TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
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  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s 
  Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR6-01 
   
  A STORY FOR  
  ANOTHER DAY 
   
  A One-Round DUNGEONS & DRAGONS® LIVING 
  GREYHAWK™  
  Core Adventure 
  Version 1.0 
   
  By Theron Martin 
  Circle Reviewers: Creighton Broadhurst and Stephen  Radney-MacFarland 
  Editor: Sam Weiss 
  Playtesters: Latham Luepke, Gary Sarver, Josh Schultz, Rebecca Duncanson, Jeremy Duncanson, Rhett Sarver 
   
   
  Thirty-two years ago, deliberately false accusations resulted in the death of two innocent women in Dunmarsh, which 
  reopened a channel to an ancient evil near the village. Twice in the last three years adventurers have dealt with the 
  deadly consequences of those actions, but the source of the problem remains. It is time to put this tragic story to rest, 
  lest a greater evil grows from it. This concluding sequel to COR3-08 Witch Hunt and COR4-17 Real Hero Blues is a 
  roleplaying-intensive adventure for characters level 8-16 (APLs 10-16). 
  
  COR6-01 A Story For Another Day 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK 
  LEVELS OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  
  COR6-01 A Story For Another Day 
   
  Page 3 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set near the 
  Wild Coast. All characters pay two Time Units for this 
  event. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the LIVING GREYHAWK Campaign Sourcebook. 
   
  WHAT HAPPENED BEFORE 
  COR3-08 Witch Hunt: A washed-out bridge forced 
  the PCs on a side trek to the isolated village of Dunmarsh. 
  There they found villagers burning three young women 
  at the stake for being witches and were able to save two of 
  the accused witches. After agreeing to help the villagers 
  sort out the culprits behind recent strange events and a 
  deadly illness, the PCs eventually discovered an evil force 
  out in the woods was instead responsible, and that the 
  local druid and ranger Jenasay, who had been executed as 
  a witch 29 years earlier and sealed in a cave, was the 
  culprit. She had come back as an undead called a 
  penanggalan to enact her revenge. After speaking to 
  Jenasay’s ghostly Tanalee, the PCs finally confronted and 
  defeated Jenasay as she was about to complete her 
  revenge on the villagers. 
   
  COR4-17 Real Hero Blues: The PCs were sent 
  by the Greyhawk wizard Kalinin to investigate why he 
  had lost contact with a team of adventurers he was 
  sponsoring—the Crusaders. By the time the PCs caught 
  up to them, all but their Pelorite priestess had been slain 
  by demons seeking an item she carried—a dreadful 
  sentient idol confiscated from an agent of Iuz. The 
  Crusaders were carrying the idol deep into the Hold of 
  the Sea Princes in an effort to destroy it. While fighting 
  off Ur-Flan threats, and the effects of the idol itself, the 
  PCs may have discovered its link to the cave in Witch 
  Hunt and to Vecna. Ultimately the PCs succeeded in 
  helping the priestess to destroy the idol, but only at the 
  cost of a fatal illness inflicted upon her. 
   
  ADVENTURE 
  BACKGROUND 
  The village of Dunmarsh is located on the edge of the 
  Welkwood to the northwest of Narwell and due west of 
  the Wild Coast. According to local legend, in ancient 
  times the forests in that area were rife with covens of 
  witches who paid homage to gods so ancient their names 
  are lost to history. Over time their practices faded, to be 
  replaced by newer gods and newer ways of drawing on 
  divine power. Every so often, though, some evil soul 
  rediscovers these Old Ways and inflicts their foul 
  influence on the locals. Because of this, the people 
  dwelling around the Welkwood must remain resolute 
  against witches, or so the stories (and a succession of 
  priests of Pholtus) say. 
   
  The truth is less esoteric. The original Flan tribes 
  inhabiting the region regarded a craggy area deep in the 
  forest near Dunmarsh as a holy place; and area were the 
  convergences of mystical lines of energy weakened the 
  fabric of reality enough to make contacting otherworldly 
  powers easier.  
   
  They scattered the highlands with burial mounds 
  and used one particular cave as a shrine to venerate Beory 
  and Nerull—the latter in his ancient aspect as a god of 
  winter. That said, it was not unknown for corrupt 
  individuals use the cave to call upon demon princes and 
  arch devils. The most notable example was a calling of the 
  demon prince Graz’zt, who sought to seduce and corrupt 
  the Beorite priestess. His appearance linger in the local 
  legend of the Dark Man, who gifts witches who pay him 
  perverse and foul homage before their Sabbats.  
   
  Tales of the evil nature of the worshipers came to 
  light when Ur-Flan agents of Vecna discovered the area 
  while exploring for untapped magical resources. Their 
  reports suggested to Vecna that the cave had a resonance 
  similar to the Causeway of Fiends, which he believed 
  would augment the power of a special idol he was 
  designing to remotely control his undead armies. (This is 
  the idol from COR4-17 Real Hero Blues.) He sent Kristof, 
  one of his chief Ur-Flan subordinates, to investigate the 
  matter further. Kristof concluded that Vecna was right 
  and, along with other Ur-Flan, began to work on creating 
  the idol. As part of the process they warped the channel 
  to draw only from evil powers, among them Nerull (in his 
  death aspect) and Tharizdun. 
   
  While working on the idol, though, Kristof 
  ultimately discovered something even deeper and darker 
  about the cave’s nature. Unbeknownst to any previous 
  user, the cave was a weak point in the fabric of reality. It 
  was originally one of the mouths of the Serpent, and 
  through it Kristof heard the Serpent’s whispers in his 
  mind. With his success at creating the idol emboldening 
  him and his own ambitions nudged along by the voice of 
  the Serpent, Kristof came to believe that he had sufficient 
  power and ability to be his master’s equal. Thus he 
  focused the power of the channel in the cave toward a 
  ritual of apotheosis. 
   
  Vecna eventually discovered what Kristof was up to 
  and realized that his former minion might succeed, 
  
  COR6-01 A Story For Another Day 
   
  Page 4 
  which would threaten the security of his own position. 
  To stop Kristof, Vecna disrupted his ritual in such a way 
  that it resulted in Kristof’s utter annihilation instead of 
  his ascension—or so he thought at the time. Not long 
  after that Vecna’s empire collapsed and the site was 
  abandoned. The local Flan tribes avoided the cave, fearing 
  what evil might remain there, and were eventually driven 
  out of the area by encroaching Suloise. With no further 
  worship taking place there, the cave’s link to evil powers 
  fell dormant. That allowed Kristof the opportunity he 
  needed. 
   
  Kristof had not, in fact, been annihilated; just 
  changed. His body destroyed, his essence was infused 
  into the substance of the cave itself. While the link to evil 
  powers remained active, he was too diffused to gather 
  himself together. When the link faded, his consciousness 
  was able to reform. He lacked the power to do anything, 
  though, so he waited for someone to reestablish the link 
  so he could seize control of it and bend the channel to his 
  own will. He was in for a long wait. 
   
  Centuries later the Jenasay and her schizophrenic 
  sorceress sister Tanalee ran afoul of the inhabitants of 
  Dunmarsh, the village that grew in the vicinity of the 
  cave. Four village men took advantage of trouble stirred 
  up by a real (but unidentified) witch to accuse the sisters, 
  partly due to Tanalee’s odd behavior but mostly because 
  Jenasay was obstructing their logging plans. Seized while 
  they were vulnerable, Tanalee was forced to confess 
  during a severe interrogation. Confession extracted, the 
  townsfolk felt justified to burn the pair at the stake for 
  their “crimes”. When the fire failed to kill them (due to 
  Jenasay’s resist energy spells), the local priest of Pholtus 
  concluded—after consulting the local lore—that the only 
  other sure way to kill a witch was by staking them to the 
  ground inside a cave and seal them within. Kristof’s cave 
  was chosen for the task. 
   
  The Pholtan priest made a terrible error in 
  translating the lore. The method described was actually a 
  procedure for sacrifice as part of an empowerment ritual. 
  The deaths of the two innocents and Jenasay’s dying call 
  for vengeance renewed the channel to evil powers and 
  awakened Kristof. 
   
  Kristof promptly seized control of the channel and 
  used it to manipulate the power of Nerull, the Serpent, 
  and other evil powers. He came to an accord with those 
  powers so that he would be allowed to continue as long as 
  he did not act contrary to their purposes. His first task 
  was to assure the stability of the channel, both to satisfy 
  the gods and because he knew that its continuation was 
  crucial to his own plans. To this end he used Nerull’s 
  power to reanimate and corrupt Jenasay and Tanalee. 
   
  Tanalee’s corruption did not go as planned. That part 
  of her reanimation canceled out her insanity, leaving her 
  whole in mind for the first time since childhood At first 
  she was subject to her sister’s will as Jenasay plotted, and 
  then eventually carried out, her vengeance on the 
  villagers of Dunmarsh. Adventurers put a stop to Jenasay 
  in COR3-07 Witch Hunt, but being freed from her sister’s 
  influence did not send Tanalee to her rest. Instead, 
  through sheer will, she rejuvenated herself. Due to her 
  insanity in life, in death she had come to believe that a 
  ghostly state was her “natural” form. As a result of this 
  and her link to the channel, she became something 
  wholly unique: a self-perpetuating ghost unbound by any 
  outside attachment. As long as she wishes to remain a 
  ghost, she will continue to dos so. 
   
