal check or any magical healing that restores at least 1 
  hit point, whichever comes first), your target is treated as if it were staggered, even if its non-lethal damage doesn’t 
  exactly equal its current hit points.  A target can resist this effect by making a successful Fortitude save (DC equal to 
  damage dealt).  Multiple staggering strikes on the same creature do not stack.  This feat has no effect on creatures not 
  subject to sneak attack damage. 
  Steady Concentration (Races of Stone) 
   
  Prerequisite: Concentration 8 ranks. 
   
  Benefit: You can always take 10 on Concentration checks, even when conditions would not normally allow you to 
  do so. 
  Subsonics (Complete Adventurer) 
   
  Your music can affect even those who do not consciously hear it. 
  
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  Prerequisite: Perform (any) 10 ranks, bardic music.  
   
  Benefit: You can produce music or poetics so subtly that opponents do not notice it, yet your allies still gain all the 
  usual benefits from your bardic music. Similarly, you can affect opponents within range with your music, but unless 
  they can see you performing or have some other means of discovering it, they cannot determine the source of the effect. 
  Sudden Empower (Complete Arcane) 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effects of the Empower Spell feat to any spell you cast without increasing 
  the level of the spell or specially preparing it ahead of time.  You can still use Empower Spell normally if you have it. 
  Sudden Enlarge (Complete Arcane) 
   
  Benefit: Once per day, you can apply the effects of the Enlarge Spell feat to any spell you cast without increasing 
  the level of the spell or specially preparing it ahead of time.  You can still use Enlarge Spell normally if you have it. 
  Transdimensional Spell (Complete Divine) 
   
  Benefit: A transdimensional spell has full, normal effect upon incorporeal creatures, creatures on the Ethereal 
  Plane or Plane of Shadow, and creatures within an extradimensional space in the spell’s area.  Such creatures include 
  ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the 
  extradimensional space of a rope trick or portable hole.  You must be able to perceive a creature to target it with a spell, but 
  you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread.  A transdimensional 
  spell uses up a spell slot one level higher than the spell’s actual level. 
   
  Twin Spell (Complete Arcane) 
   
  You can simultaneously cast a single spell twice. Prerequisite: Any metamagic feat. 
   
  Benefit: Casting a twinned spell causes the spell to take effect twice in the same area or on the same target 
  simultaneously. Any variable characteristics (including attack rolls) or decisions you would make about the spell 
  (including target and area), are applied to both spells, with affected creatures receiving all the effects of each spell 
  individually (including getting two saving throws if applicable). 
   
  A spell whose effects wouldn't stack if it was cast twice under normal circumstances will create redundant effects if 
  successfully twinned (see Combining Magical Effects, page 171 of the Player's handbook). For example, a twinned 
  charm person doesn't create a more potent or long-lasting effect, but any ally of the target would have to succeed on two 
  dispel attempts in order to free the target from the charm. As with other metamagic feats, twinning a spell does not 
  affect its vulnerability to counterspelling, so a single successful counterspell negates both instances of a twinned spell. 
   
  A twinned spell uses up a spell slot four levels higher than the spell's actual level. 
  Whispered Secrets [Initiate] (Races of Destiny) 
   
  You revere the Maimed Lord and have devoted your miserable, worthless life to learning but a few of the 
  Whispered One's secrets. 
   
  Prerequisites: Cleric level 1st, deity Vecna. 
   
  Benefit: Add Listen and Spot to your list of cleric class skills. Furthermore, you automatically become aware of any 
  attempt to observe you by means of a divination (scrying) spell or effect. This extraordinary ability does not enable you 
  to discern the scrier, the type of scrying device or spell used, or the scrier's location. 
   
  In addition, you may add the following spells to your cleric spell list: 
   
  1st Disguise Self. Changes your appearance.  
   
  2nd Darkvision: See 60 ft. in total darkness.  
   
  3rd Glibness: You gain +30 on Bluff checks and your lies can escape magical discernment. 
   
  4th Arcane Eye: Invisible floating eye moves 30 ft./round.  
   
  5th Prying Eyes: 1d4 +1/level floating eyes scout for you.  
   
  6th  Analyze DweomerF: Reveals magical aspects of subject. 
   
  8th Mind Blank: Subject is immune to mental/emotional magic and scrying. 
  Woodland Archer [Tactical] (Races of the Wild) 
   
  You have honed your archery ability in the wilds of the forest.  
  
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  Prerequisites: Point Blank Shot, base attack bonus +6.  
   
  Benefit: The Woodland Archer feat enables the use of three tactical maneuvers. 
   
  Adjust for Range: To use this maneuver, you must shoot a projectile weapon against a foe and miss. Subsequent 
  shots you take against that foe this round gain a +4 bonus, because you're able to quickly adjust your aim to compensate. 
   
  Pierce the Foliage: To use this maneuver, you must hit a foe with a ranged attack despite the miss chance caused 
  by concealment. Shots you take against that foe in the next round don't incur the miss chance because you're able to 
  exactly duplicate your draw and aim. 
   
  Moving Sniper: To use this maneuver, you must succeed on a sniping attack (see the Hide skill description, page 
  76 of the Player's Handbook), both hitting your intended target and successfully hiding thereafter. If no one sees you, 
  you can make a sniping attack again in the following round, taking a single move after your attack and before you hide 
  (characters without this feat can only shoot and hide, not move as well). As long as you continue to hit the target and 
  avoid detection from an enemy, you can make a sniping attack on the move each round. 
   
  Special: A fighter may select Woodland Archer as one of his fighter bonus feats. 
  New Items 
  Armband of Reduction (Arms and Equipment Guide)  
  This metal armband allows its wearer to reduce his height to one-half normal, as if a reduce spell had been cast upon 
  him. This effect functions once per day, lasts for 2 hours, and may be dismissed at will by the wearer. 
   
  Faint transmutation.  Caster Level: 5th; Prerequisites: Craft Wondrous item, reduce person; Market Price: 2,000 gp; 
  Weight: 1 lb.  
  Armor of the Dread Emperor (Book of Vile Darkness) 
  This suit of +1 full plate has four 5-foot chains connected to it at the waist.  Each chain has a ring manacle sized to fit 
  around a humanoid neck.  If people are placed in these manacles by the wearer or his minions, the armor is ready to 
  display its true power.  Whenever the wearer takes damage, the captives held by the chains take half the damage 
  themselves.  If the chains hold more than one person, divide the half damage among all of them.  Operating in this 
  armor with chains attached to other people is difficult.  The wearer takes an additional -5 armor check penalty unless 
  the victims are somehow magically subdued or controlled, such as by stupor or dominate person.  If the captives are 
  children, the additional armor check penalty is only -2.  If the captives are subdued or controlled children, there is no 
  additional armor check penalty.       
   
  Moderate abjuration; CL 8th; Craft Magic Arms and Armor, shield other; Price 14,650 gp. 
  Bagpipes of the Damned (Libris Mortis)  
  When played, these bagpipes help bolster undead against turning. The piper must make a DC 15 Perform (wind 
  instruments) check. If successful, all undead within 60 feet gain a +4 bonus on turn resistance for 10 rounds. 
   
  Moderate necromancy; CL 10th; Craft Wondrous item, able to rebuke undead as a 10th-level cleric; Price 3,000 gp; 
  Weight 41b. 
  Belt of One Mighty Blow (Miniatures Handbook) 
   
  Once per day, as a swift action, the wearer of this belt can activate the belt to gain extra damage on her next melee 
  attack.  A light weapon deals an extra 1d8 of damage, a one-handed weapon deals an extra 2d6 points of damage, and a 
  two-handed weapon gain an extra 3d6 points of damage.  The belt can be used only after being worn continuously for 24 
  hours.  If it is taken off, it becomes inactive until it is again donned and worn for a full 24 hours. 
   
  Faint transmutation; CL 5th; Craft Wondrous Item, bull’s strength; Price 1,500 gp. 
  Bracers of Quick Strike (Miniatures Handbook)  
  These bracers provide the benefit of incredible speed. Once per day, when taking a full attack action. as a swift action 
  the wearer may make one additional attack with any weapon he is holding. The attack is made at the wearer's full base 
  attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as 
  that provided by a speed weapon or by the haste spell, nor does it actually grant an extra action.) The bracers can be used 
  only after being worn continuously for 24 hours. If they are taken off, they become inactive until they are again donned 
  and worn for a full 24 hours.  
   
  Faint transmutation; CL 5th; Craft Wondrous Item, haste; Price 1,200 gp. 
  
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  Charm of the Tree Dwellers  
   
  This carved wooden charm can be carried or worn as a brooch (does not take a body slot). When the charm is 
  grasped and a command word is spoken, the wearer is imbued with the ability to move as per the druid’s Woodland 
  Stride ability. The effect lasts one continuous hour, after which the charm crumbles to dust. 
   
  Moderate transmutation; CL 5th, Craft Wondrous Items, surefooted stride, Price 250 gp. Weight: negligible. 
  Cloak of Elemental Protection (Miniatures Handbook)  
  This cloak, woven with threads of various colors, protects the wearer from energy attacks. C= per day, as a swift action, 
  the wearer can activate the cloak AM and gain resistance 1o against a type of energy of the wearer's choice ( acid, cold, 
  electricity, fire, or sonic). The wearer can activate At : the cloak  when it is not his turn. The wearer therefore can 
  respond  to an energy attack by immediately activating -,:,a k and choosing the attack's energy type. 
  The cloak can be used only after being worn continuously for 24 hours. If it is taken off, it becomes inactive until it is 
  again donned and worn for a full 24 hours.   
   
  Faint abjuration; CL 3rd; Craft Wondrous Item, resist energy; Price 1,000 gp  
   
  Cloak of Turn Resistance (Libris Mortis)  
  This unholy item makes its wearer more difficult to turn by adding a +4 bonus on its turn resistance. 
   
  Moderate necromancy [evil]; CL 10th; Craft Wondrous item, able to rebuke undead as a 10th-level cleric; Price 
  11,000 gp. 
  Dust of Dispersion (Complete Arcane)  
  This fine powder resembles other types of magic dust, and a single handful flung into the air creates a translucent cloud 
  10 feet high, 10 feet long, and 10 feet wide. Creatures outside the cloud can see into it and through it (though their sight 
  is slightly blurred), but any ranged attacks entering or passing through the cloud have a 50% miss chance. Creatures 
  within the cloud make ranged attack rolls normally. 
  The cloud persists for 3 minutes, but a moderate wind (11+ mph) disperses it in 4 rounds. A strong wind (21+ mph) 
  disperses the cloud in 1 round, and any spell that deals fire damage burns away any part of the cloud in its area. The dust 
  cannot be used underwater. 
   
  Faint illusion; CL 3rd; Craft Wondrous item, blur, glitterdust; Price 2,100 gp. 
  Eternal Wand of Teleport (Eberron Campaign Setting) 
   
   An eternal wand holds an arcane spell. Unlike a traditional wand that holds 50 charges, an eternal wand allows any 
  character who can cast arcane spells to use the spell contained in it twice per day.  
   
  Faint conjuration; CL 15th; Craft Wand, Craft Wondrous Item, teleport, crafter must be a Celene elf elder; Price 
  20,350 gp. (This item is based on a like item from the book Eberron Campaign Setting, p. 265.) 
  Forestwarden Shroud (Races of the Wild)  
  Elves invented this lightweight set of tunic and leggings, though it was quickly adopted by rangers and similar 
  characters of all races. 
  A forestwarden shroud is worn over a suit of armor. It can be incorporated into any suit of armor during creation, or it 
  can be added later. Its slick surface allows branches and leaves to slide easily across it, negating the effect that 
  undergrowth and heavy undergrowth has on the wearer's Tumble and Move Silently checks (see Forest Terrain, page 87 
  of the Dungeon Master's Guide). 
  A forestwarden shroud costs 100 gp and adds 2 pounds to the weight of a suit of armor. 
  Gloves of Fortunate Striking (Miniatures Handbook) 
   
  Best worn by the cleverest of warmakers, these gloves allow their wearer to attempt to change an unfortunate strike 
  at the enemy to a more accurate one.  Once per day, after the wearer of the gloves has made an attack roll (but before it’s 
  determined whether the roll succeeded), he may choose to make the attack roll again.  He must use the second result 
  even if it is lower.  The wearer can’t use this ability if he has already made the attack roll again because of another ability 
  he possesses, nor can he use another ability he possesses to make the attack role again after he uses the gloves.  The 
  gloves can be used only after they are worn continuously for 24 hours.  If they are taken off, they become inactive until 
  they are again donned and worn for a full 24 hours. 
   
  Faint divination; CL 3rd; Craft Wondrous Item, true strike; Price 2,000 gp 
  
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  Memento Magica (Races of the Dragon)   
  Sorcerers, bards, and all spontaneous spellcasters of all sorts can benefit from a memento magica. 
  Description: A memento magica appears to be an amethyst cunningly cut into some draconic shape, often that of a 
  dragon's scale. 
  Effect: A memento magica is a great aid to spontaneous spellcasters such as sorcerers, bards, and favored souls (see 
  Complete Divine page 6), much as a pearl o f power is to casters who prepare spells. once- per day on command, a 
  memento magica enables its possessor to regain any one spell slot that she had previously used that day. The spell slot is 
  available just as if a spell had not been cast. A memento magica can only recall a spell slot of the level it was created to 
  hold. Different mementos magica exist for recalling one spell slot per day of each level from 1st through 9th. 
  Aura/Caster Level: Strong transmutation; CL 17th. Construction: Craft Wondrous Item, creator must be able to 
  spontaneously cast spells of the spell level to be recalled; 750 gp, 60 XP, 2 days (1st); 3,000 gp, 240 XP, 6 days (2nd); 6,750 
  gp, 540 XP, 14 days (3rd); 12,000 gp, 960 XP, 24 days (4th); 18,750 gp, 1,500 XP, 38 days (5th); 27,000 gp, 2,160 XP, 54 
  days (6th); 36,750 gp, 2,940 XP, 74 days (7th); 48,000 gp, 3,840 XP, 96 days (8th); 60,750 gp, 4,860 XP, 122 days (9th). 
  Weight: - 
  Price: 1,500 gp (1st); 6,000 gp (2nd); 13,500 gp (3rd); 24,000 gp (4th); 37,500 gp (5th), 54,000 gp (6th); 73,500 gp (7th); 
  96,000 gp (8th); 121,500 gp (9th).  
  Metamagic Rods (Complete Arcane) 
  Metamagic rods hold the essence of a metamagic feat but do not change the spell slot of the altered spell. The 
  metamagic rods presented here (modeled after the new metamagic feats presented in Chapter 3 of this book) function 
  in all respects as those described on page 236 of the Dungeon Master's Guide. 
  Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser 
  rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower. 
  Metamagic, Sculpting: The wielder can cast up to three spells per day whose areas can be modified as though using 
  the Sculpt Spell feat. 
  Strong (no school); CL 17th; Craft Rod, Sculpt Spell; Price 5,400 gp (lesser), 21,600 gp (normal), 48,600 gp (greater).  
  Metamagic, Substitution: Four different types of the metamagic rod of substitution exist, each keyed to a different 
  type of energy (acid, cold, electricity, or fire). The wielder can cast up to three spells per day as though using the 
  appropriate Energy Substitution feat. 
  Strong (no school); CL 17th; Craft Rod, Energy Substitution for the appropriate energy type; Price 2,700 gp (lesser), 
  10,500 gp (normal), 24,300 gp (greater). 
  Plant Graft: Grappling Vine (Magic of Eberron) 
   
  You can launch a thick, sticky vine from either arm, using it to ensnare your foes. 
  Graft Location: Arms 
  Description: Your arms appear slightly swollen, especially below the elbow.  Green lines reminiscent of veins are 
  visible beneath your skin, and a puckered opening along the front of your wrist allows you to launch the living vine 
  within you at one of your enemies.  
  The sticky green vine that emerges from your arm is about 2 inches in diameter.  Though the vine is tough and woody, 
  long veins run along its length, making it look more like flesh than plant. 
  Activation:  Activating the grappling vine is a standard action that does not provoke an attack of opportunity. 
  Effect: You can launch a thick, sticky vine in an attempt to grapple an opponent.  Doing this requires a ranged touch 
  attack (the vine has a reach of 10 feet).  If you hit, you do no damage but can attempt to start a grapple as a free action (as 
  if you had the improved grab ability; see page 310 of the Monster Manual). The vine uses your own grapple modifier and 
  is treated as if it had the Improved Grapple feat (+4 bonus on grapple checks).  Success establishes a hold, pulls the 
  target into your space, and deals constrict damage(see below).  You can only grapple creatures of your size category or 
  lower with the grappling vine. 
  The vine’s constrict ability (see page 307 of the Monster Manual) allows you to deal 1d6 points of damage plus your 
  Strength modifier each time you succeed on a grapple check in subsequent rounds.   
  If the range touch attack misses, or if the grapple ends, the vine automatically retracts into your arm.  You can only use 
  one vine at a time, though you can use a vine even if that hand holds another object. 
  
