TEXT: COR3−02 
   
   
   
   
   
   
   
  RETURN TO THE 
  ISLES 
   
  A One−Round D&D LIVING GREYHAWK®  
  Core Adventure 
  Version 1.0 
   
   
  by Chris Tulach 
  Edited by Jason Bulmahn 
   
   
   
   
   
   
   
   
  The eerie words of a decrepit seer lead you back to the mysterious Isles of Woe, now an ominous landmark of the 
  mighty Nyr Dyv. Somewhere deep within this ancient dark tomb lies vital information concerning the destruction of 
  Tenh and possibly the key to sparing other countries from a similar fate. An adventure for foolish mortal characters of 
  APL 2-12. Part three of the Ether Threat story arc. 
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of 
  the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. Scenario detail 
  copyright 2003 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three hours. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and 
  the Monster Manual. We also assume that you have a set 
  of dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than seven players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of 
  even core rule books during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, 
  or the Monster Manual when confronted with a 
  monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the players 
  and DM score the game. The RPGA has three ways to 
  score its games. Consult your convention coordinator to 
  determine which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master 
  and the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback on 
  his or her own performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
   
  minutes for voting. This method is used when 
  the players want to know who played the “best” 
  amongst the group, or when the adventure is run in 
  tournament format with winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator. 
  Return to the Isles 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, ant 
  then have any players without a character create on. 
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of 
  Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  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 being war horses, 
  dogs trained for war), other than those 
  brought by virtue of a class ability (i.e. animal 
  companions, familiars paladin’s mounts, etc) 
  use the following chart to determine the 
  number of levels you add to the sum above. 
  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. 
   
  CR 
  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 
  5 
  6 
  7 
   
  3. 
  Sum the results of 1 and 2, and divide by the 
  number 
  of 
  characters 
  playing 
  in 
  the 
  adventure. Round to the nearest whole 
  number. 
  4. 
  If you are running a table of six PCs, add one 
  to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will 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 you 
  may gain at the end of the adventure. If your character 
  is three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience 
  points awarded for the adventure. This simulates the 
  face that either your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Three or four, or sometimes even 
  five 1
  st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If 
  your group is APL 1 there are three things that you can 
  do to help even the score. 
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not 
  attack that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Core adventure, set in the 
  Nyr Dyv. As such, all characters must pay two Time 
  Units per round. Adventurer’s Standard Upkeep costs 
  12gp per Time Unit. Rich Upkeep costs 50gp per Time 
  Unit. Luxury Upkeep costs 100gp per Time Unit. 
  Return to the Isles 
   
  Page 3 
  
  ADVENTURE BACKGROUND 
  This scenario continues from the events depicted in 
  COR2-13 Into the Dying Lands. In summary, the 
  heroes returned to Tenh to help a slave free his family 
  and friends that were trapped in lands destroyed by the 
  ether creatures. Upon arriving at the safe haven used 
  by the slaves (which was once some sort of shrine, built 
  by ancient mages and priests), Wartoan, the half-crazed 
  nominal leader of the slaves, spoke of visions, a "Dark 
  One" that "must be found", and of the importance of 
  the Dark One's hands. Wartoan described another 
  island in the Isles of Woe, one that did not disappear, 
  but instead sunk into the depths of the Nyr Dyv. This 
  island rose recently along with the reappearance of the 
  other Isles about six months ago. The slave leader also 
  mentioned that a sword upon this island would lead 
  the heroes to the Dark One.  
   
  After returning back to Greyhawk City, the heroes 
  chartered another vessel to return to the lone isle that 
  remained when the others disappeared. There, they 
  hope to find answers to the origins of the ether threat, 
  and what role this "Dark One" plays in it all. 
   
  ADVENTURE SUMMARY 
  The heroes begin the adventure sailing to the Isles of 
  Woe, to investigate the Isle of the Deep, the one island 
  in the cluster that did not disappear when the others 
  were sent to the Ethereal Plane. On the way there, they 
  have a run-in with a creature known as Meddigallan, a 
  dragon turtle that lives near the Isles. He talks to the 
  adventurers, telling them what he knows about the 
  Isles, in payment for a kindness once delivered onto 
  him.  
   
  Reaching the Isle of the Deep, the heroes find it 
  covered in corals, seaweed, and ocean debris. There, 
  they find the ruins of a few buildings, built with the 
  same green stone found on the other Isles. A battle 
  ensues with other creatures that have come to explore 
  and investigate this island.  
   
  Searching through the ruins, the characters find 
  strange carvings that depict the events after the Isles 
  were banished. In addition, they locate a magical sword 
  that was foretold to be found on this island.  
   
  All this time, the last denizen of this island, the 
  half-stone golem druid groundskeeper known as 
  Aganus, has been observing the heroes. After they 
  retrieve the sword, he decides to strike, as only the 
  mage-priests are allowed to tread on the island. It is 
  possible that the heroes could subdue him, and 
  confirm some of the information they have found in 
  the ruins.  
   
  Once Aganus has been dealt with, and the Isle of 
  the Deep has been explored, the heroes may leave. As 
  they depart, the hero with the magical sword feels a 
  strong desire to head northward, almost as if being 
  compelled… 
   
  INTRODUCTION 
  The flag of the Domain of Greyhawk snaps in the 
  strong north wind that blows across the deck of the 
  Brightspray. Its destination is the Isles o  Woe - for 
  some of you, this is your second such foray here; for 
  others, anticipation gnaws in your stomach as you 
  wonder what secrets will be unveiled on your first 
  journey to the mysterious islands.  
   
  f
   
  i
   
   
  Captain Jerandon, who once served the 
  merchants of Greyhawk shipping goods around the 
  Lake of Unknown Depths, has made this journey 
  with his stalwart crew many times in the past half 
  year. With the gold and reputation he has earned 
  from braving the Nyr Dyv to take adventurers such 
  as you to the Isles, he and his crew have lived well 
  through the fall and early winter, not needing 
  employment. Eventually though, the coin began to 
  grow light enough in his purse that he decided to 
  hire himself out again to those who are brave or 
  foolish enough to risk exploring the recently 
  reappearing Isles.  
   
  You and several other adventurers decided to 
  take that risk, and have chartered the Brightspray 
  and its crew to take you to an as-yet unexplored 
  island in the cluster. Apparently different from the 
  other islands, the sailors' rumors say that it is 
  covered in the trappings of the lake, and nothing 
  else besides sea birds dwell upon its surface. Some 
  also say that this particular island has also 
  resurfaced from the Nyr Dyv, pushed upward by 
  either sea giants or a stone colossus. Whatever the 
  case, your adventurer's spirit will not be den ed, as 
  you check your equipment over again on this, the 
  last day of the journey.  
   
  The sun hangs high in the early afternoon sky 
  when the lookout shouts, "Land ho! Isles are dead 
  ahead!" After squinting over the fore of the 
  Brightspray, the smallest dark speck appears on the 
  horizon. The captain approaches you, a none-too-
  toothy grin on his face. "Should take us the rest of 
  the day to get close. When we get there, we'll set 
  anchor just off the coast. You can stay with us 
  tonight, or row over. You get three days from when 
  you leave the ship, just like in the deal." 
  Return to the Isles 
   
  Page 4 
  
  Allow the players a chance to introduce their PCs to 
  one another, as they have been on the Nyr Dyv for 
  almost one week together. As before (in CORS2-01 
  Isles of Woe), the captain does not tolerate (nor have 
  room for) any animals (or other non-humanoid 
  creatures) medium-sized or larger. This includes 
  horses, ponies, mules, and riding dogs. Familiars and 
  small (or smaller size) animals may be present, but only 
  one per PC. A special exception exists for those with 
  porpoise animal companions; they may swim alongside 
  the ship (as the crew considers them a good omen), and 
  do not count towards the one/PC animal limit.  
   
  Those heroes participating in the events depicted 
  in COR2-13 Into the Dying Lands have experienced a 
  recurring dream. It is very clear, and remains with each 
  hero long after they have woken. Ask the players at the 
  table if their characters have played that event; for 
  those PCs, read the following: 
   
  Ever since visiting the land that was once called 
  Tenh, and gazing upon its lifeless husk, you have 
  had a rather frequent dream; or more appropriately, 
  a vivid memory. You see yourself talking to 
  Wartoan, the decrepit old leader of the small 
  enclave of slaves trapped n Tenh, and you ask him 
  what the walls speak when they talk to him. He 
  repl es, “You want to know what the walls say?  I 
  will try but only for you.” Wartoan stares at the wall 
  for a second, his eyes roll back a bit and start 
  fluttering, and a voice low and with no emotion 
  rolls from his throat, “...and the two strong slaves 
  lifted it from the back of the Beast. Thereupon I 
  commanded the Brazen Portals to be brought low, 
  and they were wrenched from their hinges and 
  rang upon the stone. The Efreet howled in fear and 
  fled when I caused the page to be read and the 
  Beast passed into the City of Brass. Now was I, 
  Tzunk, Master of the Plane of Molten Skies. With 
  sure hand I closed Yagrax’s Tome, dreading to...” 
  With unexpected suddenness his eyes pop back 
  into focus and his voice returns to normal, “you 
  believe me now yes? The Dark One Yagrax must be 
  found. His hands, his hands.”
  i
  i
   
  f
  i
  .
   i
  i
   
   
  You ask Wartoan about the meaning of the 
  hands he spoke of. “I am not sure where Yagrax’s 
  hands are but in a dream I saw a lone island in a sea 
  of blue. It had buildings made o  the same green 
  stone as these walls but there was no life on it. It 
  sits alone for ages in the dark and the cold. Half in 
  and half out of the dark waters that surrounded it, 
  weigh ng down on it like death  It did not go with 
  the others when they left. No it stayed, stayed and 
  guarded its burden. On it is a sword. A dark and 
  terrible thing. It will lead you to h m. Lead you to 
  the Dark One. I hope that means something to 
  you.” Wartoan disappears, and your memory of 
  anything else in the dream fades with him.  
   
  For those heroes, this dream has been their primary 
  motivation to return to the Isles of Woe; Captain 
  Jerandon's expedition has been the first opportunity to 
  head back to the dark islands.  
   
  Once the heroes have introduced each other, and 
  are ready, proceed to Encounter 1. 
   
  ENCOUNTER 1: FROM THE 
  DEPTHS 
  As the Brightspray approaches the Isle of the Deep, 
  read the following to the players: 
   
  With every passing hour, the dark spot at the edge 
  of your vision grows larger and larger. The chill 
  wind continues to blow strong, and white-capped 
  waves smack against the sides of the Brightspray. 
  Late in the afternoon now, the sun will set soon. As 
  the sky begins to take on a softer glow, you catch a 
  glimmer in the waves; at first you dismiss it as the 
  light's reflection on the water, but then it seems to 
  move closer and closer to the vessel. You inform 
  the crew of what you've seen, and only moments 
  later, the lookout shouts in panic, "Sea monster off 
  the port bow! Sea monster off the port…" With an 
  explosion of spray, a gigantic form rises up from the 
  depths. Upon its back is a large deep green shell, 
  which reflects the sunshine in beautiful shifting 
  color whorls. Glittering in the golden light, its 
  huge beaklike jaw opens, releasing a small h ss of 
  steam. An emerald-yellow crest unfolds from the 
  back of the creature's head, and its golden eyes 
  sweep back and forth, looking over the crew, 
  yourself, and your companions. The sailors on the 
  Brightspray are panicked to the point of inaction, as 
  all stand agape on the deck of the ship, the creature 
  towering over them, its beak as high as the 
  mainsail.  
  This is Meddigallan, an old dragon turtle that lairs near 
  the Isles of Woe. Fortunately for the ship and the PCs, 
  he is rather friendly for a creature of his type. A long 
  time ago, a powerful human wizard from Greyhawk 
  City saved his life, and ever since, he has vowed to be 
  reasonable in his dealings with those that fly the flag of 
  the Domain of Greyhawk. Since so few vessels have 
  come this way of late, Meddigallan's curiosity has been 
  piqued. Thus, he has come to chat with those on the 
  Return to the Isles 
   
  Page 5 
  
  ship. If the heroes give him an opportunity to speak, he 
  says the following: 
   
  The glittering deep green form opens its jaw again, 
  and you can hear the rushing of air as it breathes 
  inward. Then, in a vo ce that sounds like the 
  crashing of a waterfall, it speaks to you in the 
  Common tongue. "I am known as Meddigal an, 
  Lord of the Bright Water, Master of the Rushing 
  Waves, Friend to Dolphins and W zards, and 
  Render of Longships. You have entered my domain, 
  and I demand a sacrifice! Who shall provide it 
  among 
  you? 
  Hmmm? 
  Perhaps 
  one 
  of 
  the 
  adventurers? A nice tasty hero snack, laden down 
  with treasure! I would be willing to let the rest go 
  for that pleasure!" 
  i
  l
  i
   
  Meddigallan is just teasing.  He lets up after a moment 
  or two, and comes clean with the adventurers. He's 
  really interested in talking with the people on the ship, 
  especially the heroes. Portray him as sarcastic, kind, 
  knowledgeable, and (most especially) curious.  
   
