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. ©2004 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com 
   
  COR4-14 
   
   
   
   
  SYMPATHY FOR THE 
  BAATEZU 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Core Scenario 
  Version 1 
   
  By Chris Chesher 
  Circle Reviewers: Craig Hier and Stephen Radney-MacFarland 
  HQ Reviewer: Eric Cagle 
  Additional Greyhawk Source Material: Carl Sargent  
                                                          
   
  Digging deeper into the dark alleys of Eastfair has cleared up some puzzles, but the sickly dust quickly settles to create 
  new obfuscation. Perhaps it is time to step out for some fresh air. A favor for a favor, new friends may be able to help you 
  help yourself and get to the bottom of this mystery. With the who’s and how’s covered, its time to gather up a motive. 
  The pillows and linen are freshly changed, so head on over to The Whirling Dervish and get a good rest, you’ll need it. 
  An adventure for APL 2-8. Part Three of the “Running with the Baatezu” series. 
  
  Sympathy for the Baatezu 
   
  Page 2 
  # 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
  This adventure has been designed to be part of the RPGA 
  DUNGEON & DRAGONS campaign LIVING GREYHAWK. 
  Like all LIVING GREYHAWK adventures, it’s recommended 
  that parties undertaking its challenges have at least one 
  arcane spellcaster, a divine spellcaster (preferably a 
  cleric), a strong warrior, and a rogue. Parties missing 
  these valuable adventuring components may find this 
  very challenging, and the percentages of character death 
  higher.  
   
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. 
  First it is an official game, and you 
  can use the AR to advance your 
  LIVING 
  GREYHAWK 
  character. 
  Second player and DMs gain 
  rewards for sanctioned RPGA play 
  if they are members of the 
  DUNGEONS & DRAGONS REWARDS 
  program. Playing this adventure is 
  worth two (2) points.  
   
  This adventure retires from 
  RPGA 
  sanctioned 
  play 
  on 
  December 31, 2005.  
   
  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 Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  After the adventure, fill out and give an adventure record 
  to each player. This tracks their character advancement 
  for the adventure.  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the 
  adventure. To determine this 
  modified Average Party Level 
  (APL) follow the steps below: 
  1. 
  Determine the character level 
  for 
  each 
  of 
  the 
  PCs 
  participating 
  in 
  the 
  adventure. 
  2. 
  If PCs bring animals that 
  have been trained for combat 
  (most likely dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability 
  (such 
  as 
  animal 
  companions, 
  familiars 
  paladin’s mounts) or the 
  warhorse of a character with 
  the Mounted Combat feat, 
  use the sidebar chart to 
  determine the number of 
  levels you add to the sum of 
  step one. Add each character’s 
  animals separately. A single PC may only bring four 
  or fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  
  Sympathy for the Baatezu 
   
  Page 3 
  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 recieves 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. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in The 
  Great Kingdom of Northern Aerdy. All characters pay 
  two Time Units per adventure 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. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a 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. 
   
  Source Acknowledgement  
  In the text of this adventure, sentences, paragraphs and 
  ideas have been borrowed (and expanded on) from the 
  sourcebook ‘Ivid the Undying’ by Carl Sargent.  
   
  The author of this adventure would like to express 
  his thanks and praise to Mr. Sargent and acknowledge 
  the original source material created by him.  
   
  ADVENTURE BACKGROUND 
  The North Kingdom 
  The Great Kingdom of Northern Aerdy is ruled by His 
  Righteous and Transcendent Majesty, the Overking of 
  Northern Aerdy, Herzog Grenell the First, Prince of 
  House Naelax (LE male human [flan-oeridian] Clr19 - 
  Hextor). 
   
  This is a nation of tyranny and oppression. Outside 
  of the large cities, feudal lords hold god-like power over 
  their small fiefdoms, only paying heed to the more 
  powerful liege above them in the social order. 
   
  Inside the city, nobles and the others who are lucky 
  enough to be above the salt practice a lifestyle of 
  hedonistic indulgences and cruelty at the cost of those 
  poor souls who fall below the salt. 
   
  The vast majority of the warlike noble families 
  pledge their spiritual faith into the many hands of the 
  Scourge of Battle, Hextor. Cavaliers of the darkest hearts, 
  shiniest armor and most bloodthirsty mounts are a 
  somewhat common sight in these lands– be they the 
  clerics of Hextor or the knightly lord of the local manor 
  and village. 
   
  Though there are a number of small and rather 
  ineffectual ‘cults’ of good (usually in a chaotic form) that 
  preach and practice rebellion against the oppression of 
  the government and society in whole, finding them is 
  rarely easy, but when they are, an iron fist is used to crush 
  them. 
   
  That is not to say there are no forces of good left 
  within the North Kingdom. Once, not too long ago, this 
  nation was a part of the truly Great Kingdom and the 
  bastion of Oeridian culture.  
   
  Thus as Hextor is a part of that culture, so are gods of 
  good and neutrality. Those who would rebel against the 
  tyranny of the Lawful Evil society (such as Trithereon) 
  have long since been purged to all but the remotest 
  pockets. Followers of gods who would infer its 
  worshipers to a more direct opposition (such as the Arch-
  Paladin, Heironeous) have been equally purged.  
   
  This leaves the followers of good (and neutral) gods 
  who have found a way to work their dogma within the 
  oppressive bounds of the state religion of Hextor. An 
  example of this are followers of the Gentle Hand, Zodal, 
  running orphanages or churches of the Shining One, 
  Pelor, taking care of the poor and sick within the ever-
  swelling slums of the cities.    
   
  
  Sympathy for the Baatezu 
   
  Page 4 
   
  The Lawful Evil nature of the society allows these 
  small churches of good who do not practice rebellion as 
  dogma, to operate and take care of those (poor and sick) 
  that the government do not want to waste time on. The 
  thinking is, “if they want to waste their resources on 
  those types, and as long as they obey our laws, then let 
  them. Besides, it’s fun to bully them too, from time to 
  time.” 
   
  There are some religions that are accepted because 
  they play an important niche. Examples of this are the 
  churches of the Money Counter, Zilchus and the Dweller 
  on the Horizon, Fharlanghn, but the political influence 
  of these sects is kept to a minimum. The only power they 
  can express is that bought by coin and even that is 
  limited. 
   
  Amongst the common people (with their heavily 
  mixed Flan heritage) the Oerth Mother, Beory is 
  worshiped for nature related issues and to a lesser extent, 
  so are the Oeridian agricultural gods. Even the different 
  evil gods such as the Reaper, Nerull and the Black Rider, 
  Incabulos are given small prayers and appeasement to 
  ward off their callings and hopefully push them on to 
  their neighbor, but not them. 
   
  Language 
  The peasants and serfs of the land all speak the Common 
  tongue, with a heavy Oeridian accent usually mixing in 
  many words and expressions of Old Oeridian, though 
  this by no means guarantees that the serf speaker can 
  actually communicate fluently in Old Oeridian. 
   
  The nobility, clerics, sages, elite servants and anyone 
  with education speak Old Oeridian as their primary 
  language, but the Common tongue is known to all. 
  Religious and legal issues are dealt with in Old Oeridian, 
  as well as anything that is the domain of those above the 
  salt.  
   
  Keeping a Low Profile 
  When the characters visit Eastfair in this adventure, they 
  should not have too much of a problem with the 
  authorities or the general population (most of which are 
  LE, NE and N) as long as they keep their heads down and 
  don’t make a scene.  
   
  Those who worship Chaotic (of any morality) or 
  Lawful Good gods and do not pass a Disguise check (DC 
  12) (made once for the whole adventure) or who reveal 
  themselves, suffer a –2 circumstance penalty to all 
  Charisma based skill checks. This is negated if they are 
  dealing with someone of their same ethos (a good 
  worshiper meeting a good worshiper has no problems, 
  etc), but this is left up to the DM to determine. 
   
  A special case is in store for worshipers of 
  Heironeous, the archrival of Hextor. Since it is assumed 
  that a proud worshiper of such a god would adorn 
  himself with the marks and symbols of his divine patron, 
  the Disguise check is DC15. This includes not slipping 
  up and using sayings or dogma in speech. The price for 
  being recognized is a –6 circumstance penalty to all 
  Charisma based skill checks. Even if the character fails 
  his skill check, this does not mean that every city guard 
  and cleric of Hextor automatically spot him in the streets. 
  It’s only for when he is up close and interacting with 
  these Heironeous-Haters and those who play along out of 
  fear. 
   
  Even then though, he only becomes the target of 
  harsh ridicule. As long as the character keeps his cool and 
  dignity, he can get out safe and alive.  
   
  If he ever forces the hand of the Hextorians, 
  however “justice” will be swift. 
   
  The Hextorians feel no need to grant a foreigner any 
  sort of honor duel, not in their own capital. 
   
  Pets, Familiars and Animal Companions 
  Large and/or wild animals are not allowed to be brought 
  into the city unrestrained and without a permit. Wolves, 
  bears, any dire animal and other dangerous creatures 
  must be leashed and muzzled or caged. Dire animals must 
  be caged. A one-week permit costs 10 gp per size category 
  of each animal (starting at Small). 
   
  Horses, trained dogs, birds and other common 
  domesticated animals cost a copper each to enter the city, 
  do not require any special restraints, but the master is 
  responsible for any damage the animals cause.  
   
  Crime and Punishment 
  The laws of the land are typically the same as one would 
  find in another lawful kingdom, only much, much 
  harsher. The people are coppered and silvered to death 
  with special taxes and tariffs. Most commoners are 
  considered property, either to their liege or to the 
  government as a whole should they be a Freeman (an 
  ironic term here).  
   
  Minor crimes and public disturbances bring about 
  rough treatment from the town guards or from one’s 
  social superiors (with little chance for recourse). 
  Thankfully, gold is an accepted solution to get the 
  characters out of all but the most unforgivable crimes 
  (usually those perpetrated against someone with rank 
  and power). The laws have been somewhat softened (or 
  just corrupted) from ten years ago. An influential man 
  about town succeeded in plying the right people to lower 
  the execution range on items from its original 500 gp to 
  the new 1000 gp limit. Rumors have it he is the main 
  backer of a new fledgling thieves guild. Thus these 
  Guilders can pay the bribes required for getting caught 
  for minor theft, instead of executed as in the past. 
   
  To give an example: If the characters cause the death 
  of a commoner, they can discreetly pay their way out of 
  punishment (the authorities make this clear with a wink 
  and nudge) for the sum of 1,000 gp per dead commoner 
  (or 100 gp for an orc).  
   
  Failure to pay this fee sentences the characters 
  involved to 2d6 TU’s worth of imprisonment (the 
  sentence would normally be much longer, life even, but 
  its assumed the crafty adventurers can eventually get 
  themselves out of the situation one way or another, along 
  with all their gear but not gold. All coin is removed from 
  the Adventure Record). 
   
  Killing a tradesmen or other such ‘middle’ class 
  member of society is subject to a 2,000 gp fine. It doesn’t 
  
  Sympathy for the Baatezu 
   
  Page 5 
  matter how the death was caused. Accidentally or 
  premeditated, death is death. Failure to pay costs the 
  characters 2d8 TUs. Otherwise, this is treated the same as 
  the above entry. 
   
  Killing a Noblemen or other authority figure 
  requires a Diplomacy check (DC 15), just to be allowed to 
  make reparations or else be executed permanently. If the 
  characters succeed in the apology, then they at minimum 
  must pay the full cost to bring the person back from the 
  dead (raise dead or resurrection) and then another 2,000-
  4,000 gp (Dungeon Masters discretion on severity) on top 
  of that (this secondary amount can be reduced as stated 
  below).  
   
  Theft Over 1000 gp is a death sentence. Those 
  caught for this crime are almost always publicly executed 
  as an example to the rest of the population. To even 
  attempt to get out of this, requires a Diplomacy check 
  (DC 25), then confiscation of the item, then a 5,000 gp 
  bribe. Sad to say, few people have those sorts of resources, 
  so permanent death becomes quite the deterrent. 
  Philosophers have pointed out that the crime of theft is 
  more harshly dealt with than the crime of murder and 
  that speaks volumes on the mentality of the government 
  and its people. 
   
  For lesser crimes: 
   
  Insulting a Noble or a cleric of Hextor (Diplomacy 
  check (DC13) to be allowed to pay 200 gp, otherwise 1d4 
  TUs of imprisonment).  
   
  Interfering with a Guardsmen (50 gp or 1d4 TUs of 
  imprisonment). 
   
  Public 
  Disorder 
  (50-200 
  gp, 
  or 
  1 
  TU 
  of 
  imprisonment). 
   
  Theft, Minor (Half the value of the items and 
  confiscation of the items or 1d3 TUs of imprisonment 
  and confiscation of the items).  
   
  Breaking and Entering (50-200 gp or 2TU of 
  imprisonment). 
   
  Vagrancy (a sound beating, then, 50 gp or 1TU of 
  imprisonment and another sound beating).  
   
  DMs should use these as a guideline should they find 
  their players getting into trouble. When in doubt though, 
  err on the side of caution and leniency.  
   
  These minor crimes can usually be paid on the spot 
  to guards or other authority figures. The more severe 
  charges (like murder) usually take some time to process 
  in the courts. Typically, paying 100 gp can speed it up to 
  2d6 hours, from 2d8 days (all included in the initial TU’s 
  paid for the adventure). This is nothing compared to the 
  poor wretches who spend years in tiny cells awaiting a 
  trail that may never come. 
   
  If the characters profess their innocence (whether 
  they are innocent or not, it doesn’t matter much) a 
  representative for them all may make a single opposed 
  Diplomacy check (DC 1d20+5)(per charge). The character 
  may use Knowledge (Core) instead for this check. 
   
  If this is successful, then the cost in gold or TUs is 
  reduced by 50% (round down). But if the check fails, the 
  penalties are increased by 50% (round up).  
   
  Some exceptions to this are when the authorities 
  hate the victims more than the characters. For example, 
  killing a cleric of Tharizdun or Vecna doesn’t bring about 
  much reprisal (unless the characters committed a lot of 
  other crimes in the process). 
   
  Also, the adventure text may list specific instructions 
  on how to handle a crime or a trial. Always use the 
  specific instructions in the adventure text over those 
  listed above.  
   
  As stated previously, a typical commoner would 
  expect a life sentence for very minor crimes, but the 
  adventurers (with a few exceptions) are only penalized 
  TU’s, for it is assumed that they are able to get themselves 
  out of the imprisonment much before the end of the 
  expected sentence. A death sentence is the exception to 
  this. Without specific instructions in the scenario, death 
  becomes difficult to be paroled from but after most petty 
  executions, the body can be recovered by resourceful 
  adventurers. 
   
  Guard patrols and even their interest depends on 
  what part of the city or (in the case of in rural area) whose 
  land one is on.  
   
  In Eastfair, The New City is closely watched by both 
  mundane and even magical means. Those committing 
  crimes have a much higher chance of getting caught. In 
  the Old City, guard patrols are fewer and petty crime is 
  rampant, but the patrol sizes tend to be much larger with 
  a higher chance of special support units (such as mages or 
  brute squads), ready to tear a neighborhood apart till they 
  get the people they are after.  
   
  Rural lands are under the jurisdiction of whichever 
  noble owns that patch of land, which can have several 
  layers of authority. These rural nobles have less firepower 
  to back up an arrest then do the city guards against 
  powerful adventurers, so they tend to be more lenient 
  and willing to deal when they feel they lack the upper 
  hand. 
   
  Law Enforcement in Eastfair 
  The every day city watch duties are held by the Rakers, 
  companies of elite soldiers from the northern border of 
  the North Kingdom. They are much feared and rightly 
  so. Should the need arise; the city has garrisons of church 
  solders, squadrons of cavalry, mage detachments, and orc 
  brute squads (though the orcs are generally kept in the 
  Old City). 
   
  Ever the inventive and progressive city, Eastfair has 
  established a system where citizens can pay to have a 
  large bell (and additional smaller hand held ones) that 
  can be rung to call forth a city guard patrol. These bells 
  are specially marked by the Rakers and the authorities. 
  Possession of non-sponsored bells without a permit is 
  illegal. Due to the large fee, these signaling bells are 
  mostly found in the hands of the rich. 
   
  Normal folk can still summon the guards per the 
  traditional method of yelling or running up and tugging 
  on sleeves, but the bells provides extra convenience 
  when seconds count. 
   
  Patrols (both foot and mounted) of Rakers can be 
  found all over the New City, both day and night. Their 
  
  Sympathy for the Baatezu 
   
  Page 6 
  response time is usually 2+1d4 minutes for a single 
  patrol, with more patrols arriving within another 1+2d4 
  minutes. For problem cases, magical assistance both 
  clerical and arcane can be called in but due to the 
  monetary cost this is not used for insignificant cases.   
   
  Typical Patrol (New City) 
  Sgt Ftr3; 2d4 Troopers War2. 
   
  �Elite Patrol: Lt Ftr3/Rog2; Sgt Ftr3; 2d8 Troopers 
  War2; 50% of Evk3; 50% of Clr5 of Hextor. 
   
  �Typical Patrol (Old City): Orc Sgt Bar2 or Ftr 2; 
  4d4 orcs war1; 1d2 ogres. 
   
  �Raker Patrol: Vet Sgt Ftr4; 2d8 Troopers War2. 
    
  It should be noted that, unlike a typical city in the west, 
  the city guard here are typically evil and uncaring. Good 
  characters trying to turn in bad guys are just as likely to 
  get trouble turned around onto themselves as well with 
  money changing hands being the only way out. The 
  Rakers of Eastfair can’t be relied upon to solve all of the 
  character’s troubles. 
   
  Eastfair, The Granite City 
  Within the high and heavily fortified outer granite walls 
  of the city, are streets so clean and tidy that they put 
  some high altars of Heironeous to shame. 
   
  Heavily worked maintenance crews keep the hard, 
  stark and stern streets sanitary, as much as the elite units 
  of Rakersmen (elite troops of North Province) keep the 
  streets orderly as the town guard.  
   
  While it has a reputation for urbanity, ordinary folk 
  in the city work hard and need to in order to compensate 
  for the heavy taxation and cruel red tape. One must pass 
  through the second ring of city walls and into the Old 
  City, in order to get to the interior of the city and to see 
  its true seedy underbelly. Here, the poor and the 
  wretched eek out an existence shut away from the 
  outside, only allowed to exit via special permits or by 
  wearing badges sewn to their vests. 
   
   In the last decade or so, this poor interior has turned 
  from poor-man’s quarters, though kept almost as orderly 
  as the New City, into a true slum (much to the chagrin of 
  the authorities). This has been caused by the ever-
  increasing migration of refugees into the city. If you can 
  pay the entrance fee you may enter Eastfair but if you are 
  not a skilled tradesmen or rich, you are shunted to the 
  Old City.  
   
  Once there, you can’t legally leave without a permit 
  of some sort. This has been causing quite a bit of 
  increased 
  hardship 
  and 
  chaos. 
  The 
  uncaring 
  government’s answer is to send in brute squads of orcs 
  and ogres to thin out the population of troublemakers, 
  but never so much that they’ll cause a general revolt. 
  Cycles of famine and diseases keep the population levels 
  of the Old City down as well.    
   
  Behind its orderly mask, the population of the city is 
  prone to hedonistic pleasures. Eastfair has always 
  attracted the most debauched and degenerate nobility 
  and merchants of North Province. If you have the money 
  to pay for it, the Nine Hells itself can be yours to 
  experience. 
   
  Eastfair attracts wealth. Those riches are either 
  inherited, or obtained by the best merchants, that is, the 
  most unscrupulous, swindling, money grabbing ones. 
  Given this, it is not surprising that Eastfair's rich like to 
  spend their money on depraved and immoral activities. 
   
  Eastfair has a considerable number of truly 
  exceptional craftsmen and artisans within its city walls. 
  These numbers have swollen by the people seeking 
  refuge in the Granite City from more troubled lands and 
  cities. Now, truly, Eastfair is a city where one can buy 
  almost anything – if one has almost limitless supplies of 
  gold. 
   
  When the sun sets and the streets fill with flickering 
  shadows, it’s the poor and common men that pay for the 
  vileness of the riches’ entertainment, not to mention all 
  the other hidden evils in the city. 
   
  In a nutshell, the common people have very few 
  rights and the government enforces itself on the lower 
  class brutally, but usually overlook the vileness that 
  befalls the common man, as long as its done quietly and 
  doesn’t disturb the order of the city. 
   
  Something one does not see walking the streets of 
  the city are fiends. Baatezu and especially Tanar’ri are not 
  generally accepted by the church of Hextor. Part of this 
  has to do with their god residing on Archeron, and not 
  the Nine Hells. Though fiends are used for specific 
  purposes (and present within the city), as a policy, the 
  authorities don’t want them to wander around within the 
  general populace. 
   
  The same goes for undead, for they tend to cause a 
  lot of disorder and public disturbance. Of course, there 
  are always exceptions for those with power and the fact 
  that there are several animus nobles in the city makes it a 
  complicated issue. Having undead wandering the streets 
  is an extravagance reserved for the most powerful and 
  connected. Anyone else will find their minions destroyed 
  and themselves held accountable. 
   
  It should be noted that, though mostly just rumors, 
  good outsiders have made temporary homes in this large 
  city. They have been called to do good and help the 
  crusading good minority fight the powers of evil. When 
  these beings are discovered they are routed out with 
  extreme prejudice and any mortals found to be 
  supporting them (and even those not) are punished 
  brutally, usually by having an ogre pay them a social visit 
  to discuss the implications of the transgression. 
   
  Rise of the Thieves Guild 
  For generations, Eastfair has not had a Thieves Guild. The 
  authorities of the time would crush without mercy any 
  attempt to organize. Visible crime and disorder to society 
  would not be tolerated.  
   
  Around ten years ago, there started a large and steady 
  influx of refugees to the city of Eastfair. Some were 
  displaced by the Greyhawk Wars, others by the civil 
  infractions with Ahlissa, and still others driven out by 
  orcs from the Bone March.  
  
  Sympathy for the Baatezu 
   
  Page 7 
   
  Those with talents or money found sustenance 
  within the New City. Those of the poor unwashed and 
  huddling masses that were not so well off, were marched 
  directly into the Old City—a district surrounded by walls 
  and streets that end at them. 
   
  As the inhuman conditions worsened within the 
  Old City (and more people arrived), violence and 
  thievery became commonplace. Where in the New City, 
  the city watch could quickly crush such disorder, the 
  slums and crowded streets of the Old City proved 
  difficult to police. Many units of Rakers just gave up even 
  trying, sticking to their barracks rather than bring evil 
  tyrannical order to those who desperately needed it to 
  survive (since freedom and mercy where not on the 
  menu). 
   
  Then one day, a rich former adventurer came to 
  Eastfair and he made some deals with those with the 
  power to make small changes to the laws. With bribes in 
  the right place and slight amendments to the laws, 
  organized Guilders started to rise up from the multitude 
  of street gangs. 
   
  Those in the government are split on the issue. Some 
  feel it’s a good thing to allow the Guilders to operate for it 
  provides bribes and some modicum of control on the 
  population of the Old City. Others see it as an affront to 
  the authority of the Herzog and want every single street 
  criminal wiped out. But as long as the crime stays off the 
  streets of the New City, those factions within the 
  government will continue to debate it. Should the Guild 
  ever become a public embarrassment, then heads will 
  roll. In the meantime, orcs and their kin are used as brute 
  squads to keep the poor in line and the Guild 
  underpowered.  
   
    Besides, with the influx of refugees and decrease in 
  the amount of resources of control the government 
  has, the criminal element of the population is going to 
  increase; just human nature or at least the clerics of 
  Hextor claim. 
   
  Now, the government and society hates disorderly 
  crime, but seems to look the other way to stuff that 
  doesn’t make it self seen. That is to say, beggars on the 
  streets are a big no-no, but shadows and wraiths haunting 
  a poor neighborhood is not much of a concern. Peasants 
  protesting an injustice are quickly brutalized, but a 
  vampire cultist going out at night and kidnapping a 
  person without money or connections would not interest 
  the authorities much.  
   
  It’s this apathy that allows the Guild to recruit new 
  members to replace the many it loses to risky ventures. 
  Some street gangs are known to be recruiting fronts for 
  the guild, while some rumors claim that all of the street 
  gangs are controlled pyramid fashion by the Guild, as 
  their own fiefs.  
   
  What is known for sure is that the street gangs are 
  often hard hit. The authorities wipe them out as brutally 
  as they wipe each other out. The gangs of the Old City are 
  as chaotic as they are cruel. 
   
  While junior members handle petty street crime, the 
  more senior members seem to easily gain contracts for 
  lucrative jobs within the New City and beyond. It gives 
  the junior members something to aim for. 
   
  Others have wilder theories, things like devils 
  control the guilders, or that the city Nobles control the 
  street gangs, or that the Herzog himself is the head 
  Guildmaster.   
   
  Whatever the true story, the Thieves Guild of 
  Eastfair is far more complicated than it lets on. 
   
  Locations in Eastfair 
  The following is a quick explanation for places within the 
  city that either is discussed with the characters (but not 
  expected to be visited by) or are locations that the 
  characters need to visit as listed in the encounters. A 
  more detailed description can be found within the 
  Encounter dealing with that location. 
   
  Eastfair is divided into Old City and New City. The 
  Old City was built circa 80 CY, and the city greatly 
  expanded in size during the third century when New 
  City began to grow outside the original walls.  
   
  The Old City is now mostly the province of the 
  poorer people, save for the complex of buildings known 
  as "The Cyst," while New City contains the homes and 
  workplaces of the well off.  
   
  For characters approaching Eastfair, their first sight 
  of the city should give them an impression of grandeur. 
  Huge granite walls confer an air of invulnerability, and 
  the stone spires and slate roofs of the buildings inside 
  crowd together like a phalanx of powerful defenders. 
  Great Gate, bearing its mighty shields of Hextor and 
  North Province, is a forbidding entrance to this majestic 
  city. 
   