  What Tanalee does not realize, and Kristof has, is 
  that the continued existence of the undead created as a 
  result of the activation ceremony is crucial to 
  maintenance of the channel. Thus as long as Tanalee is 
  around, so is the channel, making Kristof nearly 
  invulnerable so long as he does not reassume a physical 
  form. 
   
  Fortunately for the good souls of Oerth, Kristof does 
  not yet have to power to do to cause much havoc. He has 
  resolved himself to the fact that it might take decades for 
  him to accumulate sufficient power to again attempt 
  apotheosis, and intends to keep a low profile while doing 
  it so that he does not again attract the attention of Vecna. 
  Beyond the creation of Jenasay and Tanalee, his only 
  overt act so far has been to summon fiendish forces and 
  send them to retrieve the idol he helped create more than 
  a millennium earlier. The idol was awakened with the 
  reinitializing of the channel and started to resonate with 
  it. He intended to draw the idol to him and secure it as a 
  useful ally, but that plan was foiled by the actions of 
  adventurers in Real Hero Blues. Since then he has 
  endeavored to gather information and a power base while 
  remaining hidden from the forces of good. 
   
  After the events in COR-07 Witch Hunt, Tanalee 
  became aware of Kristof’s existence, though she 
  imperfectly understood his nature and motives. Fearing 
  that he intended to corrupt the inhabitants of Dunmarsh 
  and the surrounding lands as part of some evil scheme, 
  she haunted them sufficiently to drive out all but two—
  the stubborn old herbalist/witch Momarie and her young 
  assistant Jessica. She has spent the rest of her time 
  dodging the agents of Kristof, who (unbeknownst to her) 
  are actually trying to protect her from harm rather than 
  harm her. 
   
  Despite Kristof’s efforts, his existence and cave have 
  not gone completely unnoticed. Celestial agents of 
  Pholtus, sent to investigate the stabandonment of the 
  Pholtan temple in Dunmarsh, became suspicious when 
  they could not get close enough to the cave to find out 
  what was going on there. Pholtus—in his divine 
  wisdom—judged that Momarie would ultimately be a 
  key to unraveling the mysteries surrounding the cave, but 
  since the area did not seem to be a flashpoint he did not 
  take action right away. Instead he assigned a powerful 
  celestial servant to keep watch over Momarie and the 
  situation near Dunmarsh while he concerned himself 
  with more pressing matters. 
   
  The Greyhawk wizard Kalinin, in following up 
  stories gleaned from adventurers about the Witch Hunt 
  affair and reviewing the reports from the adventures he 
  hired for the mission in Real Hero Blues, has also put 
  enough pieces together to realize that the cave poses a 
  problem. He has identified it as a big enough potential 
  threat that he intends to recruit a group of powerful 
  adventurers to go in and put the matter to rest once and 
  for all. Those adventurers are, of course, the PCs. 
  
  COR6-01 A Story For Another Day 
   
  Page 5 
   
  The players are in place. Each has his or her assigned 
  role in this tragedy. It is time for the final act to unfold. 
   
  ADVENTURE SUMMARY 
  This adventure is not linear, so the encounters do not 
  necessarily happen in the given order and Encounter 5 
  may not happen at all. Everything depends on the actions 
  of the PCs. 
   
  Encounter 1: The PCs arrive at a mostly deserted 
  Dunmarsh. The only home still inhabited is Momarie’s, 
  the old herbalist. 
   
  Encounter 2: If one or more of the PCs discovers 
  that Momarie’s assistant Jessica is a fake, they may get to 
  have a conversation with a celestial being about what’s 
  going on. 
   
  Encounter 3: The PCs encounter Tanalee in the 
  woods and possibly interact with her. 
   
  Encounter 4: The PCs make their first foray to the 
  cave, where they encounter Kristof, the Ur-Flan spirit of 
  the cave. They can converse with him or fight. 
   
  Encounter 5: PCs contact Kalinin, exchange 
  information, and consult on what needs to be done. 
   
  Encounter 6: Using clues gathered in other 
  encounters, the PCs must settle on what to do with 
  Tanalee and then execute their plan. Incorporeal agents 
  of Kristof are watching, though, and step in to thwart the 
  PCs’ plans before they can be completed. 
   
  Encounter 7: The PCs battle the incorporeal 
  agents of the cave, who attempt to capture Tanalee and 
  stop the PCs from interfering.  
   
  Encounter 8: After resolving Tanalee’s status, the 
  PCs must return to the cave, defeat Kristof and the 
  creatures he has summoned, and shut the channel down. 
   
  PREPARATION FOR PLAY 
  Before beginning play determine whether or not the PCs 
  have previously played COR3-07 Witch Hunt and/or 
  COR4-17 Real Hero Blues. If a PC has played the latter, 
  determine whether or not they have the Enemy of the 
  Dark Powers notation on their AR from that adventure. 
  This may become important in encounters 5, 7, and 8. 
   
  QUESTIONS? 
  COMMENTS? 
  Contact the author at theronm4@comcast.net. 
   
  INTRODUCTION 
  There are four possible hooks into this adventure: 
   
  PCs that have played COR4-17 Real Hero Blues 
  get Handout 1a. (PC can identify the effect as a 
  sending with a DC 25 Spellcraft check.) 
   
  PCs that have played COR3-07 Witch Hunt but 
  not COR4-17 Real Hero Blues get  Handout 1b. 
   
  PCs that have not played COR 3-07 Witch Hunt 
  or COR4-17 Real Hero Blues but are a cleric, 
  paladin, favored soul, or pious templar of 
  Pholtus get Handout 1c. 
   
  PCs that do not fall into the above categories, or 
  regularly travel with someone who does, get 
  Handout 1d. 
   
  It’s recommended that you have multiple copies of all the 
  above handouts available before play begins. 
   
  In each case the PCs start the adventure in 
  Greyhawk City. PCs unfamiliar with Kalinin can make a 
  DC 20 Gather Information or Knowledge (local—Core) 
  check to find out that he is a wealthy and enterprising 
  wizard with a reputation as a do-gooder and sponsor of 
  adventuring parties. On a DC 35 Gather Information 
  check the PC finds out that one of the adventuring 
  groups Kalinin regularly sponsored was wiped out on a  
  mission near the end of 594 CY, and he has been 
  investigating the circumstances surrounding their deaths 
  ever since. 
   
  When the PCs are ready to speak to Kalinin read the 
  following: 
   
  The wizard Kalinin lives in a modest but well-
  maintained manor house in Greyhawk’s Garden 
  District. The servant who answers the door 
  escorts you into a sitting room, where you are 
  served a fine blend of herbal tea. Several other 
  adventurer-types are also seated around the 
  room, or else arrive after you do, until the 
  number totals six. 
   
  This would be a good place to have PCs who do not know 
  each other introduce themselves. 
   
  After everyone has arrived a trim, middle-aged 
  Oeridian man carrying a handful of scrolls and 
  with graying hair and a neatly trimmed beard 
  and moustache joins you. He is dressed in a 
  gentleman’s casual clothing, and while there is 
  nothing extravagant about what he wears, the 
  cloths are custom-tailored and scrupulously 
  clean. The formality with which he sits the 
  scrolls aside and prepares a cup of tea before 
  speaking to you suggests of a very proper 
  upbringing. 
   
  A British gentleman’s accent and tone is recommended 
  for Kalinin if you can manage it. 
   
  “Thank you all for coming,” the man says. “I am 
  the wizard Kalinin. As you may or may not 
  know, I have made a habit of using my 
  accumulated wealth to sponsor adventuring 
  companies on missions to further the causes of 
  good in the land. It is my way of giving back to 
  a world that has offered me so much, you might 
  say. 
   
  “Late in the year 594 one such company, the 
  Crusaders, confiscated an ancient idol from an 
  agent of Iuz traveling down the Wild Coast. 
  
  COR6-01 A Story For Another Day 
   
  Page 6 
  They soon determined that the idol was both 
  sentient and powerfully evil and took it upon 
  themselves to destroy the idol before it could 
  wreak havoc on the world. Unfortunately the 
  idol’s baleful influence on them made them 
  vulnerable to attacks by evil entities also 
  seeking the idol. By the time I became aware of 
  what was going on and sent a second company 
  to help them, it was too late; only one of the 
  original group, a Pelorite priestess named 
  Janna, survived long enough to be rescued by 
  the second group. They were ultimately able to 
  help her destroy the idol, but with its passing 
  the idol laid a powerful curse on the priestess. 
  Despite my the best efforts of and those of her 
  fellow Pelorites, and her family, the curse 
  weakened Janna enough that she died in 
  childbirth several months later.” 
   
  PCs who participated in COR4-17 Real Hero Blues are 
  intimately familiar with all of this except the part about 
  Janna dying in childbirth (they may or may not have 
  found out she was pregnant) and should be reminded of 
  that if necessary. If Kalinin is asked about the fate of 
  Janna’s child, he informs the PCs that her effort was not 
  in vain: the child was born healthy and is now being 
  raised by one of her uncles. (Note: The events 
  surrounding the efforts of Janna’s siblings to save her 
  were played out in the classic D&D RPGA adventure 
  Family Matters.) 
   
  Kalinin continues. “In researching ways to save 
  Janna’s life I discovered that the affair with the 
  idol may not have been completely resolved. 
  Reports from Janna and the second group of 
  adventurers suggested a connection to a cave in 
  the Welkwood, some distance inland from the 
  Wild Coast. There was also evidence that the 
  idol was made by the Ur-Flan on Vecna’s 
  behalf, though it did not seem to be connected 
  to Iuz in any meaningful way. 
   