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  You can also use the vine to grab and reel in unattended objects within 10 feet.  With a successful ranged touch attack, 
  you latch the vine onto the object and snatch it back to your empty hand.  Any object you target must be small enough 
  to fit in one hand. 
  The vine is not strong enough to hold your weight and thus you can not hang from it or use it to help you climb. 
  An extended vine can be attacked as if it were a weapon.  Each vine has hardness 5 and 20 hit points.  A damaged vine 
  heals entirely in 8 hours, while a severed vine regrows in one week.  A regenerate spell regrows a severed vine 
  immediately.   
  Construction:  Requires Eldeen Plantgrafter, entangle and plant growth spells, 3,500gp, 270xp, 7 days. 
  Graft Donor: A living vine. 
  Graft Sacrifice: 4hp. 
  Price: 7000gp. 
  Ring of Greater Counterspelling (Arms and Equipment Guide)  
  This seems to be a ring of spell storing upon first examination. However, while it allows a single spell of 1st through 9th 
  level to be cast into it, that spell cannot be cast out of it again Instead, should that spell ever be cast upon the wearer, or 
  within 90 feet of the wearer (if the wearer retains line of sight to the caster), the spell is immediately countered, as a 
  counterspell action, requiring no action (or even knowledge) on the wearer's part Once so used, the spell cast into the 
  ring is gone. A new spell (or the same one as before) may be placed in it again. 
   
  Strong universal.  Caster Level: 18th; Prerequisites: Forge Ring, spell turning, wish; Market Price: 16,000 gp. 
  Rod of Mastery: Elf (or Human or Gnome, etc., i.e. the “target race”)  
   
  The Suel mage of power, Kaarl Hartur, created these rods by distilling the powers of a rod of rulership to focus on a 
  single specific race. The rods are universally black, bearing twisted visages of the race to which they are attuned. The 
  wielder can enthrall the targeted type of creatures within 120 feet whenever the device is active (activating the device is 
  a standard action). Creatures totaling 500 hit dice can be enthralled and ruled. All creatures except the target race are 
  completely immune to the Rod’s power. Those who are affected are entitled to a DC 30 Will save to negate the effect. 
  Ruled creatures obey as though under a permanent dominate monster effect, except that they respond to verbal orders (no 
  telepathic links are created). Any subject forced to take actions against its nature receives a new saving throw with a +2 
  bonus. Obviously self-destructive orders are not carried out.  
  The rod also provides a sanctuary effect, per the spell, to the wielder against the target race only (other races are 
  unaffected).  The Will save is DC 20 and must be re-rolled every round in order to target the wielder. 
  The rod requires that the essence of a vampire of the target race be bound within. It bestows four negative levels on any 
  non-evil creature attempting to wield it. The negative levels remain as long as the rod is in hand and disappears when 
  the rod is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any 
  way (including restoration spells) while the rod is wielded. The rod goes dormant unless bathed liberally with fresh blood 
  of the target race once per week. 
  Minor artifact: Strong enchantment and evil; CL 20th. Weight 5 lbs. 
  Sweeping Magic Weapon Special Ability (Arms and Equipment Guide)  
  This ability grants a +4 bonus on any Strength checks the wielder makes as part of an attempt to trip an opponent with 
  the weapon. Only melee weapons can have this ability. 
   
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, bull's strength; Market Price: +1 bonus. 
  Torment (Callenwold’s Ring) 
   
  This artifact began as an evil sacrificial dagger, used by Vecna’s lieutenant Callenwold to ritually spill the blood of a 
  thousand victims, storing their very souls for later use in animating greater undead servants. When his master was slain 
  by Kas, Callenwold abandoned the disintegrating empire before the forces of good brought him to justice. Seeking to 
  harness the power of the dagger to craft his own empire, Callenwold allied with Jognar Bendarr. Jognar was a legendary 
  dwarf artisan gifted in manufacturing rings of beauty and power, and infamous among his clansmen in the Lortmil 
  Mountains. Together they reforged the blade into a smoky gray thinaun ring that Callenwold named “Torment” for its 
  effect on those slain in its presence. 
  The ring has the following powers, which are always active while the ring is worn. 
  
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  • 
  Magic Circle Against Good: per the spell, centered on the wielder. 
  • 
  Desecrate: as the spell. 20 ft. radius centered on the wielder. 
  • 
  Create Undead/Create Greater Undead: Any humanoid or monstrous humanoid which dies within 100 ft. of 
  Torment rises as an undead in 1d4 rounds. The type of undead is determined by the hit dice of the slain 
  creature using the chart below. The undead thus created are under the control of the ring wearer, though 
  commands are not telepathic and must be verbalized. Torment loosely binds the soul of the slain to the created 
  undead. This binding provides the undead with a +2 turn resistance (which stacks with other resistances) and 
  causes the soul agony until it is released when its undead form is destroyed.  
   
  HD 1-3:      Ghast; see Monster Manual p.119 
  HD 4-6:      Shadow; see Monster Manual p. 221  
  HD 7-8:      Wraith; see Monster Manual p. 258 
  HD 9-10:    Spectre; see Monster Manual p. 232 
  HD 11-12:  Dread Wraith; see Monster Manual p. 258 
  HD 13+:     Nightwing; see Monster Manual p. 197 
  • 
  The wielder of Torment can command all the undead that the ring creates, but has no power over undead 
  otherwise encountered. The commanded undead continue to follow orders in the absence of the wielder as 
  long as the wielder remains on the same plane, with sentient undead able to adapt to accomplish goals.  
  • 
  Non-intelligent undead can never attack the wearer and even intelligent undead have to make a Will DC 20 
  save to attack the wielder (unless attacked by him/her). 
   
  All powers are at caster level 20th, and all DCs to resist their effects are 20. 
  The ring bestows two negative levels on any nonevil creature who possesses it. The negative levels remain as long as the 
  ring is possessed and disappears when the ring is discarded. These negative levels never result in actual level loss, but 
  they cannot be overcome in any way (including restoration spells) while the ring is possessed. In addition, a nonevil 
  character that possesses this item must make a DC 20 Will save each week to avoid becoming evil, with the save 
  automatically failed if Torment creates any undead during that week. 
  Vest of Resistance (Complete Arcane)  
  These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws. 
   
  Faint abjuration; CL 5th; Craft Wondrous Item, resistance, creator's caster level must be at least three times the 
  vest's bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 11b. 
  New Spells 
  Accuracy (Complete Arcane)  
  Transmutation  
  Level: Warmage 1, wu jen 1 
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch 
  Targets: One thrown weapon/level touched or one projectile weapon touched 
  Duration: 10 min./level 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
  When you cast this spell, you enhance one or more thrown weapons or one projectile weapon to improve its chance of 
  hitting distant targets. For the duration of the spell, the range increment for the affected weapon or weapons is doubled. 
   
  Arcane Material Component: Ink used to scribe a mystical character on each weapon affected by the spell. 
   
  Aid, Mass (Spell Compendium) 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Cleric 3 
  Range: Close (25 ft. + 5 ft./2 levels)  
  
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  Targets: One or more creatures, no two of which are more than 30 ft. apart 
   
  You hold your holy symbol aloft and cast the spell. A silvery radiance dances from your hands, leaping over all the nearby party 
  members and strengthening them. 
  This spell functions like aid (PH 196), except that it affects multiple subjects at a distance and each subject gains 
  temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+15). 
   
  Alter Fortune (Player’s Handbook II) 
  Divination 
  Level: Bard 3, cleric 3, druid 3, sorcerer/ wizard 3 
  Components: V X 
  Casting Time: 1 immediate action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature 
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
   
  With a single utterance, you create a momentary distortion that engulfs and confounds your foe. 
  You change the flow of chance, causing the subject to immediately reroll any die roll it just made. It must abide by the 
  second roll. 
  XP Cost: 200 XP. 
  Arc of Lightning (Spell Compendium) 
  Conjuration (Creation) [Electricity] 
   
  Level: Druid 4, sorcerer/wizard 5, Windstorm 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
   
  Static fills the air as you complete the spell. With a gesture you create magical conductivity between two creatures, and a bolt of 
  electricity arcs between them with a shockingly loud crackle. 
  This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in 
  the line between them.  Both creatures must be in range, and you must be able to target them both (as if this spell had 
  them as its targets).  Draw the line from any corner in one creature’s space to any corner in the other’s space.  The bolt 
  affects all squares in this line. 
   
  Arcane Material Component: Two small iron rods. 
   
  Backbiter (Spell Compendium) 
  Necromancy 
  Level: Sorcerer / wizard 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Target: One weapon 
  Duration: 1 round/level or until discharged 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes (object) 
   
  The weapon you indicate during the spell’s casting briefly shimmers with a black aura that disappears in an eye blink. 
  You cast this spell on any melee weapon.  The next time that weapon is used to make a melee attack, its shaft twists 
  around so that the weapon strikes the wielder instead.  The weapon hits automatically, and no attack role is made.  The 
  wielder gets no warning or knowledge of the spell’s effect on his weapon, and although he makes the attack, the self-
  dealt damage can’t be consciously reduced (though damage reduction applies) or changed to non-lethal damage.  Once 
  the weapon attacks its wielder (whether successfully or not), the spell is discharged.  Magic weapons targeted by this 
  spell receive a Will save.  An item in a creature’s possession uses its own Will save bonus or its wielder’s bonus, 
  whichever is higher. 
   
  Arcane Focus: A dagger. 
  
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  Baleful Transposition (Spell Compendium) 
  Conjuration (Teleportation)  
  Level: Sorcerer/wizard 2  
  Components: V 
  Casting Time: 1 standard action  
  Range: Medium (10o ft. + 10 ft./level)  
  Targets: Two creatures of up to Large size 
  Duration: Instantaneous  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
   
  Seeing your friend imperiled, you cast about for a likely target and settle upon a nearby foe. With a word, your ally stands free 
  while your foe faces death. 
  Two target creatures, of which you can be one, instantly swap positions. A solid object such as the ground, a bridge, or a 
  rope must connect the creatures. Both subjects must be within range. Objects carried by the creatures (up to the 
  creatures' maximum loads) go with them, but other creatures do not, even if they are carried. The movement is 
  instantaneous and does not provoke attacks of opportunity. 
  If either creature succeeds on its Will save, the spell is negated. 
   
  Bands of Steel (Spell Compendium) 
  Conjuration (Creation) 
  Level: Sorcerer / wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. / level) 
  Target: One Medium or smaller creature 
  Duration: 1 round/level 
  Saving Throw: Reflex partial 
  Spell Resistance: No 
   
  The interlocking hoops become briefly hot then disappear even as similar, larger bands streak from your outstretched hand toward 
  the creature you indicate.  With a satisfying metallic clank, the bands wrap around the indicated creature. 
  The victim must succeed on a Reflex save or be immobilized and thus unable to move.  If the saving throw succeeds, the 
  victim is only partially trapped by the bands, and is entangled.  A creature immobilized by the bands can attempt to 
  escape as a full-round action, either by bursting free (Strength DC 18) or wriggling out (Escape Artist DC 18).  An 
  entangled creature can use a full-round action to break free (Strength DC 13) or disentangle itself (Escape Artist DC 13). 
   
  Material Component: Three small silver hoops, interlocked. 
   
  Battle Hymn (Spell Compendium) 
  Enchantment (Charm) [Mind-Affecting]  
  Level: Bard 2, sorcerer/wizard 4  
  Components: V S 
  Casting Time: 1 standard action  
  Range: 30 ft. 
  Targets: All allies within 30 ft.  
  Duration: 1 round/level  
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You wave your hand as if a conductor and hum an uplifting tune under your breath. As the energy of the spell releases, you hear 
  the air around you fill with the song you are humming, as if performed by a small troupe. 
   
  This spell brings forth a stirring martial tune that inspires all creatures within the area who are friendly to you. 
  These creatures can reroll one Will save that they have just made each round for the duration of the spell. The reroll 
  must be made before the DM declares whether the roll results in success or failure, and the result of the second roll 
  must be used, even if it is a lower result. 
  Benign Transposition (Spell Compendium)  
  Conjuration (Teleportation)  
  Level: Sorcerer/wizard 1  
  Components: V 
  Casting Time: 1 standard action  
  
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  Range: Medium (100 ft. + 10 ft./level)  
  Targets: Two willing creatures of up to Large size 
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
   
  Calling out the arcane words, you suddenly stand where your companion was, and he has taken your place, outside the reach o f 
  his foes. 
  Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects 
  carried by the creatures (up to the creatures' maximum loads) go with them, but other creatures do not, even if they are 
  carried. The movement is instantaneous and does not provoke attacks of opportunity. 
   
  Bite Of The Werebear (Spell Compendium) 
  Transmutation 
  Level: Druid 6, sorcerer/wizard 7  
  Components: V, S, M 
  Casting Time: 1 standard action  
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  With an inhuman roar, your face extends and expands, and your hands enlarge into clawed paws. Powerful muscle builds 
  under your shin, and you become a half-bear creature.  You gain a +16 enhancement bonus to strength, a +2 
  enhancement bonus to Dexterity, a +8 enhancement bonus to Constitution, and a +7 enhancement bonus to natural 
  armor. Your hands become claws, granting you two claw attacks, and your mouth becomes that of a bear, giving you a 
  bite attack. You can attack with both claws at your full attack bonus, but your bite attack takes a -2 penalty (as if you had 
  the Multiattack feat). Each claw deals 1d8 points of damage (1d6 if you are Small) + your Str modifier, and your bite 
  deals 2d8 points of damage (2d6 if you are Small) + 1/2 your Str modifier. You gain the benefits of the Blind-Fight and 
  Power Attack feats, as well. If your base attack bonus is +6 or higher, you do not gain any additional attacks. 
   
  Material Component: A tuft of bear fur. 
   
  Blacklight (Spell Compendium) 
  Evocation [Darkness]  
  Level: Darkness 3, sorcerer/ wizard 3 
  Components: V S, M 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Area: A 20-ft.-radius emanation centered on a creature, object, or point in space 
  Duration: 1 round/level (D) 
  Saving Throw: Will negates or none (object) 
  Spell Resistance: Yes or no (object)  
   
  With a few short words of power, you draw the light from the surrounding area. Within just a few seconds, the light dims to utter 
  darkness. 
  You create an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but you can see 
  normally within the blacklit area. Creatures outside the spell's area, even you, cannot see through it.  You can cast the 
  spell on a point in space, but the effect is stationary unless you cast it cast on a mobile object. You can cast the spell on a 
  creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space 
  do not get saving throws or benefit from 
  spell resistance.  Blacklight counters or dispels any light spell of equal or lower level, such as daylight. 
   
  Material Component: A piece of coal and the dried eyeball of any creature. 
   
  Blade Of Pain And Fear (Spell Compendium) 
  Evocation 
  Level: Assassin 2, blackguard 2, cleric 3, Deathbound 2, sorcerer/wizard 3 
  Components: V S, DF 
  Casting Time: 1 standard action 
  Range: 0 ft. 
  Effect: Swordlike column of gnashing teeth  
  Duration: 1 round/level (D)  
  Saving Throw: Will partial  
  Spell Resistance: Yes 
  
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  A three-foot-long column of disembodied gnashing teeth springs forth from your hand. 
  For the duration of the spell, you can make melee touch attacks that deal 1d6 points of damage +1 point per two caster 
  levels (maximum +10). Your Strength modifier does not apply to the damage. A creature that you successfully deal 
  damage to must also make a Will saving throw or become frightened 
  for 1d4 rounds. 
   
  Blades Of Fire (Spell Compendium) 
  Conjuration (Creation) [Fire]  
  Level: Ranger 1, sorcerer/wizard 1  
  Components: V 
  Casting Time: 1 swift action  
  Range: Touch 
  Targets: Up to two melee weapons you are wielding 
  Duration: 1 round 
  Saving Throw: None 
    
  Spell Resistance: No 
   
  A word your weapons burst into flame. feel no heat and the flames merely tickle your skin. 
  Your melee weapons each deal an extra 1d8 points of fire damage. This damage stacks with any energy damage your 
  weapons already deal. 
   
  . 
  Blast Of Flame (Spell Compendium) 
  Conjuration (Creation) [Fire]  
  Level: Sorcerer/wizard 4 Components: V, S, M  
  Casting Time: 1 standard action  
  Range: 60 ft. 
  Area: Cone-shaped burst  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: No 
   
  As you cast the spell, your hand becomes sheathed in barely perceptible yellow flame With a roar, the flames burst from your hand 
  in the shape of a cone, leaving your hand trailing wisps of smoke. 
  Flames fill the area, dealing 1d6 points of fire damage per caster level (maximum 10d6) to any creature in the area that 
  fails its saving throw. 
   
  Arcane Material Component: A bit of wick soaked in oil. 
   
  Brambles (Spell Compendium) 
  Transmutation  
  Level: Cleric 2, druid 2  
  Components: V S, M  
  Casting Time: 1 standard action  
  Range: Touch 
  Target: Wooden weapon touched  
  Duration: 1 round/level  
  Saving Throw: None 
  Spell Resistance: No 
   
  With the sound of twisting wood, the weapon you touch grows sharp spikes like rose thorns. 
  For the duration of the spell, the weapon deals both piercing and bludgeoning damage. It gains a +1 enhancement 
  bonus on its attacks and also gains a +1 enhancement bonus per caster level on melee damage rolls (maximum +10). This 
  spell works only on melee weapons with wooden striking surfaces. For instance, it does not work on a bow, an arrow, or 
  a metal mace. 
   
  Material Component: A small thorn. 
   