  The Great Gate 
  This gate is powerfully defended, with ballista platforms 
  flanking the 30 ft. high granite walls and a pair of huge 
  (22 ft. high) stone statues of Aerdi warriors standing on 
  either side of them. These statues can be animated as 
  massive stone golems (271 hp each) by a cleric of Hextor 
  who stands special watch as part of the gate detail, to 
  fight in defense of the city. 
  �Greater Stone Golem: 271 hp; see Monster Manual 
  page 136. 
  An entrance toll is charged of 1 sp a person (1 gp a 
  merchant or freesword, with extra charges of 1 sp to 1 gp 
  for each horse, wagon, etc.). The main gates are opened 
  for wagons and horse, with men on foot using smaller 
  side doors at the base of the ballista towers.  
   
  Within Great Gate, the broad boulevard known as 
  The Full Path stretches into the heart of the city and on 
  to Newgate and Spider's Gate. Just beyond Great Gate, 
  the extraordinary sight simply named "Waterfall" greets 
  the visitor; 20 ft. high, 10 ft. long standing waves of water 
  lie either side of The Full Path, a permanent magical 
  reminder that Eastfair lies just north of the headwaters of 
  the Flanmi.  
   
  
  Sympathy for the Baatezu 
   
  Page 8 
  The Fisherman's Gate 
  The north gate of the city is much smaller than the Great 
  Gate, and receives only visitors on foot or on horse in 
  small numbers.  
   
  Originally, this was the gate used by humbler 
  tradesmen, hence its name, but in a reversal of history 
  this gate now opens into the richer areas of the city and 
  merchants are sent to Great Gate if they seek entry. 
   
  Though this gate has not the powerful defenses of 
  Great Gate, the gatehouse here contains a minor magical 
  artifact which, if the right command word is activated, 
  can shield the gate in a wall of stone which is 90% 
  resistant to any attempts to dispel it, save by use of the 
  same artifact used to create it. 
   
  Once the trouble starts in the countryside, this gate 
  is magically sealed (as above) and only opened for use by 
  the most powerful of the city. The characters have no 
  chance in getting it open. 
   
  The Cyst 
  The Cyst comprises three sets of buildings located 
  behind iron railings protected by priests of Hextor and 
  squads of Rakersmen all in the Old City. None can enter 
  without an invitation, granted pass, or the summons of 
  the Herzog himself.  
   
  The central building here, the Herzog's Palace, 
  houses Grace Grenell and the hierarchy of the priesthood 
  of Hextor, together with the most senior city officials 
  (Chancellor, city architect, Commander-General of the 
  Watch, etc.). To the right of the Palace are the barracks of 
  the Rakersmen, with some 600 troops and a dozen of 
  their most senior commanding officers. 
   
  Unless the characters really act up, they should 
  never need to go here. If the situation warrants them 
  going here and getting inside they are not coming back. 
   
  The Whirling Dervish  
  Nested in the Streets of Delight, the Whirling Dervish is 
  a hostelry offering entertainments marginally less 
  depraved, and more varied, than most establishments 
  around it.  
   
  The proprietor, Clinorus Kradner, dresses in 
  Baklunish robes and a turban, even though he's never 
  been west of Edge Field in his life. To someone who is 
  from the Baklunish West or has visited them, it is 
  obvious that Clinorus has dressed to the descriptions of 
  embellished stories, not to mention the man is not 
  Baklunish, more of a dark flan-oeridian mix.  
   
  Clinorus is, in fact, a cleric of Olidammara as well 
  (Clr4), with a strong tendency to good alignment. This is 
  a closely kept secret. 
   
  This location is visited in the Introduction 
  Encounter. 
   
  The Merchant Quarter 
  The Merchant Quarter contains the better markets of 
  Eastfair and the homes of many ordinary merchants. At 
  the center of the entire quarter is the main Temple of 
  Zilchus for the city.  
   
  This quarter is also home to an enclave (subsection) 
  of merchants who specialize in exotic goods: silks, spices, 
  peppers, rare herbs, alchemical goods, tropical hardwood 
  furnishings, Ketite rugs and carpets, and all manner of 
  unusual items. This square is sometimes referred to as 
  ‘Little Bakluni Town’. 
   
   Nearby to these shops of Exotic section is the walled 
  compound of the Zilchus Western Company. This is the 
  major supplier to these particular shops of western goods, 
  though they by no means hold any monopolies on 
  Baklunish trade. This just happens to be the sister 
  headquarters of an order of Zilchus clerics that operate 
  this company. 
   
  A small part of this quarter is visited in Encounter 1. 
   
  The Old City 
  The houses here are those of laborers, serfs (including 
  church serfs), and unskilled workers. This is the new 
  slum district for Eastfair, though it has only formed in 
  the last ten years.  
   
  The houses here are dilapidated, and people live in 
  very overcrowded homes, with a fair amount of violence 
  and drunkenness. However, this is the best place for 
  anyone wishing to lie low in Eastfair.  
   
  Racketeer landlords rent a bare room for a copper or 
  two a day per person, and the town guard (Rakersmen) 
  patrol the streets rarely unless there has been a recent 
  bout of worse than usual street fighting. 
   
  To keep the newly forming slum-like conditions in 
  check, orc and ogre brute squads smash any shantytowns 
  or tent districts that occasionally form out of desperation. 
  The more vocal troublemakers also get the occasional 
  courtesy call from the brute squads– Nothing like an 
  ogre to change your opinion in a philosophical debate.  
   
  Good churches and clerics tend to the unwashed 
  masses as best as they can with the limited resources they 
  are allowed, though they are often victims of the brute 
  squads themselves. Some of the more charismatic clerics 
  have made contacts within the guardsmen and/or 
  authorities (gold is usually involved) and get some special 
  consideration from that. 
   
  The Orc Quarter 
  Part of the reason for the overcrowding in the rest of Old 
  City is this district, which is walled off from the rest of 
  the Old City (but still inside the Old City). The 3,000 
  troops of the Euroz Angry Army have settled into 
  barracks here and have made it their own.  
   
  At the present, the town guard tries only to patrol 
  the outskirts of this zone, but the orcs have taken to 
  kidnapping ordinary people in Old City (the orcs have 
  secret ways out of the district) and taking them back to 
  their barracks for supper (as it were) or just to torture and 
  kill them out of boredom. 
   
   The orcs also act as jailers in the city prison directly 
  opposite Spider's Gate, which allows them some 
  opportunity for indulging their sadism and brutishness. 
   
  The orc warlord, Snaggrip Grekk, swaggers about 
  Eastfair as if he owned the place, and there are many 
  humans in Eastfair who would like to have the general 
  
  Sympathy for the Baatezu 
   
  Page 9 
  population rise up and slaughter him and his men – no 
  matter how many casualties might be suffered.  
   
  The situation is very tense, and Grenell knows that 
  while the orc leaders want to be in Eastfair to have a very 
  definite presence in Grenell's capital city, their soldiers 
  often grow rebellious and irritable, needing the fresh 
  stimulus of battle. Brawls and drunken rebellions when 
  out in the countryside are happening with more and 
  more frequency. Usually once the rampaging orcs run 
  out of beer and/or troops are sent out to rein them in, 
  everything settles down again.  
   
  A few orc ringleaders (and often their human 
  officers) are severely punished, but the orc regiment is 
  put right back to what ever it was doing before, as if 
  nothing happened. 
   
  Though the city has a standard garrison of 3,000 orcs, 
  usually about 1,000 of those orcs are farmed out to nearby 
  garrisons or for special projects (usually as hard laborers).  
   
  In this adventure, such a regiment of 600 orcs work 
  and garrison the Holim ruins east of Eastfair.  
   
  THE PREVIOUS PLOT 
  COR3-17 When Orcs Attack 
  In the beginning of this series, the characters were 
  recruited by Afronindius the Holy Clerk of the Zilchus 
  Western Company- Eastfair branch. This recruitment was 
  facilitated by Clinorus Kradner proprietor of the 
  Whilrling Dervish and friend of the family. The 
  characters were needed to discreetly investigate the 
  ritual-like murder of Afronindius’s son, Dantoni. This 
  investigation was quickly interrupted by an incident 
  involving rioting orcs among the countryside.  
   
  Finding themselves sidetracked with a mission to 
  rescue the endangered orphanage, the characters come to 
  realize that a twist of fate has brought them into contact 
  with the perpetrators of the murder. Information soon 
  comes to light that these two thugs are really just dupes 
  and the real mastermind is still at large and even more 
  the mystery.  
   
  COR4-09 A Tiger? In Ahlissa?! 
  The characters have returned to Eastfair to continue the 
  investigation into the forces behind the murder of 
  Dantoni, son of the Holy Clerk.  
   
  As this adventure reveals, the dreaded Opaquer is 
  actually a Fish Monger named Darrien ‘The Knife’. He 
  arrived in the city two years ago and purchased a 
  fishmongery. He then fought quite hard and expensively 
  to gain the contract rights to supply and deliver fish to 
  feed the orc workers at the just started Holim ruins dig 
  site. He then used his access to the site to journey there 
  alone without his usual laborers. There is something 
  there that interests him greatly.  
   
  Over the two years, Darrien has been collecting the 
  hearts of various people, many of them minor clerics of 
  different churches, to use the hearts in a undisclosed 
  ritual. Dantoni was his last victim. 
   
  Dantoni was working as an Honest Deal Mediator, 
  and Darrien, being paranoid about his secrets suspected 
  Dantoni might know too much. So using his two witless 
  thugs, Darrien had the young cleric killed and his heart 
  removed. After which, Darrien skipped town with most 
  of his gear. He left his wererat cohort in charge of his fish 
  mongery and the shrine to Vecna below it. Yes, Vecna. 
  Darrien and his cohort are part of a cult of Vecna up to no 
  good.  
   
  It’s up to the characters in this adventure to track 
  down the last days of Dantoni’s life and find out what 
  prompted someone to murder him, then follow that lead. 
    
   
  To add to the characters troubles, Darrien has hired a 
  southern assassin called the Dawn Tiger to hunt them 
  down. Luckily for the characters, a representative from 
  the local Guild has reasons of her own to tip the 
  characters off to the impending assassination.  
   
  What’s Happening in COR4-14 Sympathy for 
  the Baatezu 
  Now that the characters stirred up the nest, the plot lines 
  start to appear.  
   
  Eastfair is always a complicated web of intrigue and 
  nefarious plots. The air around this scenario series is no 
  different. The characters begin to understand that what 
  they’ve gotten themselves involved in goes far beyond 
  the simple murder of a young and inconsequential cleric 
  of Zilchus. In addition, they start crossingpaths with 
  other intrigues that have their own destinations and 
  travelers. 
   
  Octreth the young Honest Deal Mediator cleric of 
  Zilchus fell in love with a girl who sells flowers, as is the 
  thing to do in spring. Perhaps that makes all of this 
  Atroa’s fault, so blame it on the Atroa.  
   
  Octreth needed to change his assigned nightshift for 
  a day shift in order to court his new love before another 
  moved in. His roommate, Dantoni, had such a day shift to 
  trade, but the trade had to be kept secret to avoid the 
  displeasure of their strict superiors. 
   
  Thus Dantoni met up with Darien the Knife, a 
  fishmonger by day, but a cleric of Vecna by night. Vecna 
  clerics tend to be paranoid, and so poor Dantoni soon 
  found himself as a target for murder. While his 
  roommate was giving his heart away, Dantoni was having 
  his cut from his torso. 
   
  The murder of Dantoni was investigated by Captain 
  Falentia the Rakersmen. This was a half-hearted 
  investigation to begin with, but then those superior to 
  Falentia started to scheme now that an opportunity had 
  fallen into their laps. 
   
   Dantoni’s father is Holy Clerk Afrondious of the 
  Zilchus Western Company. The Holy Clerk managed to 
  pay for the required resurrection, but he feared for his 
  son’s continued life. The reasons for his murder was still a 
  mystery—so Dantoni was sent to the far Baklunish west. 
  Meanwhile, despite direct orders from his superior, 
  Afrondious started to put out feelers for adventurers to 
  do what the city guard seemed to be botching.  
   
  Many adventurers started to arrive in the city, all 
  taking up the Holy Clerk’s under-the-table charge. While 
  they all did it for different reasons, none of them had any 
  
  Sympathy for the Baatezu 
   
  Page 10 
  solid clues to start with. That is until, some miles away 
  outside the city, an orc finished downing his twentieth 
  brew and took a sudden disliking to the nose of his 
  human officer. 
   
  The resulting wave of orcs rampaging across the 
  countryside brought those adventures into contact with a 
  cleric of Pelor who required their immediate help in 
  saving an orphanage stranded in the midst of the orcs. 
   
  At that orphanage was the one witness to the murder 
  of Dantoni, as well as the two culprits trying to silence 
  that witness.  But as it turns out, the two thugs with 
  bloody hands were just dupes for a mastermind—one 
  who still needed to be identified and caught. 
   
  Word got around that the adventurers were on the 
  trail of mastermind, one Darien the Knife. So he called in 
  some favors and had an allied assassin come into Eastfair 
  from down south to quickly silence the adventurers or at 
  least cover Darien’s escape from Eastfair. 
   
  The involvement of an assassin foreign to the city 
  brought about the attention of the Eastfair Thieves guild, 
  a particular faction called the Smiling Ones. But the 
  Smiling Ones are not what they appear to be. Behind 
  their snarling facades are hearts of gold (or silver at least).  
   
  The Smiling ones have their own mission within 
  Eastfair, but the plight and quest of the adventurers 
  piqued their interest, so they intervened mildly just to 
  test the true intent of the adventurers. They were pleased, 
  but have no intention of revealing their own mission or 
  nature to the adventurers. 
   
  The Smiling Ones have their own rivals within the 
  Eastfair ruling class. One who has his own cravings for 
  dark power and goes about trying to gain it with cloak 
  and dagger operations. This person is Prince Poxquand 
  the Undying of House Naeleax.  Such an item was 
  obtained by a Zilchain agent within the Holim ruins. It 
  would have been handed over as agreed, but the Smiling 
  Ones decided to interfere. But in the end, no one came 
  out with the item as it mysteriously disappeared. 
   
  The Zilchian agent served the Zilchus Western 
  Company, and thus their order is blamed by the nemesis 
  of the Smiling Ones. In rage, Prince Poxquand swore a 
  blood vendetta, if his desired item did not turn up.  
   
  As this adventure opens, a certain powerful figure 
  within the Eastfair ruling class is using the below-board 
  actions of Holy Clerk Afrondious to strike a blow against 
  the Zilchus Western Company. Certain members of the 
  ruling class of Eastfair formed an agreement with Prince 
  Poxquand to crush the Zilchian Order for fun and profit. 
  As long as they have a motivated Prince Poxquand 
  leading them, they cannot fail. If they lose his interest 
  then they will be hard pressed to make victory profitable 
  and easy. 
   
  The front man for this cadre of corruption is Captain 
  Falentia of the Rakermen. He is preparing to arrest the 
  Holy Clerk on the grounds of interference into an official 
  investigation, in order to stir up the Order. But, Falentia 
  has been given strict orders not to harm or hinder the 
  adventurers involved. It seems someone on the evil side 
  has also taken to keeping watch on the advancements of 
  the adventurers and is interested in what they are 
  uncovering. This might have something to do with the 
  adventurers having revealed a connection between 
  Darien the Knife and the Holim ruins.  
   
  At the same time, the Smiling Ones are battling in 
  their own secret war with Prince Poxquand and his 
  minions. But they’ve lost one of their top agents to the 
  ranks of the creatures of the nights. The Smiling Ones 
  have urgent business to complete as their grand mission 
  is so near to completion, but they need the help of the 
  adventurers to settle the hash of their turned agent and 
  retrieve a valuable item needed for the mission. More 
  will be revealed on this in the next installment. 
   
  Thus 
  star 
  crossed 
  adventurers 
  have 
  gotten 
  themselves into more than they realize and the Holim 
  Ruins hold not only the answers to some of those secrets, 
  but it also holds the key to pacifying the rage of Prince 
  Poxquand and saving the Zilchian Order. Once all this 
  easy stuff is completed, the destinies of the adventurers 
  start to get complicated. 
   
  CAST OF CHARACTERS 
   
  Darien the Knife/The Opaquer: This flan man 
  doesn’t actually appear in this adventure, but he is 
  referred to. He is the local leader of the Footman of the 
  Spider Throne, a cult of Vecna. As of the last scenario 
  (COR4-09) he has fled Eastfair.  
   
  Clinorus Kradner: This is the man who first 
  approached the characters into taking on the quest to 
  solve the murder of Dantoni and the mysteries behind it. 
  He is also the propriator of the Whirling Dervish Inn, 
  where the characters are also invited to stay at when in 
  Eastfair. Clinorus also has some secrets of his own (see 
  Introduction for more details). 
  � Clinorus Kradner: Human Male (Flan-Oeridian) 
  Brd4/Clr4 of Olidammara; CG; +11 Will Save; 46 hp; 
  undetectable alignment always cast; speaks Ancient 
  Baklunish (poorly). 
   
  Holy Clerk Afrondious: This man is the sergeant-
  major of the local temple of the Zilchus Western 
  Company. While he’ll never be an officer of the order, 
  he’s well respected and well connected. It was his son 
  that was murdered and made the difficult decision to 
  defy his Exchequer and involve adventurers. During this 
  scenario, he is arrested and hauled off to the Eastfair 
  prison with fate unknown. 
  � Afronidious, Holy Clerk: Human Male (Oeridian) 
  Exp4/Clr4 of Zilchus; LN; 46 hp. 
   
  Prince Poxquand the Undying of House Naeleax: 
  Though he has been mentioned, he has yet to make any 
  personal appearances. He is not a man (creature? –ed) to 
  be sought out easily, and cannot be during this 
  adventure. He is known as a source of power but rather 
  anti-social. Almost like an affectation, he’s also known for 
  his dark naga cohort—Slithers.  
   
  Captain Falentia the Rakersmen: This power-
  grubbing control freak would be even more powerful if 
  not for his addiction to rageahol. By day, he is one of 
  several guard captains of the Rakersmen that act as the 
  city watch. Little Bakluni town falls within his 
  
  Sympathy for the Baatezu 
   
  Page 11 
  jurisdiction.  By night, he is the ring-kissing servant of 
  several powerful mover and shakers within Eastfair. 
   
   His masters have ordered him to take down the 
  Zilchus Western Company and he’s glad to do it because 
  he has a petty grudge to settle with Afrondious. Then 
  again, this is a very petty man. His temper is only kept in 
  check by his fear of his masters. 
  � Captain Falentia the Rakersmen: Human Male 
  (Oeridian) Ftr10; LE; 82 hp. 
   
  Exchequer Davot Wirken: The head of all the 
  branches of Zilchus Western Company is the Chancellor 
  of the Exchequer located at the main branch elsewhere. 
  As per dogma, each branch head symbolizes the flow of 
  money of that branch. Thus, they are titled Exchequer.  
  Davot is such a branch head. He is not the head of the 
  main temple of Zilchus in Eastfair (Though they are 
  allied) nor is he high in the main church of Zilchus’ 
  hierarchy (those the Chancellor is).  Davot is strict but 
  not cruel. He does what his beliefs guide him to do.  
   
  In this adventure, Davot is not ready cash out for his 
  foes. While he certainly does desire an outcome that 
  would mean minimal loss for all, he’s still prepared to 
  give them a run for their money. He has contingency 
  plans should his foes try to force him into a merger with 
  a knife.  At that point, the adventurers are starting to look 
  like a safe investment instead of the risky one they were.   
  � Exchequer Davot Wirken: Male human (Suel-
  Oeridian) Clr12 of Zilchus; hp 71. 
   
  Octreth Acting/In Training Holy Clerk: When the 
  characters first met Octreth, he was just a minor Honest 
  Deal Mediator. But now, Afronidious has taken him 
  under his wing to train him as a Holy Clerk.  This gives 
  the young cleric more resources now that he plans to 
  marry and start a family.  
   
  But as this adventure starts, Octreth is being thrown 
  into the big chair sooner than he’d like. With 
  Afronidious being carried away, it’s going to fall on 
  Octreth’s shoulders to carry the fiscal and clerical 
  burden’s of the office of the Holy Clerk. Too bad he’s not 
  fully trained. But as the scriptures of Money Counter 
  says, “Sometimes you must throw your new coins into a 
  tub of water, just to see what they’re made of”. 
  � Octreth: Male human (Suel-Oeridian) Clr4 of 
  Zilchus; hp 27. 
   
  Vault Keeper: Not every servant of the Money 
  Counter is human, or even humanoid. As other religions 
  have sacred sites and god-sent protectors, so does the 
  Money Counter. The main Vault of a temple of Zilchus a 
  sacred place indeed. It is magically augmented and 
  protected (some more than others) and a few even have 
  special keepers. Known only by his title, this Axiomatic 
  Guardian Naga has no sense of humor, only devout to the 
  rituals and intent of his god. While he could certainly use 
  a touch of humility, he does not have any actual malice, 
  only getting angry when his books are out of order.  
   
  Few are granted an audience with the Vault Keeper 
  (he’s not a spectacle to gawk at) as he spends almost all of 
  his time within the magical main vault. In this adventure 
  though, influence is used to make an exception but it also 
  makes the Vault Keeper grumpy.  
   
  It should be noted that the Vault Keeper is not a 
  high enough ranking servant to qualify for ‘Meeting an 
  Agent of One’s god’ for the purposes of the 
  Contemplative prestige class.  
  � Vault Keeper: Male Axiomatic Guardian Naga; Clr5 
  of Zilchus; LN. 
  Aerak: This youth is another tragic tale from the interior 
  of Eastfair. He has yet to buy a sword, steal a horse or try 
  to run, but it could just be a matter of time. For now 
  though, he’s content to nurture his ill-gotten kitten.     
  � Aerak: Male human (Oeridian); CG; hp 1; Com1. 
  Malaya the Sub-Boss: She came to Eastfair ten long years 
  ago with her companions. She was bright eyed and full of 
  hope and expectation about changing the ways of Eastfair 
  from the inside. She trusted her leader completly and 
  imitated him in their disguise as evil Guilders. A lot has 
  changed in ten years. Now its up to her to complete her 
  long mission and the stress and causalties are starting to 
  mount, though a lesser would have cracked, and have. 
  But soon it shall all pay off. 
   
  The characters first probably encounter Malaya 
  when she came to warn them about an assassin on their 
  tail in COR4-09. 
  � Malaya: Female human (Suel) Ftr6/Rog4; CG. 
   
  Ecnal Tugim: The second in command of the 
  Eastfair gang—the barons of the blades. He’s a cleric of 
  Kelanen, but he’s also LN, which makes him a bit of a 
  sore point among the gang. Though he’s considered a bit 
  of a jerk (because of his ridgidness) the gang leader (also a 
  cleric of the Lord of Swords) feels he has potential and 
  can be reforged.  
   
  It was Ecnal that led the counter attack against the 
  vampire horde that attacked his gang’s arena hideout. As 
  long as the characters tow the line, they’ll get on fine 
  with Ecnal. 
  � Ecnal Tugim: Male human (oeridian) Ftr1/Clr6 of 
  Kelanen; LN. 
   
  Stylus Rel: This is the gang leader of the Barons of 
  the Blades. He’s a true blue neutral cleric of Kelanen (the 
  way they’re supposed to be). He likes to quote scripture 
  and swing sword. He also leads the sect of Kelanen that 
  believes their god has some mortal connection to Eastfair 
  or the area around it. This view is not shared by other 
  Kelanenites, but the sect is slowly growing and spreading 
  with each new convert. 
   
  With the shrine as proof, Stylus is always looking for 
  worthy converts. For those that can prove that worth, 
  he’ll have both an attonment spell and access to a tattoo 
  made from the shrine oil and an advanced holy symbol. 
  � Stylus Rel: Male human (Oeridian) Ftr3/Clr9 of 
  Kelanen; N. 
  Jirwelt: Not to long ago this man was a loving and joyful 
  cleric of Lirr. He sung her praises and brought a little bit 
  of guiadence to every lost soul he encountered within the 
  mean streets of Eastfair. But that was then and this is 
  now. He’s discarded his intrument of wood and taken up 
  one of bleeding flesh. He’s been turned to evil as a 
  minion of the undead. Now he must be stopped before 
  he can do his soul any more a disfavour. Oh, and he has 
  some stuff that his ex-companions need, so have at him. 
  
  Sympathy for the Baatezu 
   
  Page 12 
   
  Gryinanquil: Not a lot can be said about this Pit 
  Fiend—it’s a secret.  He’s been trapped within his 
  shadow prison for some time. He had a plan to escape but 
  it was foiled when his would-be accomplices backstabbed 
  him and stole his stuff. Now, he just wants a little pay 
  back and the characters are going to get it for him, wether 
  they know it or not. 
   
  The Herzog: For those wondering, this is the title 
  Overking Greneel’s is most commonly called within his 
  realm. It’s his title before he claimed the North Province 
  to be it’s own kingdom. 
   
  ADVENTURE SUMMARY 
  Introduction 
  The characters once again return to (or never left) the 
  Whirling Dervish as they prepare for an eventual trip to 
  the Holim ruins. But first, a message is passed to them 
  that the Guilders need to talk to the characters deep 
  within the Old City. Clothes are provided for the trip. 
   
  Encounter 1: The Cost of Doing Business 
  If the characters decide to go visit their good friend the 
  Holy Clerk, they find that he’s being arrested. Here the 
  characters interact with a representive of one of the evil 
  factions viaing against them. They also talk with the man 
  in charge of this branch of the Zilchus Western 
  Company. From him, they receive a quest to save the 
  Order and perhaps themselves in the process. Intersted 
  characters stick around to deal with the Vault Keeper and 
  cash in their Money Counter Notes (MCNs). 
   
  Encounter 2: Of Kittens and Men 
  Traveling to the slums of the Old City, the characters are 
  using the cover of looking to buy kittens (smiling ones at 
  that) to clandestinely meet up with members of the 
  Eastfair 
  Thieves 
  Guild. 
  Once 
  the 
  meeting 
  has 
  commenced, the characters have a chance to get yet 
  another quest, this one to save the Guilders, and possibly 
  themselves in the process (a lot of that going around I 
  hear). They just have to bring back someone’s head and a 
  gold half circle. 
   
  Encounter 3: First Blood 
  What do you get when you take a gang of crazy 
  kelanenites and a horde of vampires and put them in an 
  arena? I don’t know, but tell me when you find out. 
  Because this is where the characters are heading in order 
  to track the head and golden trinket they’ve been sent 
  after. They just have to go past the Shrine of Kelanen and 
  maybe take a dip. To top it all off, they get the chance to 
  convert by the sword. 
   