  He is willing to discuss many matters, and has the 
  following to convey: 
  � He has felt the reemergence of the Isles of Woe; 
  they created some sort of energy wave when they 
  reappeared earlier last year. Many of the lesser 
  creatures of the Nyr Dyv fled, but he knew better. 
  However, he is not foolish enough to come very 
  close to the reappearing Isles; he has heard that 
  they returned from a rift in the planes. 
  � The island nearby is part of the Isles of Woe, and 
  has recently risen from the depths of the Nyr Dyv. 
  Meddigallan calls it the Isle of the Deep, and he's 
  certain that it was magic that brought it back. That 
  particular island has been submerged for 
  centuries, and did not leave with rest. He is not 
  sure as to why. 
  � No sailing ships have come to the Isle of the Deep 
  as of yet. Meddigallan knows that the kuo-toa, an 
  evil race of amphibian creatures, are planning to 
  mount an expedition there soon, but he doesn't 
  know whether or not they've carried out their plan 
  as of yet.  
  � Meddigallan wants to know more about the 
  goings on in the City of Greyhawk, as he has some 
  friends there. He is willing to talk with the heroes 
  extensively, and enjoys telling them small 
  frivolous stories (like how much he enjoys playing 
  hiding games in the weeds with the dolphins, or 
  how bits of red sponge often get caught in his 
  teeth when he eats near the coral reefs). 
   
  MEDDIGALLAN'S DEAL 
  If the heroes are respectful and conversational with 
  Meddigallan, he offers them an opportunity.  
  After spending a while talking with the massive 
  dragon turtle, Meddigallan makes an interesting 
  offer. ”Perhaps when you return from your 
  exp oration  you might be willing to trade from 
  your treasure to have some items of magic from 
  mine? I have no use for many of those things, and 
  you seem like good folk. Besides, a human wizard 
  named Otto once saved my life, and I made a 
  promise to him. While I never may return the 
  kindness he offered me, perhaps I can allow you to 
  receive it in his stead. When you return, we shall 
  see what I have of interest to you in my hoard. I 
  will meet you here. Safe journey to all." Slowly, the 
  great beast turns and slips back into the depths of 
  the Nyr Dyv.  
  l
  ,
   
   
  At the end of the scenario, the PCs have the 
  opportunity to purchase certain magic items from 
  Meddigallan's hoard. Since the items are not actually 
  treasure accumulated by the heroes, they do not figure 
  into their take of gold for the scenario. They are merely 
  offered the chance to purchase some items from the 
  Dungeon Master's Guide at the conclusion of the 
  event. 
   
  SO, YOU WANT TO FIGHT, EH? 
  If the heroes go and attack Meddigallan right off (upon 
  his emergence from the water), he attempts to bat the 
  attackers from the ship (using his snatch ability, and 
  attacking for subdual). If they persist, then he gives 
  them his full attention, attacking with his breath 
  weapon and natural attacks. His attacks include 
  attempting to capsize the vessel (which is 50 feet long 
  for purposes of the dragon turtle's ability). The heroes 
  get no XP for defeating him, in any case. 
   
  � Meddigallan, advanced male dragon turtle: hp 
  300; see Appendix A.  
   
   
  ENCOUNTER 2: ISLE OF THE 
  DEEP 
  After the encounter with the dragon turtle, the rest of 
  the journey takes place without incident. The captain 
  orders the ship to be anchored about 300 yards from 
  the island. The heroes may wish to spend a last night 
  with the captain and his crew, which is fine. Whenever 
  Return to the Isles 
   
  Page 6 
  
  the heroes are ready to depart for the isle, read the 
  following.  
   
  The captain sets anchor a few hundred yards from 
  the shore of the Isle of the Deep. From this 
  distance, you can see that the small island looks as 
  though it was picked up by some immense hand, 
  turned upside down, dunked into the Nyr Dyv, 
  scraped against the bottom, and then turned right 
  side up again. The entire surface of the drowned 
  mass is covered in green and brown seaweed and 
  lake 
  plants. 
  Light-colored 
  coral 
  pockmarks 
  permeate the gently sloping hills. No trees are 
  present, and the only signs of life you see are the 
  gulls that mill about all around, nesting in the 
  remains of the Nyr Dyv  At the top of one of the 
  hills, you think you can make out a few ruined 
  structures of some sort, although it could be just 
  oddly shaped rock outcroppings.  
  .
   
   
  l
   
   
  The captain meets you as you prepare to 
  disembark the ship. "Thought you might be 
  wanting these; I always keep a few spare ones in my 
  sea chest." He holds up two vials, each containing a 
  swirling blue liquid. 
  If a hero at the table participated in the home play 
  edition of CORS2-01 Isles of Woe, he loans the 
  adventurers two potions of swimming as thanks for 
  helping find his missing crewmen; he makes them 
  promise to give them back if they don't use them, 
  though (after all, they're not cheap). If no one in the 
  party was present for that event, he offers to sell them 
  for 150 gp each.  
  You get into the longboat that has been provided 
  for you. The captain wishes you luck and as you 
  paddle towards shore he shouts, "Return three days 
  hence! Don't dawdle! Who knows how ong she'll 
  stay up?"  
  As the heroes are paddling toward the island, have each 
  of them make a Spot check (DC 15). If they succeed, 
  they notice a cavern to the west, just above water level. 
  This is described under Area E and Encounter 4, below. 
  Consult Map 1 for a layout of the island and its areas. 
   
  BACKGROUND ON THE ISLE OF THE 
  DEEP 
  This particular island is part of the cluster of islands 
  known as the Isles of Woe. Long ago, those islands 
  were the center of a powerful empire of mage-priests. 
  The mage-priests experimented with extraplanar 
  magic, in particular summoning spells. A catastrophic 
  accident lead to the arrival of the ether creatures, who 
  promptly began to destroy several of the Isles of Woe. 
  The mage-priests fled to one island, this island, and 
  enacted a ritual that banished the other Isles to the 
  Ethereal Plane. After a time, this island sunk into the 
  depths of Nyr Dyv, where it remained for centuries. 
  Recently, it has arisen to the surface, at approximately 
  the same time as the other islands' return from the 
  Ethereal Plane. More information on the events 
  surrounding the Isles of Woe can be found in Area D, 
  below. 
   
  GUARDIAN OF THE ISLE OF THE DEEP 
  When the mage-priests ruled this island, they took a 
  druid named Aganus and subjected him to a ritual that 
  turned the human into a half-stone golem. He vowed 
  to care for the island, and was placed under spells to 
  prevent him from aging. When the mage-priests left, 
  and the island was sunk, Aganus remained. For 
  centuries, he has been under the waves, waiting for the 
  mage-priests to return. With the rising of the island, he 
  believes that the time will soon come to welcome his 
  masters home. To this end, he defends the island from 
  trespassers, either killing them or driving them off.  
   
  As the heroes investigate the island, Aganus' 
  animal companions and summoned creatures harry 
  them when the opportunity arises. The DM should feel 
  free to insert them anywhere appropriate for a 
  challenge. Since the creatures and spells are part of his 
  druidic class abilities, they are considered part of his 
  challenge rating, and not separate onto themselves. 
  Once the heroes obtain the sword, Aganus himself 
  assaults them. See Encounter 5 for more information 
  on Aganus and his animal companions.  
   
  AREA A: THE SHORE AND 
  SURROUNDING AREA 
  Reaching the shore, you pull the boat up along the 
  rocky beach. Many stones scattered along the coast 
  appear an eerie shade of green; after further 
  inspection, it is obvious that they are the remains of 
  buildings long since destroyed. The smell o  rotted 
  vegetation hangs thick in the air; many of the sea 
  plants are dead, but the isle seems to have a wet 
  sheen that apparently still keeps much of the lakes' 
  greenery in a relatively healthy condition. Another 
  strange feeling overcomes you - the Isle of the Deep 
  is warm, like an early summer's day. The wind only 
  flutters leaves and dances with stray hairs here; 
  only yards beyond the beach, you can see the 
  Brightspray's sails flapping in the winter chill. 
  f
   
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  Page 7 
  
  The island itself is relatively small - only about half 
  mile wide, and almost as long. The warm climate on 
  the Isle is due to an ancient magical weather working, 
  still in place. Heroes searching around the beach find 
  the following: 
  � A Search check (DC 20) unearths a strange-
  looking spear snapped in two under the sands. It 
  belongs to a group of kuo-toa scouts that were sent 
  here several days ago.  
  � Those looking for tracks find them with a 
  successful Wilderness Lore check (DC 16). They 
  appear to be webbed feet that walk generally 
  upright. Rangers and foe hunters with favored 
  enemy (kuo-toa) immediately recognize them as 
  kuo-toa tracks, as do any aquatic-oriented 
  characters (such as marinelords and kings/queens 
  of the sea) with a successful Knowledge (nature) 
  check, DC 10. 
  � The tracks lead to a crumbling green stone 
  staircase that is still slick from rain and covered in 
  old seaweed. The stairs go continue on for about 
  200 feet towards the ruins on the hill above. 
  Characters ascending the staircase need to make a 
  Balance check (DC 15) every 50 feet of movement 
  up the stairs (some of the stairs are slick, and some 
  are not); failure means they go nowhere, and 
  failure by 5 or more means they fall down the 
  stairs, taking 1d6 points of damage for every 20 
  feet they fall (at APL 2, this damage is subdual). If 
  other heroes are on stairs below the falling PC, 
  they must each make a Reflex saving throw (DC 
  12), or they are hit by the falling hero (both 
  characters suffering 1d4 subdual damage), and 
  begin falling as well. For each falling PC tumbling 
  down the stairs, increase the saving throw for 
  characters further below by 3. As a reminder, a PC 
  can take 10 on the Balance check if he/she so 
  wishes. 
  � Once one hero is on top, he/she may lower down 
  a rope to assist the others; then, no one else is in 
  danger of falling. PCs that wish to go up the hill 
  without using the stairs find it to be a mass of 
  ruins and sea vegatation, virtually impassable 
  unless using spells or coming up with an 
  ingenious plan. 
  � The cave in the side of the island is inaccessible 
  from the beach. The heroes must get in the 
  longboat and paddle over, swim, or rappel down 
  from the top of the hill (see Area C for more 
  information). 
   
  AREA B: THE RUINS OF AN EMPIRE IN 
  EXILE 
  After your brief ascent, you reach the top of the 
  hill. There, you see all that remains o  the 
  civilization that once was here - crumbling 
  foundations of green stone, dark with algae and 
  rotted plants, scattered stonework hidden in the 
  grasses, and the shells of several buildings, crushed 
  into broken bits by both time and tide. Many are 
  little more than windbreaks, and homes to dozens 
  of gulls. The largest building was most likely quite 
  impressive in its day, standing three stories high. 
  Now however, it is little more than rubble, and it is 
  clear that the roof has collapsed, most likely 
  destroying anything o  value left within. A large 
  pool of water lies in the center of the ruins; within, 
  a soupy concoction of kelp and weeds hides 
  anything that might be found below the surface. 
  f
   
  f
   
  The heroes may feel free to search the area unless they 
  go into the buildings (see Areas C and D for details). 
  The bodies of four kuo-toa can be found covered in 
  foliage near the pool of water (Search check DC 13, or 
  Spot check DC 22 to notice an amphibian leg in the 
  grass). Their spears have been snapped in two. It is 
  clear to anyone carefully observing them that they 
  have been gnawed upon. A Heal skill check (DC 14) 
  reveals that they have been dead for several days; 
  making a more difficult check (DC 18) tells the hero 
  that they died not from bite wounds, but strangulation. 
  Characters with special analysis skills (such as watch 
  detectives) that make the appropriate rolls know that it 
  was some sort of plant tentacle from a larger-than-
  human creature that killed them, in addition to 
  knowing all of the above information. Really, the kuo-
  toa were an advance scout party that was killed by 
  Aganus' summoned creatures; in this case, a pair of 
  assassin vines. The bites come from the druid's animal 
  companions. 
   
  Several other items of interest present themselves 
  as the heroes are searching about. Every hour that the 
  PCs search around the area, roll once for each 
  searching character on the chart below. With one 
  exception, once a result has been obtained, it can no 
  longer be used - reroll the result. 
   
  Items of Note in the Ruins (Roll 1d20) 
  1-10: Nothing of interest.  
  11: A group of yellow coral that appear to be arranged 
  in a very orderly fashion. They still appear healthy, 
  and are slick with water. 
  12: A dead giant clam; its innards have been picked out 
  by the gulls. 
  Return to the Isles 
   
  Page 8 
  
  13: A strange-looking shield, made of some sort of 
  flexible bone, and covered with awful-smelling 
  sticky oil. It is broken and useless. (This is one of 
  the kuo-toa's shields.) 
  14: Three reptile eggs, about the size of a human's fist. 
  They feel leathery, and are torn open (Knowledge 
  [nature] check, DC 10, identifies them as crocodile 
  eggs).  
  15: A brass and colored crystal wind chime. The 
  crystals are cracked, but it still tinkles in the wind.  
  16: A small piece of green stone in the visage of a 
  scowling devil-creature.  
  17: 20 feet of vine-like sea plants that have been tied 
  together into a crude rope.  
  18: A seashell necklace. Upon the largest of the shells 
  is a single word in Elven - "friend". 
  19: A gull chick. It is a little older, and can fly for brief 
  "hops". In a few months, it will be mature enough 
  (statistics as a raven if a PC druid or ranger wants 
  to keep it as an animal companion). 
  20: While walking near a small mound of rubble, the 
  hero feels the hairs stand up on the back of 
  his/her neck, and a cold shiver passes down 
  his/her back. The scrying attempt listed under "I 
  Spy" happens at this time; if it has already taken 
  place, it happens again.  
   