  “Now, the eastern Welkwood is an area 
  where the dimensional fabric is known to be 
  thinner than normal, so it is quite possible that 
  a channel to an evil power once existed there. 
  If the idol was crafted in conjunction with such 
  a channel, and the channel was located in the 
  cave, then the reawakening of this channel to 
  evil in recent years would explain why the idol 
  suddenly became active after having apparently 
  been dormant for centuries.” 
   
  Kalinin leans back in his chair and steeples 
  his fingers. “And I do not think it is a 
  coincidence that, for the past year or so, there 
  have been reports of widespread haunting in 
  that area. Something unsavory is afoot there, 
  and I want you people to go in, find out what, 
  and put a stop to it before it can develop into a 
  major problem. Given the forces that have 
  already been involved, it is quite possible that 
  this will be a very dangerous task, which is why 
  I 
  require 
  the 
  services 
  of 
  such 
  skilled 
  adventurers as yourselves. Are you interested?” 
   
  If any PCs inquire about what they might be paid, Kalinin 
  assures them that they will be paid handsomely for their 
  services. He also mentions that he has connections which 
  could be used to gain access to special items and 
  equipment upgrades. 
   
  Once all the PCs have agreed to help, continue: 
   
  “Excellent!” says Kalinin. He reaches over to 
  his pile of scrolls and offers one to (the most 
  scholarly-looking PC).  
   
  “While doing some more research I came 
  across this account provided by a half-elven 
  bard named Karri, who was once a regular 
  traveler among the now-abandoned villages 
  along the fringe of the Welkwood. I am certain 
  what she describes is relevant to the matter at 
  hand, so I am lending this to you for the 
  duration of this mission.” 
   
  Give Handout 2 to the appropriate PC. This account 
  describes the events of COR3-07 Witch Hunt, so PCs 
  who played that adventure should be reminded that they 
  know Karri and what she describes from first-hand 
  experience. 
   
  Once the PCs are done perusing the handout, and if 
  they don’t come to a conclusion about how to proceed on 
  their own, read the following: 
   
  “I 
  believe 
  that 
  this 
  village 
  Dunmarsh 
  mentioned on the scroll might be a worthy 
  place 
  to 
  start,” 
  Kalinin 
  suggests. 
  “What 
  happened there in the year 593 must in some 
  way be related to what is happening now.” 
   
  Kalinin has never been to that area, so he cannot offer the 
  party safe teleportation assistance, but he can provide the 
  PCs with written instructions about how to get there. A 
  PC who participated in COR3-07 Witch Hunt does know 
  that area well enough to teleport PCs to Dunmarsh. 
  Otherwise PCs must come up with their own means to 
  get there. Regardless of their travel method, Kalinin 
  provides a scroll with a sending spell to a cleric, sorcerer, 
  or wizard PC so that the PCs can communicate what they 
  learn to him and seek his advice should it become 
  necessary. 
   
  Kalinin does not know more than he has already 
  revealed about 
  the situation in Dunmarsh 
  and 
  concerning the cave, which is why he is sending the PCs 
  in. PCs who do non-magical research before going can 
  only learn, on a successful DC 20 Knowledge (history) or 
  bardic knowledge check, that Flan tribes honoring what 
  is now known as the Old Faith were prevalent in the 
  Welkwood and along the Wild Coast prior to the Great 
  Migration. PCs employing powerful magical research 
  methods (commune, legend lore, etc.) can learn the 
  following depending on what they ask: 
  
  COR6-01 A Story For Another Day 
   
  Page 7 
   
  Ur-Flan visited the area around what is now 
  Dunmarsh and worked there for a while during 
  the time of Vecna’s empire. 
   
  Beory and Nerull (in his aspect as the god of 
  winter) were both worshiped in that area, as 
  were some demon princes and archdevils. Even 
  older powers may also be linked to that area. 
   
  The ghost Tanalee is still active and is 
  responsible for the haunting. (If the PCs also 
  specifically ask about her intent, it is not evil.) 
   
  Tanalee is still connected to the cave in some 
  way. 
   
  There are individuals in Dunmarsh who may be 
  of assistance to the PCs. 
   
  The cave itself is shielded from divinations, so nothing 
  about what is inside it or its true nature can be learned by 
  magical means. Its location can be determined by 
  divinations, however. 
   
  If the PCs go to Dunmarsh first, begin with 
  Encounter 1. 
   
  If the PCs go directly to the cave (because 
  they know where it is from divinations or someone 
  having played COR3-07 Witch Hunt), begin with 
  Encounter 4. 
   
   
  ENCOUNTER 1: RETURN 
  TO DUNMARSH 
  Dunmarsh is located on the fringe of the Welkwood 
  almost due south from Narwell and to the northwest of 
  Safeton. Journey by conventional means takes one week, 
  while journey by wind walk takes a mere four hours. If 
  PCs are traveling here by swift magical means then skip 
  ahead to Encounter 1a: Dunmarsh. 
   
  War!: If the majority of PCs are playing this 
  adventure after COR6-05 The Barbarous Coast the 
  situation in the general area of Dunmarsh will be little 
  affected. Orcish raiders do not trouble Dunmarsh as 
  Tanalee and Jessica/Ceraphala (independently of each 
  other) keep everyone away from the village and 
  surrounding area. PCs of high enough level to participate 
  in this adventure also have little to fear from the irregular 
  forces of the Orcish Empire of the Pomarj now occupying 
  the area. Finally the orcs have far more to worry about 
  than the looting of some insignificant village. 
   
    
  Gathering Information 
  PCs who attempt to learn more about the haunting as 
  they get closer to Dunmarsh must make a Gather 
  Information check: 
  DC 10: A “poltergeist” or “horrid spectre” has been 
  haunting villages across the fringe of the 
  Welkwood, which has people so scared that 
  several villages have been abandoned and some 
  woodsmen have even given up patrolling their 
  domains. “Hell,” one grizzled old woodsman 
  might say, “even the humanoids what sometimes 
  raid out of the Welkwood been scared off.” 
  DC 15: No priest has proven capable of putting a stop to 
  the haunting, and there have been many 
  attempts.  
  DC 20: The main culprit, when seen at all, is a 
  barefooted, simply-dressed ghostly woman in 
  her late 20s or early 30s. (PCs who have played 
  COR3-07 
  Witch 
  Hunt 
  know 
  that 
  this 
  description is consistent with that of the ghost 
  Tanalee.) 
   
  Spotting Things (Or Not) 
  As PCs travel along the edge of the Welkwood on the last 
  leg of their journey, have them make a DC 35 Spot check. 
  Those succeeding get the impression that the PCs are 
  being watched and catch glimpses of wispy forms flitting 
  among the trees of the Welkwood. Sightings are too brief 
  and indistinct for the wispy forms to be targeted with any 
  effect, and they quickly disappear if noticed. (These are 
  spirit allies of Tanalee tasked with keeping an eye out for 
  any mortals traveling through the area.) 
   
  The Body 
  As the PCs approach Dunmarsh, have them make DC 30 
  Spot checks (DC 25 if the PC has specifically stated that 
  she is flanking the party off the path). Those who succeed 
  notice something odd in the underbrush well off the path 
  to the right: 
   
  Upon investigation, you find broken and 
  deeply gouged bones of a human-size skeleton 
  lying amid decayed leaves. Shreds of bloodied 
  clothing lie amid the bones. 
   
  On a DC 15 Heal check the marks on the bones suggest 
  to the PCs that the victim was slain and at least partly 
  eaten by a powerful beast, and that the remains are not 
  recent. On a DC 20 Heal check the remains can be 
  estimated as being at least a year old and the skeleton, if 
  assembled, can be identified as belonging to a young 
  human woman of slender build. If a speak with dead is 
  performed on the skull, it can say only that she was 
  named Jessica in life and lived in Dunmarsh. Her remains 
  are too fragmentary to learn anything else. 
   
  For the DM: Jessica was the assistant to old lady 
  Momarie from Dunmarsh; PCs who played COR3-07 
  Witch Hunt might remember her. She was slain a year 
  ago when demons dispatched from the cave happened 
  across her while she was gathering wood outside the 
  protective circle around Momarie’s house (see below). 
   
  ENCOUNTER 1A: DUNMARSH 
  If the PCs arrive via teleport, skip the first paragraph 
  below. Refer to Map 1: Dunmarsh as needed. 
   
  The last leg of your journey has taken you 
  down a lightly-used path along the fringe of the 
  Welkwood. To the west is deep forest; to the 
  east are rolling plains. For the last couple of 
  
  COR6-01 A Story For Another Day 
   
  Page 8 
  miles you have noticed evidence of farmsteads, 
  though the lands lay fallow and there have 
  been no signs of people or farm animals. 
   
  Finally you reach your destination: a group 
  of thirty or so homes and a couple of larger 
  buildings clustered around the path, a well near 
  the center and forest off to either side. From 
  the descriptions you were given/what you 
  remember from being here before, this has to 
  be the village of Dunmarsh. It is eerily quiet 
  and obviously abandoned save for one house 
  near its center, from whose chimney a wisp of 
  smoke drifts lazily upward. A small fenced 
  garden can be seen directly beside its front 
  door, and light peeks out from behind its 
  shuttered windows. 
   