  Encounter 4: Shedding Some Light 
  Once the characters kill some vampires, taken some 
  heads, and returned the stolen golden trinket, the 
  Guilders are ready to answer some questions. Now the 
  characters learn just enough information to endanger 
  themselves. Plus, they now a sure way into the orc 
  infested Holim ruins. 
   
  Encounter 5: Holim Ruins 
  There are several ways in but only two ways out—dead or 
  alive. The characters gain access to the supply depot of 
  the Fishmongery where a secret door can be found 
  leading to a crypt. As well, curious characters wander 
  around asking questions trying to put the pieces together. 
   
  Encounter 6: The Crypt of Shadow 
  This leads to several chambers. The chamber the 
  characters are most likely to interact with is the one filled 
  with shadow asps, shadows, corpses and a magical lock 
  device that unseals another chamber. 
   
  Encounter 7: A Baatezu Put Aside 
  The PCs have a long, revealing talk with a pit fiend, 
  trapped in the Plane of Shadow, and disguised like a 
  human. The PCs learn the answers to many of the 
  questions encountered in this series of adventures. 
   
  Encounter 8: Like a Bat Out of Baator 
  Remember when the guy from the fishing village tried to 
  tell you about a black flying thing in the night sky? Well, 
  turns out he was sober after all. The characters have the 
  choice of either trying to fight it in its shadow pocket lair 
  (to their disadvantage) or using special trinkets to lure it 
  outside for a more even battleground. The good news is, 
  that the shadow dire bat has in its belly some of the quest 
  items the characters need. 
   
  Conclusion 
  Its time to wrap up all the side quests. Do you have the 
  book to save the Zilchians? Do you have the head of the 
  shadow bat to please the Kelanenites? What about the 
  head of the Herzog? All these can be cashed in (or kept) 
  to gain cash and prizes. 
   
  REMINDER TO THE DM 
  In this adventure, the box text represents the in-game 
  word usage of the NPCs when referring to the names of 
  gods. Due to the reverence (and sometimes fear) of these 
  most divine and powerful beings in the North Kingdom, 
  the NPCs do not use the true names of the gods in vain 
  during idle conversation. Only when the god’s power is 
  truly being invoked (though not necessarily by a spell) is 
  the true name used. It’s a firm belief that to use the gods’ 
  true name invokes that being’s attention.  
   
  For instance, when the NPCs in this scenario wish to 
  refer to Nurell, they say, “The Reaper,” in an attempt to 
  avoid his attention. The same is true for all gods both 
  good and evil. 
   
  For reference refer to Zilchus as “The Money 
  Changer”; Hextor as ‘The Herald of Hell’ or ‘The Scourge 
  of Battle’; Fharlanghn as “The Dweller (on the horizon)’; 
  Pelor as ‘The Shining One’; Zodal as ‘The Gentle Hand’; 
  
  Sympathy for the Baatezu 
   
  Page 13 
  Vecna as the ‘The Whispered One’. Though these gods 
  have other names, these are what they are most 
  commonly known as in and around Eastfair. 
   
  To give some examples of blessings and curses, to 
  say, “Fharlanghn Rules the Roads” is a blessing, invoking 
  the god’s attention. To say “Zilchus be poor” is profanity. 
   
  IMPORTANT NOTE: 
  QUESTIONS AND ANSWERS 
  The text of this adventure in many of the encounters lists 
  example questions that trigger certain responses from the 
  NPCs. These are by no means meant to be what the 
  players must ask verbatim. As the Dungeon Master, you 
  will need to judge the intent of the question and decide if 
  it’s reasonable to trigger the listed response. The intent of 
  this method is to stop NPCs from blurting out all they 
  know, regardless of the context, in an adventure that is 
  designed to be a mystery investigation (of sorts).  
   
  In addition, there is much information that can be 
  passed on to inquisitive characters. Not all of this 
  information is vital in the successful completion of this 
  adventure, but much of it gives insight into the Series as a 
  whole. For players that like to cut to the chase, they can 
  do so, provided they ask the right line of questions. For 
  players that like to absorb the whole experience, that has 
  been provided as well. You should not read all the 
  material if the characters are not asking for it or seem 
  stuck. In addition, diffiferent parties getting different 
  topics of non-crucial background information makes for 
  varied adventure play. 
   
  INTRODUCTION 
  Note: For characters (and especially entire parties) that 
  did not participate in the previous adventures in this 
  series (COR3-17 When Orcs Attack and/or COR4-09 A 
  Tiger? 
  In 
  Ahlissa?!), 
  there 
  is 
  a 
  small 
  alternative/supplementary 
  introduction 
  after 
  this 
  encounter, but it still loops back to this primary one 
  requiring some adlibbing on the Dungeon Master’s part 
  depending on the situation.  
   
  Welcome back to Eastfair, The Granite City.  
   
  Clinorus Kradner, the proprietor of the Whirling 
  Dervish says someone needs to see you, offering a gift to 
  go along with the invitation.  
   
  Located in among the Streets of Delight in the New 
  City, you make your way to the Whirling Dervish 
  around 10 in the morning. 
   
  The friendly and welcoming atmosphere of this lifts 
  away the shroud of oppression and fear that hangs over 
  the rest of the city. 
   
  The Whirling Dervish 
  Nested in the Streets of Delight, the Whirling Dervish is 
  a hostelry offering entertainments marginally less 
  depraved, and more varied, than most establishments 
  around it. 
   
  The proprietor, Clinorus Kradner, dresses in 
  Baklunish robes and a turban—although he's never 
  ventured west of Eastfair in his life. It’s obvious that 
  Clinorus dresses in what he believes to be an accurate 
  portrayal of Baklunish style. Clinorus plays this role to 
  the hilt, added with a range of spells and stories that lend 
  an air of the “exotic west.” 
   
  When the characters enter the Whirling Dervish, 
  read or paraphrase the following: 
   
  “Greetings my infidel friends! I trust your visit here has 
  not interrupted your attention in other ventures? As 
  with last time, I have two matters to bring to your 
  attention. The first is gifts, which await you in your 
  suite. The second is an invitation for an urgent meeting 
  from certain gentlemen who you have caught the eye 
  of,” says Clinorus as he seats himself at the secluded 
  table. 
   
  Clinorus is eager to discuss the events surrounding 
  his summoning of the characters. A private table suitable 
  for such discussion, yet still giving a good vantage point 
  over the rest of the bar is reserved at the far end of the 
  main room. 
   
  � Clinorus Kradner: Human Male (Flan-Oeridian) 
  Brd4/Clr4 of Olidammara; CG; +11 Will Save; 46 hp; 
  undetectable alignment always cast; Speaks Ancient 
  Baklunish (but very poorly). 
   
  The Whirling Dervish offers a number of 
  entertainers. His dancers are the best trained in Eastfair. 
  His other attractions include "Kumbli, the strongest man 
  living outside Ekbir,” and boas from Hepmonaland 
  trained to curl lazily out of their wicker baskets when 
  Clinorus plays a conch pipe. To round this all off, vividly 
  colored liqueurs of brain numbing potency, dice game 
  tables, and the like. 
   
  Clinorus is, in fact, a cleric of Olidammara (Clr4), 
  with a strong tendency to good alignment. He is always 
  interested in new visitors among his clientele, and if he 
  spots like-minded people he goes out of his way to give 
  them some tips on who, what, and where to avoid within 
  Eastfair. 
   
  Clinorus deals with the Zilchus Western Company 
  who supplies him with perishables from the Baklunish 
  West. He is also good friends with Dantoni and would 
  often regale him with wild stories of the west (though 
  these are often rehashed stories Clinorus hears from 
  more senior Zilchus Western Company members). As a 
  friend of the family, the Holy Clerk agreed to use 
  Clinorus as a middleman in dealings with the 
  adventurers on the case. Clinorus is currently dealing 
  with problems due to a sub sect of the local Thieves 
  Guild, though he keeps this a secret. Clinorus offers the 
  PCs his best suite and a table in the bar just for them out 
  of appreciation for past efforts. 
   
  The Invitation 
  Clinorus has an invitation to pass on to the characters, as 
  well as a packaged gift for each character. These gifts are 
  tailored for each individual character and await them on 
  their assigned beds upstairs. 
  
  Sympathy for the Baatezu 
   
  Page 14 
   
  After a bit of small talk, Clinorus discusses the 
  invitation. Read or paraphrase the following: 
   
  “The invitation for you is again a …sensitive matter. 
  Certain gentlemen of a discouraged profession request 
  your presence within the Old City. I believe it you 
  should hear what they have to say.” 
   
  • 
  Clinorus refers to a certain faction of the local 
  Thieves Guild that he has had friendly dealings with 
  in the past. This faction is lead by Malaya (the same 
  female guilder that the characters may have 
  encountered in their previous outing in Eastfair).  
  • 
  Clinorus vouches that his associates mean no harm 
  to the characters. 
  • 
  Due to the sensitive nature dealing with the guild 
  and the heavy handedness of the authorities, 
  Clinorus is reluctant to reveal details, such as names, 
  pasts or organizational structure (except where 
  noted). 
  • 
  Malaya approached Clinorus and informed him of 
  the need for a confidential meeting with the 
  characters.  She is impressed with their handling of 
  themselves and she needs some help from those 
  outside of the goings on in this city. 
  • 
  The meeting takes place at #5 Cobblestone Lane, a 
  small, private residence in the heart of the Old City. 
  Clinorus gives directions starting at the Spider’s 
  Gate. When the characters arrive, they need to say 
  they are there to inspect the kittens for sale and are 
  interested in smiling ones in particular. 
  • 
  Clinorus recommends that the characters participate 
  in this meeting and that they do it as soon as 
  possible. 
  If the characters ask about the gifts, read or paraphrase 
  the following: 
   
  “Your gifts await each of you up in your suite. They are 
  from the gentlemen of the Old City, and are intended to 
  make your travels into that section of the city easier.” 
  Clinorus shakes his head as if suddenly recalling 
  something. “My friends, I almost forgot. The Holy Clerk 
  Afronidious has been hassled several times lately by the 
  authorities over your involvement. It might be a good 
  idea to speak with him as soon as you can. Just be careful 
  of the authorities, they are more powerful than you 
  think.” 
   
  • 
  Afronidious has been reasonably patient with the 
  progress on his son’s murder investigation. He has 
  managed to make few waves within the city 
  bureaucracy and feels that the powers of the city may 
  leave him be, as well as the Zilchus Western 
  Company. It wasn’t easy working outside the ‘law’ of 
  the land, but it seems to have been all worth it (you 
  adventurers are proof of that). That is until recently 
  when the heat was suddenly turned up on him. That 
  Rakersmen Falentia is back with a vengeance. 
  • 
  Small groups of adventurers still filter in from time 
  to time, all of who heard of the Holy Clerk’s request 
  for discreet help (mostly from other Holy Clerks, or 
  from fellow adventurers). Some agree to help despite 
  a lack of reward (as it has already been paid out to 
  you), other say they may try to seek out others who 
  are already on the mission, and most others just 
  quietly leave forsaking for their own reasons. All 
  those who wish to help my friend Afronidious are 
  welcome at the Whirling Dervish. 
  If the characters ask any questions relating to gangs or 
  activity within the old city, read or paraphrase the 
  following: 
  • 
  “Organized violent activity within the Old City has 
  been mute of late, probably due to the ‘Stompen 
  Toms’ gang being annihilated and their bodies put 
  on display.” 
  • 
  “Prince Poxquand the Undying (of House Naelax) 
  and his minions caused an uproar in the west end of 
  the Old City. His minions destroyed several homes 
  and killed several Rakersmen. The whole situation 
  has been hushed up and swept off the docket. I wish 
  they would stay in the New City and leave the 
  suffering to experts.” 
  • 
  “There is very little noticeable Guild activity outside 
  of the Old City and the authorities strive to keep it 
  that way.” 
  • 
  “It is rumored that most, if not all, of the various 
  small time gangs of the Old City are connected to 
  the Guild. Though personally, I suspect the Guild is 
  far less organized than it is given credit for. Rival 
  factions abound, with some rather large differences 
  in social and political outlooks.” 
  • 
  “Even with a high turnover rate for criminals within 
  the Old City, the abhorrent conditions of poverty, 
  overcrowding and enforced ignorance all but force 
  the population of the slums into the criminal 
  lifestyle. This provides a steady stream of new 
  recruits into the gangs and the Guild.” 
  If the PCs ask Clinorus to recount what he imparted to 
  them the last time (During COR4-09), he tells them: 
  • 
  The Holy Clerk of the Zilchus Western Company 
  wishes to meet the characters at the Spice of Life 
  Tavern at noon. 
  • 
  Due to the sensitive nature of the politics behind the 
  church of Zilchus and the government, and the less 
  than above board nature of this investigation, 
  Afronidious cannot afford to meet or discuss this 
  business within the Zilchus Western Company 
  compound. His lunch and dinner hour are far more 
  suited for clandestine meetings. 
  • 
  Afronidious had some documents to hand over, but 
  Clinorus does not know the details of their contents, 
  other than that they relate to records of Dantoni’s 
  last few days before his murder.  
  • 
  As a small blessing, the ritual killings ceased since 
  Dantoni and the character’s apprehension of the two 
  thug minions.  
  
  Sympathy for the Baatezu 
   
  Page 15 
  If Clinorus is asked to recount what he imparted to the 
  characters the first time they investigated (During COR3-
  17), he tells them: 
  • 
  Five days before he first talked to the characters, a 
  young friend Dantoni, a cleric of the Money Counter 
  and acolyte of the Zilchus Western Company, was 
  murdered. 
  • 
  The murder happened after Dantoni was on his way 
  back home (the Zilchus Western Company 
  compound) in the streets of the Merchant Quarter. 
  He was somewhat drunk. His heart was cut out in a 
  ritualistic fashion and the heart is still missing. 
  • 
  Dantoni visited him often to be regaled of stories of 
  the far west.  
  • 
  The Zilchus Western Company is a trading 
  organization run by an order of Zilchus Clerics. 
  • 
  Thankfully, Dantoni was resurrected, but it took all 
  the sums of money that his father and his friends 
  (including a gift from Clinorus himself) could put 
  together. 
  • 
  The authorities and the Church of Zilchus are at a 
  loss to figure out the culprits or even a motive. 
  Dantoni only remembers being hit on the head and 
  carried into an alleyway by two men before he 
  completely blacked out. The authorities declared it a 
  random murder and the Church of Zilchus is 
  complaining through formal channels to little 
  results.  
  • 
  Dantoni’s father, Afronidious the Holy Clerk for the 
  Zilchus Western Company compound here in the 
  city, suspects it maybe more than just a random 
  murder. He suspects cult activity (which there is a 
  fair amount of) and fears that they may strike again.  
  • 
  Dantoni has been sent off west to recuperate and to 
  stay protected if who ever killed him wants to take a 
  second shot. 
   
  The Bundles of Gifts 
  When the characters go to their suites, they find a bundle 
  on each of their beds. Each bundle is a collection of outer 
  garments tailor to fit the approximate size and build of 
  the character. The clothing is designed to make the 
  wearer look like a local to the Old City, yet functional 
  enough that the wearer can discard it (as a standard 
  action) to avoid hampering physical actions (such as 
  combat). The required badges signifying that the wearer 
  is allowed to enter and exit via the Spider’s Gate during 
  the day are sewn on the sleeves and vests. 
   
  In addition, the garments hold the badge that allows 
  for the wearer to carry weapons (and armor) for personal 
  protection within the Old Cit. These badges do not allow 
  the wearer to enter or exit the Old City during the night. 
  Nor does it guarantee them the right to pass. A city guard 
  can still deny them passage if he so wishes (but rarely do 
  they bother to involve themselves unless provoked, 
  seeing the badge is usually enough). 
   
  Development: The characters have some choice in 
  their next location to visit. They can stop in to visit the 
  Holy Clerk (Encounter 1) or they can take advantage of 
  the daytime hours and pass through the Spider’s Gate to 
  meet with the Guild within the Old City (Encounter 2). 
  There is no time limit present. 
   
  ENCOUNTER 1: THE COST OF 
  DOING BUSINESS   
  Part A: No Good Deed… 
  It takes twenty minutes to reach the Exotic Merchant 
  Quarter, also known as “Little Bakluni Town.” 
   
  On the far side of the square are the walls of the 
  Zilchus Western Company compound, and on this side, 
  the Spice of Life Tavern.  The smell of exotic dishes and 
  spices once again waft from the humble looking tavern. 
   
  Near the center of the square, a commotion has 
  attracted a crowd. Several mounted soldiers flank a core 
  of heavy infantry in the process of an arrest. The lone 
  cleric of Zilchus at the center of attention is giving little 
  resistance. 
   
  The cleric is Afronidious, Holy Clerk of the Eastfair 
  branch of the Zilchus Western Company. He was 
  strolling to the Spice of Life Tavern when the authorities 
  sprang an ambush. 
   
  The men on horseback are a squadron of low ranking 
  Hextorian cavalry, on loan to the town guard. The heavy 
  infantry are Rakersmen lead by Captain Falentia, the 
  same officer who ran the original official investigation 
  into the murder of Afronindious’s son, Dantoni. They are 
  concerned only with bringing Afronindious to justice—
  dead or alive. 
   
  Afronidious vows not to let these cruel butchers an 
  excuse to do more harm. He knows that to resist under 
  these circumstances would only bring greater harm to his 
  friends and his clerical Order. While he still lives; there is 
  still hope for a reprieve via whichever medium, be it 
  political or heroic.  
   
  Assuming the characters join the crowd of spectators 
  witnessing the arrest, they see that Afronidious 
  surrendered his hands to metal bindings (to limit spell 
  casting) as well as had his weapon taken away. A nearby 
  caged wagon awaits his escorted entry. Even while 
  Captain Falentia booms out the prepared edicts, 
  Afronidious scans the crowd for sympathetic eyes, 
  specifically those of any of his adventurer co-
  conspirators. A slight shake of the head might be all he 
  has to ward off any foolish rescue attempts. 
   
  With metal shackles securing his hands, Afronidious of 
  the Zilchus Western Company is being prepared for 
  confinement in a nearby caged wagon. The leader of the 
  soldiers booms loudly, reading from an unrolled scroll. 
  “On the behalf of His Righteous and Transcendent 
  Majesty, the Overking of Northern Aerdy, Grennell I, 
  Grand Prince of House Naelex; through the will of the 
  Judicial Council of Eastfair and delivered by their 
  servant 
  Captain 
  Falentia 
  the 
  Rakersmen; 
  You, 
  Afronidious Holy Clerk of the Zilchus Western 
  Company are charged with conspiracy and interference 
  
  Sympathy for the Baatezu 
   
  Page 16 
  with an official investigation. You shall be taken into 
  custody while the need for broader charges is 
  investigated and the depths of social disturbance 
  sounded. Take him away.”  
   
  Afronidious is bound, and locked into the wagon. The 
  crowd presses in closer, still wary of the soldiers, but they 
  want to get a good look at this provided spectacle. It’s 
  from the line of this crowd (ten feet or so from the 
  wagon) that the characters can take the opportunity to 
  communicate with the Holy Clerk.  
   
  Screened by the jeering and gasping crowd, the 
  guarding soldiers do not have much leverage to stop a 
  halting conversation (or magical connections likes detect 
  thoughts).  Once Afronidious makes contact with one or 
  more of the characters, he has the following information 
  to relay to them (be it through gestures, short sentences, 
  facial expressions or magic). 
   
  Afronidious’ Message 
   
  It is important to convey to the characters that 
  discretion is paramount. Afronidious knows what could 
  happen if the characters act out. If the characters start to 
  mount an attack or rescue, read or paraphrase the 
  following: 
   
  “Cease my friends. Do not endanger yourselves. I beg of 
  you, heed this wise old man this day.” Afronidious 
  glances around quickly and leans towards the bars. “The 
  Vault! Seek the humblest jar to be last sorted from my 
  duties. All will be answered if you do this.” 
   
  � Afronidious, Holy Clerk: Human Male (Oeridian) 
  Exp4/Clr4 of Zilchus; LN; 46 hp. 
  Once Afronidious says all he needs to say, half of the 
  soldiers split off and escort the wagon to the Eastfair 
  Prison on the other side of the Spiders Gate.  The 
  remaining troops stay under the command of Captain 
  Falentia, who discusses the events with an irate 
  Exchequer Davot Wirken, the head of this branch of the 
  Zilchus Western Company).  
   
  If the PCs make an effort to overhear the 
  conversation between Captain Flauntier and Exchequer 
  Davot Wirken, a Listen check (DC 15) allows them to get 
  close enough to hear without drawing attention.  
   
  Read or paraphrase the following.  
   
   
  “This is an outrage!” screams Wirken. “This 
  merchant company is a respected economic group for 
  this city.. I shall lodge a complaint in tandem with our 
  main temple over the treatment of one our innocent 
  clerics.” 
   
  “I operate under the blessings of the Herzog and the 
  Judicial Council,” says Captain Falentia. “If you so much 
  as raise an eyebrow the wrong way towards me, I’ll have 
  my troops embargo your compound and arrest any of 
  your Order found in the streets. Any who resist arrest 
  shall be slain.. Then, if you still don’t cooperate, I’ll stand 
  back and watch the Herzog’s Own Regiment sack your 
  lofty compound. I’m anxious to see if those peacock 
  troopers of yours die as pretty as they march.” 
   
  The Exchequer takes a moment to regain his 
  composure. “Surely there is some sort of arrangement to 
  end this matter. There is no need for bloodshed over 
  what is clearly a misunderstanding,” he says. 
   
  “No deal,” says Flauntier. “There’s more at work here 
  than you realize. I own these streets—the bread, the 
  butter and the muck. I decide who bakes, who churns 
  and who rakes. Your man was warned to leave this 
  investigation to me, but he couldn’t just leave it alone. 
  He had to hire outsiders, sell swords, and muck rakers of 
  his own.” 
   
  “This isn’t over,” seethes the Exchequer. “My Order 
  will, of course, cooperate fully with your investigation, if 
  only to vindicate our man and to make an investment in 
  good will.” 
   
  With that, the two men go about their separate business. 
  Falentia stays about the square a little longer, while 
  Wirken returns to the Zilchus Western Company 
  compound.  
   
  Development: If the characters attempt to free 
  Afonidious, it results in dire consequences for everyone 
  involved. The NPCs attack the characters, additional 
  patrols (as listed in the city description) would start to 
  arrive in record time (one every minute)—and that is just 
  the immediate results. The bloodshed would escalated 
  throughout the city. By the end of the day, elite troops 
  overrun the Zilchus Western Company would be over 
  run by elite troops. 
   
  Part B: Oh Captain, My Evil Captain 
  The PCs may approach Captain Falentia to ask him 
  questions. Speaking with the Captain is not too 
  difficult—a Diplomacy check (DC 12) is enough to grant 
  an audience. 
   
  Falentia has been ordered to avoid punishing the 
  adventures for talking with Afronidious. Still, he’s tense 
  and irritated by the PCs presence. A Sense Motive check 
  (DC 15) reveals that he’s holding back in his dealings 
  with the PCs. However, if the PCs attack Falentia, he and 
  his soldiers fight back. 
   
  If the PCs talk to Captain Falentia, read or 
  paraphrase the following: 
   
   
  “Muck Rakers. You reek of it. I have half a mind to 
  throw you back into the privy you crawled out of. These 
  are my streets, don’t you ever forget that.” 
   
   
  Described below are some of the typical questions 
  that the PCs may ask. 
   
  “Surely we can come to some sort of arrangement of 
  services?” 
  “I don’t make deals! You would be wise to forget you’ve 
  ever even heard of the Zilchus Western Company.” 
   
  
  Sympathy for the Baatezu 
   
  Page 17 
   
  Note: He slips when saying this. A Sense Motive 
  check (DC 20) indicates that Falentia meant to say 
  Afronidious instead of the Order he belongs to.  
   
  “Where are you taking the Holy Clerk?” 
  “He is being taken to the Eastfair Prison where he stays 
  until it is decided he may leave, in what ever condition 
  we find suitable.” 
   
  “What are the charges?” 
  “Conspiracy 
  and 
  interference 
  with 
  an 
  official 
  investigation. That’s just for starters. We shall see what 
  the investigation turns up and how far his nefarious web 
  stretches.” 
   
  “How much are his fines?” 
  “There are currently no fines to be paid. This is a special 
  investigation and he remains imprisoned until the 
  rightful authorities determine it.” 
   
  “Are we in trouble as the ones he hired?” 
  “I’m feeling merciful. I’ll consider you to be ignorant 
  dupes, foolish children who got lost along the way. Lets 
  hope the next time our paths cross, you’ve matured to the 
  harsh realities of this world.”  
   
  Note: A Sense Motive check (DC 15) reveals that 
  he’s lying and trying to keep his temper. 
   
  Development: Captain Falentia is not prepared to 
  answer much more than what’s listed above. In fact, he’ll 
  leave the square with his troops (to save face) under the 
  pretext that he’s done there. The PCs can know venture 
  to the Zilchus Western Company or the Spice of Life 
  Tavern. 
  � Captain Falentia the Rakersmen: Human Male 
  (Oeridian) Ftr10; LE; 82 hp. 
  � Rakersmen Sgt: Human Male (Oeridian) Ftr3; LE; 
  28 hp. 
  � Rakersmen(12): Human Male (Oeridian) War2; LE, 
  NE; 17 hp each. 
  � Scourge Chaplin: Human Male (Flan-Oeridian) 
  Ftr3/Clr5; LE; 53 hp; mount on heavy warhorse. 
  � Heavy Calvary(6): Human Male (Oeridian) Ftr5; LE; 
  17 hp each; mount on heavy warhorses. 
   
  Part C: Exploring the Buildings 
  There are two important locations here in the square—
  the  Zilchus Western Company compound and the Spice 
  of Life Tavern. Both are located in the heart of the 
  Merchant Quarter. 
  The Merchant Quarter 
  The Merchant Quarter contains the better markets of 
  Eastfair and the homes of many ordinary merchants. This 
  is also home to an enclave of merchants who specialize in 
  exotic goods: silks, spices, peppers, yarpick nuts, galda 
  fruit, rare herbs, alchemical goods, tropical hardwood 
  furnishings, Ketite carpets, and all manner of unusual 
  items. 
   