  Branch To Branch (Spell Compendium) 
  Transmutation 
  Level: Druid 1, ranger 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  
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  Duration: 1 hour/level 
   
  With the last guttural utterance, your fingers thicken and your arms lengthen slightly.  You have the impression that you would 
  feel more at ease in a canopy of trees. 
  You gain a +10 competence bonus on Climb checks made in trees.  As long as you remain at least 10 feet above the 
  ground, you can brachiate (swing by branches and vines) in medium or dense forest, but not in sparse forest.  When you 
  brachiate, you gain a 10-foot enhancement bonus to your land speed and ignore the hampered movement penalties for 
  undergrowth and other terrain features.  You can charge while you are brachiating, but you can’t run.  Naturally, some 
  local conditions, such as areas of sparse forest, clearings, wide rivers, or other breaks in the forest canopy, might force 
  you to return to the ground.   
  Burning Blood (Spell Compendium) 
  Necromancy 
  Level: Sorcerer / wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. / level) 
  Target: One living creature; see text 
  Duration: 1 minute/level (D) 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
   
  The taste of copper fills your mouth and bloody spatters punctuate your last few words that unlock the spell.  You gag slightly as 
  the blood in your mouth congeals, but disappears even as you release the spell. 
  You taint a living creature’s blood with a hot, corrosive infusion, dealing 1d8 points of acid damage and 1d8 points of 
  fire damage per round.  The subject can attempt a Fortitude save each round to negate the damage, but a successful save 
  does not prevent damage in future rounds.  Searing pain limits the subject to a single move action in any round when it 
  fails its Fortitude save.  Burning blood does not affect creatures of the construct, elemental, ooze, plant or undead types. 
   
  Arcane Material Component: A drop of blood and a pinch of saltpeter. 
  Caltrops (Spell Compendium)  
  Conjuration (Creation)  
  Level: Sorcerer/wizard 0  
  Components: V S 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + S ft./2 levels)  
  Area: See text 
  Duration: 1 round/level  
  Saving Throw: None  
  Spell Resistance: No 
   
  You speak the words and spread your r : open, as if f you were throwing jacks. Coppery sparks spring from your palm, filling 
  corridor with small four-pronged spikes.  
  A caltrops spell covers one 5-foot-by-5-foot square with caltrops. Every time a creature moves into an area covered by 
  caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack 
  roll (+0 melee) against the creature. For this attack, the target's 
  shield and deflection bonuses do not count nor does its armor bonus for armor worn. A target wearing shoes or 
  footwear gains a +2 armor bonus Armor Class (which does count). If caltrops succeed on the attack, the creature has 
  stepped on one. 
  A successful attack by a caltrop deals 1 point of damage. If the target is Small Medium, or Large, its land speed is 
  reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully 
  treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature 
  must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a 
  bed of caltrops with no trouble 
  The DM DMs the effectiveness of caltrops against unusual opponents or opponents outside the size range given above.  
  A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant 
  wearing thick, massive boots might be immune to their attacks. 
  For every two caster levels beyond 1st, you can affect an additional 5-foot-by-5-foot square, and the caltrops' attack bonus 
  increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th  level (+2 melee), four at 7th level melee), 
  and a maximum of five at 9th : r higher (+4 melee maximum). 
  Multiple caltrops spells (or mundane caltrops)  occupying the same space have no additional effect. 
  
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  Camouflage (Spell Compendium) 
  Transmutation 
  Level: Druid 1, ranger 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
  Upon finishing the spell, your skin and clothing change color, warping tint and hue to match your surroundings. 
  Throughout the duration of the spell, your coloration changes instantly to match the background of any new 
  environment you enter, with no effort on your part.  This effect grants you a +10 circumstance bonus on Hide checks. 
   
  Camouflage, Mass (Spell Compendium) 
  Transmutation 
  Level: Druid 2, ranger 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. / level) 
  Target: Any number of creatures, no two of which are more than 60 ft. apart. 
  Duration: 10 minutes/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  Reaching out to your environment, you wrap your allies in the patterns and shifting colors of their surroundings, concealing 
  them from prying eyes. 
  This spell functions like camouflage, except the effect is mobile with the group.  The spell is broken for any individual 
  who moves more than 60 feet from the nearest member of the group.  If only two individuals are affected, the one 
  moving away from the other one loses its camouflage.  If both are moving away from each other, they both become 
  visible when the distance between them exceeds 60 feet. 
  Close Wounds (Spell Compendium) 
  Conjuration (Healing) 
  Level: Cleric 2  
  Components: V 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless); see text 
  Spell Resistance: Yes (harmless)  
   
  Your ally falls from a crushing blow, but you don't have time to reach him. You quickly speak words of power, and the worst of 
  his injuries glow golden and begin to heal.  
  This spell cures 1d4 points of damage +1 point per caster level (maximum +5). 
  If you cast this spell immediately after the subject takes damage, it effectively prevents the damage. It would keep alive 
  someone who had just dropped to -10 hit points, for example, leaving the character at negative hit points but stable. 
  Used against an undead creature, close wounds deals damage instead of curing the creature (which takes half damage if 
  it makes a Will saving throw). 
  Conjure Ice Beast I (Frostburn) 
  Conjuration (Creation) [Cold]  
  Level: Cleric 1, druid 1, ranger 1  
  Components: V S, DF  
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One conjured ice creature  
  Duration: 1 round/level (D)  
  Saving Throw: None 
  Spell Resistance: No 
  
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  This spell creates a creature constructed from magical ice. It appears where you designate and acts immediately, on your 
  turn. It attacks your opponents to the best of its ability. If you  can communicate with the creature, you can direct it not 
  to attack, to attack particular enemies, or to perform other actions. 
  The spell conjures one of the creatures from the 1st-level list of either the summon monster table or the summon 
  nature's ally table (pages 287-288 of the Player's Handbook). The conjured creature cannot have the fire subtype. You 
  choose which kind of creature to conjure, and you can change that choice each time you cast the spell. The conjured 
  creature is a construct made of magical ice, gaining the ice beast template (see page 138).  In all other ways, conjure ice 
  beast I functions like summon monster I.  
  Conjure Ice Beast V (Frostburn) 
  Conjuration (Creation) [Cold]    
  Level: Cleric 5, druid 5 
  Effect: One or more conjured ice creatures, no two of which can be more than 30 ft. apart 
  This spell functions like conjure ice beast I, except that you can conjure one creature from the 5th-level list, two 
  creatures of the same kind from the 4th-level list, or four creatures of the same kind from a lower-level list.  
  Conviction (Spell Compendium) 
  Abjuration 
  Level: Cleric 1  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch 
  Target: Creature touched  
  Duration: 10 minutes/level  
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You hold the holy passage in your hand and touch your ally, intoning the spell. A sea-blue nimbus of light blossoms about his 
  head and shoulders, strengthening his resolve. 
  This spell bolsters the mental, physical, and spiritual strength of the creature touched. The spell grants the subject a -2 
  morale bonus on saving throws, with an additional +1 to the bonus for every six caster levels you have (maximum +5 
  morale bonus at 18th level). 
   
  Divine Material Component: A small parchment with a bit of holy text written upon it. 
  Conviction, Mass (Spell Compendium)  
  Abjuration  
  Level: Cleric 3 
  Range: Medium (100 ft. + 10 ft./level)  
  Targets: Allies in a 20-ft.-radius burst  
   
  You hold the holy passage aloft and invoke the power of its words. Around you, your friends are bathed in a sea-blue nimbus of 
  light. 
  This spell functions like conviction, except that it affects multiple allies at a distance. 
  Death Throes (Spell Compendium) 
  Necromancy [Force]  
  Level: Cleric 5, sorcerer/wizard 5  
  Components: V S 
  Casting Time: 1 standard action  
  Range: Personal 
  Target: You 
  Duration: 1 hour/level or until you are killed 
  Saving Throw: None  
  Spell Resistance: No 
   
  As the killing blow falls, you smile with grim satisfaction even as the light of life fades, knowing that your enemy will soon be 
  joining you in the afterlife. 
  If you are killed, your body is instantaneously destroyed in an explosion that deals 1d8 points of damage per caster level 
  to everyone in a 30-foot-radius burst.  This explosion destroys your body, preventing any form of raising or resurrection 
  that requires part of the corpse. A wish, miracle, or true resurrection spell can restore life. 
  Delay Death (Spell Compendium) 
  Necromancy   
  
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  Level: Cleric 4  
  Components: V S, DF 
  Casting Time: 1 immediate action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature 
  Duration: 1 round/level  
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You gesture toward your ally and call upon e power o f your beliefs. A soft, golden glow appears on your companion's chest, 
  around his heart. 
  The subject of this powerful spell is unable to die from hit point damage. While under the protection of this spell, the 
  normal limit of -9 hit points before a character dies is extended without limit. A condition or spell that destroys enough 
  of the subject's body so as to not allow raise dead to work, such as a disintegrate effect, still kills the creature, as does 
  death brought about any ability score damage, level drain, or death effect. 
  The spell does not prevent the subject from entering the dying state or dropping to -1 hit points. It merely prevents 
  death as a result of hit point loss. 
  If the subject has fewer than -9 points when the spell's duration expires, it dies instantly. 
   
  Distract Assailant (Spell Compendium)  
  (Compulsion) [Mind-Affecting]  
  Level: Assassin 1, sorcerer/wizard 1  
  Components: V S, M 
  Casting Time: 1 swift action  
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: Will negates  
  Spell Resistance: Yes 
   
  Buzzing under your breath like a fly, you swat at the sky and toss the fly's wing in your hand into the air. 
  The target of your spell becomes distracted, starting at shadows and looking about for unseen assailants. 
  A creature affected by this spell is flat-footed until the beginning of its next turn. 
   
  Arcane Material Component: The dried wing of a fly. 
  Divine Insight (Spell Compendium) 
  Divination  
  Level: Cleric 2, paladin 2  
  Components: V S, DF 
  Casting Time: 1 standard action  
   
  Range: Personal 
  Target: You 
  Duration: 1 hour/level or until discharged (D) 
   
  Clutching the focus of your spells to your chest, you let your eyes flutter shut. As you complete the short prayer you feel your deity's 
  presence fill you with confidence. 
  Once during the spell's duration, you can choose to use its effect. This spell grants you an insight bonus equal to 5 + 
  your caster level (maximum bonus of +15) on any single skill check. Activating the effect requires an immediate action. 
  You must choose to use the insight bonus before you make the check you want to modify. Once used, the spell ends. 
  You can't have more than one divine insight effect active on you at the same time. 
  Doomtide (Spell Compendium) 
  Illusion (Pattern)  
  Level: Cleric 5   
  Components: V S, DF  
  Casting Time: 1 standard action  
  Range: 80 ft. 
  Effect: Eight 10-ft. cubes extending straight from you 
  Duration: 1 round/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
   
  You fill an area with illusory black, creeping mist that vaguely resembles thousands slender grasping tentacles. 
  
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  Creatures within the area must make Will saves or be dazed for 1 round.  Any creature moving into the mist, or a 
  creature that begins its turn in the mist, must succeed on a Will save or also be dazed for 1 round. 
  The mist filling the area obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has 
  concealment. Creatures farther away have total concealment. 
  When you cast the spell, you decide if the effect remains stationary or if its point of origin moves straight away from 
  you at a rate of 10 feet per round. 
  A moderate wind disperses the effect in 4 rounds; a strong wind disperses the mist in 1 round. 
  Easy Trail (Spell Compendium) 
  Abjuration 
  Level: Druid 2, ranger 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 40 ft. 
  Area: 40-ft.-radius emanation centered on you  
  Duration: 1 hour/level (D) 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You sweep your arm as if to push aside a branch and simultaneously call out for the plants around you to move aside.  
  Obediently, the plants surrounding you oblige. 
  Anyone in the area of the spell (including you) finds the undergrowth held aside while they pass.  This effect essentially 
  provides a trail through any kind of undergrowth, and you treat any trackless terrain as having a trail (PH 164).  Once 
  the effect of the spell passes, the plants return to their normal shape.  The DC to track anyone who traveled within the 
  area of this spell increases by 5 (the equivalent of hiding the trail).  This spell has no effect on plant creatures (that is, 
  they aren’t pushed or held aside by its effect). 
  Energy Immunity (Spell Compendium) 
  Abjuration  
  Level: Cleric 6, druid 6, sorcerer/ wizard 7 
  Components: V S 
  Casting Time: 1 standard action  
  Range: Touch 
  Target: Creature touched  
  Duration: 24 hours  
  Saving Throw: None  
  Spell Resistance: Yes (harmless) 
   
  A sense of security fills you as you complete the spell. As you touch the intended target of the spell, the feeling lingers for a moment 
  before fading. 
  This abjuration grants a creature and its equipment complete immunity to damage from one of the five energy types - 
  acid, cold, electricity, fire, or sonic. Energy immunity absorbs only hit point damage, so the recipient could still suffer 
  side effects such as drowning in acid, being deafened by a sonic attack, or becoming immobilized in ice (and thus 
  helpless). 
  Energy immunity overlaps protection from energy and resist energy. As long as energy immunity is in effect, the other 
  spells absorb no damage. 
   
  Enrage Animal (Spell Compendium) 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Druid 1, ranger 1  
  Components: V S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Target: One animal 
  Duration: Concentration +1 round/ level 
  Saving Throw: None  
  Spell Resistance: Yes 
   
  You feel inexplicably angry as you near the conclusion of the spell's casting. The feeling subsides slightly as you release the spell 
  into your target. 
  
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  Enrage animal affects only creatures of the animal type and bestows a +4 morale bonus to Strength and Constitution, a 
  +2 morale bonus on Will saves, and a -2 penalty to Armor Class. This effect is otherwise identical to a barbarian's rage 
  (PH 25), except that the animal is not fatigued at the end of the rage. 
   
  Entice Gift (Spell Compendium) 
  Enchantment  [Mind-Affecting]  
  Level:  Bard 2, Greed 2, sorcerer/wizard 2  
  Components: V. S 
  Casting Time: 1 standard action  
  Range:  Close (25 = 5 ft./2 levels 
  Target: One creature  
  Duration: 1 round  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
   
  You cast the spell and a purple glow appears in your mark's eyes. You hold out your hand and demand the object it holds in a 
  compelling voice. 
  You enchant a creature so that it feels suddenly compelled to give you what it is holding when you cast this spell. On 
  the creature's next action, it moves as close to you as it can get in a single round and offers you the object as a standard 
  action. This spell allows you to act out of turn and accept the "gift" if the creature reaches you to hand you the object 
  (assuming you have a free hand and can accept it). The subject defends itself normally and acts as it wishes on 
  subsequent rounds, including attempting to get the object back if desired. If the subject is prevented from doing as the 
  spell compels, the spell has no effect. For example, if the subject is paralyzed and cannot move or drop the item, nothing 
  happens. 
   
  Etherealness, Swift (Player’s Handbook II) 
  Transmutation 
  Level: Beguiler 5, cleric 5, sorcerer/ wizard 5 
  Components: V S 
  Casting Time: 1 swift action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One willing creature  
  Duration: 1 round 
  Saving Throw: Will negates  
  Spell Resistance: Yes 
   
  With a single word and a quick wave of your hand, the creature disappears. 
  The subject becomes ethereal until the end of its next turn. If, at the end of the spell's duration, the subject creature 
  rematerializes within a solid object or in an occupied space, it is shunted off to the nearest open space and takes 1d6 
  points of damage per 5 feet so traveled. 
   
  Faith Healing (Spell Compendium) 
  Conjuration (Healing)  
  Level: Blackguard 1, cleric 1, paladin 1  
  Components: V S 
  Casting Time: 1 standard action  
  Range: Touch 
  Target: Living creature touched  
  Duration: Instantaneous 
  Saving Throw: Will half (harmless)  
  Spell Resistance: Yes (harmless)  
   
  You place your hands on your loyal acolyte and blue-silver radiance discharges from your hands. The horrendous wounds across 
  his chest heal, leaving no scar. 
  When laying your hand upon a living creature, you channel positive energy that cures 8 points of damage +1 point per 
  caster level (up to +5). The spell works only on a creature that worships the same deity as you. A target with no deity or a 
  different deity from yours is unaffected by the spell, even if the target would normally be harmed by positive energy. 
   
  Fell The Greatest Foe (Spell Compendium) 
  Transmutation 
  Level: Assassin 2, cleric 3, paladin 2, ranger 2 
  
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  Components: V S, M 
  Casting Time: 1 standard action  
  Range: Touch 
  Target: Creature touched  
  Duration: 1 round/level  
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless)  
   
  You touch the creature, and its muscles ripple with yellow energy. 
  The subject gains the ability to deal greater damage against larger creatures. For every size category of an opponent 
  bigger than the subject of the spell, the subject deals an extra 1d6 points of damage on any successful melee attack. For 
  example, a Medium creature would deal an extra 1d6 points of damage against a Large creature, 2d6 against Huge, 3d6 
  against Gargantuan, or 4d6 against a Colossal creature. 
   
  Material Component: A dragon's claw or a giant's fingernail. 
   
  Find The Gap (Spell Compendium) 
  Divination 
  Level: Assassin 3, paladin 3. ranger 3  
  Components: V 
  Casting Time: 1 standard action  
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  You speak the words of this spell, and a blue mark that only you can see appears on your opponent, highlighting a weak spot in 
  her defense. 
  You gain the ability to perceive weak points in your opponent's armor. Your first melee or ranged attack each round is 
  resolved as a touch attack, disregarding the subject's armor, shield, and natural armor bonuses (including any 
  enhancement bonuses) to Armor Class. Other AC bonuses, such as dodge bonuses, deflection bonuses, and luck 
  bonuses, still apply. 
   