  PCs who played COR3-07 Witch Hunt remember that 
  house as belonging to Momarie, the village’s ancient 
  herbalist. Upon closer investigation the PCs note that the 
  small garden looks recently cultivated and well-tended. 
  Additionally A DC 10 Search or Survival check by 
  someone with the Track feat discovers signs of recent 
  foot travel around the house and between it, the well, the 
  temple of Pholtus, and the nearby woods. There are no 
  more other recent tracks anywhere in the village. 
   
  The Circle 
  PCs who make a DC 20 Spot check around the house (or a 
  DC 15 Search check if actively looking for something 
  odd) notice a large magical circle traced into the ground 
  in a 40-foot radius around the house. The circle’s effect is 
  equivalent to a hallow spell. 
   
  The circle radiates moderate abjuration magic if 
  examined with detect magic. A PC making a Knowledge 
  (arcana) check identifies more about it: 
   
  DC 15: The circle is a warding of some sort, 
  something similar to a magic circle. 
   
  DC 25: The circle’s effect should be something 
  closer to a hallow spell, though not one of a type you’ve 
  ever seen before. The design is not a conventional one (it 
  seems archaic), but it probably works quite well. 
   
  DC 35: The basic circle is cleverly reinforced with a 
  considerably more powerful underlying version, which is 
  designed to blend in with the main one in such a way that 
  only someone who really knows what to look for will 
  notice it. A highly skillful wizard or extraplanar being 
  would be required to craft such a circle, certainly 
  someone with more skill than the creator of the basic 
  circles. 
   
  The basic circle is caster level 9th, while the 
  underlying one is caster level 20th. 
   
  The Rest of Dunmarsh 
  PCs looking around anywhere other than Momarie’s 
  house find that all of the other houses and the inn have 
  been very deliberately abandoned and stripped of 
  valuables. The only building with anything of interest left 
  is the temple of Pholtus, whose altar is still intact and 
  enchanted with a hallow spell keyed to worshipers of 
  Pholtus. Such individuals gain the benefit of an aid cast at 
  12th level while inside the building. It is also the only 
  building besides Momarie’s house which has been kept 
  clean. 
   
  PCs spending any amount of time looking around 
  Dunmarsh might notice, on a DC 35 Spot check, 
  insubstantial forms flitting about among the trees at a 
  range beyond 120 feet. PCs cannot get a good look at 
  these forms, and they retreat immediately upon detection 
  (descending into the ground if necessary) if approached. 
   
  Momarie’s Cottage 
  The fenced garden in front of the cottage contains a mix 
  of medicinal herbs, flavoring herbs, and vegetables. PCs 
  who listen at the door can hear sounds of activity within, 
  including some humming. Those within do not seem to 
  react to any amount of commotion outside. If the PCs 
  knock first: 
   
  You hear the sound of a bar being thrown back 
  before the door opens a crack. A comely 
  teenage girl peeks out through the crack, 
  eyeing you all speculatively. 
   
  Allow the PCs to offer a greeting if they wish, before 
  continuing. 
   
  “Momarie, we have visitors,” the girl calls to 
  someone behind her, “and they look like 
  heroes.” 
   
  “Well, now, do ‘vite them in, dearie,” speaks 
  a creaky, thickly accented voice. “’Bout time 
  some came a-callin’ again.” 
   
  The door opens all the way, revealing a 
  slender human girl with light brown hair and 
  bright blue eyes not more than fifteen years of 
  age. She shyly motions you into a cottage 
  which looks as much like an apothecary’s shop 
  as a private dwelling. Nearly every inch of wall 
  space is covered with shelves bearing jars and 
  bowls of various sizes, many of which contain 
  some nature of substance. Off to one side is a 
  bed and worktable; off to the other side is a 
  hearth. In the center is another bed, and sitting 
  by that bed is an ancient Oeridian woman in a 
  rocking chair who holds some kind of knitting 
  in her gnarled hands. 
   
  “M’Name’s Momarie,” the old woman says 
  in a creaky voice as she eyes you appraisingly. 
  “An’ who might you be?” 
   
  PCs that have played COR3-07 Witch Hunt recognize 
  Momarie and are in turn recognized by her, and she 
  remember their names as well. PCs who have played 
  COR3-07 Witch Hunt and make a DC 12 Intelligence 
  check also recognize Jessica, Momarie’s assistant, albeit a 
  more grown-up version than the one they saw the last 
  time. 
   
  Momarie has a strong country-flavored accent. She is 
  well into her 80s and half-blind but her hearing and wit 
  
  COR6-01 A Story For Another Day 
   
  Page 9 
  are as sharp as ever. She refers to any human, part-human, 
  or halfling male PC as a “young man” and any human, 
  part-human, or halfling female as a “young missy.” Any 
  full-blooded elf is referred to as “fair folk” and any dwarf 
  as “mountain man” (or woman). She is a friendly and 
  accommodating old lady who is also a retired witch, 
  though she still uses some of the power for her 
  convenience. Unlike in COR3-07 Witch Hunt, she is no 
  longer hesitant about using her powers in front of Jessica 
  and others.  
   
  Jessica is not who she appears to be. She is, in fact, an 
  astral deva named Ceraphala, who was sent by Pholtus to 
  keep watch over Momarie. When the real Jessica was 
  grabbed by demons and slain while out gathering wood, 
  Ceraphala decided that the best way to covertly fulfill her 
  duties would be to replace Jessica (using her polymorph 
  ability) before Momarie noticed that she was gone. She 
  has been playing that role for the last year now and has 
  taken a liking to Momarie, but is also frustrated at being 
  relegated to this duty when she can sense the evil out in 
  the forest. While acting as Jessica, she is shy and 
  supportive of Momarie, only speaking when spoken to, 
  though she studies the PCs intently during any 
  conversation. PCs making a DC 20 Sense Motive check 
  notice her scrutiny.  She is not aware that Momarie 
  knows she isn’t the real Jessica. 
   
  Should the PCs realize Ceraphala’s deception and call 
  her out in front of Momarie, see the “Talking With 
  Momarie” section below. 
   
  If the PCs try to speak to “Jessica” privately about her 
  real identity, she arranges some excuse to speak to the 
  PCs outside. That conversation is covered in Encounter 2. 
   
  If the PCs do not deduce that Jessica is a fake, but 
  there is an obvious cleric or paladin of Pholtus among 
  them, Jessica begs to speak with that PC in private under 
  the premise of needing to consult on a religious matter. If 
  the PC goes along with it then take that player aside and 
  run Encounter 2. 
   
  Talking With Momarie 
  Use the following responses as guidelines for what 
  Momarie 
  might 
  say 
  in 
  response 
  to 
  PC 
  questions/comments. 
   
  Note: Since this encounter could happen after 
  Encounter 3 or 4, some questions are referenced here 
  which PCs who start with this encounter do not yet have 
  sufficient information to ask about. Do not guide the 
  PCs into questions about things they don’t 
  know about yet! 
   
  Why are you still here? 
  Momaries cackles. “It’s gonna take more than a bit o’ 
  hauntin’ to scare me off. ‘Sides, I’m too old to do much 
  travelin’.” 
   
   
  On a DC 20 Sense Motive check a PC senses that this 
  isn’t the whole truth. If pressed, Momarie admits that she 
  also stays out of a sense of guilt and an obligation she 
  feels to see this story through to completion. 
   
  Are you aware that Jessica isn’t who she appears 
  to be? 
  Momarie squints at the PCs and sighs. “‘Course I know; 
  known that fer a fair time now. I ‘spect the real Jessica’s 
  been dead now for some time, but this one seems a good 
  soul, an’ I don’t get ‘round so well on my own, so I 
  allowed it.” The being masquerading as Jessica cannot 
  hide her surprise. 
   
  Who/what is doing the haunting? 
  “She’s the spirit o’ Tanalee, a woman once wronged by 
  this village.” 
   
  Wronged how? 
  “She and her sister were wrongly burnt at the stake as a 
  witch.” 
   
  How do you know Tanalee was innocent/Why 
  do you feel guilty about this situation? 
  Momarie looks uncomfortable. “’Cause I was the witch 
  who was really responsible for the deeds what got her and 
  her sister killed. Didn’t plan on hurtin’ anyone, things 
  just kinda got outta hand.” 
   
  How did things get out of hand? 
  “Well, I was practicin’ summonin’ imps to do little tasks 
  for me, and, well, I kinda lost control of me spell an’ more 
  showed up than I intended and they got away from me.” 
  She sighs. “I was very foolish back then. Thought I was 
  more skilled in the Old Ways than I actually was. I 
  stopped practicin’ them after that.” 
   
  But I thought Tanalee was put to rest (in COR3-
  07 Witch Hunt). 
  “’Twould seem that those heroes didn’t do the job they 
  claimed they did putting her to rest. Or else somethin’ 
  else called her back.” 
   
  What does Tanalee look like? 
  “If I ‘member correctly, in life she was tall and slender 
  with long dark blond hair that was always mussed up, 
  wild-like, anytime I seen her. I ‘spose she mighta been 
  called on the pretty side. Looked as innocent an’ harmless 
  as a doe in life, but she’s downright menacin’ now. I could 
  barely stand to look at her spirit.” 
   
  Are you responsible for the magic circle we saw 
  outside? 
  “That be some of me best handiwork. Took all the 
  knowin’ I learnt from me days practicin’ the Old Ways to 
  make that. It’s what’s allowed me an’ Jessica to be safe 
  here ‘gainst the dangers of the forest.” 
   