  The shops are poorly stocked due to the looming war 
  and trade interference in the Baklunish West, and the 
  merchants often gather at The Spice of Life, a noisy 
  tavern run by a Ketite expatriate named Sumdaa Al’Firs. 
  The walled compound of the Zilchus Western Company 
  sits nearby. 
  � Sumdaa Al’Firs: Human Male (Baklunish-Oeridian); 
  Com8; N; 20 hp. 
   
  The Spice of Life Tavern 
  When the PCs enter the compound of the Spice of Life 
  Tavern, read or paraphrase the following: 
   
  The smell of exotic dishes and rich flavorful spices waft 
  over you as you open the door. The sounds of non-angry 
  arguments and intense discussions in both common and 
  Baklunish tongues pervade the air. A man with a Ketite 
  accent asks you if you are here for a meal and offers to 
  seat you.  
   
  The Ketite is Sumdaa Al’Firs, owner of the tavern.  
   
  The patrons of the tavern witnessed the arrest in the 
  square and all know the Holy Clerk. Despite the constant 
  concern of being reported to the authorities, the various 
  conversations turn to griping and the exchange of wild 
  rumors. Listening in to the gossip (no Listen check 
  required) 
  of 
  the 
  patrons 
  reveals 
  the 
  following 
  conversation:  
   
   
  “This sudden interest in the Zilchus Western 
  Company by the cronies of the Herzog is most 
  unsettling. I’ve heard that the Herzog has a secret plan 
  in action to acquire himself something important 
  hidden away back in Ket. By putting a noose around the 
  Western Company, he uses them to infiltrate and 
  accomplish his dastardly campaign. Of course most roll 
  their eyes at this, claiming that there is better odds of 
  Ket and Keoland forming a sudden alliance then a 
  Herzog campaign in the far west.” 
   
  “I’ve heard that too. Something old, something lost, 
  Oeridian in nature. Scares the Baator out of me to even 
  think about.” 
   
  “You’ve got it all wrong. This is a plot to rid all other 
  religions from the city. First the Money Counter, then 
  the seasonal cults, and soon those Shining Ones! 
  Machinations of a tyrannical mind…” 
   
  “I hear all about a personal score between 
  Afronidious and Prince Poxquand the Undying from 
  before the Greyhawk war.  I think they used to be good 
  friends, or at least friendly acquaintances, or at the very 
  least, Afronidious did some bookkeeping for the Prince’s 
  family.” 
   
   
  Once the PCs hear this conversation, there is 
  nothing else of interest here. You should let them know 
  that the Zilchus Western Company still awaits. 
   
  Zilchus Western Company 
  When the PCs enter the compound of the Zilchus 
  Western Company, read or paraphrase the following: 
   
  
  Sympathy for the Baatezu 
   
  Page 18 
  This small compound sits on the far side of the square in 
  an area known as “Little Baklunitown.” The main gates 
  are open, though the walls are heavily patrolled by 
  feather-plumed, richly dressed pikeman common to the 
  orthodox Zilchus. The guards look wary and suspicious, 
  but do not stop anyone entering the gate. A sign posted 
  next to the gate, written in both old Oeridian and 
  Common proclaims: “The Zilchus Western Company.” 
   
  This is where Exchequer Davot Wirken went back to 
  after his encounter with Captain Falentia. He’s sent out 
  runners to order the members of the Order either to 
  return to the compound or lay low while matters are 
  settled.  
   
  As long as the characters are polite and come up with 
  a reasonable cause for entering the compound (such as to 
  invoke a favor with the order or speak with someone 
  specific, such as the Exchequer), then they may do so. 
  The guards  do not stop them, but eye the suspiciously. 
   
  Once the PCs enter the compound, read or 
  paraphrase the following: 
   
  The courtyard is filled with wagons and horses. Along 
  the sides of the walls are small warehouses, offices and 
  living quarters. At the far end of the compound is the 
  temple itself. 
   
  Guards wearing decorated half-plate and sporting 
  halberds line the entrance to the Temple. They wear a 
  rather lavish livery of expensive materials. 
   
  If the characters approach the temple entrance gate read 
  the following: 
   
  The temple’s thick and sturdy looking double doors 
  stand open. Above them, written in both old Oeridian 
  and Common are the words, “Pray within my halls those 
  who desire exchange.” 
   
  The double doors lead to the main chamber for public 
  worship. This is where those dealing with the Zilchus 
  Western Company go to give praise and thanks to 
  Zilchus, or to meet with one of the clerics of the Order to 
  arrange business matters. All the offices and vaults are 
  secure within the temple. 
   
  This particular small temple is part of the Zilchus 
  Western Company, an Order formed for the organization 
  of trade investors and underwriters dealing in the 
  Baklunish west. They also (for a fee) keep an eye on the 
  interests of others in the western lands, for those as far 
  away as the old Great Kingdom.  
   
  Read or paraphrase the following: 
   
  Two soldiers flank the large ornate double doors leading 
  into the Prayer Hall. An ornate clay vase, brimming with 
  coins of different denominations, sits a few feet past 
  doorway. A skinny blonde youth, wearing ill-fitting 
  plate mail and the holy symbol of Zilchus about his 
  neck, sits in a throne-like chair behind a heavy oak desk. 
  The desk is covered with weights, measures, and scrolls. 
  He stops his scribbling and looks at you with a smile. 
   
   “Greetings patrons, what business do you have with 
  the servants of the Money Counter?” he says. Upon 
  closer inspection, his smile turns to a frown. “It’s you! 
  This is a most terrible time for you to return. They 
  arrested the Holy Clerk and the Exchequer is recalling 
  all our members back. I fear a last stand if a deal is not 
  made. Please, come in. But first, leave an offering in the 
  urn to show your respect to Zilchus and this temple.”  
   
  This is Octreth, the new trainee for the Holy Clerk 
  position—the PCs met him in a previous installment of 
  this series. He’s the new trainee for the Holy Clerk 
  position, and is filling in for Afronidious during this 
  troubled time. Octreth is friendly and willing to help out 
  the characters, due to their previous relationship. 
  A Knowledge (religion) check(DC 10) reveals that it’s a 
  grave insult not to leave an offering to enter the temple. 
  that they must drop a coin to enter. Octreth politely 
  refuses entrance to any PC that does not leave anything. 
   
  Once the PCs pay their offering and enter inside, he 
  warms up considerably. Described below are some typical 
  questions and answers that should come up during the 
  conversation with Octreth. 
   
  “How have you been?” 
  “These are dark days indeed. I wish I had something 
  meaningful to tell you, but I’m shamefully in the dark. I 
  feel like I should have learned more in my new position, 
  been more observant, more reliable, but alas I know little 
  of recent events.” 
   
  “Are you ready for battle?” 
  ”I must admit that I’ve had very little combat experience. 
  I’ve trained with the church battle master, and drilled 
  briefly with the troopers. But when it comes time to 
  defend this compound and my Order, I’ll fight till the 
  end.” 
   
  “Why was Afronidious arrested?” 
  “Well, it’s because of his recruitment of you. He was 
  warned to leave the investigation into Dantoni’s murder 
  in the hands of the ‘proper’ authorities, but he did what 
  he did. Despite what’s happening now, I for one still feel 
  he did the right thing. You have done wonders compared 
  to what passes for law and order around here.  May 
  Zilchus fill your purses.” 
   
  “Is there a hidden agenda behind the arrest?” 
  “That’s very possible. Everyone knows that politics in this 
  city is a blood sport. The senior clerics would understand 
  it far better me, but putting a strangle hold on our Order 
  would give the government leverage on the main church 
  of the Money Counter in Eastfair.” 
   
  “The Holy Clerk told us: ‘The Vault! Seek the humblest 
  jar to be last sorted from my duties.’ Does that mean 
  anything to you?” “Well he probably means the Main 
  Vault below this temple. It’s our main storage area, a very 
  sacred site to us, only properly ordained clerics may enter 
  
  Sympathy for the Baatezu 
   
  Page 19 
  it. As for a Jar, well, the coin jar is the only Jar this job 
  deals with.  
   
  “Where do the jars of assorted coins go?” 
  “The jar is taken to the Vault, where the Vault Keeper 
  sanctifies the offerings with ritual and stores them. I have 
  not learned the details of the ritual. I’m not even ranked 
  enough to enter the vault—which better change soon if 
  I’m going to be the acting Holy Clerk. Afronidious had to 
  access the Vault all the time to perform his duties.” 
   
  “May we see someone in charge? Like the Exchequer?” 
  “Of course. I’ll fetch him right now.” 
  � Octreth: Male human (Suel-Oeridian) Clr4 of 
  Zilchus; hp 27; 
   
  Part D: The Exchequer 
  Octreth brings the characters to a private meeting 
  chamber where they await the arrival of the local head of 
  the Order, the Exchequer. Read or paraphrase the 
  following: 
  The door to the private lounge opens and an older man 
  comes in. A scowl darkens his face. You recognize him as 
  the same man that exchanged words with Captain 
  Falentia in the square. “Greetings,” He says pensively. “I 
  am Exchequer Davot Wirken, the head local chapter of 
  the Zilchus Western Company. I want to make it clear 
  that my anger is not directed towards you. This entire 
  situation is deplorable. If venom escapes from my 
  tongue, it is because of that, and I apologize in advance,” 
  he says through clenched teeth. 
  The Exchequer’s anger is of course towards the aggressive 
  nature of the city authorities and their corruption that 
  feeds it. He knows that his compound and the people in 
  his charge are in great danger. He knows full well that 
  the arresting of the Holy Clerk is just a pretense to put 
  him in a vulnerable position and understands  that a 
  certain member of the city council wants misguided 
  vengeance (see below). 
   
  He’s aware of the relationship between the 
  adventurers and the Holy Clerk. Under more normal 
  circumstances, he would never reveal to the likes of the 
  party what he does.  Keep in mind, that while he does not 
  hate the characters, he does see them as meddlers in what 
  is normally a smooth running machine. 
   
  Described below are typical questions and answers 
  that may occur during the PCs conversation with the 
  Exchequer. Read or paraphrase the following: 
   
  “What is going on here?”  
  “Evil and tyranny. They refuse a fair deal, always wanting 
  the lion’s share. They demand rights and privileges for 
  themselves, but would refuse and cheat them from 
  others. I am honor bound by my beliefs and duty as to 
  what I may tell you. But because you are catalysts in this 
  accursed affair, I’ll tell you what I can.” 
   
  “You mean we’re to blame?” 
  “I am not pleased with the involvement of adventurers in 
  this complicated affair. I harbor no malice towards you, 
  but this is exactly what I wanted to avoid when I first 
  forbade Afronidious from using the Order for anything 
  but official channels. His emotion got the better of him. 
  Now because of that misstep in this strategic game of 
  power, we may loose everything.” 
   
  “You didn’t actually say what’s going on” ”As I said, I’m 
  limited to what I may tell you and in the forms that I may 
  tell it to you in. Suffice it to say, a powerful man used our 
  services here to broker the exchange of a special item. My 
  agent did his duty and unfortunately paid the price of 
  duty with his life. The item disappeared under 
  mysterious circumstances within the shadow of Holim. 
  The item was stolen on the road as it was being 
  exchanged to an agent of its new owner. For the theft, 
  our client was killed. I did what I could to try and 
  appease him as per the contract limits, but blood is the 
  only compensation he desires now.” 
   
  “What was the item?” 
  The Exchequer stops and stares at you for a moment, as if 
  pondering your fine print. “The contract is firm and we 
  always uphold our end. The identity of the item must stay 
  hidden. Though I’m sure there are others not held by our 
  contract that know what it is. There is a better question 
  for you to ask. But I can tell you that the item was being 
  carried in a cloth that had the ink imprint of fiendish 
  spiders in a circle design.” 
  “Didn’t you look for the item?” 
   
  “Of course we looked. We used all the resources the 
  contract allowed us. But also, we had finished our part. 
  It’s the client’s end who failed, yet he refuses to 
  contemplate that. Wherever the item is now, by day it 
  hides from our divinations, but during some nights, it 
  comes out of hiding and travels around the countryside 
  east of the city. As well, our divinations show it’s no 
  longer in the hands of the thieves.  
  “Who stole the item?” 
   
  “I don’t know. Who ever it was must have acquired the 
  information from a leak in our client’s network, as our 
  side was seamless. From what my agent told me, they 
  were humans waiting in ambush and used both magic 
  and stealth to quickly acquire what they wanted and 
  escape again.” 
   
  “Is there anything we can do to help?” 
   “I’m afraid our time is quickly running out. I have a few 
  tactics left up my sleeves, but I don’t see them being long-
  term solutions. In the end, it will be our blood or their 
  item—and we have only blood to give.” 
   
  “What will you give me if I bring you the item?” 
  “Do you taunt me? Do not mistake me for desperate. But 
  as for exchange, I would forgive your involvement in the 
  first place, and then I would offer you a reward befitting 
  what was left.” 
   
  
  Sympathy for the Baatezu 
   
  Page 20 
  ‘Afronidious said to us ‘The Vault! Seek the humblest jar 
  to be last sorted from my duties.’ Does that mean 
  anything to you” 
  “Yes. I’m sure it refers to the Main Vault, but as for the 
  contents and descriptions, I’m sorry to say I’m bound 
  from discussing it. That is not to say I do not want to help 
  you.  If you tell me what it is you want, I would be willing 
  to let the Vault Keeper bring it forward under his 
  supervision. I do require this though—do not make 
  requests that disrespect the nature of our sacred vault. I 
  do this as a favor to the Holy Clerk, not out of 
  generosity.” 
   
  “Bring us the jars of coins.” 
  “Very well, I’ll make the arrangements with the Vault 
  Keeper, but may Zilchus Give You Alms should you cross 
  the Vault Keeper.” 
   
  � Exchequer Davot Wirken: Male human (Suel-
  Oeridian); Clr12 (Zilchus); hp 71. 
   
  Part E: The Vault 
  The vault is the most sacred place within this temple—
  the items stored here physically represent their dogmatic 
  beliefs. Requests to view large amounts of different items 
  makes the Vault Keeper angry. The Vault Keeper can be 
  convinced to bring out one jar only, of the characters 
  choosing. 
   
  The characters are taken to a Spartan stone chamber 
  beneath the temple. The Vault Keeper comes to this 
  room to interact with the characters. The Exchequer 
  leaves once the characters enter the chamber.  
   
  You wait alone in the dank underground chamber. 
  Before long, two large double doors, open to reveal a 
  bizarre, if beautiful creature—a large snake with a 
  human face and golden-green scales. A golden frill runs 
  its back, head to tail. The air around it smells of sweet 
  flowers.  “I shall do this one favor in the name of the 
  Holy Clerk, but do not disrespect my nature” says the 
  creature with a booming otherworldly voice. 
   
  The characters are safe as long as they refrain from 
  attacking or violate the sanctity of the vault. A 
  Knowledge (religion) (DC 16) check reveals that a small 
  number of similar creatures pose as the servants of 
  Zilchus. A Knowledge (planes) check (DC 23) reveals the 
  creature to be an Outsider from the Peaceable Kingdoms 
  of Arcadia. 
   
  The Holy Clerk plunged the sealed scroll tube into 
  the jar of copper coins—he knew that it would be safe 
  within the confines of the Vault. When an offerings jar 
  (the jar at the front of the temple doors) fills up, it is 
  taken to the Vault, where the Vault Keeper subjects it to 
  ritual blessings and prayers. During that process the 
  coins are separated per denominations. To find the scroll 
  tube, the PCs must ask the Vault Keeper to bring forth 
  the most recently filled jar containing copper pieces.  
   
  Described below are the most likely questions and 
  answers to come up in the conversation between the PCs 
  and the Vault Keeper. Read or paraphrase the following: 
   
  “So how does this work?” 
  “Tell me the item you want me to bring out to you, and I 
  shall do it. You may then examine the item under my 
  watchful eye. You may not keep or damage the item. I’ll 
  give you five minutes to examine the item. I believe the 
  Exchequer mentioned something about you wanting a 
  jar?” 
   
  May I see more?” 
  “More? You may only select one item to examine.” 
   
  “What can you tell me about the ritual?” 
  “ The ritual process of the Offering Jars is sacred and is 
  not open for discussion. But I will tell you the ritual 
  involves a total of six jars. “ 
   
  “What does the Vault contain?” 
  “That is not for you to know. Do not ask again.” 
   
  Finding the Scroll 
   
  What the Vault Keeper keeps hidden is the fact that 
  there is a jar for each denomination of coin (five jars), 
  along with the original jar (A Knowledge (religion) check 
  (DC 15) reveals this fact). If the characters ask for the 
  wrong jar, he brings it out and allows the characters to 
  search it for five minutes, keeping a wary eye out for 
  theft. 
   
  If the PCs search the jar containing the copper coins, 
  they easily find the scroll tube buried just below the 
  surface. The Vault Keeper allows the PCs to take the 
  scroll without any hassles. 
   
  The mark of the Holy Clerk is scribed on the outside 
  of the scroll tube. Inside is a letter intend for the 
  characters.—give the players “Player’s Handout #1.”  
   
  Attached to the parchment is a ticket that can be 
  redeemed by either the Vault Keeper or the acting Holy 
  Clerk, who provides them with a packet of six potions of 
  cure moderate wounds is given to the characters from the 
  Vault. 
   
  Once the tasks are complete, the Vault Keeper 
  collects everything he needs and slithers back to his 
  precious vault. 
   
  Money Counter Notes 
  There is an opportunity for the characters to put their 
  Money Counter Notes to special use. The Vault Keeper 
  possesses a small assortment of items that he “rents out” 
  to the characters in exchange for giving up the Money 
  Counter Notes. The Order owns these items (the Vault 
  specifically), and each is embossed with the mark of 
  Zilchus in a visible place. The Vault Keeper explains that 
  these items magically return to the Vault after five days. 
  He warns them that selling these items brings about the 
  ire of the Zilchus. See below for the item list and cost in 
  MCNs. 
  
  Sympathy for the Baatezu 
   
  Page 21 
  � Vault Keeper: Male axiomatic guardian naga; Clr5 of 
  Zilchus; LN. 
  Treasure: Hand in the ticket and accept the package. 
   
  ALL APLs: L: 0; C: 0; M: 6 potions of cure moderate 
  wounds (x6) (25 gp each). 
  Rent an Item 
  By spending Money Counter Notes (MCNs), the 
  characters gain access to the listed items for five days (it 
  is impossible to keep the item). 
  • 
  One MCN: Ring of protection +1; Any two 1st level 
  divine or arcane scrolls from DMG Tables 7-23 and 7-
  24 (CL 5th); hand of the mage; hat of disguise. 
  • 
  Two MCN: Cloak of elvinkind; ring of protection +2; 
  Two 3rd level divine or arcane scroll from DMG 
  Tables 7-23 and 7-24; +1 silver heavy mace. 
  • 
  Three MCN: Shatterspike; rhino hide; periapt of 
  health. 
  • 
  Four MCN: +1 axiomatic bane (outsiders, chaotic) 
  composite longbow; ring of protection +3; celestial 
  Armor. 
  • 
  Five MCN: +1 fortification (moderate) half plate 
  armor; heavy shield of bashing +2; cloak of the bat. 
  • 
  Six MCN: Cloak of charisma +5; mithral chainshirt 
  of invulnerability +1; +2 ghost touch shock halberd. 
   
  If a rented item leaves the possession of the 
  character for more than two rounds, it instantly teleports 
  back to the safety of the Vault. Once there, the Vault 
  Keeper uses the vault’s magic to determine if the item 
  was sold, stolen, or lost. If the item was lost because it was 
  taken from the characters’ possession (or lost from it), 
  then the characters may retrieve it from the Vault Keeper 
  up until the five-day limit. If the Vault Keeper 
  determines the items were sold off, the Vault Keeper 
  triggers a teleport spell that returns all of the items to the 
  Vault.  
  Development: Once the PCs conclude their business 
  with the Vault Keeper, they are quickly ushered by 
  Octreth back to the main courtyard.  
   
  ENCOUNTER 2: OF KITTENS 
  AND MEN 
  If the PCs have not done so, remind them of their 
  impending meeting with Clinorus’ contact beyond the 
  Spider’s Gate (as described in the Introduction). 
  Part A: The Spider’s Gate 
  When the PCs approach the Spider’s Gate, read or 
  paraphrase the following: 
   
   
  The old but sturdy stopgap known as The Spider’s 
  Gate controls traffic between the outer New City and 
  the interior core called the Old City. You see that the 
  Old City is a veritable slum, compared to the splendor of 
  the buildings that make up the New City. A large 
  number of guards verify that those who use the gate are 
  those with permission. 
   
  For those who simply don the disguises provided by 
  Clinorus (see Introduction) and use a little discretion, 
  there are no problems getting past the guards.  
   
  The PCs can move through the gate even if they lack 
  the proper badges on their outfit, requiring a successful 
  Diplomacy check (DC 15) and a 10 gp bribe for one-way 
  passage per person. If a character fails the Diplomacy 
  check by 5 or more, the guards begin asking pointed 
  questions and bar entry any time the character is spotted. 
   
  The gate is closed after dark and only those with the 
  proper identification (Clinorus did not provide such 
  paperwork) can get through. Getting through at night 
  without proper ID requires a Diplomacy check (DC 20) 
  and a 20 gp bribe. 
   
  � City Guard (6): Human Male (Oeridian) War2; 
  LE, NE; 17 hp each. 
   
  Development: Once past the gate and inside the Old 
  City, the characters are free to wander towards their 
  destination.  
  Part B: Kittens for Sale 
  By asking around, its not difficult finding Cobblestone 
  Lane. It is located within a city block about five blocks 
  away from the Spiders Gate. 
   
   
  You stand before #5 Cobblestone Lane. The 
  building is three stories tall and looks ready to fall over. 
  A frail looking lad, no older than six, looks up at you 
  with a dirty face. His running nose discredits his stern 
  stare. He pats a lump in his pocket, when a tiny kitten’s 
  head pops out and mewls loudly. 
   
  The lad is Aerak (male human, Com1), the son of a dead 
  guilder. In his pocket is a newborn kitten that he snuck 
  out of the litter. For now, he acts as the eyes of this Guild 
  faction safe house. Should bad things come this way, it’s 
  his job to give warning. 
   
  Aerak is shy and suspicious of the PCs. He answers 
  any questions in as non-committal a way as possible. He 
  admits that he lives in the house and that his mother 
  lives inside. If the characters mention they are interested 
  in “buying smiling kittens,” he perks up immediately. 
  Read or paraphrase the following: 
   
   
  “The kittens for sale are inside. I’ll let them know 
  you’re coming to buy some.” With that, he goes up to the 
  house door without opening it and yells, “Mother, 
  people here to buy kittens!” He returns to his original 
  spot, petting the kitten in his pocket. 
   
  Part C: The Sit Down 
  Aerak’s mother, Aerann (female human Com2), the 
  widow of Aker, a deceased member Malaya’s Guilder 
  faction, lets them in. She doesn’t talk much and gives 
  everyone a wary eye, but knows exactly what the 
  characters are here for. She doesn’t waste much time 
  moving the characters on to the upstairs room with all 
  the mewling kittens in it. Read or paraphrase the 
  following: 
   
  
  Sympathy for the Baatezu 
   
  Page 22 
   
  The woman leads you to a room upstairs “Your 
  kittens are in through here,” she says. The sound of 
  newborn kittens fills the room before you. A other cat is 
  half visible over the lip of some nested blankets in the 
  corner. Tiny kittens scamper away as you approach. 
  “These are the regular kittens. The smiling ones are in 
  there,” she says, gesturing to the next room. She turns 
  and goes back down the stairs. 
   
   
  Once the PCs walk into the other room, read or 
  paraphrase the following: 
   
   
  A rough looking woman sits at a table, the only 
  furniture in the room. Her  battle-scarred face shows 
  that it would be unwise not to taunt her. In fact, her 
  clothes show fresh damage and blood soaked patches, 
  although her wounds appear to have been mended 
  through magical means.  
   
  The women stands and offers you seats with a 
  gesture of her hand. “Perhaps you remember me. I am 
  Malaya, a Sub-Boss for the Thieves Guild of Eastfair. I 
  asked you here because I have another of favor to ask of 
  you. It grieves me to do so, but circumstances require it.” 
  She blinks away a tear that wells up in her eye. 
   
  Malaya (female human, Ftr6/Rog4) would love to tell the 
  characters everything, if only to win them over or make 
  their lives better, but she cannot. Her mission demands 
  secrecy, deception and sacrifice. Wary of betrayal, Malaya 
  is protected by both nondetection and undetectable 
  alignment. 
   
  Many villains sit among the council of the city (a 
  loose collection of powerful nobles). One such noble was 
  behind the contracting of the Zilchus agent to acquire 
  the wrapped up item. Like many of the nobles, this one 
  had connections with the Guild and his secret slipped out 
  to Malaya’s faction. They stole the mysterious item that 
  everyone is concerned about, but soon lost it to a 
  ravenous shadow bat. Malaya hopes that the PCs can help 
  her retrieve the item, which now sits in the hands of a 
  former ally, turned enemy. 
   
  The Mission 
  Described below are a list of the probable questions and 
  answers that arise during the conversation with Malaya. 
   
  “So what’s the favor?” 
  “There are happenings in this city that we can not discuss 
  with you. We all have duties to uphold. I do hope you 
  understand that and get past it.  Suffice it to say, we have 
  our targets, nothing we can’t handle, but we’ve had a true 
  setback. Our dear friend and companion Jirwelt has 
  fallen. And my heart craves to be the one to put our 
  friend to rest, but we lack the time to do it in. You may 
  remember Jirwelt from our last meeting. He was the 
  good-looking one on my right. He helped you, now you 
  should help him.” 
   
  “So do we need to recover his body?” 
  “There is a powerful creature of the night that we have 
  reason to do battle with. He is crafty and potent, 
  something for you to stay far away from. But to strike at 
  us as punishment, he claimed Jirwelt. He has been 
  murdered and turned into a thrall of this night beast. You 
  must find Jirwelt and put his soul to rest. As well, you 
  must bring back to me his head in good condition. But 
  there is a second objective just as important. Jirwelt 
  should have in his possession a golden half circle about 
  half a foot across. It’s imperative that the item is 
  recovered and returned to me. Please, don’t ask me what 
  the item is, for I would not be able to tell you. The 
  presence of the item must be kept confidential. For your 
  sake as well as ours .” 
   