  Fire Shield, Mass (Spell Compendium) 
  Evocation [Fire or Cold]  
  Level: Sorcerer/wizard 5  
  Components: V, S, M  
  Casting Time: 1 round  
  Range: Close (25 ft. +5 ft./2 levels)  
  Targets: One or more allied creatures, no two of which are more than 30 ft. apart 
  Duration: 1 round/level (D)  
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless)  
   
  With a few frenzied motions you complete the spell, bathing your allies in halos of magical flame. 
  This spell functions like fire shield (PH 230), except as noted above. 
   
  Fireburst (Spell Compendium) 
  Evocation [Fire]   
  Level: Sorcerer/wizard 2  
  Components: V S, M  
  Casting Time: 1 standard action  
  Range: 10 ft. 
  Effect: Burst of fire extending 10 ft. from you 
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: Yes 
   
  With a grand circular gesture the air around you fills with flame. An instant later the fire explodes outward, engulfing 
  everything close to you. 
  Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 10 feet of you. All creatures 
  and objects within that area, except for you and any creatures or objects that share your space, take 1d8 points of fire 
  damage per caster level (maximum 5d8). 
   
  Arcane Material Component: A bit of sulfur. 
   
  
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  Fireburst, Greater (Spell Compendium) 
  Evocation [Fire] 
  Level: Sorcerer/wizard 5 
  Effect: Burst of fire extending 15 ft. from you 
  This spell functions like fireburst, except that it affects creatures within 15 feet of you and deals 1d10 points of fire 
  damage per caster level (maximum 15d10). 
   
  Fires of Purity (Spell Compendium) 
  Evocation [Fire] 
  Level: Druid 6, Purification 6, sorcerer / wizard 6 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: See text 
  Spell Resistance: Yes (harmless); see text 
   
  You touch the target, and it bursts into flames that do not harm it, although the heat you feel from the fire seems quite real to you. 
  The creature you touch bursts into magical flames that do not harm the subject, but are capable of harming anyone else 
  who comes into contact with the creature.  With a successful melee attack, the subject deals an extra 1point of fire 
  damage per caster level (maximum +15).  If the defender has spell resistance, it applies to this effect.  Creatures that 
  make successful melee attacks against the subject are susceptible to the same damage unless they attack with weapons 
  that have reach, such as longspears.  The subject of fires of purity takes only half damage from fire-based attacks.  If such 
  an attack allows a Reflex save for half damage, the subject takes no damage on a successful save.   
  Fist of Stone (Spell Compendium) 
  Transmutation [Earth] 
  Level: Sorcerer / wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute 
  The complicated gestures of the spell end with a punch of your fist, which now have the texture and look of stone. 
  You transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus to Strength for the 
  purposes of attack rolls, grapple checks, or breaking and crushing items.  In addition, you gain the ability to make one 
  natural slam attack, dealing 1d6 points of damage + your new Strength bonus (or 1-1/2 times your Strength bonus if you 
  make no other attacks in that round).  You can make the slam attack as a natural secondary attack with the normal –5 
  penalty or a –2 penalty if you have the Multiattack feat (MM 304), as part of a full-attack action.  However, you can not 
  gain more than one slam attack per round with this spell due to a high base attack bonus (+6 or higher).  Your fist 
  undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the 
  spell’s effect. 
   
  Arcane Material Component: A pebble inscribed with a stylized fist design. 
  Fly, Swift (Spell Compendium) 
  Transmutation 
  Level: Bard 2, druid 3, sorcerer / wizard 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  You squawk twice like an eagle and suddenly long for the freedom of the skies. 
  This spell functions like fly (PH 232), except as noted above. 
   
  Focusing Chant (Spell Compendium) 
  Enchantment (Compulsion)  [Mind-Affecting] 
  Level: Bard 1  
  Components: V 
  
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  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 minute (D) 
   
  You chant softly under your breath and concentrate on the sound of your voice. Distractions fade from your consciousness, 
  allowing you to focus on the task at hand. 
  You gain a +1 circumstance bonus on attack rolls, skill checks, and ability checks for the duration of the spell. 
   
  Foundation Of Stone (Spell Compendium) 
  Transmutation [Earth]  
  Level: Cleric 1, druid 1  
  Components: V S, DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature/level, no two of which are more than 30 ft. apart  
  Duration: 1 round/level 
  Saving Throw: None  
  Spell Resistance: No 
   
  Calling upon the strength of the earth, you lend some of the stability of stone to your allies. 
  As long as they do not move and remain standing on solid ground, the subject creatures gain a +2 bonus to Armor Class 
  and a +4 bonus on Strength checks made to resist being bull rushed or tripped. 
  If this spell is cast in mountainous terrain, the bonus on Strength checks granted by this spell increases to +6. 
   
  Ghostharp (Spell Compendium) 
  Divination 
  Level: Bard 0  
  Components: V S  
  Casting Time: 1 minute  
  Range: Touch 
  Target: Object touched  
  Duration: 5 minutes/level (D)  
  Saving Throw: None 
  Spell Resistance: No 
   
  You place the coin on the table, touch it, and whisper the words of the spell. Softly the coin begins to replay the music of the 
  previous night's performance. 
  You prepare an object that records and replays a song previously played or sung in its vicinity. When cast, the spell 
  searches a radius of 5o feet for the lingering notes of a tune played there within the last day. It records these notes and 
  reverberations. At your verbal command, "Play," the ghostharp replays the music. The tune repeats until you command 
  it to stop, or until its duration comes to an end. The ghostharp does not record conversations. Its imperfect replay can't 
  reproduce bardic music or other magical effects, nor can it cast spells. 
  Guided Shot (Spell Compendium) 
  Divination 
  Level: Ranger 1, sorcerer / wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  With a guttural utterance made with unmoving lips, you magically focus your attention on a distant foe.  Upon aiming your 
  weapon, you note how clearly defined your intended target is. 
  While this spell is in effect, your ranged attacks do not take a penalty due to distance.  In addition, your ranged attacks 
  ignore the AC bonus granted to targets by anything less than total cover, and also ignore the miss chance granted to 
  targets by anything less than total concealment.  This spell does not provide any ability to exceed the maximum range of 
  the weapon with which you are attacking, nor does it confer any ability to attack targets protected by total cover. 
   
  Hail Of Stone (Spell Compendium) 
  Conjuration (Creation) (Earth]  
  Level: Sorcerer/wizard 1,  
  
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  Components: V, S, M  
  Casting Time: 1 round 
  Range: Medium (100 ft. + 10 ft./level  
  Area: Cylinder (5-ft. radius, 40 ft. high) 
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
   
  You hold the jade chip before you and blow on ft as you end the spell. The chip flares 
  with a green flame and vanishes as rocks begin to fall on your pursuers. 
  You create a rain of stones that deals 1d4 points of damage per caster level maximum 5d4) to creatures and objects 
  within the area.   
   
  Arcane Material Component: A piece of jade worth at least 5 gp. 
  Harmonic Chorus (Spell Compendium) 
  Transmutation 
  Level: Bard 2 
    
  Components: V S 
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You 
  Duration: 1 min./level (D)  
  You blend magic and music seamlessly.  While this spell is in effect, starting a bardic music effect requires only a move 
  action.  Concentrating on a bardic music effect that requires concentration still requires a standard action. 
   
  Harmonize (Races of Stone) 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Bard 2 
    
  Components: V S, F 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One living creature 
  Duration: Concentration, up to 1 round/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes 
   
  Sweeping your arm as if presenting a gift to someone, you call out to the intended subject of your spell. A mantle of sweet tones 
  settles about your subject, whose face is now twisted in concentration. 
  Harmonic chorus lets you improve the spellcasting ability of another spellcaster. For the duration of the spell, the 
  subject gains a +2 morale bonus to caster level and a +2 morale bonus on save DCs for all spells it casts.   
    
  Arcane Focus: A tuning fork. 
   
  Healing Lorecall (Spell Compendium)  
  Divination 
  Level: Cleric 2, druid 2, ranger 1  
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal  
  Target: You  
  Duration: 10 minutes/level 
   
  With a mint leaf under your tongue, you whisper quiet words of soothing comfort. You feel a divine touch guiding your healing 
  hand. 
  A caster with 5 or more ranks in Heal can, when casting a conjuration (healing) spell, choose to remove any one of the 
  following conditions affecting the subject of the spell, in addition to the spell's normal effects: dazed, dazzled, or 
  fatigued. A caster with 10 or more ranks in Heal can choose from the following conditions in addition to those above: 
  exhausted, nauseated, or sickened. 
  Also, when determining the amount of damage healed by your conjuration (healing) spells, you can substitute your total 
  ranks in Heal for your caster level. The normal caster level limit for individual spells still applies; thus, a 3rd-level cleric 
  with 6 ranks in Heal when under the effect of healing lorecall cures 1d8+5 points of damage with a cure light wounds 
  spell. 
   
  Divine Material Component: A mint leaf. 
  
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  Heroics (Spell Compendium) 
  Transmutation  
  Level: Sorcerer/wizard 2  
  Components: V S, M  
  Casting Time: 1 standard action  
  Range: Touch 
  Target: Creature touched  
  Duration: 10 minutes/level  
  Saving Throw: None  
  Spell Resistance: Yes 
   
  Your heart swells with martial vigor and you feel like marching off to war. Upon touching your intended subject the desire to do 
  battle wanes, but you see a hint of the lust for glory in the recipient's eyes. 
  The heroics spell temporarily grants the subject a feat from the fighter's bonus feat list. For the duration of the heroics 
  spell, the subject can use the feat as if it were one of those the creature had selected. All prerequisites for the feat must 
  be met by the target of this of spell. 
   
  Material Component: A bit of a weapon or armor that has been used in combat by a fighter of at least 15th level. 
   
  Ice Dagger (Spell Compendium) 
  Evocation [Cold]   
  Level: Sorcerer/wizard 1  
  Components: V S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + S ft./2 levels)  
  Effect: Dagger of ice 
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: Yes 
   
  The melted ice cupped in your palm crystallizes into a daggerlike shard of ice that then flies at your foe, exploding into a ball of icy 
  fragments at its feet. 
  The ice dagger created by this spell launches itself at a target. Treat the attack as a thrown splash weapon (PH 158) that 
  requires a ranged touch attack to hit. The ice dagger deals 1d4 points of cold damage to the target per caster level 
  (maximum Sd4), and splash damage of 1 point of cold damage to adjacent creatures. 
   
  Arcane Material Component: A few drops of water made from melted ice. 
   
  Ice Knife (Spell Compendium) 
  Conjuration (Creation) [Cold]  
  Level: Assassin 2, sorcerer/wizard 2  
  Components: S, M    
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Effect: One icy missile 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial or Reflex half; see text 
  Spell Resistance: Yes 
   
  You shake your hand as if to free it from some substance you disdain. As you do, a magical shard of ice blasts from your hand and 
  speeds to its target, the sound of cracking ice following in its wake. 
  You must succeed on a normal ranged attack to hit (with a +2 bonus on the attack roll for every two caster levels). if it 
  hits, an ice knife deals 2d8 points of cold damage and  2 points of Dexterity damage (a  successful Fortitude save negates 
  the Dexterity damage). Creatures that have immunity to cold also take no Dexterity damage automatically. 
  A knife that misses creates a shower of ice crystals in a 10foot-radius burst (see Missing 
  with a Thrown Weapon, PH 158, to determine where the shard hits). The icy burst deals 1d8 points of cold damage to all 
  creatures within the area (Reflex half). 
   
  Arcane Material Component: A drop of water or piece of ice. 
  Inhibit (Spell Compendium) 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Bard 1, cleric 1, sorcerer/ wizard 1 
  
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  Components: V S 
  Casting Time: 1 standard action  
  Range: Medium (10o ft. + 10 ft./level)  
  Target: One creature  
  Duration: Instantaneous  
  Saving Throw: Will negates 
  Spell Resistance: Yes  
   
  You cast this spell and a spiral of dark motes surrounds your foe, slowing and distracting him from the task at hand. 
  You inhibit your foe from acting. The subject is forced to delay until the following round, acting immediately before 
  you on your initiative count. 
   
  Insight of Good Fortune (Player’s Handbook II) 
  Divination 
  Level: Bard 2, cleric 2, sorcerer/ wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature 
  Duration: 1 minute/level or until discharged 
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
   
  You toss a small golden die. It rolls toward the creature you choose, then disappears in a tiny golden flash of light. 
  The subject of the spell becomes unusually lucky. Once during the spell's duration, when he makes an attack roll, skill 
  check, saving throw, or ability check, he rolls twice and takes the better result. He must choose to use this ability before 
  the check is attempted, and the spell expires once the second die is rolled. 
   
  Material Component: A gold die (worth 20 gp). 
   
  Insignia Of Alarm (Races of Destiny) 
  Abjuration 
  Level: Bard 2, cleric 2, paladin 2  
  Components: V S, F 
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Area: 400 ft. + 40 ft./level spread, centered on you 
  Target: All wearers of special insignia within range 
  Duration: Instantaneous Saving Throw: None 
  Spell Resistance: Yes (harmless)  
  This spell alerts all wearers of a specific insignia (see below) within range. Such creatures hear a single mental "ping" (as 
  the alarm spell, page 197 of the Player's Handbook) when this spell is cast. 
  This spell requires significant preparation. Before using this spell you must forge specially crafted insignias. These can 
  be crafted in the form of amulets, badges, rings, or any similar object, but each one must bear the same logo, crest, or 
  symbol. Each insignia costs 10 gp. Militias, guilds, or churches within a city use this spell to call all its members 
  together. 
   
  Focus: A specially prepared insignia (see above). 
   
  Insignia Of Healing (Races of Destiny) 
  Conjuration (Healing) 
  Level: Bard 3, cleric 3  
  Components: V S, F  
  Casting Time: 1 standard action  
  Duration: Instantaneous  
  Saving Throw: Will half (harmless); see text 
  Spell Resistance: Yes (harmless); see text 
  This spell works just like insignia of alarm except the insignia wearers are instead healed by positive energy. The spell 
  cures 1d8 points of damage +1 point per caster level (maximum +10) to all wearers of the insignia. 
  Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. Any 
  undead creature can apply spell resistance and attempt a Will save to take half damage. 
   
  
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  Instant Locksmith (Spell Compendium) 
  Divination 
  Level: Assassin 1, sorcerer/wizard 1  
  Components: V S 
  Casting Time: 1 swift action  
  Range: Personal 
  Target: You  
  Duration: 1 round 
   
  You point at a mechanism, twist your hand, and make a clicking sound with your tongue. You now have a better idea o f how 
  the mechanism works. 
  You can make one Disable Device check or one Open Lock check in this round as a free action. You gain a +2 insight 
  bonus on the check. 
   
  Invisibility, Swift (Spell Compendium) 
  Illusion (Glamer)  
  Level: Assassin 2, bard 1  
  Components: V 
  Casting Time: 1 swift action  
  Range: Personal 
  Target: You  
  Duration: 1 round 
  With a whispered syllable you complete the spell. You notice that others took past you as if you weren't there. 
  This spell functions like invisibility (PH 245), except as noted above 
   
  Kelgore's Grave Mist (Player’s Handbook II) 
  Conjuration/Necromancy [Cold]  
  Level: Sorcerer/wizard 2  
  Components: V S, M 
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: 20-ft. radius spread, 20 ft. high  
  Duration: 1 round/level 
  Saving Throw: None  
  Spell Resistance: See text 
   
  With a gesture, you create a cloud of clammy, thin mist. The light in the area seems to dim as the mist appears, and a slight wind 
  washes over the area, sending a chill down your spine. 
  This spell creates a thin mist within the spell's area. The mist is too thin to have any effect on vision, but the 
  necromantic energy infused within it hampers the living. All living creatures within the mist become fatigued and take 
  1d6 
  points of cold damage per round. If the spell fails to overcome a creature's spell resistance, the subject takes the cold 
  damage but ignores the fatigue. 
   
  Material Component: A handful of dirt taken from a graveyard or tomb. 
  Know Opponent (Spell Compendium) 
  Divination 
  Level: Bard 3, cleric 3  
  Components: S, DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature 
  Duration: Instantaneous  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
   
  You feel your eyes glow with magical energy as you complete the spell. You see luminous words appear in the air above your spell's 
  target. The words describe the creature's strengths or weaknesses, as you desire. 
  You gauge the strengths and weaknesses of an opponent to gain combat advantages. Upon casting this spell, you learn a 
  number of strengths or weaknesses of the target equal to one, plus one strength or weakness per two caster levels 
  (maximum four). You can choose to learn strengths, weaknesses, or some combination thereof that you specify. If a 
  creature has more strengths or weaknesses than you can learn with a single casting, you learn the most powerful ones 
  
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  first. Thus, if a monster can use finger of death at will and has resistance to sonic 5, you would learn about finger of 
  death first. 
  Strengths can include attack forms and special abilities (including spelllike abilities or supernatural abilities). 
  Weaknesses include vulnerability to an energy type. 
  For example, suppose a 7th-level cleric casts know opponent on a blackarmored warrior, choosing to learn one strength 
  and two weaknesses. The warrior fails his save, and the DM informs the cleric's player that the opponent has the ability 
  to drain energy (a strength), is adversely affected by sunlight, and can be repelled by a holy symbol (both weaknesses). 
  The cleric then concludes that he faces a vampire and breaks out the wooden stakes. 
   