  What dangers in the forest/Are there dangers 
  in the forest? 
  “Well, there be the spirit Tanalee and them spirits what 
  work with her, and they can be a frightful bunch. But I 
  also sensed fiends from time to time an’ other 
  otherworldly critters. An’ there’s somethin’ else out there, 
  too, somethin’ greater than all o’ them, but I ain’t sure 
  what.” 
  
  COR6-01 A Story For Another Day 
   
  Page 10 
   
  What about the cave? 
  “You mean the one where them sisters were put down? I 
  knew choosin’ that cave was goin’ to be as bad a mistake 
  as killin’ them sisters in the first place, but I couldn’t tell 
  the priest of the Shining One that the cave was a 
  forbidden place by the Old Ways without revealin’ who I 
  was an’ how I knew that.” 
   
  Do you know Kristof? 
  “Who be that?” 
   
  What do you know about the spirit of the cave? 
  Momarie pales. “It is the Dark Man. He has returned. 
  May the spirits and gods help us all.” 
   
  Who is the Dark Man? 
  “He is the great deceiver, one who seduces adepts of the 
  Old Ways into practices of evil and grants them great 
  powers. Dark warlocks from other lands summoned him 
  to this world in Old Times, but he was s’posed to long 
  since been destroyed for his arrogance.” 
   
  Note: This is a perversion and blending of stories 
  about the demon prince Graz’zt and Kristof, but it’s how 
  Momarie understands it. On a DC 25 Knowledge 
  (religion), Knowledge (the planes), or bardic knowledge 
  check a PC knows that “Dark Man” is a title sometimes 
  associated with Graz’zt. Animating undead is not behavior 
  normally associated with Graz’zt, however. On a DC 20 
  Knowledge (history) or bardic knowledge check the PC 
  knows that Graz’zt was once imprisoned for a while by 
  the legendary witch Iggwilv, but there are no stories of 
  him ever having been destroyed. 
   
  Do you know anything about how to defeat the 
  Dark Man? 
  “Well, the Old Ways teach he c’n only come into this 
  world by suffering, but that’s already been done, sounds 
  like. His presence here ain’t part o’ the natural order, so 
  he’s only got power if somethin’ is anchorin’ him here. 
  The Old Ways teach that everythin’ in the spirit and real 
  worlds is naturally in balance, so I’d be lookin’ fer 
  somethin’ else outside of the balance.” 
   
  Any PC present who makes both a DC 15 Spot check 
  and DC 20 Sense Motive check notices that Jessica seems 
  particularly interested in this part. 
   
  Although her facts are, again, muddled, Momarie’s 
  understanding of the situation is not. PCs who have 
  already spoken to Tanalee, learned that she is a ghost by 
  choice, and deduce that she is the factor “outside the 
  balance” can confirm, on a DC 15 Knowledge (religion) 
  check, that a ghost bound to her status by choice rather 
  than by the circumstances of her death is a major 
  aberration from the norm for ghosts. 
   
  If the PCs voice their suspicions about Tanalee in 
  Jessica’s presence, she seeks to speak to the PCs off to the 
  side at the first reasonable opportunity—or in front of 
  Momarie if Ceraphala’s status as a fake Jessica has been 
  openly revealed. In either case go to Encounter 2 when 
  that happens. 
   
  Tanalee 
  seems 
  to 
  be 
  the 
  problem. 
  Any 
  suggestions 
  on 
  what 
  might 
  be 
  done 
  to 
  eliminate her if she doesn’t want to go? 
  “Well, unless you c’n convince her to let herself go—an’ 
  that seems kinda wrong—the only other thing I c’n think 
  of would be to try to get her to agree to a blendin’ of 
  spirits. Stories in the lore of the Old Ways tell of a witch 
  who once absorbed a spirit into her essence an’ became an 
  entirely different person. I’d think that might also work 
  for the spirit—and if she’s not the same person anymore, 
  she wouldn’t be connected to the sins of the past, would 
  she?” 
   
  Are you a follower of Pholtus? 
  “Oh, ah give him proper respect, but ah don’t consider 
  him mah god. I still honor the spirit of nature.” Jessica 
  can be seen wrinkling her nose at this. 
   
  Tell me more about the Old Ways. 
  The PCs get stories of lore and practices which sound like 
  a mix of arcane and divine rituals. PCs who make a DC 25 
  Knowledge (religion) check, or who are followers of the 
  Old Faith, identify practices of the Old Faith among the 
  descriptions, and PCs who make a DC 25 Knowledge 
  (arcane) check recognize elements of archaic arcane 
  rituals involving conjuration, divination, and abjuration 
  magic. 
   
  How do we get to the cave? 
  Momarie gives the PCs directions. 
   
  Momarie does not know anything meaningful about 
  topics other than those listed above, although she can 
  confirm details of Karri’s account of events from both 
  three and 29 years ago. She speaks with the PCs for as 
  long as they like and invites them to come back here for 
  protection should they get into trouble in the forest. 
   
  Development: If the PCs have not already encountered 
  Tanalee, go to Encounter 3 when they enter the forest. If 
  they already have and seek out Tanalee again, go to 
  Encounter 6 instead. If they wish to contact Kalinin 
  based on what they have learned, go to Encounter 5. 
   
  ALL APLS 
   
  k  Momarie: female human adept 12: hp 42; 
  Appendix 1. 
   
  k  Jessica/Ceraphala, astral deva: Monster 
  Manual 11. 
   
  ENCOUNTER 2: THE 
  CELESTIAL SERVANT 
  This encounter takes place when the PCs speak with 
  “Jessica” outside of Momarie’s presence or if they 
  denounce her as being a fake in Momarie’s presence.  If 
  Ceraphala is speaking in private to a worshiper of 
  Pholtus, use Version 1. In other cases use Version 2. 
   
  
  COR6-01 A Story For Another Day 
   
  Page 11 
  VERSION 1 
  Once the girl Jessica has pulled you out of sight 
  of the others she speaks to you in earnest. 
   
  “Have you truly been sent by the Blinding 
  Light?” 
   
  When the PC confirms this: 
   
  The girl looks relieved and nods. “Good. I was 
  beginning to wonder when His Grace would get 
  around to sending mortal agents to investigate 
  this matter. A dark evil lies out in that forest, 
  servant of the Blinding Light, one that I and 
  those of my ilk are unable even to approach. 
  Perhaps you will succeed where we cannot.” 
   
  Doubtless the PC will ask who she really is. When this 
  happens, go to the Both Versions section below. 
   
  VERSION 2 
  The girl sighs and shakes her head. “Leave it to 
  mortal 
  adventurers 
  to 
  see 
  through 
  one’s 
  disguise,” she mutters, then looks at you/all of 
  you. “Very well, then, I am not the real Jessica, 
  but I mean this old woman no harm. I am, in 
  fact, on a holy mission for the Shining One.” 
   
  When the PCs insist on knowing who/what she really is, 
  go on to the Both Versions part, below. 
   
  BOTH VERSIONS 
  The girl speaks a word of magic and transforms. 
  A moment later a female angel stands before 
  you. She is seven and a half feet tall with a 
  lithe 
  body, 
  feathery 
  wings, 
  and 
  achingly 
  beautiful features. She carrys a large mace and 
  glows with inner power. 
   
  The magical effect was a polymorph if someone wants to 
  Spellcraft it. A PC who makes a DC 22 Knowledge 
  (planes) check can identify this being as an astral deva. 
   
  “I am Ceraphala,” the angel says, “and I am a 
  celestial servant of the Shining One. I have 
  been assigned by Him to keep an eye on this 
  place and watch over the old woman, who is 
  deemed to be important to the defeat of the evil 
  which lies in this forest.” 
   
  Cerephala is a stern but not unkind being who speaks 
  much more amiably to Pholtans and is very standoffish 
  toward obvious worshipers of St. Cuthbert. She has 
  limited knowledge of the situation, since she has not 
  been able to stray out into the forest much to investigate. 
  She tells the PCs what happened to the real Jessica if 
  asked, and can tell the PCs any of the following 
  depending on the questions she is asked: 
   
  The ghost Tanalee does lurk in the forest along 
  with several companion spirits. If the PCs 
  venture into the forest and make their presence 
  obvious they are bound to encounter her soon, 
  since she seems intent on scaring everyone off. 
   
  Yes, there have occasionally been demons and 
  devils afoot in the woods, but it isn’t a regular 
  occurrence and they learned a while ago not to 
  venture too close to Momarie’s cottage. Tanalee 
  also does not bother to come here anymore, 
  either. 
   
  Some evil power does exist deep in the woods in 
  the direction of this supposed cave. It is ancient 
  and quite powerful, not a god though it does 
  seem to be channeling an evil entity’s divine 
  power. (She’s not sure which one.) 
   
  She is not able to approach within a mile of the 
  cave, nor has any other celestial servant. 
   
  She does not think the evil entity is currently up 
  to anything major since there hasn’t been any 
  unusual evil activity lately, but that doesn’t 
  mean it’s not a potential threat. 
   
  Ceraphala offers what assistance she can to a worshiper of 
  Pholtus, though the PC must understand that her first 
  obligation is here. She encourages the PCs to find out 
  what’s really going on with the cave and report to her 
  about it, though she also cautions them to step carefully, 
  as someone out there has access to a lot of power if she 
  and her fellows are being blocked access to the environs 
  of the cave. 
   
  Development: 
  Once 
  this 
  conversation 
  is 
  concluded, return to Encounter 1. 
   