  Earthquake 
  At some point during their search, an earthquake rocks 
  the island. Read the following to the heroes: 
   
  As you look about the ruins on the Isle of the Deep, 
  a sense of dread begins to well up within you; 
  hundreds of gul s take fl ght, and the earth begins 
  to rumble and shake. Ancient green stone crumbles 
  in small showers from the remaining buildings, and 
  you need to lie down to keep yourself from falling 
  over. A terrible cracking noise, as if a god was 
  splitting a mountain with a giant hammer, roars 
  beneath you. After a few long moments that seem 
  like hours, the rumbling passes into a low growl, 
  and the earth begins to stabilize.  
  l
  i
   
   
  Once the ordeal is done, you take stock of the 
  damage around you. The buildings look a little 
  worse for wear, but they haven't yet collapsed. As 
  your gaze settles on the pool, you realize with a 
  start that all of the water is gone; all that's left is a 
  gaping hole in the earth. Carefully approaching the 
  area, you note that the earth beneath the pool has 
  crumbled away, and a crude shaft extends down 
  into darkness. 
  The shaft extends downward approximately 200 feet, 
  ending in a pool of water (Area C). If the characters 
  have enough rope to lower themselves down into the 
  water may do so. A successful Climb check (DC 15) is 
  required to make a half-move down a rope; if the rope 
  is knotted, the DC drops to 5. A character that falls into 
  the water takes no damage from the first 20 feet of the 
  fall; the second 20 feet do 1d3 subdual damage for each 
  10-foot increment, and the rest does normal falling 
  (1d6 per 10-foot increment) damage. See the Climb 
  skill on pages 64-65 of the Player's Handbook and the 
  text on falling on pages 112-113 of the Dungeon 
  Master's Guide for more information. 
   
   
  I Spy 
  During their time on the Isle, the characters are 
  subjected to two scrying spells - one while they are 
  searching around (either before or after the 
  earthquake, whenever the DM deems it appropriate), 
  and the other when they retrieve the sword.  
   
  Secretly roll Scry checks (DC 20) for all characters 
  that can attempt such rolls (PCs with ranks in Scry or 
  an Intelligence of 12 or higher). It is recommended 
  that these rolls be made at some earlier point in the 
  scenario, so that the players aren't tipped off to the 
  possibility of a scry attempt. Any characters that 
  succeed in their roll feel a bit uneasy, as if they are 
  being watched. The individual conducting the scrying 
  is unknown to the heroes, and beyond the scope of this 
  adventure.  
   
  AREA C: AGANUS' HOME 
  The smaller structure, ruined almost down to the 
  foundation, used to be the slaves' quarters. It now 
  houses Aganus, the centuries-old groundskeeper. 
  When the heroes enter the building, read the 
  following: 
   
  The green stone from this building has become so 
  deteriorated that you hesitate to even enter 
  through one of the many gaping holes covered with 
  sea p ants. Pulling away the slimy mess, you walk 
  inside. The ground seems to be cleared away of 
  much of the debris, and to your amazement, you see 
  a crude bed woven from the taller grasses and 
  sturdier lake plants that are found on the Isle. The 
  choking smell o  rotten vegetation is eclipsed here 
  by the sharp scent of fresh animal dung, which you 
  spot shortly after the smell hits you. Someone or 
  something has made this forlorn place their home, 
  and from the looks of things, for quite some time 
  now. 
  l
  f
   
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  Page 9 
  
  The druid leaves no trace of his presence (trackless step 
  ability), but there are numerous animal prints that can 
  be identified with a Knowledge (nature) check, DC 10 
  (or Wilderness Lore check, DC 15). A character can 
  also identify the spoor of the animal with a successful 
  Wilderness Lore check (DC 20) or Knowledge (nature) 
  check (DC 25). Consult Encounter 5 for a listing of 
  Aganus' animals by APL. Nothing else of interest can 
  be found here, as he does not return while the 
  adventurers are in his resting area. 
   
  AREA D: THE HALL OF HISTORY 
  The larger building, only marginally more intact 
  than the smaller structure nearby, looks as though 
  it was once a grandiose hall of some sort. Entering 
  through a whole big enough to accommodate your 
  entire band, you immediately realize that the entire 
  ceiling has collapsed inward; piles of green-hued 
  rubble lie all over the floor. The walls and floor are 
  covered in rotting seaweed and brittle coral. 
  However, you take note that many of the intact 
  walls have some sort of intricate carvings upon 
  them depicting people and events. You find what 
  appears to be the start point just to the right of the 
  area where the door used to be; to your dismay, the 
  first few panels are too broken and worn to 
  understand. Plant debris hangs in front of the wall 
  art like some sort of decaying drapery.  
   
  i
   
   
   
   
   
   
  The heroes have entered a building that used to be one 
  of the libraries on the island, and the carvings on the 
  walls tell the story of the final days of the mage-priests. 
  The destroyed carvings depict the summoning of the 
  ethers, and the destruction of the other Isles of Woe. 
  Once the adventurers clear away the seaweed, read the 
  text below to them, one carving at a time. 
   
  The first decipherable carving in the green stone 
  has mages of humanlike men and women getting 
  into boats, and flying overhead. Several people have
  their arms outstretched, bolts of energy flying 
  through the air at the horde that approaches. The 
  target of the wizards seems to be a never-ending 
  mass of chitinous creatures, which you recognize as 
  the ether creatures that have recently been 
  plaguing the Flanaess. The island from which they 
  are leaving looks barren and lifeless.  
  This carving shows the mage-priests and their retinue 
  fleeing the other Isles. Some are casting spells to slow 
  the horde down, so others can depart safely.  
   
  The next image shows a group of men and women 
  in ceremonial robes and strange body wrappings 
  forming a ring. In the center is a very gaunt man 
  with some sort of large amulet around his neck. A 
  massive book is suspended in the air above him. 
  The Isles are seen off in the distance, but the 
  carving is done without great detail and lightly 
  scratched on the green stone.  
  Here, Yagrax (the center figure) leads many of the 
  mage-priests in a ritual to banish the rest of the Isles of 
  Woe (leaving this island to live on). The islands are 
  fading away to the Ethereal Plane.  
   
  The following carving shows the gaunt man 
  standing over another man, who is kneeling before 
  him. The kneeling man is wearing the same 
  wrappings, but has on a half cloak. His face is 
  locked in pain, the source of which seems to be the 
  energy bolt issuing forth from the gaunt man's 
  hand.  
  Heroes that took part in CORS2-1 Isles of Woe may 
  roll an Intelligence check (DC 15) to remember the 
  kneeling figure. The man is Alcanix, a powerful mage-
  priest who was responsible for unleashing the ether 
  threat to the ancient Isles of Woe. Yagrax is killing him 
  as punishment for his failure to control his 
  experiment. 
   
  The next panel of green stone depicts the gaunt 
  man staring out upon a throne, a small grin playing 
  across his lips. The massive book, nearly as tall as he
  sits, is to the left of his enormous throne chair. On 
  the ground before him are writhing bodies, their 
  visages contorted in horrific ways. While the bodies 
  look like these people, several of them have claws 
  or sharp teeth.  
  The images in green stone end here.  
    
  Yagrax has gone insane, and has become the tyrant of a 
  dying empire. The creatures lying in front of him are 
  those who he considered dissenters; he killed them 
  and turned them into undead as punishment for 
  perceived acts of treachery. 
   
  The remainder of the story can be found in 
  Encounter 4. A Search check (DC 13 + APL) reveals 
  one item of interest - a green stone rod with three 
  small equidistant spindles projecting outward from its 
  center. This is the key to opening the door in Area E. 
   
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  Page 10 
  
  AREA E: THE CAVE, THE TUNNEL, 
  AND THE DOOR 
  This area was viewable as the heroes brought their boat 
  into shore. The cave has a natural tunnel filled with 
  water that runs through the center of the island, 
  ending at the doors to the only intact room left, which 
  is described in Encounter 4. The heroes can reach the 
  cave by rowing over to it, swimming to it (DC 15 Swim 
  check in these waters), or rappelling down the side of 
  the island from the ruins above (of course, magic 
  provides other alternatives). Rappelling characters 
  follow all of the normal Climbing rules, except that 
  they are allowed a normal move before making a Climb 
  check. The cave is about 150 feet below the ruins.  
   
  The Cave 
   
  While the opening outside is small (only about 7 
  feet high by 10 feet across), the cave itself is huge and 
  roughly circular in shape, with a diameter of about 300 
  feet. Both above and below the surface, the cave is 
  covered in coral and plant life. Crumbling rocks 
  provide a dangerous-looking ceiling about 15 from the 
  surface of the water. The water itself is about 30 feet 
  deep here, and quite warm. There is enough debris and 
  rubble along the sides of the cave to rest against (or 
  back up to in a fight), if need be. It should be noted 
  that the walls here and in the tunnel are not only 
  natural earth, but are also composed of the green stone 
  (the 
  shattered 
  remnants 
  of 
  other 
  structures 
  underground).   
   
   
  Swimming in the sheltered waters of the cave is a 
  DC 10 Swim check (see the Player's Handbook, pages 
  74-75, for information on Swim checks; see the 
  Dungeon Master's Guide, page 85, for information on 
  drowning). Characters that perform an underwater 
  search near the eastern end of the cave find a tunnel 
  that appears to be about 8 feet in diameter. It is 
  completely submerged, and of course, dark as a starless 
  night. 
   
   
  The Tunnel 
  The submerged tunnel narrows quite a bit, with razor-
  sharp coral beds along the distance. Characters that 
  wish to swim through the tunnel must make a Swim 
  check (DC 10) to begin their underwater trek. Each 
  round they spend underwater, they need to perform 
  another Swim check, with a -1 penalty applied to the 
  roll. A character can swim half his/her movement in 
  one round. The tunnel continues on for a total of 50 
  feet underwater, before the PC notices light coming 
  from above. The coral scrapes against a swimming PC 
  each round, delivering 1d3 points of damage unless a 
  successful Reflex saving throw (DC 12) is made to 
  entirely avoid it for that round.  
   
  The 
  light 
  (either 
  sunlight 
  or 
  moonlight, 
  depending on the time of day) comes from the shaft 
  created on the surface of the island by the recent 
  earthquake. The open area created by the quake is 
  about 15 feet in diameter. Here, characters can catch a 
  breath of air before continuing onward. The tunnel 
  continues on for another 30 feet before ending in a 
  great green stone door.  
   
  The Door 
  The following text assumes the heroes have some sort 
  of light source by which to view the immediate area: 
   
  A massive green stone door, its true breadth 
  obscured by the crumbling remains of the tunnel 
  walls. Moving away some of the plants that obscure 
  the door's face, you realize it has some sort of 
  writing in a language long since lost to time.  
   
   
  i
   
  If a character is able to cast comprehend languages or 
  another similar spell on the door, or can roll a 
  successful Decipher Script check (DC 30), the 
  inscription states the following: 
  The key or Lord Magic's touch 
  Allows one to pass, opens the way 
  To that which is Yagrax's bane 
  Malth ndor, Oblivion's Blade 
  The keyhole can be found with a successful Search 
  check (DC 12 + APL). "Lord Magic's touch" refers to a 
  cleric of Boccob channeling their holy energy.  If one 
  exists in the group, the door may also be opened by the 
  cleric 
  expending 
  a 
  turn/rebuke 
  attempt 
  and 
  successfully turning/rebuking an APL + 2 Hit Dice 
  undead creature. Also a character with the Open Lock 
  skill can open it with a check at a DC of 30 (also, there 
  is a -2 circumstance penalty for working underwater). 
  Of course, characters could simply bash the door 
  down; fortunately for them, the magics that protected 
  the door have worn away with exposure. The stone 
  door has the following statistics: 
   
  � Etherstone door: 4 in. thick; Hardness 8; 60 hp; 
  break DC 28. 
   
  Once the door is opened, the water floods inward, 
  sucking characters in the area into the next room 
  unless they succeed in a Swim check (DC 20). 
  Characters that get washed along with the water take 
  1d4 points of damage from the coral and colliding with 
  Return to the Isles 
   
  Page 11 
  
  the bottom of the stairway. When the door is opened, 
  go to Encounter 4. 
   
   
  ENCOUNTER 3: VISITORS 
  TO THE ISLE 
  This encounter can occur at any time during the PCs 
  exploration of the module. There are two possibilities 
  for this encounter.  Before play begins, ask the players 
  whether or not any of their characters possess the 
  strange Blackstone Heart Certificates. If so, ask them 
  how many they possess and of what type (minor and 
  major). Make sure to note this number as it is 
  important as to determine how many of them “hatch”. 
  If the PCs do not possess any of these stones, instead 
  run them through the Visitors encounter below. If 
  they do, run them through the Hatching encounter. 
   
  Visitors 
  The heroes are not the only ones who have decided to 
  explore the Isle of the Deep. At some point during 
  their exploration, an encounter takes place with a 
  group of hostile creatures. The DM should place this 
  encounter in either Area A or B, at any time deemed 
  appropriate. The monsters withdraw if hurt very badly. 
   
  APL 2 (EL 4) 
  � Kuo-toas (2): hp 10, 12; see the Monster Manual. 
   
  APL 4 (EL 6) 
  � Kuo-toas (4): hp 10, 12, 14, 16; see the Monster 
  Manual. 
   
  APL 6 (EL 7) 
  � Chuul: hp 93; see the Monster Manual. 
   
  APL 8 (EL 9) 
  � Chuuls (2): hp 93, 98; see the Monster Manual. 
   
  APL 10 (EL 11) 
  � Chuuls (4): hp 93, 95, 98, 101; see the Monster 
  Manual. 
   
  APL 12 (EL 13) 
  � Gelugon: hp 114; see the Monster Manual. 
   
  Hatching 
  Many heroes have collected these odd Blackstone 
  hearts, often found at the sight where many of the 
  ether creatures have been seen. While they give the 
  PCs a small advantage in dealing with the creatures, 
  this is only a side affect of their true purpose. These 
  stones are actually eggs of a sort, used by the ether 
  creatures as a form of reproduction. Dormant up to this 
  point, they are about to hatch. 
   