  Mage Armor, Greater (Spell Compendium) 
  Conjuration (Creation) [Force]  
  Level: Sorcerer/wizard 3   
  Components: V S 
   
  An invisible sheen of armor-shaped force surrounds you. 
  This spell functions like mage armor (PH 249), except that it requires no material component and its tangible field of 
  force provides a +6 armor bonus to Armor Class. 
   
  Mage Armor, Mass (Spell Compendium) 
  Conjuration (Creation) [Force]  
  Level: Sorcerer/wizard 3 
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: One creature/level, no two of which are more than 30 ft. apart 
   
  You feel arcane energy encompass you, granting you a sense of serenity. As you choose your targets for the spell, you see each one 
  glow briefly with a silver aura. 
  This spell functions like mage armor (PH 249), except that it affects multiple creatures. 
   
  Melf’s Unicorn Arrow (Player’s Handbook II) 
  Conjuration 
  Level: Sorcerer/wizard 3  
  Components: V S, F  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Target or Targets: One creature or up to five creatures, no two of which are more than 15 ft. apart 
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
   
  The shimmering, transparent form of a unicorn flies forward, its corporeal horn lowered in a charge at its enemy. 
  A translucent unicorn shape appears in midair and speeds toward the target of this spell. If you succeed on a ranged 
  touch attack, the horn slams into the target and deals 1d8+8 points of damage. In addition, the target is subject to a bull 
  rush, and must make a Strength check (with appropriate modifiers for a bull rush) against a DC of 21. If the check is 
  failed, the subject is pushed back 5 feet, plus 5 feet for every 5 points by which it failed the check. 
  You can conjure an additional unicorn arrow for every three caster levels beyond 5th, up to five at 17th level. You can 
  have them strike a single creature 
  or several creatures, but each horn can strike only one creature. You must designate targets before you make your attack 
  rolls. A creature struck by more than one horn is only required to make one Strength check to avoid the bull rush, but 
  the DC of the check increases by 2 for each horn beyond the first that strikes it. 
   
  Focus: An ivory replica of a unicorn (25 gp). 
   
  Minor Disguise (Spell Compendium) 
  Transmutation 
  Level: Bard 0  
  Components: V S  
  Casting Time: 1 standard action  
  Range: Personal 
  Target: You  
  Duration: 1 hour 
   
  Your fingertips glow blue, and you add a few details to enhance your disguise. 
  
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  You use magic to make minor, cosmetic changes in your appearance. The spell does not change the actual structure of 
  either your features or body. It can add color to hair, paint wrinkles upon your face, give you a scar, or darken your 
  teeth. This spell gives you a +2 competence bonus on the next Disguise check you make during its duration. 
   
  Miser’s Envy (Spell Compendium) 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Bard 2, sorcerer/wizard 3  
  Components: V, S, M 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One living creature  
  Duration: 1 round/level 
  Saving Throw: Will negates  
  Spell Resistance: Yes 
   
  Upon invoking the power of this spell, both the dwarf and the small idol across the room glow with a violet shade. The dwarf 
  starts moving toward it, his eyes tinged violet with greed. 
  When you cast this spell, you designate a target creature and specify an object, both of which must be within the spell's 
  range. If the target creature fails its saving throw, it becomes consumed by a powerful desire for the object. For the 
  duration of the spell, the creature seeks to obtain the object (going so far as to attack anyone holding or wearing it). 
  Once the creature gains possession of the object, it protects the item greedily, attacking anyone who approaches within 
  30 feet or who otherwise appears to be trying to take the object away. If no one approaches within 30 feet or seems 
  interested in trying to take the object, the subject can act normally. 
  Dragons, due to their greedy nature, take a -4 penalty on their saving throws against this spell. 
   
  Arcane Material Component: A copper piece. 
   
  Nature’s Balance (Spell Compendium) 
  Transmutation 
  Level: Druid 3  
  Components: V S  
  Casting Time: 1 standard action  
  Range: Touch 
  Target: Creature touched  
  Duration: 10 minutes/level  
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless)  
   
  Touching your friend, you concentrate, imagining a light flowing from your body into his. As you do so, a blue glow flickers to life 
  in the center of your chest, and it travels down your arm into his form, granting him a portion of your power. 
  You take a -4 penalty to your choice of Strength, Dexterity, or Constitution, and your subject gains an equivalent bonus 
  to the same ability score. You get no saving throw to avoid the loss, but your subject can attempt a Fortitude save to 
  avoid the gain, if desired. 
   
  Nature’s Favor (Complete Adventurer) 
  Evocation 
  Level: Druid 2, ranger 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Animal touched 
  Duration: 1 minute 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  By calling on the power of nature, you grant the subject animal a +1 luck bonus on attack and damage rolls for every 
  three caster levels you posses, to a maximum bonus of +5 at 15th level. 
   
  Omen of Peril (Races of Destiny) 
  Divination 
  Level: Cleric 1, Destiny 1, druid 1 
  Components: V, F 
  
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  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  A brief supplication grants you a vision that hints at how dangerous the immediate future is likely to be.  Based on an 
  assessment of the caster’s immediate surroundings and likely path of travel, the caster receives one of three visions: 
  safety, peril, or great danger.  The base chance for receiving an accurate reply is 70% +1% per caster level, to a maximum 
  of 90%; the DM makes the roll secretly.  If the omen of peril is successful, you receive one of three fleeting visions:  
   
  Safety: The caster isn’t in any immediate danger.  If he continues on his present course (or remains where he is if 
  he’s been stationary for some time before casting the spell), he’ll face no significant monsters, traps, or challenges for 
  the next hour or so. 
   
  Peril: The caster will face challenges typical of an adventure: challenging but not overwhelming monsters, 
  dangerous traps, and other hazards for the next hour or so. 
   
  Great danger: The caster’s very life is at grave risk.  He will likely face powerful NPCs or deadly traps in the next 
  hour. 
  If the roll fails, you receive one of the other two results, determined randomly by the DM, and you don’t necessarily 
  know you failed because the DM rolled secretly.  Choosing which vision is “correct” takes some educated guesswork on 
  the part of the DM, who should asses the party’s likely course of action and what dangers they’re likely to face.  The 
  form that an omen of peril takes depends on whether the caster worships a specific deity, venerates nature as a druid, or 
  simply upholds abstract principles.  A druid might see a white dove for safety, a dark cloud obscuring the sun for peril, 
  and a forest fire for great danger.  A cleric of Fharlanghn might see a vision of a straight road for safety, a crossroads for 
  peril, and a washed-out bridge for great danger.  Unlike the more powerful augury, an omen of peril doesn’t respond to a 
  specific question.  It only indicates the level of danger likely for the next hour, not what form the danger will take. 
   
  Focus: A set of marked sticks, bones, or similar tokens of at least 25 gp value. 
   
  Orb Of Acid (Spell Compendium)  
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 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; see text 
  Spell Resistance: No 
  An orb of acid about 3 inches across shoots from your palm at its target, dealing 1d6 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 takes damage and becomes sickened by the acid's noxious fumes for 1 round. A successful 
  Fortitude save negates the sickened effect but does not reduce the damage. 
   
  Orb Of Acid, Lesser (Spell Compendium) 
  Conjuration (Creation) [Acid]  
  Level: Sorcerer/wizard 1 
  -  
  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: None  
  Spell Resistance: No 
   
  Your quick, precise movements culminate in your open palm facing your target. An orb of dark green acid flies from your hand. 
  An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must 
  succeed on a ranged touch attack to hit your target. 
  For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th 
  level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher. 
   
  Orb Of Cold (Spell Compendium) 
  Conjuration (Creation) [Cold]  
  Level: Sorcerer/wizard 4    
  
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  Effect: One orb of cold 
  This spell functions like orb of acid, except that it deals cold damage. In addition, a creature struck by an orb of cold 
  must make Fortitude save or be blinded for 1 round instead of being sickened. 
   
  Orb Of Cold, Lesser (Spell Compendium) 
  Conjuration (Creation) [Cold]  
  Level: Sorcerer/wizard 1 
  Effect: One orb of cold 
   
  Your hand takes on a blue tint and your fingers turn numb and unresponsive as you complete the spell. From your chilled palm 
  flies an orb composed of blue ice. 
  This spell functions like lesser orb of acid, except that it deals cold damage. 
   
  Orb Of Electricity (Spell Compendium) 
  Conjuration (Creation) [Electricity]  
  Level: Sorcerer/wizard 4 
  Effect: One orb of electricity 
  This spell functions like orb of acid, except that it deals electricity damage. In addition, a creature wearing metal armor 
  struck by an orb of electricity must make a Fortitude save or be entangled for 1 round instead of being sickened. 
   
  Orb Of Electricity, Lesser (Spell Compendium) 
  Conjuration (Creation) [Electricity]  
  Level: Sorcerer/wizard 1 
  Effect: One orb of electricity 
   
  The air crackles around your outstretched hand and the smell of ozone assaults your nostrils as a ball of electrical energy, its 
  surface crackling with bolts of lightning, streaks from your open palm. 
  This spell functions like lesser orb of acid, except that it deals electricity damage. 
   
  Orb Of Fire (Spell Compendium) 
  Conjuration (Creation) [Fire]  
  Level: Sorcerer/wizard 4  
  Effect: One orb of fire 
  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 (Spell Compendium) 
  Conjuration (Creation) [Fire]  
  Level: Sorcerer/wizard 1  
  Effect: One orb of fire 
   
  Your hand heats to an uncomfortable temperature just moments before you release the spell's energy in the form of an orb of white 
  flames speeding from your outward-facing palm. 
  This spell functions like lesser orb of acid, except that it deals fire damage. 
    
  Orb Of Force (Spell Compendium) 
  Conjuration (Creation) [Force]   
  Level: Sorcerer/wizard 4  
  Components: V S 
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: One orb of force 
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
   
  As you gather the energies of the spell, you feel against your palm a spherical weight that seems almost bonded to your shin. The 
  sphere grows, until with a final precise movement, you release the translucent blue orb, sending it hurtling toward your intended 
  target. 
  You create a globe of force 3 inches across, which streaks from your palm toward your target. You must succeed on a 
  ranged touch attack to hit the target. The orb deals 1d6 points of damage per caster level (maximum 10d6). 
   
  
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  Orb Of Sound (Spell Compendium) 
  Conjuration (Creation) [Sonic]  
  Level: Sorcerer/wizard 4  
  Effect: One orb of sonic energy  
   
  Symbols recognizable as musical notation - the visual representation of sound - appear in midair within the curve of your palm 
  accompanied by the fractious sounds they represent. The notes begin to whirl and stretch, forming into a spherical whirlwind of 
  cacophonic chaos, as you make ready to release the spell. At last, you send the sphere of noise toward your chosen target. 
  This spell functions like orb of acid, except that it deals 1d4 points of sonic damage per level (maximum 15d4). In 
  addition, a creature struck by an orb of sound must make a Fortitude save or be deafened for 1 round instead of being 
  sickened. 
   
  Orb Of Sound, Lesser (Spell Compendium) 
  Conjuration (Creation) [Sonic] 
    
  Level: Sorcerer/wizard 1 
  Effect: One orb of sonic energy 
  This spell functions like lesser orb of acid, except that it deals 1d6 points of sonic damage, plus an additional 1d6 points 
  of damage per two caster levels beyond 1st: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and the maximum of 5d6 at 
  9th level or higher. 
   
  Phantasmal Assailants (Spell Compendium) 
  Illusion (Phantasm) [Fear, Mind-Affecting] 
  Level: Sorcerer / wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Will disbelief (if interacted with), then Fortitude half; see text 
  Spell Resistance: Yes 
   
  You point at your intended target.  Instantly, shadowy shapes form at your flank and rush toward the creature you indicate, 
  surrounding it.  Others nearby do not notice the images that plague your target. 
  You create phantasmal images of nightmare creatures in the target’s mind, visible only as shadowy shapes to you and 
  unseen by others.  If the target succeeds on an initial Will save, it recognizes that the images are not real, and the spell 
  fails.  If not, the phantasms strike the target, dealing 8 points of Wisdom damage and 8 points of Dexterity damage (4 
  points each on a successful Fortitude save).  If the subject of a phantasmal assailant succeeds in disbelieving and is 
  wearing a helm of telepathy, the spell can be turned back on you with the same effect. 
  Phantom Guardians (Races of Destiny) 
  Illusion (Figment) 
  Level: Sorcerer / wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100ft. + 10ft./level) 
  Effect: One illusory figure/level  
  Duration: 1 hour/level 
  Saving Throw: Will disbelief (if interacted with) 
  Spell Resistance: No 
  This spell creates the illusion of one or more Small or Medium figures of a chosen humanoid race.  Each figure is 
  effectively a minor image, and can appear dressed in any way the caster chooses.  When the spell is cast, each figure is 
  given a brief set of orders to follow for the spell’s duration, such as “walk back and forth along that wall” or “stand by this 
  gate.”  The orders can be different for each figure.  These instructions can’t be changed later.  The illusory figures can’t 
  speak or react to their surroundings – they are typically used to scare off would-be intruders (as the spell’s name 
  suggests). 
   
  Arcane Material Component: A piece of charcoal.  
  Prismatic Ray (Spell Compendium) 
  Evocation 
  Level: Sorcerer/wizard 5  
  Components: V S  
  Casting Time: 1 standard action  
  
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  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Ray 
  Duration: Instantaneous  
  Saving Throw: See text  
  Spell Resistance: Yes 
   
  You feel within you, as the spell nears completion, various energies locked in a battle within your body. As nausea threatens to 
  overcome you, you croak out the final syllables of arcane power and point your hand. A single beam of brilliantly colored light then 
  shoots from your outstretched hand. 
  You must succeed on a ranged touch attack with the ray to strike a target. On a successful attack, a creature with 6 Hit 
  Dice or fewer is blinded for 2d4 rounds by the prismatic ray in addition to suffering a randomly determined effect: 
  Color of 
  1d8  Beam 
  Effect 
  1 
  Red 20 points fire damage (Ref half) 
  2 
  Orange  
  40 pts acid damage (Ref half) 
  3 
  Yellow 
  80 pts electricity dam (Ref half)  
  4 
  Green 
  Poison (Kills; Fortitude partial, take 1d6 Con damage instead)  
  5 
  Blue 
  Turned to stone (Fort negates)  
  6 
  Indigo 
  Insane, as insanity spell (Will negates)  
  7 
  Violet 
  Sent to other plane (Will neg) 
  8 
  - 
   
  Two effects; roll twice more, ignoring any "8" results 
   
  Raptor’s Sight (Races of the Wild) 
  Transmutation 
  Level: Druid 1, ranger 1 
    
  Components: V S, DF  
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level (D) 
  Your visual acuity improves dramatically. You gain a +5 competence bonus on Spot checks. If you have 5 or more ranks 
  in Spot, you take only half the normal range increment penalty for ranged attacks (-1 per range increment instead of -2). 
   
  Rebuke (Spell Compendium) 
  Enchantment (Compulsion) [Fear, Mind-Affecting] 
  Level: Sorcerer/wizard 2, Hades 2  
  Components: V S, F 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One living creature  
  Duration: 1 round/level 
  Saving Throw: Will negates  
  Spell Resistance: Yes 
   
  You rap the switch in your hand and then sharply against your thigh, finishing the final gesture that will bring discomfort to 
  your foe. 
  When the spell is cast, the subject is dazed for 1 round and shaken for the duration of the spell. Furthermore, a 
  spellcaster targeted by rebuke must make a successful Concentration check (DC equal to the save DC for this spell + the 
  level of the spell being cast) to cast spells while under its effect. 
   
  Focus: A stick at least 1 foot long. 
   
  Rebuke, Greater (Spell Compendium) 
  Enchantment (Compulsion) [Fear, Mind-Affecting] 
  Level: Sorcerer/wizard 4 
  This spell functions like rebuke, except that the subject is cowering for 1d4 rounds instead of being dazed for 1 round. 
   
  Recitation (Spell Compendium) 
  Conjuration (Creation)  
  Level: Cleric 4, Purification 3  
  Components: V S, DF  
  Casting Time: 1 standard action  
  
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  Range: 60 ft. 
  Area: All allies and foes within a 60-ft.-radius burst centered on you  
  Duration: 1 round/level 
  Saving Throw: None  
  Spell Resistance: Yes 
   
  By reciting a sacred passage or declaration, you invoke your deity's blessing upon yourself and your allies. 
  The spell affects all allies within the spell's area at the moment you cast it. Your allies gain a +2 luck bonus to AC. on 
  attack rolls, and on saving throws. or a +3 luck bonus if they worship the same deity as you. 
   
  Divine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus. 
   