  “Is there a time limit?” 
  “Yes. It’s very important that we gain the item and 
  preferable Jirwelt’s head before sundown. The more time 
  before that, the better. Though I must admit, it’s extra 
  risk to us, not to you.” 
   
  “So, he’s a vampire?” 
  “Yes, Jirwelt turned into a blood sucking monster of 
  darkness. If you knew Jirwelt like we did, you would 
  know that there could be no greater crime or insult to his 
  being.” 
   
  “Do you know where he is?” 
  “We recently received a clue that pins down his location. 
  This is part of our hindrance. He has been spotted at the 
  old arena here in the Old City. By an inconvenient treaty 
  agreement, we cannot go there for another two weeks. 
  One of the many drawbacks to our guild’s nature.” 
   
  “ What’s the Old Arena?” 
  “When the Old City was the only part of Eastfair, a small 
  combat area served the blood thirst of the population. 
  Duels, gladiator games, and all manners of spectacle were 
  presented there. This tended to attract those with lateral 
  interests. But it has been many, many years since the Old 
  City Arena was in use. It has suffered much damage from 
  countless controversies and intrigues within its walls. 
  And now with the new Arena in the New City nearly 
  finished construction, along with all of the small private 
  arenas, the old Arena is soon to be a ruin.” 
   
  “Why can’t you go to the Arena?” 
  “Another faction of our Guild, a gang called the Baron’s of 
  the Blades occupy it. Occasionally disputes are settled 
  here. Normally the Baron’s act as referees during duels, 
  but some of their members like to pit themselves against 
  others for no other reason than the combat. One of our 
  more junior members got sucked into such a match and 
  lost. Now the long and the short of the arrangement is 
  that we can’t enter upon their turf for a month (with two 
  weeks left to go). To break that agreement would start a 
  street war I cannot afford right now. And that is why I 
  need you to go to the Arena. Just don’t be suckered into 
  one of their matches, and you’ll be fine.” 
   
  
  Sympathy for the Baatezu 
   
  Page 23 
  “So, he’s just in the arena somewhere?” 
  “We think we know why Jirwelt gravitated to the arena. 
  Our enemy of the night, merely a minion himself, but a 
  powerful one, had interest below the arena. There are 
  many tunnels and catacombs below the structure, most 
  originally used for logistics for the spectacles. Most have 
  been long since plundered. But we have learned of one 
  chamber still contains treasure. There is a shrine to the 
  Lord of Swords (Kelanen), one that the Baron’s hold dear. 
  But what they don’t know is that one of the stone swords 
  on the wall activates a secret door leading into another 
  chamber. A chamber that was of minor interest to our 
  quarry. I suspect in his new twisted frame of mind, 
  Jirwelt would be drawn to that.” 
   
  “So, Jirwelt is no real threat to you?” 
  “The creature that Jirwelt is now would not be much of a 
  physical threat to us personally. But he has all the 
  knowledge that he did in life, and that puts many people 
  in danger. The quicker Jirwelt is put to rest, the safer 
  everyone will be, including you all.” 
   
  “So this guy is a push over, right?” 
  “I do not know how powerful Jirwelt will be when you 
  face him. It all depends on how much torture his new 
  master put him through during the change. Much of his 
  life force could be gone, or perhaps only a little. As well, 
  he might not be alone. If a nest has been set up, there 
  could be many—another reason why time is critical.” 
   
  “What are you going to be doing during all this?” 
  “We have a mission to complete, just as you, but ours is 
  much longer and much more dangerous.” 
   
  Subject: The Item in the Spider Cloth 
  “Do you know of an item that was stolen wrapped in 
  spider print cloth?” 
  “Yes, I believe I know exactly the item you speak of. But 
  first I need you to do what I asked. I need the head of 
  Jirwelt and the golden half circle he carries. “ 
   
  “No, you tell me what I want to hear first or no deal!” 
  “Do not tease out my temper. These are not children’s 
  games I seek your involvement in. My friend has been 
  turned and his soul is in misery. The evil that now taints 
  his soul would use his knowledge to betray us all. To 
  handle the matter ourselves, in a timely fashion, would 
  jeopardize even more lives. If your stubbornness costs a 
  single life, it will be yours that pays.  Time is our mutual 
  enemy so do not waste it. Bring me what I ask, and I shall 
  help you in your own quest.” 
   
  “We demand compensation for this.” 
  “ I shall compensate you with aid and information. But 
  perhaps something else can be added, no promises 
  though.” 
   
   
  Development: Its at this point the characters should 
  go to the Old Arena and complete their task there. When 
  they return, they go on to Encounter 1 and get their 
  questions answered. 
   
  ENCOUNTER 3: FIRST BLOOD 
  When the PCs go to the Old Arena, read or paraphrase 
  the following: 
   
   
  The partially ruined arena takes up almost as much 
  room as one of the Old City’s housing blocks. 
  Crumbling stone and collapsed pillars mark where battle 
  raged. Several tunnels lead deeper into the structure. 
   
  Part A: The Barons of the Blades 
  A month ago, the PCS would have encountered a number 
  of gladiators to contend with, but at this time, the Barons 
  of the Blades have a bigger problem to focus on. Because 
  of this, their normally antagonistic of provoking duels, 
  just for the sake of honoring their blade, is lax.  
   
  Jirwelt came to the arena looking for something and 
  he brought along many of his master’s friends. During 
  the night, a horde of vampire spawn infiltrated the lower 
  regions of the arena and occupied both the Shrine of 
  Kelanen and some deeper tunnels. Once at the Shrine, 
  Jirwelt used his knowledge to gain entry into the secret 
  chamber below. During his long stay there, became 
  oblivious to the needs of his fellow spawn of the night 
  still occupying the various chambers above. 
   
   When day came, the Barons of the Blades retaliated 
  and managed to drive the horde down into a dead end 
  network of chambers. The battle took many lives and the 
  Barons know they need time to recover and now wait for 
  reinforcements to arrive.  
   
  Read or paraphrase the following: 
   
  Around the dirt and stone of the arena floor, wounded 
  warriors and those tending them are everywhere. Each 
  bare torso that is visible bares the tattoo of nine swords 
  facing out of a circle. A man with the obvious bearing of 
  leadership approaches you, keeping his hand on the hilt 
  of his longsword. “What brings you to our arena?” 
   
   
  After you read this, give the players “Player’s 
  Handout 2.” 
   
  The man is Ecnal, cleric of Kelanen and acting leader 
  of the Barons. Ecnal informed his superiors what 
  transpired and how they successfully forced the creatures 
  into a dead end trap. Ecnal has strict orders to wait until 
  the gang boss arrives before making any new assaults.  
   
  Described below are some typical questions and 
  answers that come up during the conversation between 
  Ecnal and the PCs: 
   
  “Who are you?” 
  I am Ecnal Tugim, Sub-Boss of the Barons of the Blades. 
  This arena is our turf. 
   
  “What happened here?” 
  “Vampires, lots of vampires. The things overran the 
  corridors and chambers beneath us. They even briefly 
  
  Sympathy for the Baatezu 
   
  Page 24 
  took our shrine before we drove them out of it. Now we 
  trapped them in a dead end set of chambers. We wait the 
  return of our leader, Stylus Rel—boss of the Barons. We 
  have strict orders not to press the final attack until he 
  returns.” 
   
  “Your group seems interesting. May we join?” 
  “This is not the time. We must regroup. Though we are 
  always looking for more people to wield the faith of the 
  Lord of Swords, only our leader accepts new people in, 
  and only after they’ve gone through the rites. If you’re 
  serious about joining, come back another time, perhaps 
  in a month or two.” 
   
  “Can you help us attack right now?” 
  “No. We forgo attacking again till our leader returns—
  several hours from now. Once he arrives, we meet the 
  horde in glorious combat. You will have to leave when 
  that time comes. This fight is ours and ours alone. This is 
  our turf and the combat is sacred to us, so no outsiders. 
  As well, once the battle starts, all that is taken from the 
  vampires belongs to us. This is our turf, those are the 
  rules we follow and you must follow them as well.” 
   
  “What’s your battle plan?” 
  “With skill of the blade and faith in swords, we routed 
  the vampires from our sacred shrine as well as the 
  entrance tunnels. We managed to drive them all into a 
  few chambers with no other exits. We’ve managed to 
  block them in for now, but it’s only a matter of time 
  before they free themselves. We plan to finish the attack 
  before that.” 
   
  “So the Shrine of the Kelanen is safe to go to?” 
  “Yes, we cleared it of vampires. If you wish to go pray and 
  wash your blade in the sacred oil, that is acceptable. Just 
  remember that it is the Lord of Swords who shall bring us 
  all victory.” 
   
  “So, if we kill some vampires now, you wouldn’t help, 
  but I’d get to keep any loot?” “Correct. Our orders and 
  good sense keep us from attacking till our leader arrives. 
  And since we are not involved in the battle (as yet) we 
  would secede to you what ever your blade cut down is 
  what you may keep. But on the other hand, we cannot 
  allow you to penetrate our perimeter below. So you may 
  not approach the third level where the vampires hide.”  
   
  “Which way to the shrine?” 
  “ I shall order a runner take you to the first level, where 
  the shrine sits. You may pray in peace and as we’ll leave 
  you to the privacy of communing with your sharp steel. 
  Feel free to bless your blade at the Sword Lord’s feet, but 
  do not disrespect the cutting edge within our walls.” 
   
  “Tell me about the shrine?” 
  “This shrine is a location known to be the site of a miracle 
  performed by the pre-ascended Kelaren. It was in that 
  chamber he restored to perfection 100 damaged and rusty 
  blades, all within a day. He distributed these blades to his 
  followers and told them to travel to the far reaches of 
  Oerth. Along the way, they should fight and bring 
  balance. But above all, teach those who would learn. It is 
  said that when the Lord of Swords ascended, the 
  remaining swords grew in power.” 
   
  “Any artifacts left in the shrine?” 
  “There is the Trough of Swords. Though refilled as 
  needed, it still contains traces of the original oil used by 
  the Lord of Swords in the process to restore the 100 
  blades. Though no longer as pure, it still holds a touch of 
  the Lord of Sword’s power and presence. Those who 
  respect his ideals of the blade may pray and dip into the 
  Trough.” 
   
  “So Kelaren was once in Eastfair?” 
  “It is our belief that the Lord of Swords not only visited 
  Eastfair in the early days of the city, but in fact was mortal 
  born within the city, or perhaps near it. There are other 
  sects of the Lord of Swords who humbly disagree with us, 
  but we believe that Kelaren is of the Oeridian pantheon, 
  but he separated himself from it to show his followers his 
  belief for balance. “ 
   
  “Do you know where I can find one of these 100 
  swords?” 
  “No. They were scattered far and wide. I doubt many 
  even remain in the Flanese or even this Plane of 
  existence.  But it is said that such a sword brought back to 
  the Shrine can be forged again to give it the power to 
  seek out final words from the Lord of Swords.” 
   
  “Is there anything you can give us to aid in the battle?” 
  “If you look closely at my blade, you see the Mark of 
  Kelanen on it as well as the silver scar on the right flat of 
  the blade. Along the other side, written in Old Oeridian 
  are the words, ‘Have Sword, Will Travel.’  It and others 
  like it were forged by Stylus Rel and finished up within 
  the Shrine. They imbue the essence of Kelanen and allow 
  for greater communing with him.  For those willing to 
  spread the Word of the Sword and the Lord who spoke 
  them, Stylus Rel would be willing to commission such a 
  blade.” 
   
  Chatting with the Bladers 
  About 30 wounded Bladers sit on the floor of the arena, 
  with another ten below ground. The characters can walk 
  among them and speak with the common gang members 
  as well as the two remaining acolyte clerics. The clerics 
  are doing what they can to tend the wounds before it 
  comes time to reenter the battle. 
   
  Described below are typical questions and answers 
  that come up during the conversation between the PCs 
  and the Bladers. 
  • 
  “The battle was long and glorious. Those creatures do 
  not tire, but they can be driven back. When killed, 
  they just turned into a puff of smoke and it drifted 
  away, obviously their soul preparing for punishment 
  for forsaking blades over claws.” 
  
  Sympathy for the Baatezu 
   
  Page 25 
  • 
  “The creatures occupy several rooms on the lower 
  levels warded by sentries and magic. This is a 
  challenge against the Baron’s of the Blades, we 
  intend to finish this.” 
  • 
  “Ecnal Tugim is the second in command of the 
  Barons’ of the Blades. He can quote the teachings of 
  the Lord of Swords well, and can certainly organize a 
  duel, but between you and me, he’s a real tight jerk. 
  He’s much too rigid. If it were up to me, I’d have 
  regrouped and attacked the creatures again by now. 
  But, the orders come from Stylus Rel, and we all 
  respect him, so we shall follow his wishes.” 
  • 
  “Stylus Rel is off on a mission of faith. He’s been 
  informed of this breach of turf and is hurrying back. 
  We expect him back before sundown. “ 
  All APLs: 
  � Ecnal Tugim: Male human (oeridian) Ftr1/Clr6 of 
  Kelanen; LN. 
  � Bladers(20): Male human (various mix) War2 of 
  Kelanen; N/CN. 
  � Sword Acolytes(2): Female human (oeridian) 
  Ftr1/Clr2 of Kelanen; N. 
   
  Development: Ecnal leads the characters to the 
  shrine beneath the arena. True to his words, he leaves the 
  characters in peace. The characters are in no danger from 
  the vampires blocked away several corridors down. If the 
  characters try to approach the battle lines on the levels 
  beneath, sentries block them.  
   
  Part B: Shrine of the Lord of Swords 
  When the characters arrive in the Shrine of the Lord of 
  Swords, read or paraphrase the following: 
  This room has a statue of a man holding a blade with a 
  silver scar on his right cheek, a trough of oil sunk into 
  the floor and many bas-relief’s of swords and blades on 
  the wall. Blood splatters the floor and the walls. Two 
  evenly spaced bloody handprints appear on one of the 
  bas-reliefs. It looks as if someone with blood on his or 
  her hands pushed against the blade and hilt portion of 
  the carving.  
  The statue represents Kelanen during the time he spent 
  here in Eastfair. Written in Old Oeridian upon the blade 
  are the phrases: 
  “Have Sword, Will Travel” 
  “Eschew all Extremes” 
  “Mastery of the sword is the path to mastery of the 
  self”. 
  Looking around the shrine, blood is everywhere, a clear 
  sign that combat raged in and around this room. In fact, 
  that is exactly what happened and it triggered a secret 
  passage to open up. It should be noted as well, that the 
  carving style of this sword is slightly different than the 
  rest and the sword carving is set away from the other 
  carvings. This is because it was carved long before the 
  shrine of Kelaren was here. The shrine merely co-opted 
  the space.  
   
  The rest of the walls are filled with depictions of the 
  nine swords (as in Player Handout #2) holy symbol. In 
  total, there are eleven such circles of swords (with nine 
  swords in each circle). The odd sword out makes for a 
  total of one hundred. The sword carvings vary in size 
  from one half a foot in diameter, to three feet in diameter. 
   
  The Trough of Swords 
  The pool of oil is another special relic of the faith. It is 
  said that Kelanen once restored 100 rusty and badly 
  damaged blades right here in a 24-hour period. And the 
  trough contains a small amount of the original oil he 
  used, though it as been mixed with new oil to keep the 
  levels up. This leaves the trough with some special 
  properties. The Trough cannot be removed. Oil taken 
  away from the trough looses any magical properties it 
  once had. Drinking the oil causes 1 point of temporary 
  Con damage. 
   
  Dipping a sword (any kind of sword) into the oil has 
  a chance of giving it a temporary effect. Each time it is 
  dipped, roll a 1d6 on the following table: 
   
  Oil of the Shrine of the Lord of Swords 
  d6  
   
  Effect 
  1 (or less) 
  The sword cannot be further magically 
  enhanced in any way for the rest of 
  this adventure, though it does not 
  loose 
  any 
  enhancements 
  is 
  has 
  normally. 
  2-4  
   
  No effect 
  5 
   
   
  The 
  sword 
  gains 
  the 
  keen 
  enhancement for one hour, but no 
  other spell or effect does anything to 
  the weapon during this time. 
  6: 
   
   
  The 
  sword 
  gains 
  the 
  defending 
  enhancement for one hour (treat as a 
  +1 sword if no actual enhancement 
  present).  
  7+  
   
  The 
  sword 
  gains 
  the 
  speed 
  enhancement for one hour. 
  Modifiers 
  Modifier  
  Situation 
  +2  
   
  Cleric of Kelanen 
  +1  
   
  Worshiper of Kelanen 
  +1  
   
  True Neutral Alignment 
  -1 
   
   
  Previously tried to dip a weapon other 
  than a sword  
  -4 
   
   
  Alignment two steps away from True 
  Neutral  
  -2 
   
   
  Acted disrespectfully in the presence 
  of the shrine 
  Dipping a sword in the oil multiple times provides no 
  addition effect. The character dipping the sword 
  magically becomes aware of the new properties of the 
  sword, but not the time limit. 
   
  Part C: The Vampire That Lirr Forgot 
  When the characters descend into the catacombs, read or 
  paraphrase the following: 
   
   
  Winding stairs lead some 30 ft. down further into 
  the depths of the arena catacombs. The air is stale and 
  
  Sympathy for the Baatezu 
   
  Page 26 
  filled with the scent of death. The echo of insane 
  ramblings filters up towards you.  
   
  This is a long silent shrine to Erythnul The Many. Long 
  ago, this place was raided and plundered. Each stone 
  sarcophagus once held a vampire, but now each lid has 
  been smashed inwards and the creature destroyed while 
  still inside. No treasure remains. 
  Jirwelt came to this place seeking his own kind of 
  redemption. In his living life, he was a dedicated cleric of 
  Lirr the Lore Keeper. He rejoiced in her virtues of 
  seeking out knowledge, beauty and delivering it to those 
  who were oppressed. Now his soul rages in anguish. He 
  hates himself for what he has become and hates his 
  goddess for allowing it to happen to him. His good heart 
  turned to dark evil. Using his knowledge, he sought out 
  this shrine of Erythnul because of its nature towards his 
  kind. This was once home to a vampire cult who suckled 
  from the blood provided by the pool. Lirr forsook him, 
  but in this unholy place, a place of blood, Erythnul 
  accepted him. With a pledge and drinking from the 
  blood pool of atonement, he rededicated himself.  
   
  Read or paraphrase the following: 
   
  The chamber before you is dark with no light of it’s own. 
  The echoes of ramblings give a small hint at the large 
  size of the chamber. The smell of death and blood is 
  strong.  
   
  Entering into the room, the only light present is that 
  which the characters bring with them. The room is 150 ft. 
  by 60 ft. with a height of 10 ft. 
   
  When the characters enter, Jirwelt stands 90 ft. away 
  from the stairs, in between the altar and the statue. At 
  APL4, the second vampire spawn is at the pool of blood, 
  drinking his fill. Because of the distance, characters 
  probably won’t be able to see the vampires (or most of the 
  room) right away. 
   
  Note: At APL6 and APL8 there is a desecrate spell in 
  effect. See the Tactics section for details. 
   
  When Jirwelt (or the second vampire, who informs 
  Jirwelt) becomes aware of someone entering the room, he 
  gets into an extra talkative mood. As they descend the 
  stairs, read or paraphrase the following: 
   
   
  “Ah, the pawns have arrived. Are you the ones 
  they’ve sent to defeat me? It shows how little they care 
  about me. They reap the rewards and you do all the 
  slaving. Yes Sir, No Sir. March wherever they point 
  you.” 
   
  He pats one of his pouches. “Is this what they sent 
  you for? Well its mine now. Blessed is he who takes 
  something from a rival. I understand that now. It’s all 
  become so clear. Or wait. Perhaps it’s not the trinket 
  they want. Maybe its what they fear I might say. Fear of 
  what I might tell you. I know something you don’t 
  know. While you do the dirty work, they prepare for all 
  the glory. They’ll sneak in to steal the child and its pups. 
  Jirwelt pats his pouch again. “But they’ll need this to pull 
  it off. Do you think we should let them? What’s in it for 
  us? I know what Malaya would say. She’d wax 
  philosophical about my change in motivations. She’d say 
  I’ve changed.” 
   
  APL2 (EL4) 
  � Vampire Spawn: hp 29; see Monster Manual. 
   
  APL4 (EL6) 
  � Vampire Spawn (2): hp 29 (each); see Monster 
  Manual. 
  APL6 (EL8) 
  � Jirwelt: Male vampire; CE; hp 38; Clr4/Rog2 see 
  Appendix 1. 
   
  APL8 (EL10) 
  � Jirwelt: male vampire; CE; hp 50; Clr5/Rog3 see 
  Appendix 1. 
   
  Tactics: Jirwelt (and the vampire spawn at APL4) 
  claimed this shrine as their new home. They sleep in the 
  western most stone sarcophagi. They retreat to them if 
  things go poorly. 
   
  The room has no natural light, so the characters 
  must create their own to get around. The vampires don’t 
  have as big a disadvantage there.  
   
  At APL2 and APL4, Jirwelt is just a vampire spawn. 
  At APL6 and APL8, Jirwelt still possesses his cleric levels 
  and rededicated himself to Erythnul. At these two APLs, 
  a desecrate spell (see below) is in effect centered on the 
  altar (as cast by Jirwelt). He (and the other spawn) stays in 
  its area of effect during the battle. 
   
  Desecrate effects: Within a 20ft radius of the altar; 
  All undead within the radius benefit from a –6 profane 
  penalty on turning checks; +2 profane bonus on attack 
  rolls, damage rolls and saves;  +2 hit points per HD. None 
  of these effects are reflected in the stat blocks and 
  disappear and reappear when the vampire enters and 
  exits the area of effect. The caster level for this spell is the 
  same as the cleric level of the Jirwelt. 
   
  The vampires do not flee the combat area (only 
  retreating back to their coffins if they must). 
   
  Treasure: Loot the vampire (spawn) 
  APL 2: L: 20; C: 30; M: Golden half circle (100 gp). 
  APL 4: L: 20; C: 30; M: Golden half circle (100 gp). 
  APL 6: L: 0; C: 0; M: Golden half circle (100 gp),  
  chain shirt +1 (104 gp). 
  APL 8: L: 0; C: 0; M: Golden half circle (100 gp), 
  chain shirt +1 (104 gp). 
  Jirwelt’s Pouch: His pouch contains a gold half circle 
  (detect magic indicates it has abjuration magic) that the 
  Guilders want. In another pouch is 30 gp in coins and 
  gear with a looting value of 20 gp. 
   
  Development: If the characters slay Jirwelt, they 
  must take his head and the golden half circle in his 
  pouch and return it to the Guilder safe house. 
   
  Part D: The Leader is Good, the Leader is Great 
  Just before sundown, the leader of the Barons of the 
  Blades, Stylus Rel (male human (oeridian) Ftr3/Clr9 of 
  Kelanen)  and his powerful entourage of elite Bladers 
  (male human (oeridian) Ftr5) return to the arena. If the 
  
  Sympathy for the Baatezu 
   
  Page 27 
  characters are still present when Stylus returns, he’ll ask 
  them to leave as they prepare for the final fight with the 
  vampires. If the characters insist on discussing things, 
  he’ll insist even more that they should come back 
  another time. 
   
  Read or paraphrase the following when he arrives:  
   
  “Greetings, outsiders. I am Stylus Rel, Blade Master, 
  Leader of the Baron’s of the Blades and the Cutting Edge 
  of the Lord of Swords. Ecnal has informed me of your 
  venture into the catacombs. I gather it went well. I must 
  admit—you show merit. You should consider become 
  disciples of the Lord of Swords yourselves. If you return 
  in a few days, I can conduct the ritual of atonement for 
  you. You would need to prove your worth though. 
  Return with the head of a foe that has slain many. Your 
  friends may help, but you must strike a solid blow 
  during the battle. Once done, I shall convert you to 
  worshipping the Lord of Swords.” 
   
  If the PCs insist on performing the ritual immediately, 
  Stylus Rel refuses because of the upcoming battle. He 
  asks that they return in a few days. Stylus Rel does not 
  consider the head of Jirwelt worthy enough for this 
  status. The characters are ejected from the arena and the 
  Bladers prepare for battle. If this conversation takes place 
  after the vampire battle, then skip right to the portion of 
  the Conclusion encounter that deals with this topic. 
   
  Development: The bestowing of rewards for the 
  bringing back of a suitable head are covered in the 
  Conclusion encounter. Go to Encounter 4: Shedding 
  Some Light, below. 
   
  ENCOUNTER 4: SHEDDING 
  SOME LIGHT 
  The characters went on the mission to retrieve two 
  things—the head of Jirwelt and the magical golden half 
  circle he had in his possession. The characters are 
  rewarded depending on how many of the two they bring 
  back. If they bring back one of the items (regardless of 
  which one) to Malaya, she rewards them with the 
  information and aid. If they bring back both items, the 
  characters receive the information and aid as well as 
  some treasure items.  
   
  Described below are some typical questions and 
  answers that could come up during the conversation 
  between Malaya and the PCs: 
   
  Subject: The Spider Print Cloth Item 
  “Tell us what is going on!” 
  “We have our reasons for doing what we did, but a certain 
  individual on the city council wanted that item for his 
  own purposes. We found out about it and tried to stop it. 
  We did not harm the Zilchian agent. We did kill the 
  agent of the evil noble. We did not have the item for 
  long, for it was quickly and mysterious retrieved from 
  one of the agents who stole it. The battle took place in the 
  countryside east of the city, and we discovered our 
  Guilder dead about a mile away. We suspect something 
  carried him right off his feet because the claw marks 
  were brutal. We know not the location of the item now”. 
   
  “What is the item?” 
  “A book—one that can not be opened by the likes of us. 
  It holds no magic within its, but secrets that could lead to 
  magic.” 
   
  “Where did the book come from?” 
  “We suspect the Zilchian agent acquired it from 
  somewhere in the Holim ruins.”  
   