  At some point in time while exploring the surface 
  of the island, read or paraphrase the following to the 
  players. 
   
  As you make your way around the island, you 
  suddenly feel strange warmth coming from your 
  belt pouch. Investigating, you find that the stones 
  you have been carrying have suddenly grown quite 
  warm, almost hot to the touch. Looking at the 
  stone, you can make out an odd reflection, an image 
  that is not there. It is the image of a mask, 
  surrounded by flowing red tentacles. With a 
  sudden burst, the stone turn to ash and a black 
  vapor flows from them. This vapor coalesces into 
  the form of an ether creature. These strange stones 
  are not ordinary rocks at all; they are eggs. 
   
  The PCs have one round to prepare before the ether 
  creatures full coalesce and immediately attack. During 
  this period, the creatures are immune to attack. The 
  number and type of ether creatures depends on the 
  number and type of stones carried by the party as 
  noted on the following chart. Minor Blackstone Heart 
  eggs only produce Etherspitters and Etherhulks while 
  a Major Blackstone Heart egg can produce a variety of 
  creatures. It is also important to note on Blackstone 
  Heart egg can “hatch” more than one creature. 
   
   
   
  Total number of stones possessed 
  APL 
  1-3 
  4-6 
  7+ 
  2 
  2 ES 
  1 EH 
  3 ES 
  4 
  4 ES 
  2 EH 
  3 EH 
  6 
  6 ES 
  3 EH 
  4 EH 
  8 
  3 EH + 6ES 
  6 EH 
  1 EN 
  10 
  2 EHa +2 EH 
  3 EHa 
  2 EN 
  12 
  3 EHa 
  1 EN + 2 EHa 
  3 EN 
   
  Key: 
  ES 
  Etherspitter 
  EH 
  Etherhulk 
  EHa 
  Etherhulk, Advanced 
  EN 
  Ethernaught 
   
  Return to the Isles 
   
  Page 12 
  
  Note that Ethernaughts can only appear if the party 
  possesses 1 major Blackstone Heart certificate for each 
  one spawned. See the appendix (of this document) for 
  statistics on each creature. If the party does not possess 
  any major stones, then substitute advanced Etherhulks 
  for Ethernaughts on a one for one basis. 
   
  After dealing with the creatures, they leave behind 
  only an oily residue and nothing else (no more 
  blackstone hearts as these “infants” have not had the 
  time to generate any). 
   
  At this point, randomly determine half (round 
  down) of the party’s certificates for these stones to be 
  destroyed with the following exceptions. You must 
  destroy one major stone for each ethernaught the party 
  fought. In addition to this guideline, do not destroy 
  any more certificates than the party fought in number 
  of creatures.  For example, an APL 2 party with 6 stones 
  would only loose one (not 3) as they only fought one 
  creature. However, an APL 10 party with 9 stones 
  would loose four with two of those being major 
  assuming that they fought Ethernaughts. 
   
   
  ENCOUNTER 4: 
  MALTHINDOR, OBLIVION'S 
  BLADE 
  Your footsteps echo as you traverse the forgotten 
  hall; your light p ays shadow games on the eerie 
  green walls and stairs. The air is dry and after a 
  short while, you can taste the dust on your tongue. 
  It is apparent that none have walked this path for 
  so long that a dragon would be hard pressed to 
  recall.  
  l
  f
  t
   
   
  . 
   
   
   
  At the top o  the long, straigh  climb is an 
  archway with an open portal into the darkness 
  beyond. The light reveals carvings in a strange 
  language along the top of the archway.  
  Characters that make a successful Decipher Script 
  check (DC 30), or that use magical means to read the 
  writing can make out the following phrase: 
   
  Those who are heirs to his legacy walk without fear 
  into the truth this chamber holds. 
  Once the heroes pass through the threshold into the 
  room, read the following: 
   
  Your light reveals a small green stone room. In the 
  center, a pedestal rises up from the floor. Resting 
  on its smooth surface is a blade of unequalled 
  quality, a weapon so finely wrought that the 
  greatest dwarven smiths would shake with jealous 
  rage at the sight of such a thing of dark beauty. 
  When the light plays off the surface of the sword's 
  inscribed steel, it does not glimmer or shine, but is 
  drawn inward and fades. Behind the pedestal, on 
  the far wall, are two more panels of carvings, much 
  like those you saw in the ruins far above, but in far 
  better condition
  The room is a square 30 feet by 30 feet, with a 20-foot 
  high ceiling. Characters must have their own light 
  sources to see, since none are present here. 
  THE CARVINGS 
  Two carvings are found along the far wall. They tell the 
  secret of Yagrax's fall.  
   
  The first carving shows a small group of robed 
  mage-priests gathered around a forge. A smith 
  stands in the center, his hammer held high. In his 
  other hand you can see a blade lifted partway off of 
  the anvil, the smith must be in the process of 
  flipping it over. The mage-priests are staring 
  towards the center, either at the forge or the smith. 
  Crackling energy flies in the air above it all. 
   
   
   
  This scene depicts the remaining mage-priest 
  dissenters working in secret on a weapon to destroy 
  Yagrax - Oblivion's Blade.  
   
  In this scene, a powerfully built figure dressed in 
  loose wrappings stands over the dismembered body 
  of the tyrant-king, holding the sword present in the 
  chamber. The body is severed into small pieces, and 
  other mage-priests are shown walking away with 
  parts of the corpse. The disembodied hands of the 
  fallen ruler are wreathed in energy. 
  Here, one of the mage-priests has finally struck down 
  Yagrax, cutting him into pieces with the one weapon 
  that could truly kill him - the sword fashioned 
  specifically for that purpose. The remaining mage-
  priests are gathering up his pieces, and taking them as 
  far away from each other as possible. The strangeness 
  surrounding the hands of Yagrax is a mystery, perhaps 
  for another time. 
   
  THE SWORD AND THE TRAP 
  When the heroes approach the pedestal, read the 
  following: 
   
  Return to the Isles 
   
  Page 13 
  
  Up close, the sword's unearthly quality is obvious. 
  The blade of the weapon is thin and long, almost as 
  long as a bastard sword. Upon the surface, arcane 
  sigils, their meanings long since lost to modern 
  men, are carved just so they appear to flow into 
  each other like swirls of water in a rushing stream. 
  The light around the weapon grows dim as the 
  blade swallows wisps of the brightest parts, ever 
  hungry for more. The pommel  hi t and guard are 
  made of a pol shed black stone, possibly obsidian. 
  Black leather wraps around the hilt forming a 
  handgrip, nearly undetectable against the stone. At 
  the very end of the pommel, a smooth green stone, 
  very much like those used to build the crumbling 
  empire is set inside a thin ring of gold.  
  ,
  l
  i
   
   
  i i
   
   
  Once a character approaches to pick up the weapon, 
  pull the player aside and read the following: 
   
  A deep male voice reverberates in your head, it 
  every word filled with ancient power. You find that 
  you understand it perfectly. "I, Malthindor, gave 
  my very life to forge this weapon, to destroy the 
  evil that was Yagrax. There was no other way; he 
  could not be put to rest by any other means. Know 
  now that to touch this weapon, to hold it in your 
  hands, is to become heir to our legacy. And to 
  become heir, you must be knowledgeable about 
  what has befallen us, so that the grave mistakes of 
  our time do not imperil the world again.  
   
  All of this began with one man - our downfall, 
  our failure, our suffering. Name him and take up 
  Obl v on's Blade to unmake that which he has 
  wrought. Speak falsely or not at all, and the wails of 
  those who suffered by Yagrax's hand shall 
  overcome you." The voice echoes and fades from 
  your mind; you know it has left you in silence to 
  quickly think of your answer. 
  The voice is the spirit of Malthindor, speaking to the 
  one PC that approached the sword first; no others hear 
  him. The answer is "Alcanix", the mage-priest whose 
  experiments horribly failed and brought the ether 
  creatures to Oerth. If the hero successfully utters the 
  name "Alcanix", then the trap described below does not 
  trigger - award the heroes full XP. Otherwise, the trap 
  goes off, and the heroes must deal with the 
  consequences. If the hero being spoken to has 
  participated in the events in CORS2-01 Isles of Woe, 
  and has forgotten his name, they may make an 
  Intelligence check (DC 15 + APL) to remember; a bard 
  gets a second check using their bardic lore ability if 
  they fail the first. The answer must be uttered within 
  one minute (game time), or the trap goes off.  
   
  Trap: Emanating from just below the platform on 
  the pedestal is a hidden magical sigil that contains a 
  spell, triggered if the wrong answer is given as 
  explained above. Note that the trap can be disarmed if a 
  rogue works quickly while the voice is talking to 
  another; they have a total of 10 rounds to find the trap 
  and disarm it. 
   
  If it goes off, read the following to the PCs:
   
  APL 2 (EL 4) 
  � Bestow curse trap: CR 4; magic device; special 
  trigger (see above); automatic reset (trap resets itself 
  after one minute); spell effect (bestow curse (-4 to rolls 
  version), 5th-level cleric, Will save [DC 14] negates); 
  Search (DC 28); Disable Device (DC 28). 
   
  APL 4 (EL 6) 
  � Phantasmal killer trap: CR 6; magic device; special 
  trigger (see above); automatic reset (trap resets itself 
  after one minute); spell effect (phantasmal killer, 12th-
  level wizard, Will save [DC 16] for disbelief and 
  Fortitude save [DC 16] partial); Search (DC 29); Disable 
  Device (DC 29). 
   
  APL 6 (EL 7) 
  � Feeblemind trap: CR 7; magic device; special 
  trigger (see above); automatic reset (trap resets itself 
  after one minute); spell effect (feeblemind, 12th-level 
  wizard, Will save [DC 17] negates); Search (DC 30); 
  Disable Device (DC 30). 
   
  APL 8 (EL 8) 
  � Insanity trap: CR 8; magic device; special trigger 
  (see above); automatic reset (trap resets itself after one 
  minute); spell effect (insanity, 13th-level wizard, Will 
  save [DC 20] negates); Search (DC 32); Disable Device 
  (DC 32). 
   
  APL 10 (EL 9) 
  � Symbol of insanity trap: CR 9; magic device; 
  special trigger (see above); automatic reset (trap resets 
  itself after one minute); spell effect (symbol of insanity, 
  15th-level wizard, Will save [DC 22] negates); multiple 
  targets (up to 150 hit points worth of creatures); Search 
  (DC 33); Disable Device (DC 33). 
   
  APL 12 (EL 10) 
  � Wail of the banshee trap: CR 10; magic device; 
  special trigger (see above); automatic reset (trap resets 
  itself after one minute); spell effect (wail of the 
  Return to the Isles 
   
  Page 14 
  
  banshee, 17th-level wizard, Fortitude save [DC 23] 
  negates); multiple targets (up to 17 creatures); Search 
  (DC 34); Disable Device (DC 34). 
   
  Treasure: Once the heroes have cleared the trap, and 
  picked up the sword, they may decide to search the 
  area. If this event is being run at APL 10 or 12, the 
  pedestal has a secret compartment in back, detectable 
  with a successful Search skill check (DC 28). Inside, a 
  small locked book rests with a key; on its cover is a 
  symbol of an open book, with one eye staring out from 
  each page. Clerics of Boccob, or characters succeeding 
  in a Knowledge (religion) check (DC 25) know that 
  this is an ancient symbol of Boccob.  
  � Malthindor, Oblivion's Blade (see Treasure 
  Summary, worth 833 gp to each PC) 
  � Boccob's blessed book (APL 10-12 only, worth 
  708 gp to each PC) 
   
  I Spy Again 
  During their time on the Isle, the characters are 
  subjected to two scrying spells - one while they are 
  searching around (either before or after the 
  earthquake, whenever the DM deems it appropriate), 
  and the other when they retrieve the sword.  
   
  Secretly roll Scry checks (DC 20) for all characters 
  that can attempt such rolls (PCs with ranks in Scry or 
  an Intelligence of 12 or higher). It is recommended 
  that these rolls be made at some earlier point in the 
  scenario, so that the players aren't tipped off to the 
  possibility of a scry attempt. Any characters that 
  succeed in their roll feel a bit uneasy, as if they are 
  being watched. The individual conducting the scrying 
  is unknown to the heroes, and beyond the scope of this 
  adventure. 
   
   
  ENCOUNTER 5: AGANUS' 
  FURY 
  Throughout the heroes' time on the island, one single 
  resident has been keeping an eye on them, watching 
  and waiting for a time to strike at the trespassers. That 
  person is Aganus, the half-stone golem druid left here 
  over the centuries to protect the island and care for its 
  state. The mage-priests made the simple druid Aganus 
  into a half-stone golem, and granted him an eternity to 
  perform his tasks. While the ancient empire was at its 
  height, Aganus was little more than a groundskeeper 
  for the island. All that changed when the ether 
  creatures came, Yagrax went insane, and the last 
  bastion of power, the Isle of the Deep, sank. 
   
  Aganus spent the centuries under the waves, 
  surviving in air pockets, and learning to coexist with 
  other creatures. All the time, he waited patiently for his 
  masters' return, hoping they would come back from 
  wherever they went so long ago. When this island rose 
  up from the depths, Aganus believed that was a sign; a 
  sign that the mage-priests of old were soon to return 
  and claim their lost empire. As such, he is ensuring 
  that none intrude upon the domain of his people. This 
  includes the kuo-toa expedition, which he killed, and 
  the heroes. 
   