  Refusal (Spell Compendium) 
  Abjuration 
  Level: Sorcerer / wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. / level) 
  Effect and Area: Invisible ward that occupies two 10-ft. squares/level (S) 
  Duration: 1 hour/level 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
   
  A metallic stretching sound, as if a thin sheet of metal were bowed then released, echoes forth from your outstretched hand.  You 
  can see for just an instant a glowing grid that defines the protected area of your spell. 
  You create a special ward that prevents unauthorized spellcasters or creatures with spell-like abilities from entering an 
  area.  Any creature that has spells prepared, spell slots available for casting without preparation, or innate spell-like 
  abilities must succeed on a Will save or be halted by an invisible barrier that prevents passage.  The DC of the Will save 
  increases by a number equal to the spell level the creature has prepared or is capable of casting (so that a 10th level 
  sorcerer who hasn’t yet depleted his 5th level spell slots for the day adds 5 to the save DC).  You can choose to designate a 
  password or special condition (such as character race, alignment, possession of a token, or any other observable or 
  detectable characteristic) by which spellcasting characters and creatures can enter the refusal-warded area.  Creatures 
  that have no spellcasting capability or spell-like abilities (including spellcasters who have used up their spell slots and 
  creatures with spell trigger or spell completion magic items) can pass through the barrier with no difficulty.  
  Spellcasters and creatures that have spell-like abilities and that are already in the area you protect when you create the 
  ward are not compelled to leave or restricted in their movement within it (and spells and spell-like abilities can pass 
  through the barrier in either direction with no difficulty).  However, if such creatures leave the area, they must succeed 
  on saving throws as described above to return.  Creatures attempting to use any teleportation spell or effect to enter the 
  warded area make the normal saving throw.  They are shunted harmlessly to the nearest safe space outside the warded 
  area if they fail. 
   
  Arcane Material Component: A pinch of dust from a wizard’s tomb. 
   
  Resistance, Superior (Spell Compendium) 
  Abjuration 
  Level: Bard 6, cleric 6, druid 6, sorcerer/wizard 6  
  Duration: 24 hours 
   
  As you finish casting the spell, you feel imbued with the feeling that something greater than yourself is protecting you. When you 
  touch your intended subject and release the spell, the feeling disappears. 
  This spell functions like resistance (PH 272), except as noted here. You grant the subject a +6 resistance bonus on saves. 
   
  Resurgence (Spell Compendium) 
  Abjuration 
  Level: Blackguard 1, cleric 1, paladin 
  Components: V S, DF 
  Casting Time: 1 standard action  
  Range: Touch 
  Target: Creature touched  
  Duration: Instantaneous  
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  By laying hands on your ally and saying a brief prayer, you convince a higher power to grant him a second chance. 
  
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  The subject of a resurgence spell can make a second attempt to save against an ongoing spell, spell-like ability, or 
  supernatural ability, such as dominate person. If the subject of resurgence is affected by more than one ongoing magical 
  effect, the subject chooses one of them to retry the save against. If the subject succeeds on the saving throw on the 
  second attempt, the effect ends immediately. Resurgence never restores hit points or ability score damage, but it does 
  eliminate any conditions such 
  as shaken, fatigued, or nauseated that were caused by a spell, spell-like ability, or supernatural ability. 
  If a spell, spell-like ability, or supernatural ability doesn't allow a save (such as power word stun), then resurgence -won't 
  help the subject recover. 
   
  Resurgence, Mass (Spell Compendium) 
  Abjuration 
  Level: Blackguard 3, cleric 3, paladin 3  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: One creature/level, no two of which are more than 30 ft. apart  
   
  Throwing out your hand and calling upon your deity for favor, you give your allies : chance to free themselves of the baleful 
  magic. 
  This spell functions like resurgence, except as noted here. The spell grants a second save attempt against a single spell or 
  ability chosen by you. For instance, if three of your allies have been mind blasted by mind flayers and two others have 
  been turned into toads by baleful polymorph spells, you must choose to affect either the mind blast granting three new 
  save attempts) or the baleful polymorphs (granting two new save attempts). 
   
  Righteous Wrath Of The Faithful (Spell Compendium) 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Cleric 5, Purification 7  
  Components: V S, DF 
  Casting Time: 1 standard action  
  Range: 30 ft. 
  Targets: Allies within a 30-ft.-radius burst centered on you  
  Duration: 1 round/level 
  Saving Throw: None  
  Spell Resistance: Yes 
   
  When you cast this spell, you fire your allies and companions with a divine madness or fury, greatly enhancing their combat 
  ability. 
  Allies gain one additional melee attack each round, at their highest attack bonus, when making a full attack. (This 
  additional attack is not cumulative with other effects that grant extra attacks, such as a haste spell.) They also gain a +3 
  morale bonus on melee attack rolls and damage rolls. (This bonus on melee attack rolls does stack with the bonus 
  provided by haste.) 
   
  Ring Of Blades (Spell Compendium)  
  Conjuration (Creation)  
  Level: Cleric 3  
  Components: V S, M  
  Casting Time: 1 standard action  
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
   
  As you twirl the small dagger in your hand, it slowly fades from. existence and is replaced by dozens of larger blades swirling 
  about you in a horizontal ring. 
  This spell conjures a horizontal ring of swirling metal blades around you. The ring extends 5 feet from you, into all 
  squares adjacent to your space, and it moves with you as you move. Each round, at the beginning of your turn, and also 
  when you cast the spell, the blades deal 1d6 points of damage +1 point per caster level (maximum +10) to all creatures in 
  the affected area. Spell resistance does not apply to the damage dealt, but a creature's damage reduction does apply. The 
  blades are treated as magic, silvered, and slashing for the purpose of overcoming damage reduction. 
   
  Divine Material Component: A small dagger. 
   
  Ruin Delver’s Fortune (Spell Compendium) 
  Transmutation 
  Level: Bard 4, sorcerer/wizard 4  
  Components: V 
  
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  Casting Time: 1 immediate action  
  Range: Personal 
  Target: You  
  Duration: 1d4 rounds 
   
  In desperate need, you cry out a word imbued with power, granting you a bit of extra luck when you need it most. 
  When the spell is cast, choose from one of the following effects. 
  • Gain a luck bonus on Fortitude saving throws equal to your Charisma modifier, and immunity to poison. 
  • Gain a luck bonus on Reflex saving throws equal to your Charisma modifier, and the evasion ability. 
  • Gain a luck bonus on Will saving throws equal to your Charisma modifier, and immunity to fear effects. 
  • Gain temporary hit points equal to 4d8 + your Cha modifier. These hit points vanish at the end of the spell's duration. 
  You can cast this spell multiple times. Each time you do, choose a different benefit. 
   
  Scholar’s Touch (Races of Destiny) 
  Divination 
  Level: Bard 1, cleric 1, sorcerer / wizard 1 
  Components: V, S, M, F 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: One book/round 
  Duration: Concentration, up to 1 round/level 
  With this spell you can touch a book or scroll and absorb the knowledge contained within as if you had just read it.  This 
  is equivalent to a solid reading but not deep study – the character does not gain perfect recall of the information, just 
  whatever he would have gotten from reading it completely once.  If you can’t read the language of the source, the spell 
  has no effect.  This spell cannot be used to prepare spells or to cast magical scrolls, nor does it have any effect when 
  reading a magical book (such as a tome of understanding). 
   
  Arcane Material Component: A scrap of parchment and a pinch of tinder. 
   
  Divine Focus: A thin crystal disc. 
  Shadow Binding (Spell Compendium) 
  Illusion (Shadow) 
  Level: Sorcerer / wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 10-ft. radius burst 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes  
   
  As the links of chain in your hand dissipate to feed the arcane energies of your spell, a multitude of ribbonlike shadows 
  instantaneously explodes outward from an indicated point nearby. 
  Creatures in the area that fail a Will save are entangled and unable to move.  Breaking free of a shadow binding requires 
  a DC 20 Strength check or a DC 20 Escape Artist check, taken as a full-round action. 
   
  Arcane Material Component: A few links of iron chain. 
  Shield Of Faith, Mass (Spell Compendium) 
  Abjuration  
  Level: Cleric 4  
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level, no two of which are more than 30 ft. apart 
   
  You hold your arms aloft and implore the power you venerate. Your comrades are bathed in a silver light, and over their hearts 
  appears the symbol of your god, showing the deity's protection. 
  This spell functions like shield of faith (PH 278), except that it affects multiple allies at a distance. 
   
  Shock And Awe (Spell Compendium) 
  Enchantment [Mind-Affecting]  
  Level: Assassin 1, bard 1, sorcerer/ wizard 1 
  Components: V S 
  Casting Time: 1 swift action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  
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  Targets: One creature/level, no two of which are more than 30 ft. apart.  
  Duration: 1 round 
  Saving Throw: None  
  Spell Resistance: Yes 
   
  Upon completing this spell, you feel a nagging compulsion to divert your attention from your enemies. Shaking off the feeling, 
  you note with satisfaction that your targeted enemies seem even more distracted than you. 
  This spell distracts its targets, preventing them from reacting with the deftness they might otherwise possess. Only 
  effective when cast in the surprise round of combat and against flat-footed creatures, this spell causes those it affects to 
  take a -10 penalty on their next initiative check. Targets that cannot be caught flat-footed (such as a rogue with uncanny 
  dodge) cannot be affected by this spell. 
   
  Sign (Spell Compendium) 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Cleric 1  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level or until discharged 
   
  The tea leaves burst into flames between your fingers, and for a brie f moment you see the future in the billowing smoke. 
  You get a +4 bonus on your next initiative check. 
   
  Material Component: A small piece of dried goat intestine or some tea leaves. 
   
  Sniper’s Shot (Spell Compendium) 
  Divination 
  Level: Assassin 1, ranger 1, sorcerer / wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  While muttering a short chant you focus your awareness, looking only at the areas of your foe that seem most vital to its survival. 
  Your ranged attacks made before the start of your next turn can be sneak attacks regardless of the distance between you 
  and your target.  You must still fulfill the other conditions for making a sneak attack against the target.  This spell 
  doesn’t grant you the ability to make a sneak attack if you don’t already have that ability. 
   
  Snake’s Swiftness (Spell Compendium) 
  Transmutation 
  Level: Druid 1, sorcerer/wizard 2  
  Components: V, S, M/DF  
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One allied creature  
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You toss the scales into the air, and they vanish in a sparkling mist as you indicate your target. Without hesitating, that creature 
  draws and fires an arrow into the fray. 
  The subject can immediately make one melee or ranged attack. Taking this action doesn't affect the subject's normal 
  place in the initiative order. This is a single attack and follows the standard rules for attacking.  This spell does not allow 
  the subject to make more than one additional attack in a round. If the subject has already made an additional attack, due 
  to a prior casting of this spell, from the haste spell, or from any other source, this spell fails. 
   
  Arcane Material Component: A few scales from a snake. 
   
  Sonic Snap (Spell Compendium) 
  Evocation [Sonic]  
  Level: Sorcerer/wizard 0  
  Components: V S  
  
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  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature or object  
  Duration: Instantaneous 
  Saving Throw: Will partial  
  Spell Resistance: Yes 
   
  You bark the last word of the spell, and that word takes life, streaking toward your target and exploding in a shout. 
  You create a brief but loud noise adjacent to the target. The subject takes 1 point of sonic damage and must succeed on a 
  Will saving throw or be deafened for 1 round. This spell has no effect if cast into the area of a silence spell. 
   
  Sound Lance (Spell Compendium) 
  Evocation [Sonic] 
  Level: Cleric 4, sorcerer/wizard 3  
  Components: V S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes  
   
  You unleash a shrill, piercing cry at your target, which takes the barely visible form of a translucent lance hurtling through the 
  air. 
   
  This spell causes a projectile of intense sonic energy to leap from you to a target within range. The sound deals 1d8 
  points of sonic damage per caster level (maximum 10d8). A sound lance cannot penetrate the area of a silence spell. 
  Spell Flower (Spell Compendium) 
  Transmutation  
  Level: Cleric 1, sorcerer/wizard 1  
  Components: V S 
  Casting Time: 1 standard action  
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  Joining mysterious phrases with the simple motion of flexing your fingers, you imbue your hands with receptive magical energy 
  that crackles and glows a soft orange. 
  You are able to hold the charge for one touch spell per arm of your body as long as you don't use a changed limb to cast 
  another spell or touch anything with it. Each touch spell you cast resides in a different forelimb. For the duration of this 
  spell, any touch spells you cast are discharged only if you cast another spell with that forelimb or touch something with 
  that forelimb. 
  For example, a human sorcerer casts this spell then casts chill touch and holds the charge in his left hand, then casts 
  shocking grasp and holds the charge in his right hand. Because of the spell flower, he can hold the charge on both of 
  these spells at the same time. If he casts another spell with a somatic component (which requires the use of one of his 
  hands), he immediately loses one of his held touch spells (his choice), but if the spell he casts is also a touch spell, he can 
  immediately hold the charge in the available hand. If he chooses to attack with a touch spell, it works normally. Since 
  he has multiple limbs that are considered armed, he can make an off-hand attack with the other touch spell in the same 
  round, with the normal penalties for fighting with two weapons (PH 160). 
  A marilith spellcaster could do the same as the sorcerer in the previous example, except that she could hold the charge 
  on up to six touch spells. She could also use any of her spell-like supernatural abilities, since those do not interfere with 
  holding a charge. 
  If the spell flower effect ends, the most recent touch spell cast remains as a held charge and all other held spells 
  dissipate. 
   
  Spell Immunity, Lesser (Spell Compendium) 
  Abjuration Level: Cleric 2  
  Components: V S  
  Casting Time: 1 standard action  
  Range: Touch 
  Target: Creature touched  
  Duration: 10 minutes/level  
  
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  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless)  
   
  Silvery motes of light begin to snow down as you complete the spell, shifting to its recipient upon your successful touch. The motes 
  coalesce into a nimbus that contracts and holds to the subject as a silvery sheen.  
  This spell protects one creature from a single 1st- or 2nd-level spell. The creature effectively has unbeatable spell 
  resistance regarding the chosen spell. Lesser spell immunity can't protect a creature from a spell to which spell 
  resistance doesn't apply. This spell works against other spells, spell-like effects, and innate spell-like abilities. , It 
  does 
  not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks. Only a particular spell 
  can be protected against, not a school of spells or a group of spells with similar effects; thus, a creature given immunity 
  to inflict light wounds is still susceptible to inflict moderate wounds. 
   
  A creature can have only one lesser spell immunity or spell immunity (PH 282) in effect at a time. 
  Spiritwall (Spell Compendium) 
  Necromancy [Fear, Mind-Affecting]  
  Level: Sorcerer/wizard 5  
  Components: V, S, M 
  Casting Time: 1 standard action  
  Range: Medium (10o ft. + 10 ft./ level) 
  Effect: Swirling wall whose area is up to one 10-ft. square/level, or a sphere or hemisphere with a radius of up to 1 
  ft./level 
  Duration: 1 minute/level (D)  
  Saving Throw: None; see text  
  Spell Resistance: No 
   
  With a deep groan, as from a being subjected to eternal pain, you unleash the spell. An immobile, swirling mass of green-white 
  forms resembling tortured spirits forms nearby. The mass continues the low groaning you uttered while casting the spell. 
  One side of the wall, selected by you, emits a low groaning that causes creatures within 60 feet of that side to make a 
  Will save or become frightened and flee for 1d4 rounds. Any living creature that merely touches the wall takes 1d10 
  points of damage as its life force 
  is disrupted. A living creature passing through the wall takes 1d10 points of damage, as above, and must make a 
  Fortitude save or gain one negative level. 
  The barrier is semi-material and opaque, providing cover and total concealment against physical attacks, and it blocks 
  line of effect for magical effects (including spells, spell-like abilities, and supernatural abilities). 
   
  Material Component: A clear cut gemstone. 
  Stalwart Pact (Spell Compendium) 
  Evocation 
  Level: Cleric 5, Pact 5  
  Components: V S, M, DF  
  Casting Time: 10 minutes  
  Range: Touch 
  Target: Willing living creature touched 
  Duration: Permanent until triggered, then 1 round/level  
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You touch your ally and empower him with a spell that will later take effect in dire need. 
  Once this spell is cast, it remains dormant until the subject is reduced to half or less of its full normal hit points. Once 
  the subject has taker_ enough damage to reduce it to half or lower hit points, it immediately gains 5 temporary hit points 
  per two caster levels (maximum 35 hit points at 14th level), damage reduction 5/magic, and a +2 luck bonus on saving 
  throws. The hit points, damage reduction, and saving throw bonus disappear when the spell ends. 
   
  Material Component: Incense worth 250 gp. 
   
  Stand (Player’s Handbook II) 
  Conjuration (Teleportation) 
  Level: Duskblade 1, sorcerer/wizard 1  
  Components: V S 
  Casting Time: 1 immediate action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One willing prone creature  
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless)  
  
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  Spell Resistance: Yes (harmless)  
   
  With a swift upward gesture of your arms and a single clarion command ("Stand!"), you enable the prone creature to safely rise to 
  its feet. 
  The subject creature immediately stands, without provoking attacks of opportunity. 
   
  Thunderhead (Spell Compendium) 
  Evocation [Electricity]  
  Level: Druid 1, sorcerer/wizard 1  
  Components: V S, M 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + S ft./2 levels)  
  Target: One creature 
  Duration: 1 round/level  
  Saving Throw: Reflex negates; see text 
  Spell Resistance: Yes 
   
  Black mist forms near the ground and sweeps upward to join a small cloud forming above the creature you designate as your 
  target. Miniature peals of thunder erupt from the cloud. 
  Thunderhead creates a small thundercloud over the subject's head. The cloud moves with the subject, following it 
  unerringly even if he becomes invisible or leaves the region. In every round of the spell's duration, a miniature bolt of 
  lightning leaps from the thundercloud to strike the subject.  Each bolt deals 1 point of electricity damage that is negated 
  by a successful Reflex save. 
   
  Material Component:  A small piece of copper wire. 
   