  “Is this book part of your mission?” 
  “No, but it was simply too tempting to pass up.” 
   
  Subject: The Holim Ruins 
  “What are the Holim Ruins?” 
  “The Holim Ruins is a dig site several miles east of the 
  city. From what I understand, the site was once Ur-Flan 
  in nature before its destruction. The Oeridians co-opted 
  the ruins, turning it into a Keep. That also was destroyed, 
  first with an arcane pestilence then with extreme fire. 
  Two years ago the land was gifted to a cousin of the 
  Herzog (from the Herzog). At that point, an orc regiment 
  (The Boyz of Richfest I believe) was made busy at hard 
  labor and excavations began. The plan is to build a castle 
  on the land once the research digs are complete.” 
   
  “What does a Vecna cult want with it?” 
  “I honestly don’t know. I can only guess at its ancient Ur-
  Flan nature. But I do know this; your run in with the 
  Dawn Tiger is a direct result of it. We did some checking, 
  and the contract out on you was not done through any 
  channels. It was a personal job, and the Footmen of the 
  Spider Throne gave the orders.” 
   
  “Who are the Footmen of the Spider Throne?” 
  “ I don’t really know myself. I know that the Dawn Tiger 
  was the student of another who was originally called the 
  Dawn Tiger many years ago. And he has some disguised 
  links to a cult of the Whispered One. That cult seemed to 
  center itself out of the Rauxes area, but chances are it 
  went up in smoke when Rauxes did. But then again, I 
  could be totally wrong. There is just not much known on 
  the Footmen of the Spider Throne.” 
   
  So we just go to Holim Ruins and look around: “ 
  That would not be a good idea. There are some 600 orcs 
  and various other monsters there, as well as various 
  humans. I know you are brave and powerful, but it would 
  be a slaughter (yours). Either sneak in, or don’t go. 
   
  “We have these unfinished passes. What can we do with 
  them” 
  “Excellent. We can finish up those passes for you as we 
  have access to the correct seals and expert forgers to put 
  in the current date. We can supply you with a wagon and 
  a load of cargo (fish) and that should get you in. Once in, 
  you’ll just have to stay frosty. If your discovered for what 
  you are, you won’t survive.  
  
  Sympathy for the Baatezu 
   
  Page 28 
   
  Note: If the characters hand over the passes, they get 
  them back, completed, the following day at the Whirling 
  Dervish, completed. 
   
  “What do we do now?” 
  “ Give us your passes and we our people will complete 
  them. We shall set the date for tomorrow. That gives you 
  time to rest. We will have a wagon loaded with fish 
  waiting for you. With everything that we shall have for 
  you, you can safely make it from Eastfair to the Holim 
  Ruins and inside to the depot there. Just don’t blow your 
  cover.”  
   
  Subject: Who are you? 
  “We are a faction of the Eastfair Thieves Guild, called the 
  Smiling Ones. We’ve been here since we first came to 
  this city with our Guildmaster. Now we stay true, as our 
  illustrious Guildmaster lost his way. But I am not 
  bitter—the things he must do and the weight he must 
  carry would crush the souls of most mortals.” 
   
   
  Treasure (Reward): If the PCs bring back both the 
  gold half circle and the head of Jirwelt, they might ask for 
  something extra as compensation. If this happens, read or 
  paraphrase the following: 
  “Very well. First, these potions are my gift to you. 
  Second, on behalf of our faction, I present to you this 
  blade. Use it well, or sell it if you choose.” 
   
  Treasure: Accept the gift once it is offered. 
  APL 2: L: 0; C: 0; M: Potion of aid (x6) (25 gp each), +1 
  longsword (193 gp each). 
  APL 4: L: 0; C: 0; M: 6 potions of aid (25 gp each), +1 
  longsword (193 gp). 
  APL 6: L: 0; C: 0; M: 6 potions of aid (25 gp each), +1 
  keen longsword (692 gp). 
  APL 8: L: 0; C: 0; M: 6 potions of aid (25 gp each), +1 
  keen longsword (692 gp). 
   
  Development: If the characters succeed in their 
  negotiations, the finished documents they need (with a 
  specific date on them) and a wagon with horses will be 
  ready for them tomorrow. A minor Guilder will come 
  around and collect them in the morning and pass off 
  what is needed.  
   
  Of course, the characters do not need this Guilder 
  assistance to infiltrate Holim ruins. They can use their 
  own resources almost as well.  
   
  ENCOUNTER 5: HOLIM 
  RUINS 
  Once the PCs return to the Whirling Dervish, read or 
  paraphrase the following: 
   
  As promised, a young Guilder comes by the Whirling 
  Dervish with the finished documents dated for today, 
  along with a wagon carrying a load of fish. “With those 
  papers and this wagon,” he says, “you should have no 
  trouble getting to where you’re going. Just stay in 
  character and don’t eat all the fish before you get there.” 
  From this point, the characters use the wagon to leave 
  Eastfair and travel the ten miles to the Holim Ruins. 
  Those who wish to ride their own horses may choose to 
  play the part of caravan guards.  The papers are enough to 
  satisfy typical authorities (such as gate guards).  
   
  Once the PCs get within a mile of the Holim Ruins, 
  the Gryinanquil amulets they are wearing (see below if 
  they do not have such an amulet) become warm to the 
  touch. When the PCs with the amulet get within visible 
  range of the hill that the depot is backed on to, he sees a 
  strange pillar of shadow rising out of hill.  
   
  As you approach the gate for the dig site, two bored-
  looking sentries asked for you to stop. “Let me see your 
  papers,” orders one of the guards. It’s obvious that this 
  ritual happens at least ten times a day. The guard spends 
  a few seconds reading the paperwork, hands it back, and 
  waves you on. “Bring it in to your depot for unloading,” 
  he says. 
   
   
  The Darien Fishmongery has its own depot (among 
  the other suppliers) set up. The structure is constructed 
  so that it backs onto a rock ledge—partially hidden by an 
  illusionary terrain spell. It is the amulets that show the 
  way clearly to the door. 
   
  Hundreds of orcs wander about the Holim dig site, 
  working hard to excavate different sections of what 
  appears to be hardened magma and rough glass. A sign 
  that says ‘Darien’s Fishmongery Depot’ hangs on a small 
  wooden palisade. Several vertical pikes, each holding up 
  the body of what was probably an unlucky adventurer, 
  line the pathway. They look chopped to bits. A bit 
  farther away, a half-dozen orcs busily toss orc corpses 
  into an open pit, while another shovels lime onto the 
  stinking mass. 
   
  Once inside the depot, the characters find it empty of 
  workers, but reeking of fish. A silent worker helps unload 
  the fish into a silo attached to the depot. Any PC that 
  wears an amulet the depot sees a stone doorway in the 
  cliff that makes up the back wall of the depot. 
   
  Characters Without Amulets 
  If the characters don’t have the amulets, there are still 
  some good clues. Characters searching around the inside 
  of the depot can find footprints and numerous drag 
  marks that lead from where the wagon usually parks, to 
  the back cliff wall. These are several different marks 
  made over two years. This is in comparison to the foot 
  and drag marks that lead from the wagon area to the fish 
  storage area. The PCs find the tracks with a Survival 
  check (DC 10). 
   
  Once the tracks are found, a Search check (DC 20) 
  reveals the illusion-disguised door. Once the door is 
  found, opening it is easy, there is no locking device 
  remaining on it (though there was one once). The door is 
  automatically visible for anyone wearing the amulet. 
  
  Sympathy for the Baatezu 
   
  Page 29 
  Snooping Around the Dig Site 
  The PCs may desire to leave the relative safety of the 
  depot and snoop around amongst the orcs and their 
  human overseers, asking questions.  
   
  Described below are the results of Gather 
  Information checks the PCs may make while roaming 
  the site. The DC results are cumulative. Possessing the 
  languages Orc and Old Oeridian both add +1 to check 
  each. PCs with 5 ranks or more in Knowledge (history) 
  add a +2 synergy bonus to this check. 
  • 
  DC 5: This is the Holim Ruins. It is ten miles west of 
  Eastfair. It is garrisoned by 500+ Orcs of the Boyz of 
  Richfest regiment. The lord of the Holim land is 
  Lord Gregern of House Naelax as gifted to him from 
  his cousin the Herzog. 
  • 
  DC 8: Two days ago, a group of adventurers were 
  caught snooping around, asking too many questions 
  and seeming too out of place. Once the alarm 
  sounded, every orc with a pickaxe or shovel within 
  arm’s reach came running. The adventurers fought 
  bravely and killed many orcs and two human 
  soldiers, dying in the end. The adventures identities 
  are unknown, as well as their purpose there. 
  • 
  DC10: The terrain in between the highpoints of the 
  ring of hills is melted rock. Long ago, some sort of 
  magic caused great destruction here. The early 
  Oeridians occupying Holim did not stand a chance. 
  The cause of it is a mystery the dig hopes to solve. 
  • 
  DC 15: The dig started two years ago. There are in 
  fact two layers of blasted earth. One near the top, and 
  one farther below that indication resettlement over 
  ruins that met a similar fate. Many Nobles and other 
  power broker types have come by feigning only a 
  casual interest, but everyone knows they are sniffing 
  around, trying to figure out what it is that the 
  Herzog has up his sleeve. The Herzog doesn’t do 
  anything that’s not planned out several steps ahead, 
  except for his temper. The orcs receive extra ale and 
  rations to keep them happy. There is a bit of a moral 
  problem—not enough combat. 
  • 
  DC 20: Many small caches of valuable items were 
  dug out reasonably intact. Jewelry, ceramics, 
  coinage, fetishes and even some documents. Much 
  of it is shipped back to Eastfair, though many pieces 
  get skimmed as souvenirs by those with influence. 
  It’s the items from beneath the second magma layer 
  that are most prized, but hardest to find. 
  • 
  DC 25: It’s true that the orcs are being given extra 
  rations, but its not simply to keep a smile on their 
  face. Several reports  have been told of a giant 
  shadowy creature in the night, along with missing 
  orcs, human troops and turned over wagons. The 
  creature appears out of nowhere, and that’s only 
  when it actually gets seen, even while it attacks. 
  Those caught talking about it are punished for 
  spreading rumors and dissent. The clerics and 
  wizards agree that there is something about this 
  place that is darkening the spirits of those who work 
  here. They can’t find the energy source, but some 
  suspect it’s a leak with another plane, possible with a 
  negative energy influence.  
  • 
  DC30: The second magma layer covers Ur-Flan 
  ruins, and it’s a curse they put on the place that 
  causes otherworldly forces to show up suddenly and 
  melt it.  But if the power source is found first in the 
  dig, it can be used as a great weapon—all for the 
  glory of the Herald of Hell. 
   
  Getting the Natives Restless 
  Wandering about the dig site is fraught with risk. If at 
  any time the PCs fail a Gather Information check by 10 or 
  more, or a Disguise check by 5 or more (have them make 
  disguise checks ever 30 minutes of game time), they draw 
  the attention of some angry orcs. A squad arrives to deal 
  with the PCs, with additional squads arriving every 2d4 
  rounds.  
   
  Eventually, the PCs should realize they are 
  outnumbered and should flee or die in the process. The 
  orcs fight to the death and do not take prisoners. 
   
  Creatures: A typical squad of orcs at Holim ruins 
  consists of the following: 
   
  � Orc Sargent: male orc Bbr2; hp 11; see Appendix.  
   
  � 4d4 Orcs War1: hp 5 each; see Monster Manual.  
   
  � 1d2 Ogres: hp 29 each; see Monster Manual.  
   
  I Did It My Way! 
  The PCs may sneak into the ruins on their own, without 
  the assistance of the Guilders. There are a number of 
  ways in. The most obvious is using spells like invisibility 
  or change self to make themselves look like workers.  
   
  Alternatively, the PCs may make use of the 
  unfinished documents (from the AR of COR4-09 A 
  Tiger? In Ahlissa?!). Making the documents functional 
  requires a Forgery check (DC 18) per copy. The 
  documents are  written in Old Oeridian.  
   
  Development: The point of this encounter is to 
  infiltrate the Holim ruins and stay out of trouble. Once 
  the PCs locate the secret entrance, go to Encounter 6: The 
  Crypt of Shadows below. 
   
  ENCOUNTER 6: THE CRYPT 
  OF SHADOWS 
  Once the PCs enter the Crypt of Shadows (Area 2 on Map 
  3: The Crypt of Shadows), read or paraphrase the 
  following: 
   
  Inside the tunnels and chambers, the shadows seem 
  darker, thicker. Your light sources do not seem to give 
  off quite as much effect, or maybe it’s just an optical 
  illusion. The corridor opens up to a large chamber. To 
  your left, you see a stone staircase leading down, and a 
  door-shaped veil of darkness. Another door is situated in 
  the wall to your right. Along the wall in front of you is a 
  huge curtain of complete darkness, acting like some sort 
  of wall. 
   
  
  Sympathy for the Baatezu 
   
  Page 30 
  Energy from the Plane of Shadow is strong here—a sub-
  planar pocket is not far away. Though the lights do seem 
  dimmer, there is no game effect unless it is specified (like 
  in the shadow bat’s lair). The stairwell was sealed at the 
  bottom hundreds of years ago—it leads nowhere. 
   
  The corridor leads down into a dividing chamber. In 
  one corner, stone stairs once led downward, but they 
  have been completed sealed off for hundreds of years. 
  Now there are only three exits from this chamber. The 
  northern one is a sealed shadow door that leads to the 
  prison of the pit fiend Gryinanquil. The eastern opening 
  is a large natural cave that is enveloped by a sub-planar 
  pocket of the realm of shadow. Only those with the 
  amulets may pass through the shadow barrier. The 
  southern door leads to a room that has the controls for 
  the northern shadow seal. It also has a minor shadow seal 
  of its own that activates when the device is being 
  tampered with. During that time, shadow asps (and 
  friends) come out of the woodwork to attack. 
   
  This hidden section of dungeon (The Crypt of 
  Shadows) is protected by powerful magic. Divination 
  magic, such as scry, cannot penetrate the walls.  
   
  Area 3: Why’d it have to be Asps? 
  At the end of the 25 foot corridor is a room. At the far end 
  of this room is a round shadow disk floating in mid air. 
  It’s two dimensional, somewhat akin to a portable hole, 
  but it is not moveable, nor is it an extra dimensional 
  space (it’s a quasi portal to the plane of shadow). Its 
  purpose is to provide access for someone nimble of 
  fingers to activate the mechanism that opens the shadow 
  seal on the north prison door. 
   
  In this room are four bodies, all drained of life force. 
  These are Vecna cultists who met with the fate of the 
  shadow asps. At higher APLs, they join in as shadows. 
  These cultists have unholy symbols and tattoo’s reflecting 
  their status. One still has a bundle of thieves’ tools 
  (though the rest seem to have been mostly looted 
  already). The have been dead for about two months. 
   
  On the east and west sides of the room, are 
  haphazard piles of wooden planks and other debris. 
  These cover over small holes in the stone surfaces. These 
  holes lead to small tunnels that the asps live in till roused. 
  While in these holes, they are protected from area effects.  
   
  The asps do not come out of their layers until either 
  the mechanism is being tampered with (they sense it), or 
  someone starts to mess with their hidey-holes. The 
  shadows (if present) stay below their respective body (in 
  the ground) till the asps start to come forth. 
   
  Starting Things Up 
  To set this encounter into motion, the characters need to 
  enter the room and investigate the portal (about 2 ft. in 
  diameter). Through the event horizon of the shadow 
  portal is a complicated mechanism. It’s filled with knobs 
  and moveable arcane symbols, gears and crystals. The 
  surface of the mechanism is two feet past the event 
  horizon and a wall blocks all other directions. Light does 
  not penetrate the event horizon of the portal, ie a 
  character cannot look through it (but they can stick their 
  head through and see if they can magically thwart the 
  darkness) . Even if a character were to stick his head 
  through, he would not see anything without magic, for it 
  is magical darkness. A light spell entering the portal 
  would last one round before being dissipated. A daylight 
  spell would last three rounds (one round per spell level). 
  These effects are regardless of caster level. An 
  everburning torch has no effect on the darkness. These 
  few rounds can give the PC the edge in solving the 
  mechanism by feel (assuming he was looking inside 
  when the light was shining). 
   
  The Mechanism 
  The character doing the tinkering needs to reach inside 
  and try and make some sense out the bizarre setup. For 
  each round that the character investigates the 
  mechanism in action, he gains +2 to his roll, up to a 
  maximum +6. There are three ways to do this.  
  • 
  By using the Disable Device skill, a character can try 
  and figure out the system. This takes 2d4 continuous 
  rounds of tinkering. APL2: DC 15, APL4: DC 15, 
  APL6: DC 20, APL8 DC25.  There is no risk or 
  drawback with this method. 
  • 
  By making an Intelligence check, along with a set of 
  tools (like the ones on the corpse), a character can try 
  to over load the system. Doing so takes 2d4 
  continuous rounds of tinkering. APL2: DC 15, APL4: 
  DC 20, APL6: DC 25, APL8 DC30.  Failure by five or 
  more means the character takes 2d6 points of 
  negative energy per APL range. (max of 16d6). Two 
  such failures automatically short out the system 
  gaining success.  
  • 
  A character with one of the amulets can take it and 
  insert it into a slot that fits it. Twisting the amulet 
  defeats the mechanism. This takes a full round.  
   
  As soon as the characters start to fiddle with the 
  device, a curtain of shadow covers the door to the 
  chamber, followed by a loud boom. This only blocks light 
  from passing through it—physical objects pass without 
  effect. It does not affect light sources in the room, nor 
  light sources carried through the barrier. The room only 
  goes dark if there is no light source present in the room 
  when the shadow curtain goes down over the doorway. 
  The shadow layer stays until the mechanism is disabled. 
   
  If the PCs disable the mechanism, the asps (and 
  shadows at the appropriate APLs) come out and attack.  
   
  Creatures: The following creatures are encountered 
  here: 
  APL2 (EL4) 
  � Shadow Asp (4): 7 hp (each); see Appendix 1. 
  APL4 (EL6) 
  � Shadow Asp (8): 7 hp (each); see Appendix 1. 
  APL6 (EL8) 
  � Shadow Asp, advanced (3HD) (4): 22 hp (each); see 
  Appendix 1. 
  � Shadow(3): 19 hp (each); see Monster Manual. 
  APL8 (EL10) 
  � Shadow Asp, advanced (3HD) (4): 22 hp (each); see 
  Appendix 1. 
  
  Sympathy for the Baatezu 
   
  Page 31 
  � Shadow(3): 19 hp (each); see Monster Manual. 
  � Greater Shadow: 58 hp (each); see Monster Manual. 
   
  Tactics: The snakes don’t come out of their holes till 
  the shadow curtain covers the door. The piles of wooden 
  planks give the Tiny snakes half cover in that square. The 
  snakes use their free action phasing abilities toget into 
  the same square as the characters and attack. The 
  shadows attack wherever they can get an adjacent square 
  with no organized tactics.  
   
  If the characters leave the room, the creatures return 
  to their hiding spots. However, if the shadow curtain 
  vanishes, the shadows chase the characters out into the 
  dividing chamber. They never move more than 100 ft. 
  from their body. The asps return to their holes awaiting 
  the characters to enter the room again before resuming 
  their attack. 
   
   Treasure: Loot the woodpiles for the gem(s) and the 
  corpses. 
   
  APL 2: L: 2; C: 10; M: 0 
   
  APL 4: L: 2; C: 20; M: 0 
   
  APL 6: L: 2; C: 40; M: 0 
   
  APL 8: L: 2; C: 80; M: 0 
   
  Development: Once the PCs defeat the mechanism, 
  the shadow door to the prison cell opens with a loud 
  bang (the displaced energy). Now the characters may 
  enter and speak with the Baatezu. Go to Encounter 7: A 
  Baatezu Put Aside, below. 
   
  ENCOUNTER 7: A BAATEZU 
  PUT ASIDE 
  When the PCs enter into the chamber, read or paraphrase 
  the following: 
   
  The chamber before you is filled with rolling shadow 
  and displacement of your light sources—a swirling 
  room of faux-reality. Furniture, decorations, books, food 
  and other luxuries fade in and out as if on a whim. You 
  find it impossible to read the titles of the books stacked 
  on the tables. A pleasant voice rings out from deep in the 
  darkness. “Come inside. I cannot come out. I cannot 
  harm you. We have much to discuss and it’s impolite to 
  do it without being face to face. You must have much to 
  ask.” 
   
  The speaker is the pit fiend Gryinanquil. Trapped within 
  the shadowy prison the characters now stand before, he is 
  incapable of harming the PCs. If the characters balk at 
  the invitation, he tries to politely persuade them, but if 
  they insist, he converses from a distance. He does not 
  approach the door, which is part of his shadow prison. 
  Gryinanquil takes on the guise of a pleasant elderly 
  human male (Flan). If requested to, he reverts to his true 
  form. 
   
  The pit fiend is willing to tell the characters a great 
  deal, but reveals only what’s necessary. His goal is getting 
  revenge on Darien ‘The Knife’ and those of the Footmen 
  of the Spider Throne, who stole his means of escape, 
  lying and betraying him in the meantime. 
   
  This encounter is designed to fill in the gaps of the 
  many questions the PCs have about the many events in 
  this series of adventures. If the players do not ask some of 
  the questions that you feel are vital, the pit fiend will 
  offer them up freely. 
   
  Described below are typical questions and answers 
  that come up between Gryinanquil and the PCs. Read or 
  paraphrase the following: 
   
  “Who are you?” 
  “You know that I am Gryinanquil of Baator. To you, I am 
  a man of wealth and taste, but to the cosmos I am an 
  Eternal servant of the Whispered One, and Keeper of The 
  Secret. 
   
  “Over the centuries, I’ve had mortal allies come to 
  me and do my bidding. It took many generations and 
  many different attempts, but I had finally assembled 
  what I needed to enact my escape. The pieces, the texts, 
  and the regents—it all sat on the floor right where you 
  are standing now. They sat there for a few more 
  generations as I awaited those who could put them into 
  action. Then finally came those who could do what I 
  needed. The Footmen of the Spider Throne. Darien ‘The 
  Knife’ was their mouth piece, their representative. 
   
  “They promised loyalty and success in exchange for 
  my knowledge and the some of the few items that still 
  covered these floors. Then once he had learned as much 
  as he thought he was going to, he stole away all that I 
  had, including my items of salvation and he abandoned 
  me. But I shall strike at him still.” 
   
  “Why are you here?” 
  “You know I was betrayed. Humorous, I know. I chuckle 
  at my own expensive every once and a while as well. I 
  will not get into the details, but suffice it to say, I know a 
  secret that I will not reveal and my allies decided I was 
  too dangerous to keep around. But the secret is too 
  important to be destroyed. So here I am.” 
   
  “What’s the secret?” 
  “You know that I’ll never tell.” 
   
  “What was your escape plan?” 
  “The items I’ve mention were to be used in the 
  manipulation of a specific geographic artifact. Within the 
  See of Medegia, standing stones are forming. They are 
  not ready yet, but soon. With their purpose, they bring 
  power. My plan was to tap into that power and divert just 
  a pinch to set me free. Now those ignorant fools think 
  they can use that divergent power for themselves. They 
  don’t even know what they’re going to use it for yet, but 
  their working on that.” 
   
  ”You could say that they have means, but not method 
  nor single minded purpose. There are places for them to 
  go before they head to Medegia. As well, the potential for 
  power brings greed and dissent among allies. My 
  presence here is proof of that.” 
   
  “Why have people been murdered and their hearts 
  stolen?” 
  
  Sympathy for the Baatezu 
   
  Page 32 
  “It is said that a devout man’s connection to his god is 
  through his heart. Even the darkest god is reached with 
  an equally dark heart. With that connection comes 
  power. If you possesses the right hearts and the right 
  connections, well, secrets reveal themselves.”  
   
  “How do you intend to strike at Darien?” 
  “Through you. Oh, don’t shake your head so quickly. I 
  know you’re going to do it. You’ll tell yourself its because 
  of his evil nature, or he has done wrong, or he has power 
  and wealth—but in the end, its my bidding you perform. 
  Strike Darien down and crush the Footmen of the Spider 
  Throne. Try to smile when you do it.” 
   
  “Where can we find them?” 
  “South and east. Seek out the blue turrets on shifting 
  sands. Darien remains there to confer with his allies 
  among the Footmen. Once consensus has been reached, 
  the method they seek is hidden somewhere in Rauxes. 
  That city and the estates around it are the old stomping 
  grounds of the Footmen of the Spider Throne.” 
   
  “What is the real purpose of the stones in Medegia?” 
  “I’m not prepared to tell you that in full—this works to 
  your advantage. I will say that if its perverted by the 
  Footmen, then many will suffer. Many powers put aside 
  differences and each put into the pot a little bit of 
  influence. That by itself is Oerth-shattering if you knew 
  them like I do. But there are rules on the higher planes, 
  unspeakable covenants that would boggle your mortal 
  minds. Let us just say that a certain Walker, he who 
  traveled the roads before they were first paved, is starting 
  to come full circle. Let us also say that there is a child 
  involved, not too far from here actually. But it’s not that 
  child’s time yet. There is still growing to be done. But the 
  stones still need to be raised in preparation.” 
   
  “When you say Walker, do you mean like in Fharlanghn 
  clerics?” 
  “Hah! Those mortal fools are just pretenders. They take 
  the name as a title in hopes of it connecting them closer 
  to their miss-stepped god. You mortals always twist truths 
  over time to suit your own fears and desires. In this case, 
  it is a deception imposed by the Fharlanghni.” 
   
  “Who are the Fharlanghni?” 
  “Just another group of meddling mortals who think far 
  too much of themselves. But I know something they 
  don’t, nor will they know it until it’s too late. Oh the 
  pleasures of destructive secrets.” 
   
  “What’s an Opaquor?” 
  “Nothing. A silly name taken from a silly piece of fiction. 
  It insults me to even think that an ally of mine used it to 
  hide his identity.” 
   
  “Did you just say you’re a servant of Vecna?” 
   “And I shall always be his servant. Your mortal mind 
  cannot comprehend our servitude to him.” 
   