  ENCOUNTER 3: TANALEE 
  Travel from the village to the cave (and vice versa) takes 
  four hours at a normal walking speed. Since there is no 
  definite path, the PCs must travel overland through 
  moderate forest cover. Should a combat situation occur, 
  use a blank map dotted heavily with 5 foot and 10 foot 
  diameter trees and patches of underbrush (Refer to the 
  Dungeon Master’s Guide for more information on forests 
  and terrain types found within). 
   
  Tanalee’s spirit agents have been observing the PCs 
  ever since they came near the Welkwood, and Tanalee 
  herself has been observing them from the Ethereal Plane 
  since they either exited the cave (if they went to 
  Encounter 4 first) or went into Momarie’s place (if they 
  went to Encounter 1 first). She recognizes them as 
  adventurers even if none of the PCs played COR3-07 
  Witch Hunt and is curious about what they are doing 
  here. She has already had to rejuvenate herself a couple of 
  times due to clerical greater turning efforts, and so she is 
  much more leery around a group which has obvious 
  clerics, but even so she decides to confront them when 
  they are heading to/from the cave. 
   
  Tanalee has not forgotten that a Pholtan priest was 
  chiefly responsible for the suffering near the end of her 
  life, and so bears devout worshipers of Pholtus a great 
  distrust. Anyone who wears a holy symbol of Pholtus or 
  speaks favorably of him has a -5 circumstance penalty to 
  
  COR6-01 A Story For Another Day 
   
  Page 12 
  Bluff and Diplomacy checks when dealing with Tanalee, 
  while any such person who displays divine spellcasting or 
  turning ability suffers a -10 circumstance penalty. She 
  does remember and respect the heroes who helped stop 
  her sister the last time, though, so PCs who played COR3-
  07 Witch Hunt and aren’t Pholtans have a +2 
  circumstance bonus on such checks. 
   
  The exact circumstances of this encounter depend 
  on the party’s composition and appearance. If the PCs do 
  not have an obvious cleric among their number and no 
  one among them played COR3-07 Witch Hunt, run the 
  Scary Tanalee version. If the PCs have an obvious cleric 
  and/or at least one PC played Witch Hunt, read the 
  Friendly Tanalee version. 
   
  Note on detect evil: Because of her connection 
  to the cave and undead status, Tanalee has a strong evil 
  aura about her, but does not actually detect as evil herself. 
  She is not aware of this and cannot explain it. 
   
  Scary Tanalee 
  In this case Tanalee manifests to the PCs about halfway 
  between the village and the cave with her horrific 
  appearance in effect. PCs who have blink or true seeing 
  active might notice her move into position 30 feet in 
  front of the PCs if their Spot checks beat her Hide check. 
  (She knows that some adventurers can cast spells that 
  allow them to see hidden things, so she approaches 
  stealthily using trees and the ground as hiding place.) She 
  has prepared for a potential fight by casting cat’s grace 
  and shield on herself before approaching. 
   
  When Tanalee is trying to scare people, imitate a bad 
  horror movie. Otherwise she speaks softly and with a bit 
  of a country accent. 
   
  The trek through the woods has so far proven 
  uninteresting and uneventful. Suddenly, the 
  horrifying image of a wild-haired, barefooted 
  woman appears 30 feet ahead of (the lead PC)! 
    
  “Leave this forest now and never return!” 
  screams the terrifying visage. “Go, or you will 
  join me in death!” 
   
  All living creatures able to see Tanalee are potentially 
  affected by her horrific appearance. She then waits to see 
  how the PCs react. She is expecting them to flee for their 
  lives and is clearly perturbed when they don’t. If the PCs 
  do not attack her right away, she uses her telekinesis to 
  rattle branches and fling small objects about while acting 
  out cheap spooky theatrics. If PCs attack or attempt to 
  turn her, she drops a solid fog on them and flies above it, 
  all the while cajoling the PCs that this isn’t someplace 
  they want to be. Failing that, you might have her drop a 
  near-miss cone of cold or lightning bolt while warning 
  PCs that she won’t keep missing if they don’t flee this 
  area. 
   
  Tanalee is ultimately not looking for a fight here, or 
  to seriously hurt anyone. If the PCs are determined to 
  fight her and nothing else is working then she just goes 
  underground, moves away, and hides in trees at a distance 
  while waiting for the PCs to calm down. If the PCs 
  displayed quite a bit of obvious power in trying to attack 
  her, or turned her without destroying her, she cautiously 
  approaches a few minutes later with her horrific 
  appearance suppressed and hands raised, offering to 
  speak to the PCs peaceably since “you seem strong 
  enough to be able to resist the dangers of this place.” 
   
  If PCs try to address her while she is doing her 
  scaring routine and indicate that they want to speak to 
  her peaceably, allow them a Diplomacy Check. The base 
  DC is 15 if the PCs have not already made offensive 
  moves against her and 25 if they have, with a +4 
  circumstance bonus if the PCs call out to Tanalee by 
  name and a -10 penalty for trying a rushed Diplomacy 
  check. PCs who fail find themselves on the receiving end 
  of suggestion spells recommending that it’s a good idea if 
  they leave and not return. Such PCs can retry this check 
  if they resist the suggestion and try a different tack on 
  convincing her to speak with them. 
   
  Development: If the PCs do convince Tanalee to talk 
  proceed to the “Talking With Tanalee” section below. If 
  the PCs manage to destroy Tanalee (whether by greater 
  turning or damage) then she rejuvenates a day later and 
  confronts the PCs demanding to know why they did that. 
  In that case proceed with the adventure as normal until a 
  day has passed then go to the “Talking With Tanalee” 
  section below. 
   
  Friendly Tanalee 
  In this case Tanalee meets the PCs with her Horrific 
  Appearance suppressed and a disguise self spell active to 
  make her look like a living, corporeal version of herself. 
  She approaches to 30 feet from the lead PC and then 
  manifests herself in such a way that she appears to be 
  stepping out of a tree. PC with active true seeing or 
  blinking might spot her approach if their Spot check 
  beats her Hide check. 
   
  The 
  trek 
  through 
  the 
  woods 
  proves 
  uninteresting and uneventful until a tall, 
  slender human woman in her mid-to-late 20s 
  suddenly steps out of a tree 30 feet ahead. 
  Long, flowing dark blond hair complements a 
  face that is quite attractive, while her simple, 
  well-worn dress, casual stance, and bare feet 
  suggest that she is of a commoner background. 
  She places her hands on her hips as she looks 
  all of you over. 
   
  “Heroes or not, you really shouldn’t be out 
  here,” she says in a gentle, pleasant voice 
  tinged with a country accent. “These woods are 
  quite dangerous.” 
   
  Anyone who played COR3-07 Witch Hunt recognizes 
  her as Tanalee, though she looks much more cheery than 
  the PC last remembers. Those who got descriptions of 
  Tanalee recognize that she at least generally matches 
  those descriptions, though she certainly looks solid and 
  lacks the horrific aspect credited to her. 
  
  COR6-01 A Story For Another Day 
   
  Page 13 
   
  Tanalee is trying to make it clear by her approach 
  that she isn’t looking for a fight. If the PCs decide to go 
  after her anyway, she throws a solid fog over them to slow 
  them down and tries to convince them that she doesn’t 
  want to fight. If the PCs persist, she retreats underground 
  and leaves them to their own devices. 
   
  If the PCs talk with Tanalee then proceed to the next 
  section. 
   
  Talking With Tanalee 
  Tanalee is gentle and friendly in conversations with most 
  PCs, but is notably colder and harsher when dealing with 
  an obvious Pholtan. She is clearly at peace with herself, as 
  anyone can tell on a DC 20 Sense Motive check. Now that 
  she is no longer under her sister’s control, she doesn’t 
  wish to hurt anyone and does so with her horrific 
  appearance only because she doesn’t appreciate how 
  strong an effect it really has on mortals. (She thinks it just 
  scares them.) 
   
  Tanalee’s main motive is to find out who the PCs are, 
  why they’re here, and convince them to leave this place 
  once she does know their intent, as the cave is “too 
  dangerous” for them to deal with. She greets anyone she 
  would recognize from COR3-07 Witch Hunt warmly and 
  asks them if they made sure that her and her sister’s story 
  got spread around so it wouldn’t be forgotten. 
   
  Below are the most likely questions that PCs will ask 
  Tanalee and her responses. Despite her abilities, Tanalee 
  is not a very worldly individual, so she knows little about 
  matters beyond the scope of the questions below and may 
  seem ignorant about the more technical aspects of magic. 
   
  Who are you? 
  “I am the Forest-Walker and Spirit-Talker. This is my 
  domain.” 
   
  Tanalee, right? 
  “Well, yes, that was my name. Now I am the Spirit-
  Talker.” 
   
  Aren’t you supposed to be a ghost? 
  “I am a spirit, yes. I am just appearing like this so I won’t 
  frighten you with my true appearance.” 
   
  Why are you still around/Weren’t you released 
  when your sister was destroyed? 
  “I was released on my sister’s death, but I decided to stay 
  around. I have conversed with the spirits for so long that 
  it now feels like my natural state.”  
   
  Note: Anyone who makes a DC 20 Knowledge (religion) 
  check in response to this statement knows that ghosts 
  can’t normally just “decide to stay around,” nor would a 
  person normally willingly submit to being a ghost; they 
  are almost always bound to this world by some outside 
  condition, such as their body needing to be returned for a 
  proper burial, etc. If Tanalee is truly here by choice then 
  this would be a unique case. On a DC 30 Knowledge 
  (religion) check the PC also realizes that it would be 
  extremely difficult to permanently destroy her as long as 
  she wants to be a ghost. 
   