   
  ANIMALS, ANIMALS, EVERYWHERE 
  To protect the Isle, Aganus lets loose his animal 
  companions to deal with the PCs throughout their stay 
  on the Isle of the Deep. Since the druid's animal 
  companions are one of his class abilities, these 
  creatures do not count as separate encounters for 
  purposes of XP rewards. The DM should feel free to 
  use these creatures at any conceivable point during the 
  event. Good choices include: at the beach, in the ruins, 
  and while exploring the cave (although keep them out 
  of the tunnel). Many of the creatures are aquatic, and 
  are best used when the heroes are traveling by boat, 
  swimming, or on the shore. Here is a breakdown of the 
  creatures present at each APL (note that since he is not 
  an adventuring druid, Aganus does not face the usual 
  adventurer's Hit Dice restriction on his animals - he 
  gets 2 x his level): 
   
  APL 2 
  � Snake, medium-size viper: hp 9; see the Monster 
  Manual, pages 200, 202. 
   
  APL 4  
  � Snake, constrictor: hp 16; see the Monster Manual, 
  pages 200-202. 
  � Crocodile: hp 22; see the Monster Manual, pages 
  195-196. 
   
  APL 6 
  � Octopus, giant: hp 44; see the Monster Manual, 
  page 199. 
  � Snake, huge viper: hp 22; see the Monster Manual, 
  pages 200-202. 
   
  APL 8 
  � Octopus, giant: hp 44; see the Monster Manual, 
  page 199. 
  � Crocodiles (2): hp 22; see the Monster Manual, 
  pages 195-196. 
  Return to the Isles 
   
  Page 15 
  
   
  APL 10 
  � Squid, giant: hp 66; see the Monster Manual, pages 
  202-203. 
  � Crocodiles (2): hp 22, 22; see the Monster Manual, 
  pages 195-196. 
   
  APL 12 
  � Octopus, giant: hp 44; see the Monster Manual, 
  page 199. 
  � Crocodiles, giant (2): hp 59, 59; see the Monster 
  Manual, pages 195-196. 
   
  ENTER AGANUS 
  When the heroes have the sword, and are either 
  preparing to leave or set on more exploration, Aganus 
  reveals himself. Read the following to the players 
  whenever it is appropriate, altering the text as 
  necessary: 
   
  Out of the vegetation walks a strange, horrifying 
  sight. A tall manlike thing, with elongated features 
  strides forward, carrying a staff in one hand. He is 
  dressed simply in a dirty loincloth  an intricately 
  woven seashell necklace hangs on his bare chest. 
  He walks barefoot and has pale, almost white skin - 
  except for his right arm, shoulder, and part of his 
  neck. There, the strange green stone grows upon 
  h m like some sort of fungus, completely obscuring 
  any flesh that might be underneath. When he turns 
  his bald head off to one side, you can see that the 
  green stone actually runs up his neck - a stone 
  tendril is curled around his ear, its terminus lying 
  somewhere inside. His face burns with anger as he 
  begins to speak, using the tongue of the elves. 
  ;
   
  i
   
  Aganus has spent many years with aquatic elves under 
  the water, and has learned their language. Elves 
  automatically recognize the dialect as their underwater 
  cousins'; other characters that speak Elven can make an 
  Intelligence check (DC 20) to recognize the dialect. If 
  for some reason, there are no PCs able to understand 
  Elven, then he attempts to talk for a few moments, and 
  begins to attack if the heroes don't do as he says (see 
  below). 
   
  "You are trespassing on Imperial lands. I, Aganus, 
  am caretaker of this island. I know you came to 
  plunder this place, so drop what you have stolen, 
  and leave now, before I kill you all!" 
   
  Aganus is not bluffing. If the heroes comply by leaving 
  the sword (and at higher APLs, the Boccob's blessed 
  book) and immediately returning to the ship, Aganus 
  does not attack them. Otherwise, Aganus gives them 
  only a few moments to explain themselves before he 
  begins to assault the heroes.  
   
  With the exception of magical coercion, there is 
  only one way to get Aganus to listen to the 
  adventurers. If someone mentions that they are here to 
  find the sword to use to stop a new ether threat, and 
  they explain what has recently occurred, the druid 
  agrees to talk on a successful Diplomacy check (DC 15 
  + APL). He knows the following information: 
  � The mage-priests lived here many long elf 
  memories ago. These islands, known as the 
  Eldritch Isles, were once the center of their great 
  empire. 
  The 
  mage-priests 
  conducted 
  many 
  magical experiments and harnessed the natural 
  magical nexus that existed at the time. 
  � I was appointed to guardian of this island just 
  before the coming of the ethereal plague, as it was 
  known. Upon my appointment, the mage-priests 
  melded my own form with that of the etherstone 
  to give me strength and render spells powerless 
  against me. They also managed to halt the ravages 
  of time on my body. As payment for this honor, I 
  agreed to remain loyal to my masters, and to 
  protect this island with my life. 
  � Soon after this great blessing was bestowed upon 
  me, the other islands were destroyed in the 
  coming of the ether plague. I was told Alcanix 
  released it upon us, and although we managed to 
  fight them for quite some time, eventually the 
  other islands were abandoned. Alcanix paid for his 
  mistake with his life.  
  � When the small number of powerful arcanists 
  were safely on this island, they enacted a ritual 
  that banished the ether creatures and sent the 
  other islands away from Oerth, to the Ethereal 
  Plane. Only this island remained, where Yagrax 
  hoped to rebuild the empire. 
  � After many more fullmoons, it was becoming 
  apparent that this island was also slipping into the 
  Lake of Dreams. Yagrax seized power from the 
  other mage-priests and declared himself overlord. 
  He claimed he did so because only he had the 
  power to keep the island from sinking. For a time, 
  his magic held, while his sanity slipped away, little 
  by little. 
  � Eventually, 
  Yagrax 
  grew 
  so paranoid and 
  delusional that he began to round up anyone who 
  he thought was defying him, had them executed, 
  and animated their corpse to serve him. It was 
  Return to the Isles 
   
  Page 16 
  
  then that a small group of mage-priests decided he 
  needed to be deposed - by any method possible. 
  � Several attempts were made on Yagrax's life over 
  the next longseason; however, neither spell nor 
  sword could bring him low. The tyrant-king could 
  not be killed. Many more died at his hands. Then, 
  the few remaining powerful mage-priests figured 
  out a way to kill him - by fashioning a weapon that 
  drew on the power of oblivion itself.  
  � The weapon was forged, sacrifices were made, and 
  the tyrant-king was killed. His remains were 
  chopped up into small pieces and cast over the 
  whole of the world. I have heard that his hands 
  were especially troublesome, for they possessed 
  some dark power. Soon after, the magic Yagrax 
  had used to keep the island afloat unraveled, and 
  this island sunk in a matter of a skycrossing; I was 
  left behind when the few inhabitants fled by way 
  of spell. 
  � I spent all the time from then until a longseason 
  ago under the waves, learning from the denizens 
  of the lake. The lake elves were especially friendly 
  to me. 
  � Then, the island rose again from the water. I 
  anticipate this as a message that the mage-priests 
  are about to return, and wish their homeland back. 
  So, I continue to serve them, waiting for the 
  skycrossing when they would return.  
   
  If Aganus is told the truth about the return of the ether 
  creatures, and the heroes convince him that they are 
  there to stop this from happening again, the druid 
  reluctantly agrees to let the heroes take the sword. In 
  addition, he offers them his aquatic elven necklace to 
  help guide their path (see Treasure, below). He does 
  not leave the Isle under any circumstance.  
   
  Tactics: More than likely though, the heroes wind 
  up fighting Aganus. He is more than willing to fight 
  the heroes to the death, although he matches force 
  with force (thus, if the heroes use subdual techniques, 
  he attempts to as well). He does not hesitate to kill any 
  heroes that use deadly force against him. Aganus has 
  lost his wild shape ability due to his etherstone limb. 
  At low APLs, it would be wise for the heroes to use 
  Malthindor, Oblivion's Blade against the half-stone 
  golem druid. 
   
  APL 2 (EL 4) 
  � Aganus, male half-stone golem Drd1: hp 12; see 
  Appendix A. 
   
  APL 4 (EL 6) 
  � Aganus, male half-stone golem Drd3: hp 30; see 
  Appendix A. 
   
  APL 6 (EL 8) 
  � Aganus, male half-stone golem Drd5: hp 48; see 
  Appendix A. 
   
  APL 8 (EL 10) 
  � Aganus, male half-stone golem Drd7: hp 66; see 
  Appendix A. 
   
  APL 10 (EL 12) 
  � Aganus, male half-stone golem Drd9: hp 84; see 
  Appendix A. 
   
  APL 12 (EL 14) 
  � Aganus, male half-stone golem Drd11: hp 102; see 
  Appendix A. 
   
  Treasure: Aganus has few things of value, as he lives 
  simply off the land and the water. However, he does 
  possess a few items of note. 
  � Necklace of the hunt (see Treasure Summary, 
  worth 60 gp to each PC) 
  � Ring of mind shielding (APLs 8-12 only, worth 
  667 gp to each PC) 
   
   
  CONCLUSION 
  You set sail from the Isle of the Deep, your 
  excursion complete. The captain has a fine dinner 
  prepared that evening, and you sit below decks 
  with him, recounting some of the events of your 
  adventure. As you talk about this and that, your 
  mind wanders back to the ancient carvings and 
  their meanings. Why have the ether creatures 
  returned?  Does the resurfacing of the Isle of the 
  Deep herald the return of the mage-priests? What 
  of the sword, ful  of dark power? And what is the 
  significance of Yagrax's hands? 
  l
  f
   
  You meet up with Maddigallan, the enigmatic 
  dragon turtle, the next day. He talks your ear off 
  about all manners o  trifling things, but since he's a 
  dragon turtle, and could steam bake you in no time 
  flat, you listen with at least a modicum of interest. 
  After a while, he presents you with magical treasure 
  from his lair, and offers to trade with you. After all, 
  the same treasure begins to look rather dull after a 
  few hundred years. 
  Return to the Isles 
   
  Page 17 
  
   
  You sail onward, back to the Domain of 
  Greyhawk. Back to ale at the Black Dragon Inn, 
  back to exploring the Cairn Hills, back to the 
  familiar people and places and comforts you've 
  come to expect. The tense feelings you had when 
  arriving at that alien shore, the Isle of the Deep, are 
  finally fading away, as you enjoy the more 
  mundane concerns of the sea voyage home. But 
  somewhere with your adventurer's heart, you know 
  that more can be done, needs to be done, before the 
  devastation of the ether creatures changes the face 
  of Oerth forever.  
   
   
  The characters may purchase certain items from 
  Maddigallan at the end of the adventure (items are 
  listed in the Treasure Summary and the Adventure 
  Record). Read the following text to the hero who holds 
  the sword at the end of the event: 
   
  While sailing on chill winds across the Lake of 
  Unknown Depths, you feel a tugging from within 
  you. Heading up to the deck, you suddenly realize 
  that Malthindor is in your hand, catching small 
  motes of light, and snuffing out their essence. You 
  can feel the pull; it is strong now, turning you, 
  making you look in the one place you hoped 
  against … and then you cast your gaze north, 
  towards the lands of the Old One. 
  The End 
   
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value to each 
  character. 
   
  Encounter 3: Vistors to the Isle 
  Defeat the creatures wandering the island or hatched 
  creatures. 
  APL 2 
  120 XP 
  APL 4 
  180 XP 
  APL 6 
  210 XP 
  APL 8 
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
   
  Encounter 4: Malthindor, Oblivion's Blade  
  Defeat the trap guarding the sword. 
  APL 2 
  120 XP 
  APL 4 
  180 XP 
  APL 6 
  210 XP 
  APL 8 
  240 XP 
  APL 10 
  270 XP 
  APL 12 
  300 XP 
   
  Taking the sword from the Isles of Woe. 
  APL 2 
  45 XP 
  APL 4 
  60 XP 
  APL 6 
  75 XP 
  APL 8 
  90 XP 
  APL 10 
  105 XP 
  APL 12 
  120 XP 
   
  Encounter 5: Aganus' Fury 
  Defeat Aganus. 
  APL 2 
  120 XP 
  APL 4 
  180 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  NOTE: If the PCs defeat Aganus’ animal 
  companions but do not for some reason defeat Aganus, 
  award them half of this XP. 
   
  Interrogating Aganus after his defeat, or gathering 
  information after talking him down. 
  APL 2 
  15 XP 
  APL 4 
  30 XP 
  APL 6 
  45 XP 
  APL 8 
  60 XP 
  APL 10 
  75 XP 
  APL 12 
  90 XP 
   
  Roleplaying Award 
  Give out this award however you see fit - roleplaying, 
  accomplishing goals, performing heroic actions, etc. 
   