  Veil Of Shadow (Spell Compendium) 
  Evocation [Darkness] 
  Level: Assn2, blackguard/.cleric2, sorc/wiz3 
  Components: V S 
  Casting Time: 1 standard: action 
  Range: Personal Target: You 
  Duration: 1 minute/level  
   
  You speak the words of this spell and tendrils of purple darkness rise from the ground, surrounding you and concealing you from 
  your foes. 
  Swirling wisps of darkness obscures your form, granting you concealment.  The 20% miss chance is in effect if the 
  attacker has darkvision. This spell effect is dispelled daylight or in the area of a light spell 3rd level or higher. See 
  invisibility does not counter a veil of shadow's concealment effect, but a true seeing spell does. 
   
  Vigor, Lesser (Spell Compendium) 
  Conjuration (Healing) 
  Level: Cleric 1, Druid 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 15 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The sounds of battle ring in your ears as you lay hands on a fallen comrade.  You can spare neither time nor magic to do more 
  right now, but the blood flow slows to a trickle and her breathing becomes less labored, even as you are called to the aid of another. 
  The subject gains fast healing 1, enabling it to heal 1 hit point per round until the spell ends and is automatically 
  becoming stabilized if it begins dying from hit point loss during that time.  Lesser vigor does not restore hit points lost 
  from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.  The effects of 
  multiple vigor spells do not stack; only the highest-level effect applies. 
   
  Vision Of Glory (Spell Compendium) 
  Divination 
  Level: Cleric 1, paladin 1  
  Components: V S, DF  
  Casting Time: 1 standard action  
  Range: Touch 
  
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  Target: Creature touched  
  Duration: 1 minute or until discharged 
  Saving Throw: None  
  Spell Resistance: Yes 
   
  You touch your ally, and her eyes mist over momentarily. You know she is seeing an image of her deity, imploring her to battle in 
  his name. 
  You give the subject creature a brief vision of a divine entity that is giving it support and inspiring it to continue. The 
  creature gets a morale bonus equal to your Charisma modifier on a single saving throw. It must choose to use the bonus 
  before making the roll to which it applies. Using the bonus discharges the spell. 
   
  Wall Of Evil (Spell Compendium) 
  Abjuration [Evil]  
  Level: Cleric 4, sorcerer/wizard 4 
  You invoke the abjuration and a wall of red and black energy springs up, only to fade away to invisibility. 
  This spell functions like wall of good (see below), except that good creatures are blocked. 
   
  Wall Of Good (Spell Compendium) 
  Abjuration [Good]  
  Level: Cleric 4, sorcerer/wizard 4  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: A straight wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 5 ft./2 
  levels 
  Duration: 10 minutes/level  
  Saving Throw: See text  
  Spell Resistance: Yes 
  You invoke the abjuration, and a cascade of brilliant white energy springs up in a wall that becomes invisible almost 
  instantly. You create an immobile barrier that inhibits evil creatures. An evil summoned creature cannot pass through 
  the wall in either direction, and any other evil creature must succeed on a Will save each time it attempts to move 
  through the wall. If the saving throw is failed, the creature's movement is stopped, and it can take no other action that 
  round. 
  A wall of good must be continuous and unbroken when formed. If it is cast so that an object or creature breaks its 
  surface, the spell fails. 
   
  Arcane Material Component: Powdered silver worth 25 gp. 
   
  Wall Of Limbs (Spell Compendium) 
  Evocation 
  Level: Sorcerer/wizard 5  
  Components: V S  
  Casting Time: 1 round  
  Range: Medium (10o ft. + 10 ft./level)  
  Effect: A wall of whirling limbs up to 20 ft. long/level, or a ring of whirling limbs with a radius of up to 5 ft./2 levels, 
  either form 20 ft, high 
  Duration: 1 round/level (D) 
  Saving Throw: Reflex negates; see text 
  Spell Resistance: Yes 
   
  By flexing your arm and speaking the repetitive words of power, you unleash the spell. In the distance, the ground is covered in a 
  writhing mass. As you watch, over the course of a few seconds, the writhing mass rises up and forms a wall of thousands of wriggling 
  arms resembling your own. 
  An immobile, vertical curtain of whirling limbs springs into existence. The limbs resemble your own forelimbs. 
  A creature attempting to move through the wall takes 5d6 points of damage and must succeed on a DC 18 Strength 
  check or become stuck within the wall and unable to move (a charging creature gains a +2 bonus on the Strength 
  check). The creature takes 5d6 points of damage each round at the beginning of your turn until freed. A creature can 
  free itself with a DC 18 Strength check, or by dealing 30 points of damage to a 5-foot section of wall. 
  A creature that starts its turn next to a wall of limbs must succeed on a DC 18 Strength check or be grabbed by the 
  flailing arms and become stuck, as above.  If you evoke the wall so that it appears where creatures are, each creature 
  takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) 
  and thus take no damage by making a successful Reflex save. 
  
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  A wall of limbs provides cover against attacks made through it. 
   
  Warp Destiny (Races of Destiny) 
  Transmutation  
  Level: Destiny 6  
  Components: V S  
  Casting Time: 1 immediate action  
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  You reshape your personal fate to potentially avoid some tragic action, but the ripples caused in your destiny have 
  unpleasant side effects for a brief period. After learning the result of a saving throw that you have rolled, you may cast 
  this spell to reroll the save, but with an insight bonus equal to your caster level (maximum +20). Alternatively, if you are 
  struck in combat you can apply the insight bonus to your AC against the attack (even if flat-footed); if your new AC 
  exceeds the attack roll, the attack misses you. 
  Casting this spell has a side effect: until the start of your next turn, you take a -4 penalty on all saving throws and to your 
  AC. 
   
  Whirling Blade (Spell Compendium) 
  Transmutation 
  Level: Bard 2, sorcerer/wizard 2  
  Components: V S, F 
  Casting Time: 1 standard action 
  Range: 60 ft.  
  Effect: 60-ft. line  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
   
  With weapon in hand, you finish the last of the arcane gestures and words that activate the power o f the spell. As you cast the 
  spell, you hurl a single slashing weapon at your foes. The blade, carried along both by your might and your m magical prowess, slashes 
  at your foes while whirling forward. 
  You hurl a weapon held at the time of casting, and it magically attacks all enemies along a line to the extent of the spell's 
  range. You make a normal melee attack, just as if you were attacking with the weapon in melee, against each foe in the 
  weapon's path, but you can choose to substitute your intelligence modifier or your Charisma modifier (as appropriate 
  for your spellcasting class) for your Strength modifier on the weapon's attack rolls and damage rolls. Even if your base 
  attack bonus would normally give you multiple attacks, a whirling blade gets only one attack (at your best attack bonus) 
  against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might 
  have from ability scores or feats. 
  No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after 
  attempting the last of its attacks. 
   
  Arcane Focus: A slashing melee weapon that you hurl. 
   
    
   
  
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  DM Aid 2- The Deathless Type 
  The Deathless creature type describes creatures that have died but returned to a kind of spiritual life.  They are similar 
  in many ways to both living creatures and undead.  However, while undead represent a mockery of life and a violation 
  of the natural order of life and death, the deathless merely stave off the inevitability of death to accomplish a righteous 
  purpose.  While undead draw their power from the plane of Mabar, the Endless Night, the deathless are strongly tied to 
  the plane of Irian, the Eternal Day, the birthplace of all souls.  In fact, the deathless are little more than disincarnate 
  souls, sometimes wrapped in material flesh, often incorporeal and hardly more substantial than a soul in its purest state. 
  Features.  Deathless have the following features: 
  • 
  12-sided Hit Dice. 
  • 
  Base attack bonus equal to ½ total Hit Dice (as wizard). 
  • 
  Good Will saves. 
  • 
  Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill pints for the first Hit Die. 
  Traits.  Deathless possess the following traits (unless otherwise noted in a creature’s entry): 
  • 
  No Constitution score. 
  • 
  Darkvision out to 60 feet. 
  • 
  Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and mind- affecting spells and 
  abilities (charms, compulsions, phantasms, patterns, and morale effects). 
  • 
  Not subject to extra damage from critical hits, non-lethal damage, or ability drain.  Immune to damage to its 
  physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.  
  Unlike undead, deathless are subject to energy drain.  Like living creatures, deathless are harmed by negative 
  energy and healed by positive energy. 
  • 
  Immunity to any effect that requires a Fortitude save, except for energy drain attacks (unless the effect also 
  works on objects or is harmless). 
  • 
  Uses its Charisma modifier for Concentration checks. 
  • 
  Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. 
  • 
  Not affected by raise dead or reincarnate spells or abilities.  Resurrection and true resurrection  can affect deathless if 
  they are willing.  These spells turn deathless creatures back into the living creatures they were before 
  becoming deathless. 
  • 
  Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead.  Good clerics and 
  paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster 
  undead.  
  • 
  Deathless creatures gain the same benefits from consecrate and hallow as undead do from  desecrate and unhallow, 
  and they are hindered by desecrate and unhallow as undead are by consecrate and hallow.  Hide from undead and 
  undeath to death also work against deathless.  Detect undead and deathwatch reveal deathless and allow the caster 
  to distinguish deathless creatures from undead.  Evil casters can be stunned by overwhelming auras of 
  deathless creatures as good casters can be stunned by overwhelming undead auras. Use the “evil elemental or 
  undead” line in the detect evil spell description when deathless are in the area of a detect good spell.  Deathless are 
  healed by disrupt undead and damaged by unholy water, as undead are damaged by disrupt undead and damaged 
  by holy water.  Deathless are not affected by disrupting weapons.  Spells that have greater than normal effect 
  against undead creatures – including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire – do 
  not have these enhanced effects against deathless creatures.  Deathless take only 1d6 points of damage per two 
  caster levels from searing light.  Spells such as command undead, control undead, create undead, create greater undead, 
  and halt undead do not affect or create deathless creatures.   
  • 
  Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.  
  
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  • 
  Proficient in whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter 
  types.  Deathless not indicated as wearing armor are not proficient with armor.  Deathless are proficient with 
  shields if they are proficient with any form of armor. 
  • 
  Deathless do not breathe, eat, or sleep. 
  
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  DM Aid 3-Time Line 
   
  Day 
  Library Site 
  Academy Site 
  Suss Forest 
  1-15 
  Orcs looting Library 
  Orc party begins opening Academy seals 
   
  PCs find dire snake- 
  Other text-only 
  encounters 
  Orcwort sends out 
  wortlings 
  16 
  Orcs looting Library 
  Orcs open Academy- 
  Callenwold released 
  Elbron teleports in if not already summoned. 
   
  17 
  Orc party slain at Library by 
  Charnel Hound. 
  Lone slave cowers in Library. 
  Callenwold makes alliance with Elbron and 
  departs with him to Nol-Daer. 
  Staffs site with newly created undead- 
  Charnel Hound is sent to Library site 
   
  18-19 
  Charnel Hound roams hexes 
  adjacent to the Library hex. 
   
  Callenwold + Undead at Academy 
  Overwhelming orc force marches to Academy 
  site to occupy, defend and loot it. 
   
  20 
  Charnel Hound roams to hex 
  where the PCs are located. 
  Undead at Academy 
   
  21+ 
  Lone slave dies of exposure. 
  Undead at Academy 
  PCs still wandering 
  encounter a Diminished 
  Orcwort 
   
   
  
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  DM Aid 4-Research Matrix  
  Etraika Information Sources 
  Groups are listed by their type so that every Sheldomar Valley Metaorganization or NPC group that might reasonably have information can be 
  included.  DMs should exercise discretion in determining which favors /influence might incline an NPC to share information.  Some groups will 
  share their information freely while others will require payment for their services.  In most cases, it requires a half day of making appointments, 
  waiting for someone to research, buying drinks, or other efforts to obtain the information available to the group. Only the Library of Greyhawk  
  and Sheldomar Valley groups/NPCs will have helpful information and non specified NPCs/groups should give only Tier A or B information.  
  Influence or Favors with a group will gain you an audience or potentially greater information because you are known to them, though it will not 
  consume the favor. 
  Group 
  Requirement 
  Clues 
  Bardic Knowledge DC 20 
  DC 30 
   A1,  A7,  A8,  
  DC30 – B6 
  Knowledge: History DC20   
  A5, A14, B3 
  Knowledge: Local (Sheldomar) DC20  
  A2, A4, A5, A6, 
  A8, A9, A13 
  Skills 
  Knowledge: Geography DC 15 
   A4, A5, A11, 
  A13 
  Bartender, Local Gossip, Caravan Master, 
  or other non-knowledgeable person 
  Diplomacy DC 15, Gather Info DC 15 
  Buying Drinks, Generous tip 
  A1, A2, A4 
  Library of Greyhawk 
  100 gp donation per clue for research assistance 
   50 gp per hour of unassisted research - Int check +1 per hour in 
  library - DC 20  uncovers 1 clue 
  A1, A4, A10, 
  A12, A13, A14, 
  B14 
  PC is a member, has influence or is owed a favor by the group 
  (up to 3 clues) 
  A1, A3, A4, A6, 
  A7, A10, A13 
  PC makes a donation of 50 gp per piece of information 
  A1, A3, A4, A6, 
  A7, A10, A13 
  University or other general knowledge 
  groups in the Sheldomar Valley 
  (University of Gryrax or Loftwick, College 
  of Cannaith, Sellark Library in Gradsul, 
  etc.) 
  PC is a member of an upper rank in the metaorganization or 
  combines their influence with a donation 
  A12, A14, B3 
  Explorer Groups 
  (Royal Explorers, Temple Raiders, 
  Dustdiggers, etc.) 
  PC is a member, has influence or makes a donation of 100 gp 
  per clue 
  A3, A9  A10, A11
  B4 
  PC is a member, has influence or donates 100 gp per clue 
  A3, A10, A11, 
  A12, A14 
  Arcane Group  
  (NAW, Guild of Arcane Path, Syrloch, 
  Talons, etc.)  
  PC is a member of an upper rank in the metaorganization or 
  combines influence with a donation 
  B3, B4, B5 
  Spy or Rogue Groups  
  (Web, Corporation, etc.) 
  PC is a member, has influence, or is owed a favor  
  A8, A10, B10 
  Military Organizations (Army, Militia, 
  Knights of Watch, etc) 
   PC is a member 
  A4, A6, A8, A9, 
  A13, B4 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 146 
  Fibberlocchen  Bloomgem  
  Elderly Gnomish sage of Treehome in 
  edge of Suss Forest in northermost PoU. 
  Will honor Amerayne’s token with 2 free clues and charge 100 
  gp each for each additional clue.  Freely gives all clues to 
  anyone who helped him in ULP1-04 Downward 
  B2, B3, B4, B9, 
  B10, B15, C2, 
  C3, C9, C10 
  Sage of Courland, Pierdyn Flynn 
  Businesslike half-elven sage 
  100gp per question researched 
  B3, B4,  B6 B7, 
  B8,  B12,  B14, 
  C1, C10 
  Jimmbly, assistant to Pengellen of 
  Gryrax (who is unavailable)  Eager 
  gnome apprentice 
   Will require a full day of errands and cleaning tasks for the 
  unavailable Pengellen while he researches 3 clues.  A second 
  day's work will gain 3 more. 
  A3, B4, B9, C1, 
  C3, C5,  
  William Thomas &  
  Walter Farnsworth 
  elderly scholars of Greyhawk 
  Will give clues freely to anyone seeking their partner Jedidiah 
  Link - unfortunately, Jedidiah was the expert on the Lost City. 
  A3, A7, A11, B2, 
  B3  
  Antiquary Kylia of Enstad 
  Venerable Keeper of Records 
  Helpful only to elves & half-elves. Other races must persuade 
  her with a DC 30 Diplomacy check.  She will require a full day 
  to share her research & require full details of their findings 
  later. 
  B4, B13,C2, C4, 
  C7, C9, C10 
  Suss Rangers 
  in County of Ulek 
  Helpful to anyone with Amerayne’s token, giving 3 clues, will 
  give all clues to a fellow woodsman, or someone donating 200+ 
  gp to their orphans’ fund 
  B1, B2, B4, B8, 
  B9, B11, B12, 
  B13 
  iberian Matreyus  of  The Seekers  met  
  in SHE 4-04, 4-05 Fund. & Adv. 
  Dweomercraft 
  Will gladly help PC he has met previously; will require a DC25 
  diplomacy check from others to convince him that you will not 
  turn him over to Keoish authorities 
   B3, B6, B15, 
  C1, C4, C6,  
  PC must share all they know about Etraika & Rods of Mastery, 
  & turn over the Etraika medallion to them 
  C1, C4, C7 
  PC is a member 
   B6, B14, C2, C3 
  Silent Ones 
  of Keoland  
  (Gradsul) 
  PC also has influence/ favor with them 
  B5, B6, C4, C8, 
  Where will we find Etraika? 
  C12 
  Divinations 
  What is the best way to find missing villagers? 
  C11 
   
  
  SHE6-06 Steeped in Atrocity 
   
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  Information, Rumors, and Clues 
  A1 
  The Lost City of the Suel contains fabulous wealth and powerful magic. 
  A2 
  The Suss Forest is far more dangerous than your average woods – briars and thorns grow up overnight, animals are 
  misshapen, and even the trees are carnivorous! 
  A3 
  The gnomish sage, Locc Bloomgem of Treehome, on the northernmost tip of the Principality  has an extensive library and is 
  considered an authority on the Suss Forest and anti-toxins 
  A4 
  Many outsiders who travel to Suss Forest are stricken with a terrible disease called Suss Fever.   
  A5 
  For reasons of safety, elven villages in the Twilight Wood are carefully concealed from outsiders 
  A6 
  Many orcs, goblins, and gibberlings lair in the Suss Forest, many of which are allied with the Pomarj.   
  A7 
  An ancient ballad tells of a grand city within the forest that bragged of its wealth and power that destroyed itself by its hubris 
  and is now forgotten  
  A8 
  The Suss Rangers patrol the Suss Forest in the County and would be among those most familiar with its geographical 
  features, hazards, and ruins.  
  A9 
  The Suss Forest is very dense and dangerous, but the portions west of the Jewel in Celene and Ulek are patrolled regularly so 
  that the worst threats are kept in check.  
  A10 
  The Silent Ones in Keoland are always interested in powerful magic items, especially those created by the ancient Suloise.  
  A11 
  There is a sage in Courland named Pierden Flynn who is quite knowledgeable about both the Suss Forest and the history of 
  the Sheldomar Valley.   
  A12 
  A group called the Seekers has pursued information about the Lost City of the Suel in the past.  They're headquartered in 
  Keoland. 
  A13 
  The Suss Forest east of the Handmaiden River and north of the Jewel is part of Celene. The western side of the Suss is 
  claimed by the County of Ulek in the north and the Principality of Ulek in the South.  No one controls the Suss east of the 
  Jewel, the Pomarj claims it as their territory. 
  A14 
  The antiquary Kylia of Enstad is keeper of many of the oldest written records known to elves.   
    