  Isn’t it bad being a ghost? 
  “Oh, no, I very much like it this way. My mind is whole, 
  I’m not burdened by all the problems that come with a 
  physical body, and I have spirit friends to keep me 
  company. I have never been happier.” 
   
  Anyone who makes a DC 20 Knowledge (religion) 
  check knows that this is absolutely not normal for a 
  ghost. In fact, the PC cannot recall ever hearing of 
  another case where a ghost was happy to be what it was. 
   
  Why are you trying to scare people away? 
  “Well, it’s not safe around here for living people anymore, 
  so I have to do something to get them to leave.” 
   
  What about Momarie? You couldn’t scare her 
  off. 
  “That old lady? She’s a lot stronger than she looks, and has 
  that circle drawn which keeps me out. She seems capable 
  of resisting the evil spirit in the cave, so I don’t try to 
  bother her anymore.” She leans forward and whispers. 
  “But I don’t think that’s her real helper girl. I’m pretty 
  sure I saw her remains in the forest a while back.” 
   
  If asked, Tanalee can show the PCs to the remains, as 
  described in “The Body” section of encounter 1. 
   
  Why isn’t it safe? 
  “Because of the evil spirit in the cave. I think it wants to 
  twist people’s minds toward evil, just like it did with my 
  sister. I wasn’t going to give it a chance.”  
   
  What do you know about the cave? 
  “Oh, there’s an evil spirit in it. Been around a long time, I 
  think, but he just finally showed himself a couple of years 
  ago. He controls the cave and the Dark Place within it.” 
  She frowns. “I think he might have been the one who 
  made sis and me what we are.” 
   
  Evil spirit? You mean Kristof? 
  “Is that his name? I never listened to him long enough to 
  find out. He scares me and wants to capture me, so I stay 
  away from him.” 
   
  Dark Place? 
  “Well, that’s what I call it since I don’t know the proper 
  name. It’s like a dark pit with no bottom which gives off a 
  really ugly feeling. Sometimes the evil spirit calls 
  monsters out of it and sends them out to do things.” 
   
  PCs who listen to Tanalee’s description and make a 
  DC 25 Knowledge (the planes) check can make an 
  educated guess that Tanalee is describing a direct channel 
  to a major evil power. If asked to describe the “monsters,” 
  they sound like demons or devils but Tanalee’s 
  description is too vague to recognize a particular type. 
   
  Do you know anything about an idol?/Didn’t 
  you appear to me in a dream a while back? 
  “Oh, a while ago the evil spirit was trying to call 
  something to him and sent out monsters to go fetch it 
  
  COR6-01 A Story For Another Day 
   
  Page 14 
  when it didn’t come on its own. I thought he was up to 
  some serious no good, so with the help of some of my 
  spirit friends I called for some help. A while later he was 
  really mad, so I guess you must have been successful.” 
   
   
  This is all a reference to COR4-17 Real Hero Blues. 
   
  Spirit friends? What are they/where are they? 
  “Oh, they’re just other spirits who have been around a lot 
  longer than me. They’re leery around strangers, so they 
  don’t come around while you people are close by.” 
   
  Is your sister (Jenasay) truly gone for good? 
  “I think so. I have not sensed her presence since the 
  heroes put her to rest.” 
   
  What is needed to put you to rest? 
  “Why would I want to be put to rest? I like things the way 
  they are. Oh, I do have to watch out for that evil spirit in 
  the cave and his minions, and sometimes some priest 
  comes along and tries to destroy me with his holy power,” 
  she looks pointedly at any Pholtan priest present, “but for 
  the most part “life” is good. I seem able to come back from 
  anything that harms me, so I guess I get to stay like this 
  for as long as I like.” 
   
  On a DC 20 Knowledge (religion) check a PC knows 
  that this is absolutely not a normal attitude for a ghost. 
   
  Development: If the PCs insist on going on to the cave 
  then Tanalee tries to discourage them but won’t stop 
  them; go to Encounter 4. If the PCs are headed to the 
  village instead, Tanalee won’t interfere; go to Encounter 
  1. If the PCs have spoken very amicably with her then 
  she tells them just to walk around in the forest for a while 
  and call her name if they need to talk to her again, as she 
  always has “spirit friends” listening. 
   
  If the PCs try to convince Tanalee in their initial 
  encounter with her that she cannot persist in this form 
  and needs to be permanently destroyed, go to Encounter 
  6. 
   
  ALL APLS 
   
  k Tanalee: female ghost sorcerer 12: hp 101; 
  see Appendix 1. 
   
  ENCOUNTER 4: KRISTOF 
  AND THE CAVE 
  Since taking control of the channel in the cave Kristof 
  has been gradually expanding a ring of protection around 
  it. By the time of this adventure a version of magic circle 
  against good cast at 20th-level and enhanced by the 
  power of the channel in the cave extends out in a one 
  mile radius around the cave. In addition to the normal 
  effects of a magic circle, good-aligned outsiders (whether 
  summoned or not) cannot enter this zone unless a spell 
  resistance check is failed. (Note that the zone also blocks 
  out paladin’s mounts, since they are summoned 
  creatures.) Other good-aligned individuals feel distinctly 
  uncomfortable entering this zone but are not harmed by 
  it beyond the normal effects of a magic circle. If a dispel 
  magic is successfully cast against the zone then it is 
  dispelled only in the area of effect of the dispel magic. 
   
  By this point Kristof has accumulated sufficient 
  strength to reform his body but has, so far, opted not to 
  do so because he doesn’t see a need for it and knows he’d 
  be more vulnerable that way. His essence is still imbued 
  within the cave itself, but he can generate an illusory 
  version of himself equivalent to a project image (which is 
  how it will register to a greater arcane sight) in order to 
  talk to people. This is the manner in which he speaks to 
  the PCs. 
   
  Kristof was an evil man while still mortal, but his 
  experiences and long contact with the channel to evil 
  have made him utterly irredeemable. Ever a smug and 
  arrogant soul, he sees all mortals as lesser creatures, so his 
  attitude toward them should be very condescending and 
  patronizing. Time has taught him patience, so he is also 
  very careful and deliberate in his actions. Even so, he does 
  not believe the PCs are capable of harming or stopping 
  him. This hubris may be his undoing if the PCs choose 
  their words and actions carefully. 
   
  If the PCs teleported directly to the cave then they 
  arrive at the bottom of the crag. Alter the following 
  descriptions accordingly. 
   
  Most of your journey through the forest to the 
  cave has been a peaceful one with no hint of 
  threat or, indeed, anything abnormal. That  
  changes as you start to get close to the area 
  where the cave can be found. Beyond a certain 
  point the normal forest sounds just cease, 
  replaced by a disquieting calm.  
   
  This is the point where the PCs step into the area of effect 
  of the magic circle. 
   
  After another fifteen minutes the trees thin 
  somewhat, allowing you to spot several rocky 
  crags. From the directions you were given, the 
  cave you seek is located high up on the large, 
  broad crag up ahead. A cave opening is plainly 
  visible high on the crag, about thirty feet above 
  the forest floor. It looks unguarded; in fact, 
  nothing seems especially unusual about it from 
  a distance. 
   
  Refer to Map 2 at this point. PCs that played COR3-07 
  Witch Hunt recognize the site as the cave from that 
  adventure, although they recall the cave’s entrance being 
  mostly covered by a rockslide. (Kristof has had corporeal 
  servants finish clearing it away.) 
   
  DC 10 Climb checks allows PCs to climb up the crag 
  to the cave, or a DC 15 Search check around its base 
  reveals a narrow, rough winding path which does not 
  accommodate Large or larger creatures but does not 
  require a Climb check. 
   
  The original cave has been warped by Kristof’s efforts 
  and the channel into an extradimensional space which 
  looks larger than the top of the crag should 
  
  COR6-01 A Story For Another Day 
   
  Page 15 
  accommodate. While the channel is active, the cave is 
  suffused with raw evil power, giving it the equivalent of 
  unhallow. Any detect evil spell or effect used into the 
  cave or while in the cave gets an overwhelming result 
  that stuns any user less than 11th level/HD. Additionally 
  too much background interference is present to get a 
  specific reading on any person or object within the cave. 
  Any detect magic used into or within the cave registers 
  Strong necromancy and conjuration on the cave itself, in 
  addition to Moderate readings for the mirage arcana and 
  project image. A detect thoughts registers a single 
  intelligence all around the PCs (if used while in the cave) 
  or in an indefinable location within the cave (if used from 
  outside). At all APLs Kristof has a +17 Will save to resist 
  this spell while imbued within the cave. If the PCs 
  succeed in probing him they can read that his main 
  concern is keeping a low profile and discouraging 
  interlopers from finding out what he’s really doing here: 
  gathering the power to make another attempt at 
  becoming a god. 
   
  In addition, the raw evil power of the cave bestows 
  the following effects to any good-aligned PC entering the 
  cave: 
   
  -2 penalty to all skill checks requiring 
  concentration. 
   
  Must make a DC 15 + spell level Concentration 
  check to cast any spell or maintain one 
  requiring concentration. 
   
  Turning undead is impossible, as are other 
  effects which involve using turn attempts (such 
  as certain feats from Complete Divine).  
   
  Any spell with the Good descriptor has a -2 
  caster level penalty, while any spell with the 
  Evil descriptor has a +2 caster level bonus.  
   