  APL 2 
  30 XP 
  APL 4 
  45 XP 
  APL 6 
  60 XP 
  APL 8 
  75 XP 
  APL 10 
  90 XP 
  APL 12 
  105 XP 
   
  Total Possible Experience 
  APL 2 
  450 XP 
  APL 4 
  675 XP 
  APL 6 
  840 XP 
  APL 8 
  1035 XP 
  APL 10 
  1230 XP 
  APL 12 
  1425 XP 
   
   
  Return to the Isles 
   
  Page 18 
  
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not gain 
  this gold. If you feel it is reasonable that characters can 
  go back to loot the bodies, and those bodies are there 
  (i.e., not carted off by dungeon scavengers, removed 
  from the scene by the local watch, and so on), characters 
  may return to retrieve loot. If the characters do not loot 
  the body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  Encounter 4: Malthindor, Oblivion's Blade 
  APLs 2-8 
  833 gp 
  APLs 10-12 
  1541 gp 
   
  Encounter 5: Aganus' Fury 
  APLs 2-6 
  60 gp 
  APLs 8-12 
  727 gp 
   
  Adventure Maximums 
  APL 2 
  400 gp 
  APL 4 
  600 gp 
  APL 6 
  800 gp 
  APL 8 
  1250 gp 
  APL 10 
  2100 gp 
  APL 12 
  2268 gp 
   
  ITEMS FOUND DURING THE 
  ADVENTURE 
  APL 2 
  � Javelin of lightning (Adventure, DMG) 
  � Malthindor, Oblivion's Blade (Adventure*, see 
  above) 
  � Necklace of the hunt (Any, see above) 
  � Potion of water breathing (Adventure, DMG) 
   
  APL 4 (All of APL 2 plus the following) 
  � Dust of dryness (Adventure, DMG) 
  � Ring of swimming (Adventure, DMG) 
   
  APL 6 (All of APLs 2-4 plus the following) 
  � Trident of fish command (Adventure, DMG) 
  � Universal solvent (Adventure, DMG) 
   
  APL 8 (All of APLs 2-6 plus the following) 
  � Gloves of swimming and climbing (Adventure, 
  DMG) 
  � Periapt of Wisdom +2 (Adventure, DMG) 
  � Ring of mind shielding (Any, DMG) 
   
  APL 10 (All of APLs 2-8 plus the following) 
  � Boccob's blessed book (Any, DMG) 
  � Decanter of endless water (Adventure, DMG) 
  � Trident of warning (Adventure, DMG) 
   
  APL 12 (All of APLs 2-10 plus the following) 
  � Belt of giant strength +4 (Adventure, DMG) 
  � Pearl of the sirens (Adventure, DMG) 
   
  SPECIAL (NEW ITEMS TO BE LISTED 
  ON THE ADVENTURE RECORD) 
  � Necklace of the Hunt: This seashell necklace has 
  been painstakingly woven from thin strands of a gold-
  green plantlike material. The necklace is magical, and 
  was crafted by aquatic elves to use under the surface of 
  the Nyr Dyv. The necklace provides a +3 competence 
  bonus to both Intuit Direction and Wilderness Lore 
  while worn.  
  Return to the Isles 
   
  Page 19 
  
   
  Prerequisites: Craft Wondrous Item, creator must 
  have 5 ranks in both Intuit Direction and Wilderness 
  Lore; Market Price: 720 gp; Weight: 1/2 lb. 
   
  � Malth ndor, Oblivion's Blade: Forged in the time 
  of the mage-priests to kill the mad wizard Yagrax, 
  Malthindor is a longsword of dark beauty. The blade of 
  the weapon is thin and long, almost as long as a bastard 
  sword. Upon the surface, arcane sigils, their meanings 
  long since lost to modern men, are carved just so they 
  appear to flow into each other like swirls of water in a 
  rushing stream. When light is near the weapon, the 
  source slightly dims as the blade swallows wisps of the 
  brightest parts, ever hungry for more. The pommel, 
  hilt and guard are made of obsidian, with black leather 
  wrapped around the hilt to form a handgrip. At the 
  very end of the pommel, a smooth green etherstone is 
  set inside a thin ring of gold. 
  i
   
   
   
  The sword feeds off the wielder's magical energies, 
  growing in power as the wielder advances in magical 
  ability. In game terms, the sword's magical abilities 
  function only for an arcane spellcaster; the level of 
  arcane spells the wielder is able to cast determine the 
  number of powers the blade possesses. The only 
  exception to this is that clerics of Boccob are treated 
  exactly like arcane spellcasters for accessing powers; no 
  other divine spellcasters derive any magical benefit 
  from the sword. In the hands of all but arcane 
  spellcasters, the longsword is considered to be a 
  masterwork weapon. It takes one day for a new wielder 
  to attune to Malthindor, and access the powers. This 
  blade radiates faint evil is detected for. 
   
  Able to cast arcane spells: Touch of the Mage-
  Priests - the weapon is a +1 longsword. 
  1st-level arcane spells: Wave of Despair - as a 
  standard action, when the blade is drawn, the wielder 
  may cast bane as a 2nd-level caster once per day. 
   
  3rd-level arcane spells: Thrice-Magicked Form - 
  as a standard action, the wielder can add the ghost 
  touch, keen, or frost quality to the blade. This power 
  lasts a number of rounds equal to the caster's arcane 
  spellcaster level, and is usable once per day. Once 
  chosen, the quality cannot be changed for that day. 
   
  5th-level arcane spells: Hand of the Mage-Priests 
  - the weapon is a +2 longsword. 
   
  7th-level arcane spells: Tapping the Well of 
  Power - as a standard action, when the blade is drawn, 
  the wielder may cast greater magic weapon upon it as a 
  15th-level caster, with one exception: the power lasts a 
  number of rounds equal to the caster's arcane 
  spellcaster level. It is usable once per day. 
   
  9th-level arcane spells: Oblivion Triumphant - 
  whenever this weapon kills a creature, it cannot be 
  brought back from the dead without a true 
  resurrection spell cast upon the body. If the blade cuts 
  up the pieces of the body, the majority of them must be 
  found in order for the true resurrection to be 
  successful. 
   
  Prerequisites: N/A; Market Price: 10,000 gp; 
  Weight: 4 lb. 
   
  * This item is only available for purchase after 
  Core scenarios in the Ether Threat series. 
   
   
   
   
   
   
  Return to the Isles 
   
  Page 20 
  
  MAP of the ISLE OF THE DEEP 
   
   
  Return to the Isles 
   
  Page 21 
  
  APPENDIX A: NPCS AND MONSTERS
  ENCOUNTER 1 (ALL APLS) 
  Meddigallan, advanced male dragon turtle: CR 11; 
  Huge Dragon (Aquatic); HD 24d12+120; hp 300; Init 
  +0; Spd 20, swim 30; AC 20 (-2 size, +12 natural); Atk 
  +30/+25/+25 melee (4d6+8 [crit 19-20], bite; 2d8+4, 2 
  claws); SA Breath weapon, snatch, capsize; SQ Scent, 
  immunities (fire, sleep and paralysis), keen senses; AL 
  NG; SV Fort +19, Ref +14, Will +17; Str 27, Dex 10, Con 
  21, Int 12, Wis 13, Cha 12. 
   
  Skills and Feats: Hide +7*, Intimidate +28, Intuit 
  Direction +22, Knowledge (local, his territory in the 
  Nyr Dyv) +7, Listen +30, Search +28, Spot 30; Alertness, 
  Blind-Fight, Cleave, Great Cleave, Improved Critical 
  (bite), Iron Will, Power Attack. 
   
  *Dragon turtles receive a +8 racial bonus to Hide 
  checks when submerged. 
   
  SA: Breath Weapon (Su): Cloud of superheated 
  steam 20 feet high, 25 feet wide, and 50 feet long, every 
  1d4 rounds; damage 20d6, Reflex half DC 27; effective 
  both on the surface and underwater. 
   
  SA: Snatch (Ex): A dragon turtle that hits with a 
  bite attack attempts to start a grapple as a free action 
  without provoking attacks of opportunity. If it gets a 
  hold on a creature three or more sizes smaller, it seizes 
  the creature with its mouth and automatically deals 
  bite damage each round. If it does not move and takes 
  no other action in combat, it deals double bite damage 
  to the snatched creature. A snatched creature gets no 
  saving throw against the dragon turtle's breath weapon. 
   
  The dragon turtle can drop a creature it has 
  snatched as a free action or use a standard action to 
  fling it aside. A flung creature travels 60 feet and takes 
  6d6 points of damage. 
   
  SA: Capsize (Ex): A submerged dragon turtle that 
  surfaces under a boat or ship less than 20 feet long 
  capsizes the vessel 95% of the time. It has a 50% chance 
  to capsize a vessel from 20 to 60 feet long and a 20% 
  chance to capsize one over 60 feet long. 
   
  ENCOUNTER 3 
  ALL APLs 
  � Etherspitter: CR 2; Small Aberration; HD 3d8; hp 
  varies; Init +8; Spd 40 ft.; AC 19 (touch 15, flat-footed 
  15) [+4 Dex, +1 size, +4 natural]; Atk +5 melee (1d6+3, 
  bite); SA Ethereal Spit, Steal Dead; SQ Stick, Minor 
  Fading, Fast Healing 1, Chitter; AL N; SV Fort +1, Ref 
  +5, Will +3; Str 14, Dex 18, Con 11, Int 1, Wis 10, Cha 
  10. Length 3 ft. 
     Skills and Feats: Listen +3, Spot +3; Improved 
  Initiative. 
     Ethereal Spit (Su):  Opposed to a bite attack, the 
  Etherspitter can issue forth a gob of highly magical 
  spit.  Treat this attack as a +7 ranged touch attack with a 
  range of 10 feet.  Anything hit by this spit receives 1d8 
  points of damage as a portion of the target is forcefully 
  shifted to the Ethereal plane.  This spit can be used on 
  objects as well as living beings and ignores any 
  hardness the object might posses.  This spit causes has 
  no effect within the area of a dimensional anchor spell 
  or similar effect that prevents planar travel.  This ability 
  can be used every round. 
     Steal Dead (Su):  As a full round action, the 
  Etherspitter can shift the entire body of a dead creature 
  to the Ethereal plane.  This ability may only be used on 
  dead creatures of size large or smaller.  If damaged 
  during this action, the shift is disrupted.  This ability 
  may only be used if three or more Etherspitters 
  participate in the action.  This ability cannot be used 
  with the area of a dimensional anchor spell or other 
  similar effect that prevents planar travel. 
     Stick (Ex):  The many legs of an Etherspitter allow it 
  to move at full speed along any surface.  This effect is 
  similar to that of spider climb but without the speed 
  restriction. 
     Minor Fading (Su):  With this ability, the 
  Etherspitter can shift between the Ethereal and 
  Material plane.  This feat takes 1d6 rounds to complete 
  during which time, the Etherspitter is considered 
  incorporeal to creatures on both planes in that it 
  requires +1 weapons to hit, and has a 50% chance to 
  ignore the damage from any corporeal source.  The 
  Etherspitter can take only move actions during this 
  period. Activating this ability is a move equivalent 
  action.  The use of this ability is not possible with the 
  area of a dimensional anchor or other magics that 
  prevent planar travel. 
     Fast Healing 1 (Ex):  With this ability the 
  Etherspitter recovers 1 hit point per round spent on 
  the Ethereal plane.  An Etherspitter reduced to –10 hit 
  points still dies however.  This ability has no effect on 
  the material plane. 
     Chitter (Ex):  The Etherspitter emits a constant 
  clicking noise.  This noise ruins any attempt at surprise 
  that the creature might attempt to gain and results in a 
  -8 circumstance penalty to any Move Silently skill 
  check. 
   
  � Etherhulk: CR 4; Large Aberration; HD 6d8+24; hp 
  varies; Init +1; Spd 30; AC 19 (touch 10, flat-footed 18); 
  Atk +9/+9 (1d6+6, claw); Face/Reach 5 ft. by 5 ft./10 ft.; 
  SA Rend, Dazing Gaze; SQ Fast Healing, Minor Fading; 
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  Page 22 
  
  AL N; SV Fort +6, Ref +3, Will +5; Str 23, Dex 13, Con 
  19, Int 6, Wis 11, Chr 10. 
      Skills and Feats: Listen +9, Spot +6, Climb +8, Jump 
  +9; Multiattack 
     Rend (Ex): If a Etherhulk hits with both claw 
  attacks, it latches onto the opponent’s body and tears 
  the flesh. This attack automatically deals an additional 
  2d6+9 points of damage. 
     Minor Fading (Su):  With this ability, the Etherhulk 
  can shift between the Ethereal and Material plane.  
  This feat takes 1d6 rounds to complete during which 
  time, the Etherhulk is considered incorporeal to 
  creatures on both planes in that it requires +1 weapons 
  to hit, and has a 50% chance to ignore the damage from 
  any corporeal source.  The Etherhulk can take only 
  move actions during this period.  Activating this ability 
  is a move equivalent action.  The use of this ability is 
  not possible with the area of a dimensional anchor or 
  other magics that prevent planar travel. 
     Fast Healing 1 (Ex):  With this ability the Etherhulk 
  recovers 1 hit point per round spent on the Ethereal 
  plane.  An Etherhulk reduced to -10 hit points still dies 
  however.  This ability has no effect on the material 
  plane. 
     Dazing Gaze (Su) – As the daze spell, 1 round effect 
  with no HD restrictions, 30 ft. range,  Will save (DC 
  13). 
   
  � Etherhulk, Advanced: CR 8; Huge Aberration; HD 
  12d8+72; hp varies; Init +0; Spd 30; AC 21 (touch 8, flat-
  footed 21); Atk +19/+19 (1d8+10, claw 19-20/x2); 
  Face/Reach 10 ft. by 10 ft./15 ft.; SA Rend, Dazing 
  Gaze; SQ Fast Healing, Minor Fading; AL N; SV Fort 
  +10, Ref +4, Will +8; Str 31, Dex 11, Con 23, Int 6, Wis 
  11, Chr 10. 
      Skills and Feats: Listen +12, Spot +11, Climb +10, 
  Jump +11; Multiattack, Improved Critical (Claw) 
    Rend (Ex): If a Etherhulk hits with both claw attacks, 
  it latches onto the opponent’s body and tears the flesh. 
  This attack automatically deals an additional 2d8+15 
  points of damage. 
     Minor Fading (Su):  With this ability, the Etherhulk 
  can shift between the Ethereal and Material plane.  
  This feat takes 1d6 rounds to complete during which 
  time, the Etherhulk is considered incorporeal to 
  creatures on both planes in that it requires +1 weapons 
  to hit, and has a 50% chance to ignore the damage from 
  any corporeal source.  The Etherhulk can take only 
  move actions during this period.  Activating this ability 
  is a move equivalent action.  The use of this ability is 
  not possible with the area of a dimensional anchor or 
  other magics that prevent planar travel. 
     Fast Healing 1 (Ex):  With this ability the Etherhulk 
  recovers 1 hit point per round spent on the Ethereal 
  plane.  An Etherhulk reduced to -10 hit points still dies 
  however.  This ability has no effect on the material 
  plane. 
     Dazing Gaze (Su) – As the daze spell, 1 round effect 
  with no HD restrictions, 30 ft. range,  Will save (DC 
  16). 
   