  “What is that big shadowy barrier to the east of here?” 
  “That is the lair of the Guardian of this place. It exists to 
  punish plunderers and return what should remain 
  buried. My amulets allow you to pass through the barrier 
  both here and up above. But if you seek to slay the beast, I 
  would advise you to avoid trying during the day when it 
  stays in its lair. You would be at a severe disadvantage 
  fighting it within its lair.” 
   
  “How do you suggest we fight it?” 
  “The Guardian can sense the items stolen from the lower 
  layer and seeks it out. He swallows it down and 
  eventually deposits it on the floor of his layer. But that 
  takes months. He’s gathered quite the collection. But to 
  answer your question, I would seek him out at night, in 
  an open field or an abandoned farm. Lure it in with a few 
  useless trinkets from the protected layer. It won’t know 
  the difference. There are some gems within the southern 
  chamber. Put those in a bag and wave it about. Or, use my 
  amulets if you possess them—the truly raise its ire. Keep 
  in mind though, the Guardian knows enough to stay 
  away from cities and occupied forts. It would rather wait 
  a hundred years for the item to move, than risk itself to 
  an accidental meeting with true power” 
   
  “Do you know about the Spider Cloth book?” 
  “Yes, I know the book. I doubt you could open it, but you 
  would it would bring you nothing anyways. The book 
  contains secrets, but nothing of true value. It is from the 
  lower layer, so I gather those vagrants dug it up. Though 
  if you must know, it’s a cook book—of sorts.” 
   
  “What can you offer us?” 
   “I offer you nothing now. Or can I? Do you trust me? 
  Would this face lie?  Either way, I offer you nothing now. 
  It wouldn’t be.. flattering. But, I promise you this—come 
  back to me after you slay Darien and brought down the 
  Footmen of the Spider Throne, and ask me that question 
  again—I shall make it worth your while.” 
   
   “What is the purpose of the machine in the other 
  room?” 
  “This prison of mine stretches farther than you can 
  comprehend. Many dimensions are being used within 
  the same space to create the prison. When my first 
  followers came to worship me, they accessed the control 
  device by slicing through planar boundaries, thus 
  interrupting the seal on my immediate chamber. While I 
  remain trapped here, it does allow mortals to come visit 
  me. But when Darien left, he reactivated the control 
  device out of spite.”  
   
  Development: The pit fiend supplied the PCs with 
  plenty of information to fight the shadow bat on their 
  terms. Go to Encounter 8: Like a Bat Out of Baator below. 
   
  
  Sympathy for the Baatezu 
   
  Page 33 
  ENCOUNTER 8: LIKE A BAT 
  OUT OF BAATOR 
  The characters possess a choice—face the creature within 
  its own lair, or lure it out into the night (as suggested by 
  the baatezu). Luring it into the open works in favor of the 
  PCs. 
   
  The Shadow Bat Lair 
  Only those wearing the amulet may pass the shadow 
  barrier leading into the lair. No energy or matter passes 
  through it without the amulet (except for the bat and its 
  possessions). This pocket barrier goes all around the cave, 
  even if the rock walls are chipped away. 
   
  When the PCs enter the lair, read or paraphrase the 
  following: 
   
   
  You enter into complete darkness. Regardless of the 
  method, nothing penetrates the gloom—you are 
  completely blind in here. The echoes indicate you’re in a 
  large room or cavern. Stumbling forward, you kick aside 
  unseen objects that clink away into oblivion. The air 
  reeks of death and decay. After a moment, you hear a 
  high-pitched squeak and the flapping of leathery wings. 
   
   
  As depicted on Map #3: Crypt of the Shadows, the 
  lair of the shadow bat is a large cavern 50 ft. high with a 
  40 ft. wide shaft in the middle leading outside. The air is 
  foul and piles of processed trinkets, all recovered over the 
  ages, litter the ground, some still valuable. 
   
  The shadow bat remains inside during the day, but 
  leaves it’s pocket plane lair via an open shaft in the roof of 
  his chamber. The illusionary magic that protects the door 
  in the depot protects this chamber even more.  It is a 
  semi-real dome (made of shadow) that acts like the 
  hilltop—allowing the bat to pass through without 
  hindrance. A person wearing the amulet would fall right 
  through it though (an 80 ft. drop). 
   
  The inside of the layer is without light and powerful 
  magic maintains this darkness. No magical light source 
  functions inside the lair. Even darkvision does not pierce 
  the darkness. Due to this effect, the players must flight 
  completely blind. Clever PCs that use a silence spell on 
  the shadow bat forces it to fight on an equal level.  
   
  Once it locates intruders, it attacks until they die or 
  flee. It never passes through the cave mouth leading into 
  the dividing chamber. The creature fights to the death in 
  the lair. 
  Creatures: A shadow bat lives in the eternally dark 
  cavern: 
  APL2 (EL4) 
  � Shadow Dire Bat, advanced (7HD): 37 hp; see 
  Appendix 1. 
  APL4 (EL6) 
  � Shadow Dire Bat, advanced (13HD): 83 hp; see 
  Appendix 1. 
  APL6 (EL8) 
  � Shadow Dire Bat, advanced (16HD): 124 hp; see 
  Appendix 1. 
  APL8 (EL10) 
   
  � Shadow Dire Bat, advanced (22HD): 158 hp; see 
  Appendix 1. 
   
  Fighting Outside 
  The characters have the chance to choose their 
  battleground. There are several open fields nearby, in 
  addition to an abandoned farmstead that works perfectly 
  for creating an ambush (see Map#5: Abandoned 
  Farmstead). The PCs must show caution in their choice 
  of where to wage the battle—doing so too close to the 
  Holim Ruins inevitably draws the attention of the orcs 
  there. See that encounter for introducing waves of orcs 
  that attack the PCs if they make too much of a scene. The 
  PCs must draw in the shadow bat while it passes by–
  waving around the gems in the bag is enough to draw its 
  attention. 
   
  Tactics: Once the shadow bat arrives, it attacks the 
  PC holding the most number of trinkets (gems, amulet, 
  etc), with the intent to swallow the items. The bat does 
  not possess the snatch ability, so it cannot easily fly away 
  with something in its claws or mouth. Because of this, it 
  avoids picking up a living character and flying off with 
  him. When the bat kills or incapacitates a character 
  carrying trinkets (regardless of where they are on his 
  person), it’s considered that it scoops up all the trinkets in 
  its mouth at the same time. Trinkets on the ground in the 
  same square can be swallowed automatically with an 
  attack action (which provokes an attack of opportunity). 
   
  The shadow bat then attacks the next PC possessing 
  the most trinkets. Once it kills or incapacitates each 
  trinket holder and swallowed all items present, the bat 
  keeps attacking for another five rounds, looking for 
  anything it missed. aggressive, but not particularly smart, 
  the shadow bat responds to taunting or the bait of 
  trinkets. At APL 6 and 8, if the shadow bat loses half or 
  more of its hit points, it retreats for 1d6 rounds to use its 
  fast healing ability, before resuming the assault. 
   
  The bat always retreats to its lair before sunrise. 
  Magical light (such as daylight) does not fool it. 
   
  Note: For story atmosphere’s sake, describe the 
  shadow blend ability of the bat is not perfect, sometimes 
  providing glimpses of its horrible shape (though for play 
  purposes, its still considered full concealment). Allow the 
  characters some clue that it is present (after it attacks if 
  surprise is its goal). 
   
  Fighting Another Day 
   
  If the PCs fail to kill the shadow bat the first night, 
  they can attempt again on another night. They may 
  obtain more trinkets from the Eastfair Thieves Guild, in 
  exchange for one Influence Point. This trade gains two 
  valueless items of palm size that work well as bait. The 
  PCs can continue this tactic until they or the shadow bat 
  is killed. 
   
   Treasure: There are two sets of treasure for this 
  encounter. The first is what is inside the gullet of the 
  shadow bat. The second is what can be found in the lair 
  (assuming the characters possess an amulet to get 
  themselves inside).  
  
  Sympathy for the Baatezu 
   
  Page 34 
   
  The wrapped book that the Zilchus Western 
  Company needs to stop the siege sits in the gullet of the 
  shadow bat, as well as some small gems and some old 
  boots. The head of the shadow bat can be taken back to 
  Stylus Rel of the Barons of the Blade to prove worthiness.  
   
  APL 2: L: 0; C: 10; M: 0 
   
  APL 4: L: 0; C: 20; M: boots of elvinkind (208 gp). 
   
  APL 6: L: 0; C: 40; M: boots of elvinkind ( 208 gp). 
   
  APL 8: L: 0; C: 80; M: boots of speed (1000 gp). 
  In the lair 
   
  APL 2: L: 0; C: 100; M: Chime of opening (250 gp.). 
   
  APL 4: L: 0; C: 100; M: Chime of opening (250 gp), 
  Gloves of arrow snaring (333 gp each). 
   
  APL 6: L: 0; C: 100; M: Chime of opening (250 gp.), 
  gloves of arrow snaring (333 gp), vest of escape (433 gp). 
   
  APL 8: L: 0; C: 100; M: Chime of opening (250 gp.), 
  gloves of arrow snaring (333 gp), vest of escape (433 gp), 
  Horseshoes of the zephyr (500 gp). 
   
  CONCLUSION 
  By this point, the characters hopefully answered many of 
  their nagging questions about their quest. Described 
  below are the objectives and results during this 
  adventure. The characters just need to go check in for 
  most of them and then cash out. 
  Success 
  If the characters retrieve the book from the shadow bat, 
  the Exchequer  demands to get it back. This must be done 
  within six game days of the start of the adventure.  
   
  Doing this allows the Exchequer to make a deal with 
  the mysterious evil puppet master (one of many in 
  Eastfair) to cool the hostilities on the Zilchus Western 
  Company and the Church of Zilchus in general within 
  Eastfair. This pleases the Exchequer and rewards the PCs 
  as described below. However, the Exchequer does not 
  free Afronidious—nothing short of violence changes 
  this. 
   
  The Exchequer’s Policy: Your efforts in saving the 
  Eastfair branch of the Zilchus Western Company, brings 
  you great favor. This character now has access to the 
  axiomatic weapon enhancement for the standard cost. 
   
  Failure 
  If the characters failed to return the book to the 
  Exchequer  after six days from the beginning of the 
  adventure, they fail the mission. A bloody siege begins in 
  the streets of Eastfair. Catapults move in, heavy infantry 
  line the streets, and orcs begin to rain down death. 
  Characters foolish enough to try and get involved are 
  magically teleported away by the higher-ranking clerics 
  of the order. This is done to make sure witnesses survive 
  to tell the tale and possible get revenge. The results of the 
  battle are unknown to the characters at the end of the 
  adventure, other than the compound fell. 
   
  Suffice it to say, the characters receive no reward 
  from the Exchequer.  But, the PCs still possess the book, 
  they may hold on to it. Only one player’s AR may have 
  the book at the end. Cross it off if they did not keep the 
  book. 
   
  “Cook Book of Evil”: Only one character at a table 
  may keep this. It cannot yet be opened and its contents 
  are a mystery. The book seems mundane, but the magic 
  keeping it shut detects as powerful. 
   
  Friend of the Whirling Dervish 
  If the characters have made it this far, they’ve indubitably 
  have pleased Clinorus by helping his friends of the 
  Zilchus Western Company. But if the characters have 
  returned the golden half circle to the Guilders (as 
  requested) then he’s extra pleased. Because of that 
  pleasure, he makes a spur of the moment oath to the 
  characters. 
   
  Friends of the Whirling Dervish: You earned your 
  self a good friend, Clinorus, who allows you free room 
  and board at the inn. Free upkeep upgrade when 
  adventuring in Eastfair. 
   
  Conversion by Sword 
  As promised, the leader of the Baron’s of the Blades is 
  willing to accept those honestly willing into his sect of 
  Kelanen. This sect has beliefs on Kelanen’s mortal origins 
  that are not necessarily shared by other worshipers of the 
  Lord of Swords. Thus, they need converts to travel 
  outwards and spread the word of the sword. 
   
  For those who proved their worth by bring back the 
  head of a foe that has killed many (the head of the 
  shadow dire bat works fine), accepts the atonement (if a 
  cleric) or oath (if not), and the tattoo of the Lord of 
  Swords; will be made honorary members of the Baron’s of 
  the Blade.  
   
  They are of course not expected to stay in Eastfair, 
  but should travel forth and make more conversions by 
  sword, and seek the balance of their inner self through 
  combat.  
   
  For non-clerics characters, the atonement is a 
  roleplaying device and switches the characters patron 
  god to Kelaren, Lord of Swords. They may decide to 
  change their alignment as well (unless there is a 
  previously existing game effect preventing this), but face 
  the possible consequences as normal.  
   
  Honorary Blader: This character proved her worth 
  and accepted atonement and conversion to this sect of 
  the Lord of Swords. The tattoo proves it. As long as this 
  god is worshiped, once per week, this character can make 
  a Smite attack equal to their character level –3. Switching 
  gods removes the tattoo. 
   
  In addition to the above reward, cleric characters 
  undergoing these rites, the atonement allows them to 
  switch their patron god to Kelanen, Lord of Swords, as 
  well as their alignment to suit the god’s requirements. As 
  normal, the character looses access to his current 
  domains and gains those of his new god (Travel and 
  War).  
   
  Those who have gone through the atonement rites 
  in good faith and accept Kelaren (and this sect) as their 
  new dogmatic path, gain access to the following special 
  holy symbol of Kelaren.  
   
  Greater Holy Symbol of Kelanen: This particular 
  magical blade is forged in the Eastfair shrine of Kelaren. 
  
  Sympathy for the Baatezu 
   
  Page 35 
  The type of sword can be any martial sword. This +1 
  sword has the words “Have Sword, Will Travel” written 
  in Old Oeridian on the blade. The sword can be used as a 
  holy symbol of Kelaren. For the cost of 3 turn/rebuke 
  attempts, it activates keen edges on the blade at the 
  clerics caster level. Only clerics of Kelanen may use this 
  ability. This item can be upgraded as normal.  
   
  Access: Any; Caster Level 5th; Prerequisites: Craft 
  Magic Arms and Armor, Craft Wondrous Item, keen 
  edges or weapon of the deity, must be a cleric of Kelanen; 
  weight: 4 lbs; base cost: 8000 gp. 
  The End 
  
  Sympathy for the Baatezu 
   
  Page 36 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign experience 
  award. Award the total value (objectives plus roleplaying) 
  to each character.  
   
  Encounter 3: First Blood 
  Kill the vampires. 
  APL 2 
   
   
  120 XP 
  APL 4 
   
   
  180 XP 
  APL 6 
   
   
  240 XP 
  APL 8 
   
   
  320 XP 
   
  Encounter 6: Crypt of Shadows 
  Defeat the mechanism or kill the asps 
  APL 2 
   
   
  120 XP 
  APL 4 
   
   
  180 XP 
  APL 6 
   
   
  240 XP 
  APL 8 
   
   
  320 XP 
   
  Encounter 6: Like a Bat out of Shadow 
  Defeat the shadow bat. 
  APL 2 
   
   
  120 XP 
  APL 4 
   
   
  180 XP 
  APL 6 
   
   
  240 XP 
  APL 8 
   
   
  320 XP 
   
  Story Award 
  Staying undetected at the Holim Ruins. 
  APL 2 
   
   
  20 XP 
  APL 4 
   
   
  30 XP 
  APL 6 
   
   
  45 XP 
  APL 8 
   
   
  60 XP 
   
  Good Roleplaying: 
  APL 2 
   
   
  70 XP 
  APL 4 
   
   
  100 XP 
  APL 6 
   
   
  135 XP 
  APL 8 
   
   
  165 XP 
   
  Total Possible Experience 
  APL 2 
   
   
  450 XP 
  APL 4 
   
   
  675 XP 
  APL 6 
   
   
  900 XP 
  APL 8 
   
   
  1,250 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spells to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. 
  L = Looted gear from enemy. 
  C = Coin, Gems, Jewelry, and other valuables. 
  M = Magic Items (sell value). 
   
  Encounter 1: The cost of doing business 
  Treasure: Hand in the ticket and accept the package. 
  APL 2: L: 0; C: 0; M: 6 potions of cure moderate wounds 
  (25 gp each). 
  APL 4: L: 0; C: 0; M: 6 potions of cure moderate wounds 
  (25 gp each). 
  APL 6: L: 0; C: 0; M: 6 potions of cure moderate wounds 
  (25 gp each). 
  APL 8: L: 0; C: 0; M: 6 potions of cure moderate wounds 
  (25 gp each). 
   
  Encounter 3: First Blood 
  Treasure: Loot the vampire (spawn). 
  Jirwelt’s pouch holds the gold half circle (magical, 
  abjuration) that the Guilders want. In another pouch is 
  30 gp in coins and gear with a looting value of 20 gp. 
   
  APL 2: L: 20; C: 30; M: Golden half circle (100 gp). 
  APL 4: L: 20; C: 30; M: Golden half circle (100 gp). 
  APL 6: L: 0; C: 0; M: Golden half circle (100 gp),  
  chain shirt +1 (104 gp). 
  APL 8: L: 0; C: 0; M: Golden half circle (100 gp), 
  chain shirt +1 (104 gp). 
   
  Encounter 4: Shedding some light 
  Treasure: Accept the gift once it is offered. 
  
  Sympathy for the Baatezu 
   
  Page 37 
  APL 2: L: 0; C: 0; M: 6 potions of aid (25 gp each), +1 
  longsword (193 gp). 
  APL 4: L: 0; C: 0; M: 6 potions of aid (25 gp each), +1 
  longsword (193 gp). 
  APL 6: L: 0; C: 0; M: 6 potion of aid (25 gp each), +1 
  keen longsword (692 gp). 
  APL 8: L: 0; C: 0; M: Potion of aid (x6) (25 gp each), +1 
  keen longsword (692 gp). 
   
  Encounter 6: Crypt of Shadows 
  Treasure: Loot the woodpiles for the gem(s) and the 
  corpses. 
  APL 2: L: 2; C: 10; M: 0 
  APL 4: L: 2; C: 20; M: 0 
  APL 6: L: 2; C: 40; M: 0 
  APL 8: L: 2; C: 80; M: 0 
   
  Encounter 8: Like a Bat out of Baator 
  Treasure: There are two sets of treasure for this 
  encounter. The first is what is inside the gullet of the 
  shadow bat. The second is what can be found in the lair 
  (assuming the characters have an amulet to get 
  themselves inside).  
   
  Inside the shadow bat is the book that the Zilchus 
  Western Company needs to stop the siege.  As well, some 
  small gems and some old boots. 
  APL 2: L: 0; C: 10; M: “Cook Book of Evil” (1gp) 
  APL 4: L: 0; C: 20; M: “Cook Book of Evil” (1gp), boots 
  of elvinkind (208 gp). 
  APL 6: L: 0; C: 40; M: “Cook Book of Evil” (1gp), boots 
  of elvinkind (208 gp). 
  APL 8: L: 0; C: 80; M: “Cook Book of Evil” (1gp), boots 
  of speed (1000 gp). 
  In the lair 
  APL 2: L: 0; C: 100; M: Chime of opening (250 gp.). 
  APL 4: L: 0; C: 100; M: Chime of opening (250 gp.), 
  Gloves of arrow snaring (333 gp each). 
  APL 6: L: 0; C: 100; M: Chime of opening (250 gp.), 
  gloves of arrow snaring (333 gp), vest of escape (433 
  gp). 
  APL 8: L: 0; C: 100; M: Chime of opening (250 gp.), 
  gloves of arrow snaring (333 gp), vest of escape (433 
  gp), Horseshoes of the zephyr (500 gp). 
  Maximum Possible Treasure 
  APL 2: 400 gp 
  APL 4: 600 gp 
  APL 6: 800 gp 
  APL8: 1250 gp 
   
  Adventure Record Text 
  Cross out the following if it does not apply: 
  ALL APLs (if awarded) 
  Old City Badges: These outer garments and symbols 
  allow you to carry arms and armor as well as cross the 
  Spider’s Gate with less hassle than most. 
  Friends of the Whirling Dervish: You earned your self a 
  good friend, Clinorus, who allows you free room and 
  board at the inn. Free upkeep upgrade when adventuring 
  in Eastfair. 
  The Exchequer’s Policy: Your efforts in saving the 
  Eastfair branch of the Zilchus Western Company, brings 
  you great favor. This character now has access to the 
  axiomatic weapon enhancement for the standard cost. 
  “Cook Book of Evil”: Only one character at a table may 
  keep this. It cannot be opened, yet, and its contents are a 
  mystery. The book seems mundane, but the magic 
  keeping it shut detects as powerful.  
  Honorary Blader: This character proved her worth and 
  accepted atonement and conversion to this sect of the 
  Lord of Swords, and receives a tattoo to prove it. As long 
  as this god is worshiped, once per week, this character 
  can make a Smite attack equal to their character level –3. 
  This ability ceases to function of the character stops 
  worshipping the Lord of Swords or gives allegiance to 
  another deity. 
  Greater Holy Symbol of Kelaren: This particular magical 
  blade is forged in the Eastfair shrine of Kelanen. Any 
  martial sword suffices. This +1 sword has the words 
  “Have Sword, Will Travel” written in Old Oeridian on 
  the blade. The sword can be used as a holy symbol of 
  Kelaren. For the cost of 3 turn/rebuke attempts, it 
  activates keen edges on the blade at the clerics caster 
  level. Only clerics of Kelaren may use this ability. This 
  item can be upgraded as normal.  
   
  Access: Any; Caster Level 5th; Prerequisites: Craft 
  Magic Arms and Armor, Craft Wondrous Item,  either 
  keen edges or weapon of the deity spell, must be a cleric 
  of Kelanen; Weight: 4 lbs; Base Cost: 8000 gp. 
   
  Items Found During the Adventure 
  Cross off all items not found 
  APL 2 
  Chime of opening (Any, DMG) 
  Greater holy symbol of Kelaren (Any, see above) 
  APL 4 (all of APL 2 plus the following) 
  Boots of elvinkind (Adventure, DMG) 
  Gloves of arrow snaring (Adventure, DMG) 
  APL 6 (all of APL 2-4 plus the following) 
  +1 keen longsword (Adventure, DMG) 
  Vest of escape (Adventure, DMG) 
  APL 8 (all of APL 2-6 plus the following) 
  Boots of speed (Adventure, DMG) 
  Horseshoes of the zephyr (Adventure, DMG) 
  
  Sympathy for the Baatezu 
   
  Page 38 
  APPENDIX 1: NPC AND MONSTER STATISTICS 
  Encounter 3: First Blood 
  APL6 
  � Jirwelt: Male vampire Clr4/Rog2; CR 8; Medium 
  undead (augmented humanoid [human]); HD 6d12; hp 
  38; Init +9; Spd 30 ft; AC 26, touch 15, flat-footed 21; Base 
  Atk +5; Grp +8; Atk +10 ranged (1d4+3/19-20, dagger) or 
  +11 melee (1d6+3/18-20, masterwork rapier) or +8 melee 
  (1d6+4, slam); Full Atk +11 melee (1d6+3/18-20, 
  masterwork rapier) or +8 melee (1d6+4, slam) ; SA sneak 
  attack +1d6, rebuke undead ; SQ evasion, trapfinding ; AL 
  CE ; SV Fort +4, Ref +11, Will +9; Str 16, Dex 20, Con —, 
  Int 14, Wis 16, Cha 14. 
   
  Skills and Feats: Bluff +12, Climb +4, Concentrate +6, 
  Decipher Script +6, Diplomacy +6, Disable Device +6, 
  Disguise +6, Hide +14, Knowledge (geography) +6, 
  Knowledge (history) +6, Knowledge (planes) +6, 
  Knowledge (religion) +6, Listen +14,  Move Silently +15, 
  Open Lock +7, Sense Motive +6, Search +11, Spellcraft 
  +6, Spot +14; Alertness, Combat Reflexes, Dodge, Eschew 
  Materials, Improved Initiative, Iron Will, Lightning 
  Reflexes, Mobility,  Weapon Finesse. 
   
  Possessions: 3 daggers, masterwork rapier, 
  masterwork thieves’ tools, chain shirt +1.  
   
  Cleric Spells Prepared (5/4+1/3+1; save DC 13 + spell 
  level): 0—detect magic (2), light, mending, read magic 
  (2); 1st—command, divine favor, doom (2), protection 
  from law*; 2nd—desecrate*, hold person (3). 
   
  Domains*: Evil; All spells with the Evil modifier are 
  +1 spell level.  Chaos; All spells with the Chaos modifier 
  are +1 spell level. 
   
  APL8 
  � Jirwelt: Male vampire Clr5/Rog3; CR 8; Medium 
  undead (augmented humanoid [human]); HD 8d12; hp 
  50; Init +9 ; Spd 30 ft ; AC 26, touch 15, flat-footed 21;  
  Base Atk +6; Grp +9 ; Atk +11 ranged (1d4+3/19-20, 
  dagger) or +12 melee (1d6+3/18-20, masterwork rapier) or 
  +9 melee (1d6+4, slam); Full Atk +12 melee (1d6+3/18-20, 
  masterwork rapier) or +9 melee (1d6+4, slam); SA sneak 
  attack +2d6, rebuke undead; SQ evasion, trapfinding, trap 
  sense +1; AL CE; SV Fort +4, Ref +11, Will +9; Str 17, Dex 
  20, Con –, Int 14, Wis 16, Cha 14. 
   
  Skills and Feats : Bluff +12, Climb +5, Concentrate 
  +7, Decipher Script +7, Diplomacy +6, Disable Device +7, 
  Disguise +7, Hide +14, Knowledge (geography) +7, 
  Knowledge (religion) +7, Knowledge (history) +7, 
  Knowledge (planes) +6, Listen +15,  Move Silently +16, 
  Open Lock +8, Sense Motive +8, Search +11, Spellcraft 
  +6,  Spot +15; Alertness, Combat Reflexes, Dodge, 
  Eschew Materials, Improved Initiative, Iron Will, 
  Lightning Reflexes, Mobility,  Weapon Finesse. 
   
  Possessions: 3 daggers, masterwork rapier, 
  masterwork thieves’ tools, chain shirt +1. 
   
  Cleric Spells Prepared (5/4+1/3+1/2+1; save DC 13 + 
  spell level): 0–detect magic (2), light, mending, read 
  magic (2); 1st–command, divine favor, doom (2), 
  protection from law*, 2nd–desecrate*, hold person (3), 
  3rd–blindness, invisibility purge, magic circle against 
  good*.  
   