    
  B1 
  Black Creek originates in a swamp a short ways from the twin peaks, whose view is well worth the climb. 
  B2 
  There is an ancient slavers’ way station in the easternmost portion of the Suss Forest where old trails from many directions 
  converge.  One of those trails must once have led to the Lost City of the Suel.  
  B3 
  Suel refugees from the Invoked Devastation established a great city within the Suss.  Its major trading goods were slaves and 
  magic. 
  B4 
   Suss Fever is a deadly disease that afflicts nearly everyone who spends time in the Suss. Those who survive an infection 
  naturally seem to be immune.  Magical cures leave one susceptible to reinfection.   
  B5 
  Some believe the amazing and aberrant growth in the Suss Forest is the result of an ancient cataclysm that released a 
  backlash of positive energy.  
  B6 
  An ancient Suloise Academy of Dweomercraft was discovered by some adventurers near the headwaters of the Old River.   
  B7 
  Be careful of the old keep ruins on Troll Creek.  The bandits that once laired there left the area around it riddled with traps 
  and hidden pits.  Like most of the Suss' creeks, it is not navigable by boat. 
  B8 
  The Necromancer Mycelena used to reside in a crypt in the foothills of the Lortmils, just a few miles SW of Courland. 
  (Known by anyone who played SHE4-07 A Matter of Trust) 
  B9 
  There are some errors in your map.  Black Creek flows from north of the hills near Nol Daer.  And the ancient keep's ruins 
  are on the south side of Troll Creek.  None of the creeks are navigable by boat. 
  B10 
  Pengellen in Gryrax has access to most of the information that has been collected on the Lost City of the Suel, including 
  some new documents discovered only recently. 
  B11 
  The Suss Forest east of the Jewel River is home to a wide variety of aberrations.  Trees and other plants there seem to grow 
  extremely fast and be subject to unusual malformations. 
  
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  B12 
  Though there are a number of ruins in the Suss, all are too small to be even part of a city. 
  B13 
  Many parts of the Dark Woods radiate a strong aura of magic .  
  B14 
  The dwarves of the Principality maintain a collection of maps dating from the time of the Twin Cataclysms that likely 
  include the Suss Forest where the Lost City of the Suel was located. 
  B15 
  A medallion of an unusual alloy with the name Etraika was found in some ruins of a school in the foothills of the Lortmils. 
  (Some adventurers will recall the Academy of Magic from SHE4-05 Advanced Dweomercraft) 
    
    
  C1 
  The Suel city of Etraika was established in the Suss approximately 1000 years ago.  Its major export was slaves.   
  C2 
  The ruler of Etraika was a Mage of Power named Kaarl Hartur.  Kaarl was reputed to have knowledge of the abominable 
  magicks involved in the Invoked Devastation. 
  C3 
  Etraika was said to have been established on a tributary of the Jewel. The waters were diverted to form a moat around the 
  city  
  C4 
  Some of the amazing growth in the Suss Forest is probably related to the destruction of Etraika and a huge release of positive 
  energy.   
  C5 
  A recently discovered document describes a Suel city as sitting next to a swamp from which large alligators were often 
  captured for use against slaves in the ring 
  C6 
  An old Suloise poem refers to Luna's rising between the Titan’s Knees as the signal for the beginning the celebration of 
  Richfest in the great City of the Suel.  
  C7 
  A remnant of a journal refers to the dark waters which flow by the Slavers’ City – as black as the hearts of its people.  Long 
  thought to have referred to Stoneheim, references to Mayor Hartur may tie it to the Suss forest. 
  C8 
  An ancient record of an attempt to rescue a family member from enslavement in Etraika describes difficulties with 
  divinations on the city - even within sight of its walls.  Its wards are likely still functioning. 
  C9 
  Fragments of a journal recovered in Ulek's Disputed Territory refer to Lt. Callenwold's preparations to assault the "Suel 
  Slavers' City" with an undead army that is immune to their thralldom 
  C10 
  "And so the titan fell back, his knees towering over the Suel mage who slew him.  A cheer arose from the  
  people watching on the city's walls…"  Ancient Suloise  fable 
  C11 
  Befriend the tree dwellers' pet. 
  C12 
  Scattered, buried, beneath, but no more 
   
  
  SHE6-06 Steeped in Atrocity 
   
  Page 149 
  Player Handout 1: Intro for Medallion of Etraika holders. 
  You sleep fitfully, tossing and turning through the night.  When your dreams come they are filled 
  with the sounds of battle under a smoke-filled sky. Glimpsed through the trees are white walls covered with 
  green creepers and moss. Atop the walls are shouting figures, spouting flames and multihued beams of light. 
  Below them teems a mass of humanoids, scrabbling up the walls whenever the spellfire slackens. Behind the 
  horde floats a dark figure, clad in black. He waves a hand and the fallen humanoids rise again, and redouble 
  their assault. As the defenders scream in fear, the dark one roars with laughter. 
  The defense falters and the attackers clamber over the walls, rending the last defenders to bloody 
  rags. The shrieks of panicked women and children carry out over the walls to you. Shrieks that are cut short. 
  A minute passes. The last of the dead in view, of both sides, rise and clamber up the walls with deadly intent, 
  as the dark one flies triumphantly into the city.  
  You are whipped by a sudden wind, as clouds form over the beleaguered city. The clouds roil with 
  energy, both dark and light. The mixture stabs downward as a painful white light that you’re sure has blinded 
  you…. Until you open your eyes to the dim morning light…. And remember that you’ve had this dream many 
  times before …. 
  You receive a message, out of thin air: a calm voice in your ear states: “The Knights of Luna request 
  your assistance in the fair realm of Celene. Say aloud if you will aid, and we will transport you immediately.” 
   
  You have a choice of how to respond here.  If you said aloud anything resembling, “I will, I agree, Yes, etc.” then 
  read on. If you say “no”, then ask the DM whether you are eligible for a different introduction. 
  A minute later a pair of elves wink into being before you. One wears the livery of the Knights of Luna, 
  and the other is outfitted with gear arcane. The Knight bows to you and says, “Thank you for your kind offer 
  to assist us. Please gather your belongings, including creatures, and Sithii will bear us to Celene.”  The elves 
  wait patiently as you pack. 
  With a flash, you arrive outside a spire of obvious Elven décor in the midst of a beautiful Elven city.  
  Another elf, clad in the garb of the Knights of Luna is accompanied by several adventurers. “Welcome to 
  Enstad.  I am Knight-squire Narwain Filiadir of Luna.  Please, join us.”   
   
  What you know of the Medallion of Etraika:  This small medallion was found on the body of a ghoul just inside a 
  long-lost Academy of Magic in the Suss Forest. The ghoul babbled about being an emissary from the city of Etraika, of 
  which no one with whom you have spoken seems to have any knowledge. The metal from which it is made is an 
  unusual alloy that you have not been able to identify. For months you have carried it and it has been utterly inert. About 
  three months ago, when you inadvertently touched it, it felt unusual. (Please ask your DM for details.) Within the last 
  two weeks, it has brought you dark dreams, of a great battle lost ages ago. 
   
    
  
  SHE6-06 Steeped in Atrocity 
   
  Page 150 
  Player Handout 2: Intro for Token of Amerayne holders. 
  Morning dawned with memories of a very vivid dream filled with gossamer spires and silken 
  banners, huge trees and lilting melodies. Tantalizing scents hinted at fresh baked bread and spring blossoms 
  while soft voices whispered your name over and over again.  So it was no surprise when you noticed that the 
  small opalescent sphere given to you by Handmaiden Amerayne was glowing steadily.   Soon, a calm voice in 
  your ear stated, “The Knights of Luna again request your assistance in the Fair Realm. Say aloud if you will 
  aid, and at noon we will transport you.” 
   
  You have a choice of how to respond here.  If you said aloud anything resembling, “I will, I agree, Yes, etc.” then 
  read on. If you say “no”, then ask the DM whether you are eligible for a different introduction. 
  Shortly before noon, a pair of elves winks into being before you. One wears the livery of the Knights 
  of Luna, and the other is outfitted with gear arcane. The Knight bows to you and says, “Thank you, again, for 
  your willingness to assist us. Please gather your belongings, including creatures, and Sithii will bear us to 
  Celene.”  The elves help you collect your gear and animals, then the Wayfarer teleports you.   
  With a flash, you arrive in the midst of a beautiful Elven city. The gossamer spires are every bit as 
  beautiful as those of your dream.  An elf clad in the garb of the Knights of Luna approaches you accompanied 
  by [describe other PCs], smiling in recognition. “Welcome to Enstad, capital of the fey realm of Celene.  I am 
  Knight-squire Narwain Filiadir of Luna.  Please, join us.”   
   
  What you know of the Token of Amerayne:  This small opalescent sphere crafted to appear like the moon Luna 
  was given to you by Handmaiden Amerayne as a means to contact you in the future after you assisted her in SHE 6-03 
  Brooding Boughs. 
   
  
  SHE6-06 Steeped in Atrocity 
   
  Page 151 
  Player Handout 3: Intro for PCs from the Sheldomar Valley 
  Metaregion 
  You were recruited by the Tackett and Figg Teamster Company as a trouble shooter for their final 
  survey team for the proposed Lortmil Trail trading route.  Though there were a couple minor skirmishes with 
  local “wildlife”, the bickering between the two surveyors about the exact route that should be followed 
  reached such an impasse that you have arrived in Courwood much earlier than planned without actually 
  getting the trail marked.  
   So it is a great relief when Bangor Tackett approaches you with two elves in tow.  The dwarven 
  teamster looks at you apologetically before introducing his new acquaintances.   
  “I’m right sorry that those durn bureaucrats couldna’ come to any agreement on the route, but ya still 
  done good for da team, so I don’ want ya ta have any hard feelings ‘bout the job endin’ early. I’m gonna have to 
  crack a couple heads together a few times afor we can set out ag’in.  But these two fellers are in need of the 
  sort of expertise that you got.  In spite o’ their pointy ears, they’re honorable folk.  Mebee y’all could help 
  them out while I’m knocking sense into those blockheaded Keoish pencil pushers?” 
  The first elf is female, wearing finely wrought mithral chain and the tabard of the Knights of Luna.  
  She introduces herself, “Greetings, friend, I am Knight-Squire Danira.  Master Tackett recommends you 
  highly for your skill in handling difficult situations and I have a very challenging problem that should prove 
  mutually advantageous.  There is some travel involved, though with Father Falledrel’s assistance it should be 
  swift enough.  My liege will reveal the details when we arrive in Celene.  Will you come?” 
  The second elf nod agreeably, and you note that the holy symbol of Corellan Larethian on his chest 
  swings gently in emphasis. 
  Even if pressed, the Knight-squire will reveal little more than that the “difficulty“ is of extreme importance and 
  that the cause of good will be greatly furthered if you assist. She will confirm, if asked, that she is from Celene and that 
  they must travel to Enstad, its capital. Though she will not specify payment, she will say that her liege’s gratitude is a 
  valuable thing. 
  With two castings, Father Falledrel can bring up to 7 creatures and Knight Danira.  Danira will promise to 
  have any mounts, etc. left behind brought within 2 days. 
  Once you have gathered your belongings, Father Falledrel casts a windwalk and you turn to vapor 
  and fly swiftly up the Handmaiden River to the edge of the mountains.  After a couple hours, you descend 
  briefly before crossing into Celene to allow the Knight to converse with the border guards.  And then you 
  continue to the beautiful city of Enstad. 
  Just outside the city, you slowly descend to meet up with another Knight of Luna, Narwain Filiador 
  who is accompanied by [description of PCs coming from Greyhawk]. Knight-Squire Danira introduces you to her 
  comrade-in-arms with a hopeful smile.  “Narwain will show you to your meeting with the Handmaiden.  
  Much depends upon your success.” 
   
   
  Then Danira and Father Falladrel turn to mist and move southward, leaving you to enter the capital 
  of the Fey Realm of Celene with the other knight and his companions.   
  
  SHE6-06 Steeped in Atrocity 
   
  Page 152 
  Player Handout 4: Intro for All Others 
  Taking a well-earned load off your feet and treating yourself to a good meal and a cold beverage, you 
  find yourself in the Black Dragon Inn in the grand city of Greyhawk.  The common room is teeming with 
  customers from all walks of life taking similar breaks from their daily affairs. 
  Finishing up the final remains of your meal, you spy two older gentlemen entering the common 
  room, looking a bit perplexed and out of place as they scan the inn’s patrons.  Their fine robes and ink-stained 
  fingers mark them as scholars or clerks, and they are obviously looking for someone.  After conferring for a 
  brief moment, they make their way over to your table.  “Excuse me, my friend and I were wondering if we 
  could have a moment of your time?  We have a little matter with which we could use some help and you 
  appear like you might suit our needs.”   
  They seat themselves opposite you at the table and lean over to speak in hushed tones.  “You see, I am 
  William Thomas, and this is my cousin, Walter Farnsworth.  We are scholars here in Greyhawk. Perhaps you 
  have heard of us?  Thomas, Farnsworth and Link?  No? Well, no matter.  Our partner, Jedidiah Link, is several 
  months overdue from an expedition.  He set off to research some findings of Ancient Suel heritage in the 
  Suss forest and has yet to return or send word as he had planned to do.  Jedidiah is a wizard of amazing 
  intellect, but, well, let me be frank, of little use in the wilderness.  He took three of our most promising 
  apprentice wizards with him, and we fear for their well being. He planned on heading to Courwood in the 
  County of Ulek and then east into the Suss.  Another group promised to seek him, but got involved with some 
  elves and was unable to find him.  We’ve made inquiries, and Knight-Squire Narwain of the Knights of Luna 
  has agreed to help us in our search.  Unfortunately, both Walter and I are far too old to undertake such a long 
  journey without serious consequences to our health. Would you be willing to travel to Enstad on our behalf 
  to seek his aid in locating Jedidiah?” 
   
  If asked about a reward, the mages hem and haw a bit, saying that Jedidiah always took care of such things in the 
  past.  But, while they are far from wealthy, they are men of some influence in the arcane community of the city with 
  contacts that might be valuable to someone in your line of work. 
   
  The portly Walter gives you a traveling pass to Enstad in Celene as well as a letter authorizing you to act 
  as their agent in this matter. Your travel from the City of Greyhawk is remarkably uneventful until you 
  approach the Celene border.  There, your papers are closely examined multiple times.  Finally, two guards are 
  assigned to escort you personally to the capital.  Late that evening, you are approached by a rider mounted on 
  a beautiful Elven horse, dressed for battle, his green cloak embroidered with the symbol of the Knights of 
  Luna.   
   
  “Greetings, foreigner, I am Knight-squire Narwain Filiadir of Luna, and I understand that you are 
  seeking a lost mage.” he pauses, seeming to seek the right words. “I am seeking some others who were lost 
  about the same time as your mage and believe their fates are intertwined.  It will be very beneficial to have 
  someone of a different……culture than my own to assist in a task which is a matter of great importance to 
  Celene and to the lands bordering the Suss Forest.  Would you be so kind as to accompany me into the capital 
  city to speak with an agent of the Queen about this issue?” 
   
   
  Something in the back of your mind itches. This is not quite the situation you had expected… 
  though surely the knight is correct that the issues are related…?  
   
   
  Your Elven escorts lead you deeper into the lands of Celene, where few save the native elves have trod 
  in many years. Their knowledge of the paths serves well, as many a time they stride purposefully into what 
  appears a solid wall of vegetation, only to emerge on a secretive path leading deeper into the realm. Two more 
  days are thus consumed in travel until you finally glimpse the spires of Enstad. 
  
  SHE6-06 Steeped in Atrocity 
   
  Page 153 
  Player Handout 5: Celene’s Overview Map  
  
  SHE6-06 Steeped in Atrocity 
   
  Page 154 
  Player Handout 6: Celene’s Map of the Suss Forest 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/596/Normal Scenarios/SHE6-06 - Steeped in Atrocity (APL 10-14)/SHE6-06 - Steeped in Atrocity.pdf