  � EtherNaught: CR 9; Large Aberration; HD 
  16d12+48; hp Varies; Init +4; Spd 40 ft, Climb 30’; AC 
  24 (touch 9, flat-footed 24); Atk +19 (2d6+4, Bite), and 
  +14 (1d8+2, 2 Claws), and +14 (1d6+2, 2 Tentacles), and 
  +12 (1d8+4, Tail Whip); Face/Reach 5 ft by 10ft / 10ft; 
  SA Breath Weapon; SQ DR 15/+2, Tremorsense 120 ft., 
  Immune to Sleep, Immune to Fear, Immune to 
  Paralysis, Cold Immunity, Sonic Immunity, Acid 
  Resist 20, SR 17, Fast Healing 3, Major Fading; AL N; 
  SV Fort +13, Ref +10, Will +11; Str 19, Dex 10, Con 17, 
  Int 12, Wis 13, Cha 12 
  Skills  and Feats: Climb +23, Listen +21, Search +16, 
  Spot +18; Multiattack, Improved Initiative, Toughness 
   
  Breath Weapon (Su): 40-ft cone of Ethereal Spit. 
  10d6 points of Ethereal Shift damage, Ref save DC 22 
  for half. Once used cannot use again for 1d4 rounds. 
   
  Major Fading (Su):  With this ability, the 
  Ethernaught can shift between the Ethereal and 
  Material plane.  This feat takes 1 round to complete 
  during which time, the Ethernaught is considered 
  incorporeal to creatures on both planes in that it 
  requires +1 weapons to hit, and has a 50% chance to 
  ignore the damage from any corporeal source. 
  Activating this ability is a move equivalent action.  The 
  use of this ability is not possible within the area of a 
  dimensional anchor. 
   
  Fast Healing 3 (Ex):  With this ability the 
  Ethernaught recovers 3 hit point per round spent on 
  the Ethereal plane.  An Ethernaught reduced to -10 
  hit points still dies however.  This ability has no 
  effect on the material plane. 
   
   
  ENCOUNTER 5 
  APL 2 (EL 4) 
  Aganus, male half-stone golem Drd1: CR 4; Medium-
  size Humanoid (Human); HD 1d8+4; hp 12; Init +0; 
  Spd 30 (can't run); AC 19 (+9 natural armor); Atk +7 
  melee (1d6+7, quarterstaff); SA Slow, spells; SQ DR 
  15/+1, magic immunity (as stone golem), nature sense, 
  spells; AL N; SV Fort +8, Ref +0, Will +7; Str 24, Dex 10, 
  Con 18, Int 12, Wis 17, Cha 8. 
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  Page 23 
  
   
  Skills 
  and 
  Feats: 
  Animal 
  Empathy 
  +5, 
  Concentration +6, Handle Animal +5, Heal +5, Intuit 
  Direction +7, Knowledge (nature) +2, Spellcraft +3, 
  Swim +11, Wilderness Lore +10; Iron Will, Track. 
   
  Possessions: Quarterstaff, necklace of the hunt*. 
   
  *New item listed in Appendix B. 
   
  SA: Slow (Su): A stone golem can use slow as a 
  free action once every 2 rounds. The effect has a range 
  of 10 feet and a duration of 7 rounds, requiring a 
  successful Will save (DC 13) to negate. 
   
  SQ: Magic Immunity (Ex): A stone golem is 
  immune to all spells, spell-like abilities, and 
  supernatural effects, except as follows. A transmute 
  rock to mud spell slows it (as the slow spell) for 2d6 
  rounds, with no saving throw, while transmute mud to 
  rock heals all of its lost hit points. A stone to flesh spell 
  does not actually change the golem's structure but 
  makes it vulnerable to any normal attack for the 
  following round (this does not include spells, except 
  those that cause damage). 
   
  Spells (1st-level druid; 3/2; base DC = 13 + spell 
  level): 0—detect magic, light, resistance; 1st—
  entangle, obscuring mist. 
   
  APL 4 (EL 6) 
  Aganus, male half-stone golem Drd3: CR 6; Medium-
  size Humanoid (Human); HD 3d8+12; hp 30; Init +0; 
  Spd 30 (can't run); AC 19 (+9 natural armor); Atk +9 
  melee (1d6+7, quarterstaff); SA Slow, spells; SQ DR 
  15/+1, magic immunity (as stone golem), nature sense, 
  spells, trackless step, woodland stride; AL N; SV Fort 
  +9, Ref +1, Will +8; Str 24, Dex 10, Con 18, Int 12, Wis 
  17, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Animal 
  Empathy 
  +7, 
  Concentration +6, Handle Animal +7, Heal +7, Intuit 
  Direction +7, Knowledge (nature) +2, Spellcraft +4, 
  Swim +13, Wilderness Lore +12; Iron Will, Power 
  Attack, Track. 
   
  Possessions: Quarterstaff, necklace of the hunt*. 
   
  *New item listed in Appendix B. 
   
  SA: Slow (Su): A stone golem can use slow as a 
  free action once every 2 rounds. The effect has a range 
  of 10 feet and a duration of 7 rounds, requiring a 
  successful Will save (DC 13) to negate. 
   
  SQ: Magic Immunity (Ex): A stone golem is 
  immune to all spells, spell-like abilities, and 
  supernatural effects, except as follows. A transmute 
  rock to mud spell slows it (as the slow spell) for 2d6 
  rounds, with no saving throw, while transmute mud to 
  rock heals all of its lost hit points. A stone to flesh spell 
  does not actually change the golem's structure but 
  makes it vulnerable to any normal attack for the 
  following round (this does not include spells, except 
  those that cause damage). 
   
  Spells (3rd-level druid; 4/3/2; base DC = 13 + spell 
  level): 0—detect magic, guidance, light, resistance; 
  1st—entangle, faerie fire, obscuring mist; 2nd—flame 
  blade, summon swarm. 
   
  APL 6 (EL 8) 
  Aganus, male half-stone golem Drd5: CR 8; Medium-
  size Humanoid (Human); HD 5d8+20; hp 48; Init +0; 
  Spd 30 (can't run); AC 19 (+9 natural armor); Atk +10 
  melee (1d6+7, quarterstaff); SA Slow, spells; SQ DR 
  15/+1, magic immunity (as stone golem), nature sense, 
  resist nature's lure, spells, trackless step, woodland 
  stride; AL N; SV Fort +10, Ref +1, Will +10; Str 24, Dex 
  10, Con 18, Int 12, Wis 18, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Animal 
  Empathy 
  +9, 
  Concentration +7, Handle Animal +9, Heal +10, Intuit 
  Direction +8, Knowledge (nature) +2, Spellcraft +5, 
  Swim +15, Wilderness Lore +15; Iron Will, Power 
  Attack, Track. 
   
  Possessions: Quarterstaff, necklace of the hunt*. 
   
   
  *New item listed in Appendix B. 
   
  SA: Slow (Su): A stone golem can use slow as a 
  free action once every 2 rounds. The effect has a range 
  of 10 feet and a duration of 7 rounds, requiring a 
  successful Will save (DC 13) to negate. 
   
  SQ: Magic Immunity (Ex): A stone golem is 
  immune to all spells, spell-like abilities, and 
  supernatural effects, except as follows. A transmute 
  rock to mud spell slows it (as the slow spell) for 2d6 
  rounds, with no saving throw, while transmute mud to 
  rock heals all of its lost hit points. A stone to flesh spell 
  does not actually change the golem's structure but 
  makes it vulnerable to any normal attack for the 
  following round (this does not include spells, except 
  those that cause damage). 
   
  Spells (5th-level druid; 5/4/3/2; base DC = 14 + 
  spell level): 0—detect magic (x2), guidance, light, 
  resistance; 1st—entangle, faerie fire, obscuring mist, 
  shillelagh; 2nd—charm person or animal, flame blade, 
  summon swarm; 3rd—poison, summon nature's ally 
  III. 
  APL 8 (EL 10) 
  Aganus, male half-stone golem Drd7: CR 10; 
  Medium-size Humanoid (Human); HD 7d8+28; hp 66; 
  Init +0; Spd 30 (can't run); AC 19 (+9 natural armor); 
  Atk +12 melee (1d6+7, quarterstaff); SA Slow, spells; 
  SQ DR 15/+1, magic immunity (as stone golem), 
  nature sense, resist nature's lure, spells, trackless step, 
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  Page 24 
  
  woodland stride; AL N; SV Fort +11, Ref +2, Will +11; 
  Str 24, Dex 10, Con 18, Int 12, Wis 18, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Animal 
  Empathy 
  +11, 
  Concentration +8, Handle Animal +11, Heal +12, Intuit 
  Direction +8, Knowledge (nature) +2, Spellcraft +6, 
  Swim +17, Wilderness Lore +17; Cleave, Iron Will, 
  Power Attack, Track. 
   
  Possessions: Quarterstaff, necklace of the hunt*, 
  ring of mind shielding. 
   
  *New item listed in Appendix B. 
   
  SA: Slow (Su): A stone golem can use slow as a 
  free action once every 2 rounds. The effect has a range 
  of 10 feet and a duration of 7 rounds, requiring a 
  successful Will save (DC 13) to negate. 
   
  SQ: Magic Immunity (Ex): A stone golem is 
  immune to all spells, spell-like abilities, and 
  supernatural effects, except as follows. A transmute 
  rock to mud spell slows it (as the slow spell) for 2d6 
  rounds, with no saving throw, while transmute mud to 
  rock heals all of its lost hit points. A stone to flesh spell 
  does not actually change the golem's structure but 
  makes it vulnerable to any normal attack for the 
  following round (this does not include spells, except 
  those that cause damage). 
   
  Spells (7th-level druid; 6/5/4/3/2; base DC = 14 + 
  spell level): 0—detect magic (x2), guidance, light, 
  resistance (x2); 1st—entangle (x2), faerie fire, 
  obscuring mist, shillelagh; 2nd—charm person or 
  animal, chill metal, flame blade, summon swarm; 3rd—
  greater magic fang, poison, summon nature's ally III; 
  4th—flame strike, languor*. 
   
  *New spell listed in Appendix B. 
   
  APL 10 (EL 12) 
  Aganus, male half-stone golem Drd9: CR 12; 
  Medium-size Humanoid (Human); HD 9d8+36; hp 84; 
  Init +0; Spd 30 (can't run); AC 19 (+9 natural armor); 
  Atk +13/+8 melee (1d6+7, quarterstaff); SA Slow, spells; 
  SQ DR 15/+1, magic immunity (as stone golem), 
  nature sense, resist nature's lure, spells, trackless step, 
  venom immunity, woodland stride; AL N; SV Fort +12, 
  Ref +3, Will +12; Str 24, Dex 10, Con 18, Int 12, Wis 19, 
  Cha 8. 
   
  Skills 
  and 
  Feats: 
  Animal 
  Empathy 
  +13, 
  Concentration +9, Handle Animal +13, Heal +14, Intuit 
  Direction +8, Knowledge (nature) +2, Spellcraft +7, 
  Swim +19, Wilderness Lore +19; Cleave, Great Cleave, 
  Iron Will, Power Attack, Track. 
   
  Possessions: Quarterstaff, necklace of the hunt*, 
  ring of mind shielding. 
   
  *New item listed in Appendix B. 
   
  SA: Slow (Su): A stone golem can use slow as a 
  free action once every 2 rounds. The effect has a range 
  of 10 feet and a duration of 7 rounds, requiring a 
  successful Will save (DC 13) to negate. 
   
  SQ: Magic Immunity (Ex): A stone golem is 
  immune to all spells, spell-like abilities, and 
  supernatural effects, except as follows. A transmute 
  rock to mud spell slows it (as the slow spell) for 2d6 
  rounds, with no saving throw, while transmute mud to 
  rock heals all of its lost hit points. A stone to flesh spell 
  does not actually change the golem's structure but 
  makes it vulnerable to any normal attack for the 
  following round (this does not include spells, except 
  those that cause damage). 
   
  Spells (9th-level druid; 6/5/5/4/3/1; base DC = 14 
  + spell level): 0—detect magic (x2), guidance, light, 
  resistance (x2); 1st—entangle (x2), faerie fire, 
  obscuring mist, shillelagh; 2nd—charm person or 
  animal, chill metal (x2), flame blade, summon swarm; 
  3rd—greater magic fang, poison, spike growth, 
  summon nature's ally III; 4th—flame strike, languor*, 
  summon nature's ally IV; 5th—ice storm. 
   
  *New spell listed in Appendix B. 
   
  APL 12 (EL 14) 
  Aganus, male half-stone golem Drd11: CR 14; 
  Medium-size Humanoid (Human); HD 11d8+44; hp 
  102; Init +0; Spd 30 (can't run); AC 19 (+9 natural 
  armor); Atk +15/+10 melee (1d6+7, quarterstaff); SA 
  Slow, spells; SQ DR 15/+1, magic immunity (as stone 
  golem), nature sense, resist nature's lure, spells, 
  trackless step, venom immunity, woodland stride; AL 
  N; SV Fort +13, Ref +3, Will +13; Str 24, Dex 10, Con 
  18, Int 12, Wis 19, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Animal 
  Empathy 
  +15, 
  Concentration +10, Handle Animal +15, Heal +16, 
  Intuit Direction +8, Knowledge (nature) +2, Spellcraft 
  +8, Swim +21, Wilderness Lore +21; Cleave, Great 
  Cleave, Iron Will, Power Attack, Track. 
   