  Domains*: Evil; All spells with the Evil modifier are 
  +1 spell level.  Chaos; All spells with the Chaos modifier 
  are +1 spell level. 
   
  Encounter 5: Holim Ruins 
  � Orc Sergeant: male orc Bbn 2; CR 2; Medium 
  humanoid (orc); HD 2d12+4; hp 11; Init +1, Spd 40 ft.; AC 
  15, touch 11, flat-footed 14; Base Atk +2, Grp +6; Atk +8 
  melee (1d12+6/x3, masterwork greataxe); Full Atk +8 
  melee (1d12+6/x3, masterwork greataxe); SA Rage 1/day; 
  SQ darkvision 60 ft., light sensitivity; AL CE; SV Fort +5, 
  Ref +1, Will +0; Str 19, Dex 12, Con 14, Int 8, Wis 11, Cha 
  6. 
   
  Skills and Feats: Jump +10; Intimidate +2, Listen 
  +4;Weapon Focus (greataxe).  
   
  Rage (Ex): 1/day—hp 15; AC 13, touch 9, flat-footed 
  12; Grp +8; Atk +10 melee (1d12+9/x3, masterwork 
  greataxe); Full Atk +10 melee (1d12+9/x3, masterwork 
  greataxe); SV Fort +7, Will +2; Str 23; Con 18; Jump +12.  
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or with int radius of a daylight spell.  
   
  Posessions: chain shirt, greataxe. 
  
  Sympathy for the Baatezu 
   
  Page 39 
  Encounter 6: Crypt of Shadows 
  APL2 and 4 
  � Shadow Asp: CR 1; Tiny magical beast; HD 1d10+2; 
  hp 7; Init +5; Spd 30 ft., climb 10 ft.; AC 19; touch 17; flat-
  footed 14; Base Atk +1; Grp -7; Atk/Full Atk +8 melee 
  (1d3-2 plus poison, bite); Space/Reach 2 1/2 ft./0 ft.; SA 
  create spawn, poison; SQ darkvision 60 ft., incorporeal 
  form, low-light vision; AL N; SV Fort +4, Ref +7, Will +1; 
  ABL Str 7, Dex 21, Con 15, Int 4, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +6, Hide +16, Listen +7, 
  Move Silently +6, Spot +7; Weapon Finesse. 
   
  Create Spawn (Su): A creature that has his strength 
  reduced to 0 by a shadow asp's poison dies and rises as a 
  shadow in 1d2 days. Such a shadow is considered 
  uncontrolled, but it is bound to the area, usually a tomb 
  or crypt, as a guardian, unable to stray more than 100 feet 
  from the spot where it was first spawned. 
   
  Poison (Ex): A shadow asp delivers its poison (Fort 
  DC 12 negates) with each successful bite attack. Initial 
  and secondary damage are the same (1d6 Str). 
   
  Incorporeal Form (Su): A shadow asp can become 
  incorporeal for up to 1 hour per day. It can activate this 
  ability at will (a free action), and the time of use need not 
  be continuous. While incorporeal, a shadow asp's Armor 
  Class is 17 (+2 size, +5 Dex). The shadow asp cannot deal 
  damage to corporeal opponents in this form. The creature 
  has a 50% chance to ignore any damage from a corporeal 
  source, except for force effects or attacks made with ghost 
  touch weapons. An incorporeal shadow asp can pass 
  through solid objects, but not force effects, at will. Its 
  attacks ignore natural armor, armor, and shields, but 
  deflection bonuses and force effects work normally 
  against them. A shadow asp always moves silently while 
  incorporeal and cannot be heard with Listen checks if it 
  doesn’t wish to be. 
   
  Skills: A shadow asp has a +10 racial bonus on Hide 
  checks due to its natural camouflage, and a +5 racial 
  bonus on Listen and Spot checks due to its natural 
  vigilance. Shadow asps also have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
   
  Description: A darkly scaled asp about 4 feet long. As 
  it moves, parts of it seem to be nearly translucent. 
   
  APL6 and 8 
  � Shadow Asp, Advanced (3 HD): CR 3; Small magical 
  beast; HD 3d10+6; hp 22; Init +5; Spd 30 ft., climb 10 ft.; 
  AC 17; touch 15; flat-footed 13; Base Atk +3; Grp -1; Atk 
  same; Full Atk +7 melee (1d4 plus poison, bite); 
  Space/Reach 5 ft./5 ft.; SA create spawn, poison; SQ 
  darkvision 60 ft., incorporeal form, low-light vision; AL 
  N; SV Fort +5, Ref +7, Will +2; ABL Str 11, Dex 19, Con 
  15, Int 4, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +8, Hide +12, Listen +10, 
  Move Silently +5, Spot +9; Alertness, Weapon Finesse. 
   
  Create Spawn (Su): A creature that has his strength 
  reduced to 0 by a shadow asp's poison dies and rises as a 
  shadow in 1d2 days. Such a shadow is considered 
  uncontrolled, but it is bound to the area, usually a tomb 
  or crypt, as a guardian, unable to stray more than 100 feet 
  from the spot where it was first spawned. 
   
  Poison (Ex): A shadow asp delivers its poison (Fort 
  DC 13 negates) with each successful bite attack. Initial 
  and secondary damage are the same (1d6 Str). 
   
  Incorporeal Form (Su): A shadow asp can become 
  incorporeal for up to 1 hour per day. It can activate this 
  ability at will (a free action), and the time of use need not 
  be continuous. While incorporeal, a shadow asp's Armor 
  Class is 15 (+1 size, +4 Dex). The shadow asp cannot deal 
  damage to corporeal opponents in this form. The creature 
  has a 50% chance to ignore any damage from a corporeal 
  source, except for force effects or attacks made with ghost 
  touch weapons. An incorporeal shadow asp can pass 
  through solid objects, but not force effects, at will. Its 
  attacks ignore natural armor, armor, and shields, but 
  deflection bonuses and force effects work normally 
  against them. A shadow asp always moves silently while 
  incorporeal and cannot be heard with Listen checks if it 
  doesn’t wish to be. 
   
  Skills: A shadow asp has a +10 racial bonus on Hide 
  checks due to its natural camouflage, and a +5 racial 
  bonus on Listen and Spot checks due to its natural 
  vigilance. Shadow asps also have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
   
  Appearance: A darkly scaled asp about 8 feet long. As 
  it moves, parts of it seem to be nearly translucent. 
   
  
  Sympathy for the Baatezu 
   
  Page 40 
  Encounter 6: Like a Bat out of Baator 
  APL2 
  � Shadow Dire Bat, advanced (7 HD): CR 4; Large 
  magical beast (augmented animal, shadow template); HD 
  7d8+9; hp 37; Init +6; Spd 30 ft., fly 60 ft.; AC 20, touch 
  15, flat-footed 14; Base Atk +4; Grp +11; Atk +7 melee 
  (1d6+4, bite); Full Atk +7 melee (1d6+4, bite); 
  Space/Reach 10 ft./5 ft.; SQ blindsense, cold resistance 
  12, damage reduction 5/magic, dark vision 60 ft., low-
  light vision 60 ft., Shadow Blend; AL NE; SV Fort +8, Ref 
  +11, Will +4; Str 17, Dex 22, Con 17, Int 4, Wis 14, Cha 6. 
   
  Skills and Feats: Hide +5, Listen +16, Move Silently 
  +18, Spot +13; Alertness, Flyby Attack, Stealthy.  
   
  Blindsense (Ex): A dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still have 
  total concealment against the bat unless it can actually 
  see them. 
   
  Shadow Blend (Su): In any conditions of 
  illumination other than full daylight, a shadow creature 
  can disappear into the shadows, giving it total 
  concealment.  Artificial illumination, even a light or 
  continual flame spell, does not negate this ability 
   
  APL4 
  � Shadow Dire Bat, advanced (13 HD): CR 6; Large 
  magical beast (augmented animal, shadow template); HD 
  13d8+39; hp 83; Init +6; Spd 30 ft., fly 60 ft.; AC 20, touch 
  15, flat-footed 14; Base Atk +8; Grp +15; Atk +11 melee 
  (1d8+4, bite); Full Atk +11 melee (1d8+4, bite); 
  Space/Reach 10 ft./5 ft.; SQ blindsense, cold resistance 
  18, damage reduction 5/magic, dark vision 60 ft., evasion, 
  low-light vision 60 ft., Shadow Blend, +2 luck bonus on 
  all saving throws; AL NE ; SV Fort +13, Ref +16, Will +7; 
  Str 17, Dex 22, Con 17, Int 4, Wis 14, Cha 8. 
   
  Skills and Feats: Hide +8, Listen +17, Move Silently 
  +19, Spot +14; Alertness, Diehard, Endurance, Flyby 
  Attack, Stealthy.  
   
  Blindsense (Ex): A dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still have 
  total concealment against the bat unless it can actually 
  see them. 
   
  Shadow Blend (Su):  In any conditions of 
  illumination other than full daylight, a shadow creature 
  can disappear into the shadows, giving it total 
  concealment.  Artificial illumination, even a light or 
  continual flame spell, does not negate this ability.  A 
  daylight spell, however, will. 
   
  APL6 
  � Shadow Dire Bat, advanced (16 HD): CR 8; huge 
  magical beast (augmented animal, shadow template); HD 
  16d8+80; hp 124; Init +5; Spd 30 ft., fly 60 ft.; AC 19, 
  touch 13, flat-footed 13; Base Atk +10; Grp +25; Atk +17 
  melee (2d6+10, bite); Full Atk +17 melee (2d6+10, bite); 
  Space/Reach 15 ft./10 ft.; SA –; SQ Blindsense, cold 
  resistance 20, damage reduction 5/magic, dark vision 60 
  ft., evasion, fast healing 2, low-light vision 60 ft., Shadow 
  Blend, +2 luck bonus on all saving throws; AL NE ; SV 
  Fort +15, Ref +15, Will +7; Str 25, Dex 20, Con 21, Int 4, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Hide +6, Listen +18, Move Silently 
  +16, Spot +16; Alertness, Diehard, Dodge, Endurance, 
  Flyby Attack, Mobility, Stealthy.  
   
  Blindsense (Ex): A dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still have 
  total concealment against the bat unless it can actually 
  see them. 
   
  Shadow Blend (Su): In any conditions of 
  illumination other than full daylight, a shadow creature 
  can disappear into the shadows, giving it total 
  concealment.  Artificial illumination, even a light or 
  continual flame spell, does not negate this ability.  A 
  daylight spell, however, will. 
   
  APL8 
  � Shadow Dire Bat, advanced (22 HD): CR 10; Huge 
  magical beast (augmented animal, shadow template); HD 
  22d8+110; hp 158; Init +5; Spd 30 ft., fly 60 ft.; AC 20, 
  touch 13, flat-footed 14; Base Atk +14; Grp +29; Atk +21 
  melee (3d6+10, bite); Full Atk +21 melee (3d6+10, bite); 
  Space/Reach 15 ft./10 ft.; SQ blindsense, cold resistance 
  20, damage reduction 5/magic, dark vision 60 ft., evasion, 
  fast healing 2, low-light vision 60 ft., mirror image, 
  shadow blend, +2 luck bonus on all saving throws; AL 
  NE ; SV Fort +18, Ref +18, Will +9 ; Str 25, Dex 20, Con 
  21, Int 4, Wis 14, Cha 8. 
   
  Skills and Feats: Hide +9, Listen +19, Move Silently 
  +17, Spot +17; Alertness, Diehard, Dodge, Endurance, 
  Flyby Attack, Improved Natural Attack, Improved 
  Natural Armor, Mobility, Stealthy.  
   
  Blindsense (Ex): A dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still have 
  total concealment against the bat unless it can actually 
  see them. 
   
  Shadow Blend (Su): In any conditions of 
  illumination other than full daylight, a shadow creature 
  can disappear into the shadows, giving it total 
  concealment.  Artificial illumination, even a light or 
  continual flame spell, does not negate this ability.  A 
  daylight spell, however, will. 
   
  Mirror image (Su): The creature can use mirror 
  image as the spell (caster level 5th) once per day. 
  
  Sympathy for the Baatezu 
   
  Page 41 
  APPENDIX 2:  PLAYER HANDOUTS 
  Player Handout 1 
  A metal scroll tube with the markings of the office of the Holy Clerk holds a single sheet of parchment. 
   
  To my intrepid adventurer friends, 
   
  If you are reading this, then I am dead, or worse, desiring death. Either I’ve been cut down in the streets or I’m 
  awaiting death behind the walls of the Eastfair prison. Neither are fates that I desire but I pray it is worth it in the end.  
  That is where you come in. Please, do not let me die in vain.  
   
  I want to thank you for what you’ve done on behalf of my son. I’m glad that he is alive and well, safe in the west. I 
  am glad that you have shown that there is no more threat to him. But I must ask more of you. My Exchequer warned me 
  that my plans to involve heroes such as you would only rock the boat and bring down our sacred Order. It was my pride 
  and arrogance that lead me to failure. I should have obeyed and trusted our policies like I always have in the past. My 
  fault of character led you into danger and doomed my friends and family. I am a disgrace in the eyes of the Money 
  Counter and surely will never get to see the insides of his great vaults or the vats of sacred black ink used to fill his 
  many profitable ledgers.  
   
  I beseech you—keep on this quest. Find it in your soul what ever it is that motivates you, for I know you are all 
  different. Do it for my son’s continued safety. Do it for the well being of my Order. Do it to rid the land of the evil that 
  you have discovered. Do it to stick a thorn into the side of tyrannical kingdom. Do it to fill your pockets with the loot 
  that is sure to be found. Do it because you’ve started and won’t sleep well till you’ve finished. Do it because you have 
  nothing better to do. Do it for me, the Clerkster.  And most importantly; if you don’t stick with this till the end, so help 
  me, I’ll come back and haunt you!  
   
  This is the part of my letter where I wish I had some great wealth to bequeath to you, or a hidden away weapon that 
  could solve all your woes with witty banter. But the only worthwhile possession I can pass on to you (for the rest comes 
  under strict control of the Order during processing) is this collection of cure moderate wounds potions. I was saving 
  them for a special occasion, but now they’ll do me no good. Take the attached ticket and hand it to the new Holy Clerk 
  who will collect the potions from the Vault Keeper (or hand it to the Vault Keeper directly).  
   
  In conclusion, I thank you deeply for this. Assuming I don’t come back to haunt you, please be assured that I will 
  be watching over you from what ever accounting cubical I get assigned to in the big Underwriter’s Guild in the sky. I’ll 
  put as many positive notes in your margins as I can. 
   
  -Afronidious of the Zilchus Western Company: Eastfair branch.  
  Holy Clerk of the Temple 
  Faithful servant of the Money Counter 
  Proud Father 
   
  P.S. Whatever you do, don’t taunt the Vault Keeper! 
  P.P.S.  Remember those Money Counter Notes I gave you? Sometimes you need to spend your dividends. 
  
  Sympathy for the Baatezu 
   
  Page 42 
  Player Handout 2 
  The tattoo of the Barons of the Blades 
   
   
   
   
   
   
  
  Sympathy for the Baatezu 
   
  Page 43 
  APPENDIX 3: DM’S MAPS 
  Map 1: Outside Eastfair 
  The countryside east of Eastfair. Item #5 marks the Holim Ruins. It is approximately ten miles via rural trail to Holim 
  Ruins from Eastfair. 
   
   
   
   
   
  
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  Map 2 The Holim Ruins 
   
   
   
   
  1 Human peasantry and other workers.  
  2 Twin sentry posts for road into area 
  3 Supply depot and dig HQ 
  4 Military garrison 
  5 Dig area with orc camps and miscellaneous huts 
  
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  Map 3: The Crypt of Shadows 
   
   
   
   
  1 The depot 
  2 The Dividing chamber 
  3 The shadow asp chamber 
  4 The prison cell 
  5 The Shadow Bat’s lair 
   
  
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  Map 4: Vampire Shrine Lair 
   
   
  A- The shrine of Kelarn 
  B- The secret stairs top and bottom 
  C- bone piles (treat as uneven terrain)  
  D- Sarcophagi, stone, 3 ft. high. 
  E- Pool of ‘fresh’ blood. 1 ft. deep.(replenishes, magical atonement effect) 
  F- Shrine to Erythnul, altar, stone, 4 ft. high 
   
  G- Statue depicting Erythnul, 10 ft. high 
   
  
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  Map 5 An Example ruined farmstead 
   
   
   
  A: Chicken coop and pen 
  B: Barn with second story and roof access 
  C: Single room cottages for serfs 
  D: Water Well, 15 ft. deep. 5 ft. of water. 
  E: Ruins of main house, little left standing. 
  F: 20 ft. high wooden watchtower with rope ladder 
  G: Horse stables, empty of animals and valuables 
  H: Guard/Bunk house for male non-serfs 
  I: Reinforced wooden gate attached to 5ft high stone wall that surrounds compound. 
  J: Rubble and new plant growth among the smashed wall. 
  K: 3 ft. high decorative hedgerow, leads to main overland trail. 
  
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  APPENDIX 4: NEW RULES ITEMS 
  Shadow Creatures 
  (From Manual of the Planes) 
  Shadow creatures dwell on the Plane of Shadow, 
  sometimes crossing into other planes where the 
  barriers between dimensions are weak.  Just as parts of 
  the Plane of Shadow resemble a strange, distorted 
  version of the Material Plane, shadow creatures 
  superficially resemble creatures from the Material 
  Plane.  Shadow creatures are darker, more elusive, and 
  spookier than their material counterparts.  Grays and 
  blacks are their most common colors, with white and 
  yellow rarely seen.  They are not to be confused with 
  shadows (undead creatures that often dwell on the 
  Plane of Shadow).  Other creatures native to the Plane 
  of Shadow exist that have stronger or weaker 
  connections to the energies of that place (such as the 
  shadow mastiff) and do not follow this template. 
   
  Creating a Shadow Creature 
  “Shadow” is a template that can be added to any 
  corporeal creature (referred to hereafter as the “base 
  creature”).  The creature’s type changes to “magical 
  beast.”  It otherwise uses all the base creature’s statistics 
  and special abilities except as noted below. 
   
  Speed: As base creature x 1 ½. 
   
  Special Qualities: A shadow creature retains all the 
  special qualities of the base creature and also gains the 
  following ones: 
  Cold resistance of 5 + 1 per HD, to a maximum of 20. 
  Darkvision out to 60 feet. 
  Low-light vision. 
  Shadow Blend (Su): In any conditions of illumination 
  other than full daylight, a shadow creature can 
  disappear 
  into 
  the 
  shadows, 
  giving 
  it 
  total 
  concealment.  Artificial illumination, even a light or 
  continual flame spell, does not negate this ability. A 
  daylight spell, however, will. 
   
  Shadow 
  creatures 
  also 
  have 
  one 
  additional 
  supernatural ability for every 4 HD they possess 
  (minimum of one) chosen from the following list: 
  +2 luck bonus on all saving throws 
  Cause fear (Su): The creature can cause fear as the spell 
  (caster level 5th) once per day. 
  Damage reduction 5/magic 
  Evasion (as the rogue class feature). 
  Mirror image (Su): The creature can use mirror image 
  as the spell (caster level 5th) once per day. 
  Plane shift (Su): The creature may plane shift itself to 
  or from the Plane of Shadow once per day as the spell 
  (caster level 15th). 
  Fast Healing 2. 
   
  If the base creature already has one or more of these 
  special qualities, use the better value. 
   
  Skills:  Same as the base creature, plus Move 
  Silently +6. 
   
  Challenge Rating: Same as the base creature +1. 
   
  Alignment: Same as the base creature, although 
  rarely good. 
   
  Level Adjustment: +2 
   
  Shadow Asp 
  (From Fiend Folio page 152) 
  Tiny Magical Beast 
  Hit Dice: 1d10+2 (7 hp) 
  Initiative: +5 
  Speed: 30 ft. (6 squares) climb 10 ft. (2 squares) 
  Armor Class: 19 (+2 size, +5 Dex, +2 natural), touch 17, 
  flat-footed 14 
  Base Attack / Grapple: +1/+9 
  Attack: Bite +8 melee (1d3-2 plus poison) 
  Full Attack: Bite +8 melee (1d3-2 plus poison) 
  Space / Reach: 2 ½ ft / 0 ft. 
  Special Attacks: Create spawn, poison 
  Special Qualities: Darkvision 60 ft., incorporeal form, 
  low-light vision. 
  Saves: Fort +4, Ref +7, Will +1 
  Abilities: Str 7, Dex 21, Con 15, Int 4, Wis 12, Cha 10 
  Skills: Climb +6, Hide +16, Listen +7, Move Silently +6, 
  Spot +7 
  Feats: Weapon Finesse 
  Environment: Any tomb or underground 
  Organization: Solitary or clutch (3-12) 
  Challenge Rating: 1 
  Treasure: 50% coins, 50% goods, 50% items 
  Alignment: Always neutral 
  Advancement: 2-3 HD (Small) 
  Level Adjustment: — 
   
  Shadow asps are dark versions of their more common 
  reptilian cousins.  They often guard the tombs of kings 
  and other important members of royal families.  
  Naturally observant, quiet, and capable of creating 
  even more guards, they are perfectly suited to this task. 
   
  The length of the average shadow asp is 4 feet 
  long.  Its dark scaled body often seems nearly 
  translucent due to the potential the creature has to 
  become incorporeal.  No pattern adorns its scales, 
  making the creature nearly invisible in the gloomy 
  surroundings it favors. 
   
  Thought to have originated on the Plane of 
  Shadow, shadow asps quickly found a niche on the 
  Material Plane as “watchdogs” at the tombs of pharaohs 
  and other great leaders, which is where they’re more 
  often encountered.  Clutches might also be found near 
  portals to the Plane of Shadow or in out-of-the-way 
  Underdark locales. 
   
  Combat 
  Shadow asps are smarter than normal snakes, and 
  anyone observing their tactics can easily see this.  They 
  use their ability to become incorporeal to mob 
  intruders in the tombs they’re set to guard, emerging to 
  bite from the walls, floors and even ceilings.  They 
  prefer to bite and then flee, instinctively aware that 
  their venom takes time to work, then returning to 
  
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  strike and flee again.  They are often accompanied in 
  battle by the shadows of slain intruders of the past. 
   
  Create Spawn (Su): A creature slain by a shadow 
  asp’s poison rises as a shadow in 1d2 days.  Such as 
  shadow is considered uncontrolled, but it is bound to 
  the area, usually a tomb or crypt, as a guardian, unable 
  to stray more than 100 feet from the spot where it was 
  first spawned. 
   
  Poison (Ex): A shadow asp delivers its poison (Fort 
  DC 12 negates) with each successful bite attack.  Initial 
  and secondary damage are the same (1d6 Str). 
   
  Incorporeal Form (Su): A shadow asp can become 
  incorporeal for up to 1 hour per day.  It can activate 
  this ability at will (a free action), and the time of use 
  need not be continuous.  While incorporeal, a shadow 
  asp’s Armor Class is 17 (+2 size, +5 Dex).  The shadow 
  asp cannot deal damage to corporeal opponents.  The 
  creature has a 50% chance to ignore any damage from a 
  corporeal source, except for force effects or attacks 
  made with ghost touch weapons. An incorporeal 
  shadow asp can pass through solid objects, but not 
  force effects, at will.  Its attacks ignore natural armor, 
  armor, and shields, but deflection bonuses and force 
  effects work normally against them.  A shadow asp 
  always moves silently while incorporeal and cannot be 
  heard with Listen checks if it doesn’t wish to be. 
   
  Skills: A shadow asp has a +10 racial bonus on 
  Hide checks due to its natural camouflage, and a +5 
  racial bonus on Listen and Spot checks due to its 
  natural vigilance.  Shadow asps also have a +8 racial 
  bonus on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or threatened. 
  
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  Kelanen 
  Hero-God of Swords, Sword Skills, Balance 
  Worshippers: Unknown and commonly accepted across 
  the Flanaess [This sect particular sect believes him to be 
  of the Oeridian pantheon] 
  Holy Symbol: Nine Swords in a Star, pointing outwards. 
  Alignment: N 
  Domains: Travel, War 
  Weapon(s): Any martial sword (m) 
  Weapon of the Deity spell: +1 keen longsword 
  Of unknown race and origin, Kelanen (KEL-a-nen) is 
  probably the best known and most popular hero-deity in 
  the Flanaess. He may appear in any humanoid form, 
  although he is traditionally shown as a man with a silvery 
  scar on the right side of this face. Quiet and determined, 
  Kelanen is obsessed with swords of all types and the 
  preserving the balance between good, evil, chaos, and 
  law. He has been known to work on the side of any of the 
  alignments to push the balance of power back to the 
  middle. His myths say that he discovered the resting 
  place of three of the magical swords known as the Pillars 
  of Heaven, and that he wrested the sword Fragrach the 
  Answerer from an alien god. He created the legendary 
  “final word” swords, from which his holy symbol (nine 
  swords in a star shape, points outward) is derived. He cult 
  is popular in the Hold of the Sea Princes and among the 
  humans of the now Pomarj-controlled Wild Coast and 
  neighboring lands. 
   
  Dogma: Mastery of the sword is the path to mastery 
  of the self. Relentlessly practice your skills with all kinds 
  of blades, until you are competent with them all. Eschew 
  all extremes, for only when you are in the center are you 
  truly balanced and at your best. Bring down those in 
  power who carry too strongly the taint of the Four 
  Dooms: Chaos, Evil, Good, and Law, for Balance is the 
  true ideal. 
   
  Clergy: Kelanen’s clerics spend much of their time 
  practicing with at least one kind of sword, and many 
  study at martial academies all over the Flanaess in order 
  to master all styles of combat with their favorite blade. 
  They adventure as a means of acquiring wealth to get 
  more powerful and perfect weapons, and to restore the 
  Balance. Few of his clerics are of alignments other than 
  neutral, for such paths are seen as an intentional 
  disregard for the teachings of Kelanen. It is a violation of 
  the faith’s code of conduct to use any sort of weapon 
  other than a sword or crossbow. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR4-14 Sympathy for the Baatezu (3E).pdf