  Possessions: Quarterstaff, necklace of the hunt*, 
  ring of mind shielding. 
   
  *New item listed in Appendix B. 
   
  SA: Slow (Su): A stone golem can use slow as a 
  free action once every 2 rounds. The effect has a range 
  of 10 feet and a duration of 7 rounds, requiring a 
  successful Will save (DC 13) to negate. 
   
  SQ: Magic Immunity (Ex): A stone golem is 
  immune to all spells, spell-like abilities, and 
  supernatural effects, except as follows. A transmute 
  rock to mud spell slows it (as the slow spell) for 2d6 
  rounds, with no saving throw, while transmute mud to 
  rock heals all of its lost hit points. A stone to flesh spell 
  does not actually change the golem's structure but 
  makes it vulnerable to any normal attack for the 
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  Page 25 
  
  following round (this does not include spells, except 
  those that cause damage). 
   
  Spells (11th-level druid; 6/6/5/5/4/2/1; base DC = 
  14 + spell level): 0—detect magic (x2), guidance, light, 
  resistance (x2); 1st—entangle (x2), faerie fire (x2), 
  obscuring mist, shillelagh; 2nd—charm person or 
  animal, chill metal (x2), flame blade, summon swarm; 
  3rd—greater magic fang (x2), poison, spike growth, 
  summon nature's ally III; 4th—dispel magic, flame 
  strike, languor*, summon nature's ally IV; 5th—animal 
  growth, ice storm; 6th—fire seeds. 
   
  *New spell listed in Appendix B. 
  Return to the Isles 
   
  Page 26 
  
  APPENDIX B: NEW RULES ITEMS
  Languor 
   
  Transmutation 
   
  Level: Drd 4 
   
  Components: V, S 
   
  Casting Time: 1 action 
   
  Range: Close (25 ft. + 5 ft./2 levels) 
   
  Effect: Ray 
   
  Duration: 1 round/level 
   
  Saving Throw: Will negates 
   
  Spell Resistance: Yes 
   
   
  This spell causes creatures it hits to become weak and 
  slow. A subject who fails a Will save is slowed as the 
  spell and suffers a cumulative enhancement penalty to 
  Strength equal to 1d6-1 per two caster levels 
  (minimum additional penalty of 0, maximum of -10) 
  each round. If the subject's Strength drops below 1, it 
  is helpless. This spell does not counter haste nor is 
  countered by it, but a hasted creature can be brought to 
  normal speed by languor, and a creature affected by 
  languor can be brought to normal speed by haste. 
  (Masters of the Wild, page 89.) 
   
  � Necklace of the Hunt: This seashell necklace has 
  been painstakingly woven from thin strands of a gold-
  green plantlike material. The necklace is magical, and 
  was crafted by aquatic elves to use under the surface of 
  the Nyr Dyv. The necklace provides a +3 competence 
  bonus to both Intuit Direction and Wilderness Lore 
  while worn.  
   
  Prerequisites: Craft Wondrous Item, creator must 
  have 5 ranks in both Intuit Direction and Wilderness 
  Lore; Market Price: 720 gp; Weight: 1/2 lb. 
   
  � Malth ndor, Oblivion's Blade: Forged in the time 
  of the mage-priests to kill the mad wizard Yagrax, 
  Malthindor is a longsword of dark beauty. The blade of 
  the weapon is thin and long, almost as long as a bastard 
  sword. Upon the surface, arcane sigils, their meanings 
  long since lost to modern men, are carved just so they 
  appear to flow into each other like swirls of water in a 
  rushing stream. When light is near the weapon, the 
  source slightly dims as the blade swallows wisps of the 
  brightest parts, ever hungry for more. The pommel, 
  hilt and guard are made of obsidian, with black leather 
  wrapped around the hilt to form a handgrip. At the 
  very end of the pommel, a smooth green etherstone is 
  set inside a thin ring of gold. 
  i
   
   
   
  The sword feeds off the wielder's magical energies, 
  growing in power as the wielder advances in magical 
  ability. In game terms, the sword's magical abilities 
  function only for an arcane spellcaster; the level of 
  arcane spells the wielder is able to cast determine the 
  number of powers the blade possesses. The only 
  exception to this is that clerics of Boccob are treated 
  exactly like arcane spellcasters for accessing powers; no 
  other divine spellcasters derive any magical benefit 
  from the sword. In the hands of all but arcane 
  spellcasters, the longsword is considered to be a 
  masterwork weapon. It takes one day for a new wielder 
  to attune to Malthindor, and access the powers. This 
  blade radiates faint evil is detected for. 
   
  Able to cast arcane spells: Touch of the Mage-
  Priests - the weapon is a +1 longsword. 
  1st-level arcane spells: Wave of Despair - as a 
  standard action, when the blade is drawn, the wielder 
  may cast bane as a 2nd-level caster once per day. 
   
  3rd-level arcane spells: Thrice-Magicked Form - 
  as a standard action, the wielder can add the ghost 
  touch, keen, or frost quality to the blade. This power 
  lasts a number of rounds equal to the caster's arcane 
  spellcaster level, and is usable once per day. Once 
  chosen, the quality cannot be changed for that day. 
   
  5th-level arcane spells: Hand of the Mage-Priests 
  - the weapon is a +2 longsword. 
   
  7th-level arcane spells: Tapping the Well of 
  Power - as a standard action, when the blade is drawn, 
  the wielder may cast greater magic weapon upon it as a 
  15th-level caster, with one exception: the power lasts a 
  number of rounds equal to the caster's arcane 
  spellcaster level. It is usable once per day. 
   
  9th-level arcane spells: Oblivion Triumphant - 
  whenever this weapon kills a creature, it cannot be 
  brought back from the dead without a true 
  resurrection spell cast upon the body. If the blade cuts 
  up the pieces of the body, the majority of them must be 
  found in order for the true resurrection to be 
  successful. 
   
  Prerequisites: N/A; Market Price: 10,000 gp; 
  Weight: 4 lb. 
   
  * This item is only available for purchase after 
  Core scenarios in the Ether Threat series. 
   
   
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  APPENDIX C: HALF GOLEM TEMPLATE
  Half-golems are the results of good-intentioned actions 
  taken too far. While the application of a poultice 
  infused with curative herbs or the casting of a spell can 
  save the life of an injured or diseased person, only 
  powerful magic can replace a missing limb. Such magic 
  is often beyond the reach of the ordinary person 
  working in a quarry or a mill, or scything a field of 
  grain, who suffers the loss of one or more limbs. 
   
  Arcane artisans applied their knowledge of golem 
  construction to come up with a way to restore such a 
  person to wholeness. While the initial results were 
  promising, there was a limit to the effectiveness of the 
  technique – many people who received one or more 
  new limbs through this process proved unable to 
  withstand the trauma of the transformation and 
  became permanently evil as a result. Individuals of evil 
  intent now exploit this limitation, purposely creating 
  ravening, unholy crosses between living beings and 
  golems. 
   
   
  Construction 
  There are two steps to making a half-golem. The first is 
  constructing the limbs, and the second is attaching the 
  limbs. 
   
  Molding a limb from clay, preparing one made of 
  flesh, carving it from stone, or forging it from iron 
  requires an appropriate skill (see the specific half-
  golem descriptions for details) and can be done by 
  anyone. Infusing a formed limb with magic requires 
  the Craft Wondrous Item and Craft Magic Arms and 
  Armor feats. It takes one month to complete the 
  magical rituals. The creator must labor for at least 8 
  hours each day in a specially prepared laboratory or 
  workroom. The chamber is similar to an alchemist’s 
  laboratory and costs 500 gp to establish. 
   
  When not working on the rituals, the creator must 
  rest and can perform no other activities, just as if he or 
  she were creating a golem. As with a golem, if the 
  creator is personally constructing the limbs, he or she 
  can perform the building and the rituals together. 
   
  Once created, the limbs are treated as spell 
  completion items. Any character capable of casting the 
  appropriate level of spell (see specific descriptions) can 
  attach the limb. All that’s left to do is perform the final 
  gestures and speak the words needed to imbue the 
  limb with magic. All the limbs to be attached to a 
  particular body must be of the same type – it’s not 
  possible, for instance, to attach a limb made of iron to a 
  half-golem that already has a new limb made of stone. 
  Any such attempt automatically fails, leaving the 
  second type of limb unattached. 
   
  The Danger 
  Each time a limb is attached to his or her body, the 
  recipient makes a Will save. The DC of the save varies 
  according to the number of new limbs the character 
  has received 
   
   
   
   
   
  Save DC 
  First new limb 
   
  15 
  Second new limb  
  19 
  Third new limb 
   
  25 
  Fourth new limb  
  33 
  Fifth new limb 
   
  43 
  Sixth new limb 
   
  55 
   
  A character who succeeds at all the save he or she is 
  required to make takes on the attributes of a half-golem 
  as described below – except that the character retains 
  his or her alignment, gains a +4 bonus to Constitution, 
  and does not change type or gain construct traits. As 
  soon as the character fails one of these required saves, 
  he or she becomes a half-golem of neutral evil 
  alignment. The character then has no Constitution 
  score and the character’s type changes to construct, 
  granting him or her construct traits. A neutral evil half-
  golem retains the memories and knowledge of its 
  former life, but its personality becomes murderous and 
  cruel. It demonstrates the hatred of flesh creatures 
  common to elementals, and it seeks methods 
  appropriate to its class to slaughter as many flesh 
  creatures as possible. 
   
   
  Creating a Half-Golem 
  “Half-golem” is a template that can be added to any 
  animal, beast, giant, humanoid creature, magical beast, 
  or monstrous humanoid (referred to hereafter as the 
  character). There is no minimum level of Hit Dice 
  requirement to become a half-golem. The character’s 
  type changes to construct once a Will save is failed. 
  Each half-golem takes on the characteristics of a 
  particular type of golem (flesh, clay, stone, or iron) as 
  described later in this section. 
   
  A half-golem’s abilities are primarily those of the 
  character with the following exceptions. 
   
  Hit Dice: Same as the character 
   
  Intiative: Same as character –1 to account for the 
  half-golem’s reduced Dexterity (See Abilities, below) 
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  Speed: Same as character, but a half-golem cannot 
  run. 
   
  AC: A half-golem replaces any natural armor 
  bonus it may have had with a new bonus according to 
  its type (see the table below). The change to Dexterity 
  (see Abilities, below) also effects the half-golem’s 
  Armor Class. 
   
  Attacks: Same as character. 
   
  Damage: Same as character. 
   
  Face/Reach: Same as character. 
   
  Special Attacks: Same as character (and see the 
  table below). 
   
  Special Qualities: Same as character; plus 
  construct traits (upon a failed Will save), damage 
  resistance (see table below), and others by type (see 
  table below). 
   
  Saves: A half-golem gains a +2 racial bonus on 
  Fortitude saves; otherwise same as character. 
   
  Abilities: Half-golems have –2 Dex, +4 Con (or no 
  Con upon a failed Will save), –6 Int, +0 Wis, and –6 
  Cha. Strength varies by type (see the table below). The 
  number of limbs attached does not alter a half-golem’s 
  Strength score. 
   
  Skills: Same as character, modified by new ability 
  modifiers. The drop in Intelligence does not 
  retroactively remove skill points spent. 
   
  Feats: Same as character. 
   
   
  Climate/Terrain: Same as character. 
   
  Organization: Solitary, pair, or squad (5-20) 
   
  Challenge Rating: Same as character +3. 
   
  Treasure: Standard. 
   
  Alignment: Same as character (if all Will save 
  succeed) or always neutral evil (if any Will save fails). 
   
  Advancement: By character class. 
   
  Common Half Golems Traits 
  Stone 
  Natural Armor 
   
   
  +9 
  Special Attacks 
   
   
  Slow 
  Damage Reduction 
   
  15/+1 
  Special Qualities  
   
  - 
  Strength  
   
   
  +10 
  Magic Immunity  
   
  As stone golem 
   
   
  Combat 
  A half-golem fights as the character from which it is 
  created. Half-golems are usually straightforward, 
  unsubtle combatants that rely on their great strength 
  to win the day. They rarely use teamwork or 
  cooperation even when banded together. 
   
  Construct Traits: A half-golem is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A half-golem has 
  darkvision (60-foot range). 
   
  Magic Immunity: Half-golems completely resist 
  all magical and supernatural effects, expet as noted in 
  the appropriate golem descriptions (see Monster 
  Manual). 
   
   
  Stone Half-golem 
  A stone half-golem drags thick limbs of roughly 
  chiseled stone. Stylized to suit its creator. For example, 
  one might appear armored, have a particular symbol 
  carved on it, or have designs worked into it. The limbs 
  may be different types of stone. 
   
  Slow (Su): A stone golem can use slow as a free 
  action once every 2 rounds. The effect has a range of 10 
  feet and a duration of 7 rounds, requiring a successful 
  Will save (DC 13) to negate. The ability is otherwise 
  the same as the spell. 
   
  Construction 
  A stone limb must be chiseled from a single block of 
  stone weighing at least 300 pounds. The carving 
  requires a successful Craft (stoneworking) check (DC 
  20). The rituals cost 16,000 gp and 320 XP and require 
  geas/quest and stone to flesh. Attaching the limbe 
  requires the ability to cast 6th-level arcane spells. 
   
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