  The first two effects can be alleviated through use of a 
  protection from evil or its equivalent. Such protected PCs 
  are aware of this effect. None of the cavern’s effects can 
  be dispelled as long as the channel is active. 
   
  Kristof can sense the presence of any creatures 
  within one mile of the cave unless the creature is 
  shielded from scrying. He has used mirage arcana to alter 
  the look of the interior of the cave and is using his project 
  image ability to speak to the PCs. 
   
  The interior of the cave is not the dank, dark 
  place you would expect (or remember, for PCs who 
  have played COR3-07 Witch Hunt). Instead, it is now 
  a lavishly-furnished chamber about forty feet 
  square and nearly 20 feet high. The floor is 
  polished marble, the side walls are concealed 
  by 
  rich 
  tapestries, 
  and 
  a 
  large 
  emblem 
  resembling twin starbursts inside the eye 
  sockets of a monstrous skull is painted onto the 
  wall opposite the entrance.  
   
  Gentle light is provided by an elegant 
  crystal 
  chandelier 
  overhead, 
  while 
  large 
  cushions and padded chairs are scattered about 
  the fringes of the room. Positioned near the 
  center of the opposite wall is a podium, behind 
  which stands a middle-aged human man with 
  pure Flan features. Though dressed in fine 
  black robes, the cut and styling is something 
  you have only seen in old pictures. 
   
   
  (If a PC is using true seeing read this description 
  privately to the appropriate player:)  
   
  Beyond the image presented in the cave you 
  can see the truth: a simple stone cave of the 
  same dimensions whose only furnishings are a 
  few stone blocks positioned where you saw the 
  chairs and spikes pounded into the floor near 
  the center of the opposite wall, their pattern 
  and 
  the 
  stains 
  on 
  the 
  floor 
  near 
  them 
  suggesting that they once pinned the limbs of 
  two human-sized individuals to the ground. On 
  the walls about the room are scrawled various 
  symbols and writings, some of an arcane nature, 
  others of a more religious nature, all of it 
  looking very ancient. 
   
  A PC who can see the symbols and writings can 
  determine the following, although this takes three 
  rounds of effort during which the PC cannot be 
  participating in any conversations with Kristof. 
   
  PC can read Flan: Most of the writings and 
  symbols refer to assorted religious ceremonies, 
  some of a very dark nature. 
   
  PC making a DC 20 Knowledge (arcana) 
  check: the arcane symbols are part of some 
  ritual involving a very powerful transmutation 
  effect. 
   
  PC making a DC 35 Knowledge (arcana) 
  check: the transmutation effect could be part of 
  a ceremony to achieve apotheosis. 
   
   PC 
  making 
  a 
  DC 
  15 
  Knowledge 
  (religion) check: symbols dedicated to Beory 
  can be identified, as can variations on symbols 
  dedicated to Nerull.  
   
  PC 
  making 
  a 
  DC 
  25 
  Knowledge 
  (religion) or DC 30 Knowledge (the 
  planes) check: Symbols used by ancient cults 
  dedicated to the demon prince Graz’zt and the 
  archdevil Asmodeus can also be identified, as 
  can symbols dedicated to the Serpent. 
   
  A PC who makes a DC 20 Knowledge (history) check 
  recognizes the style of robes as typical of the Ur-Flan who 
  served Vecna. A PC who attempts to identify the emblem 
  needs a DC 30 Knowledge (history) or bardic knowledge 
  check to recognize it as the symbol of one of the Ur-Flan 
  reputed to have been among Vecna’s top henchmen.  
   
  Kristof addresses the PCs in Ancient Flan; use Case 1 
  below if the PCs have not yet entered, Case 2 if they have. 
  If none of the PCs seem to understand him, Kristof sighs, 
  casts a tongues spell, and repeats himself, adding in a 
  comment about how depressing it is to deal with “people 
  of such low intellect.” 
  
  COR6-01 A Story For Another Day 
   
  Page 16 
   
   
  (Case 1) “Oh, hello,” the man says with a smile 
  which carries no warmth. “Do come in. 
  I have been expecting you.” 
   
  (Case 2) “Welcome to my abode,” the man says 
  with a smile which carries no warmth. 
  “Do have a seat if you like. I have been 
  expecting you.” 
   
  It is entirely possible that the PCs will attack Kristof on 
  sight. If they do, go to the Combat section, below. 
  Otherwise use the following as guidelines for what 
  Kristof might say in response to PC questions/comments. 
   
  Who are you? 
  “You can call me Kristof—not that the name will mean 
  anything to peasants such as yourselves. And who might 
  you be?” 
   
  Kristof seems entirely disinterested in however the 
  PCs name themselves. He might occasionally fire off rude 
  comments, such as “what a silly little god” to PCs who 
  proclaim themselves as worshipers of a certain god. 
   
  Why are you here? 
  “This is my home. Why are you here?” 
   
  We’re here to shut down a channel to evil 
  powers. 
  Kristof laughs. “Oh, that’s rich. Try something more 
  within your capabilities, like besting a pack of goblins.” 
   
  Are you connected to the channel/evil powers? 
  “Would I be here if I wasn’t? Besides, I don’t see what 
  business it is of yours.” 
   
  We’re making it our business. 
  “Hmmm. Well, then you should know that I control the 
  channel, and I am not so keen on allowing it to be shut 
  down.” He pauses thoughtfully. “Although I suppose I 
  have little to worry about, given the competence of you 
  lot.” 
   
  We’re going to take you down. 
  He chuckles evilly. “In your dreams, maybe.” 
   
  Do you know Tanalee? 
  “That wench? She’s becoming a nuisance. I will have to 
  bring her back into the fold.” 
   
  On a DC 20 Sense Motive check a PC gets the 
  impression 
  that 
  Kristof 
  is 
  not 
  being 
  entirely 
  straightforward here. 
   
  Are you responsible for making Tanalee and 
  Jenasay into undead? 
  “Yes. Jenasay was some of my best handiwork. Tanalee 
  was a mistake.” 
   
  Why was Tanalee a mistake? 
  “Because she wasn’t properly corrupted.” 
   
  Are you one of the Ur-Flan? 
  “I was. Now I am better.” 
   
  Do you serve Vecna? 
  “I did once. Now I work for myself.” 
   
  Do you serve Nerull/other evil powers? 
  “I work with them. I serve no one.” 
   
  What about Iuz? 
  “From what I have learned about him, he is a fool. Too 
  obvious in what he does, attracts too much attention. Any 
  association with him would be beneath me.” 
   
  Did you have anything to do with a certain 
  idol? 
  He stares at the speaker darkly. “I helped make it. I was 
  not happy when Vecna rejected it and even less happy 
  when some adventurers destroyed it after I finally got it 
  reactivated.” 
   
  If any PC has the “Enemy of the Dark Powers” 
  notation from COR4-17 Real Hero Blues Kristof glares at 
  that PC and warns her to get out his sight now lest 
  something unfortunate happen. If the PC doesn’t, go to 
  the Combat section below. 
   
  Why did you want the villagers scared off? 
  “That was not my doing. That little ‘witch’ ghost caused 
  that spectacle on her own.” 
   
  What are your plans/goals/what are you doing 
  here?” 
  “My plans and goals are my business. For now I am 
  content to avoid stirring up trouble—and since I am 
  being peaceable, I will not respond kindly if any scum 
  adventuring types start trouble with me.” 
   
   
  No matter what the PCs say, Kristof will not admit 
  that his ultimate goal is to become a god, or that he values 
  Tanalee. A PC who successfully casts a detect thoughts or 
  something similar on Kristof without him noticing might 
  pick this up, however. 
   
  Development: After the PCs have talked with Kristof 
  for a while he indicates that he is tiring of speaking to 
  them and expects them to leave. If they refuse, go on to 
  the Combat section.  
   
  Combat 
  NOTE: Be sure to thoroughly read this part of 
  the encounter and the Development section 
  before running this combat. 
   
  Unless PCs have true seeing or other means of 
  identifying illusions, they do not have a chance to realize 
  that they are dealing with a project image until they 
  interact with it physically. (Although PCs who cast 
  offensive spells at it and see how it fails to be affected 
  might suspect something is up on a DC 25 Spellcraft 
  check.) Kristof cannot be harmed through the image 
  
  COR6-01 A Story For Another Day 
   
  Page 17 
  since he isn’t actually there, but can still cast spells 
  through it. 
   
  As long as Kristof doesn’t assume physical form (and 
  he will not do that while the channel is active), he is very 
  difficult to harm. Only the complete destruction of the 
  cave itself will kill him. Blocking up the entrance only 
  delays him. A dimensional lock prevents him from 
  opening a gate and temporarily negates the side effects 
  mentioned above for good-aligned PCs, but Kristof does, 
  of course, try to neutralize it as soon as possible. The only 
  spell that can truly do him serious harm is earthquake, 
  which partly collapses the cave and puts him out of 
  commission for 24 hours. 
   
  While embodied in the cave, Kristof can use the 
  equivalent of project image at will and gate once per day. 
  (He gets a balor or a pit fiend, depending on his mood, 
  with him calling for Graz’zt or Asmodeous, as appropriate, 
  to send a servitor to deal with these meddlesome 
  adventurers.) Through his project image Kristof can also 
  perform these spells once per day as a 20th-level caster 
  (DC = 18 + spell level): magic missile, scorching ray, ice 
  storm, fell drain fireball (5th), dispel magic, greater dispel 
  magic, fell drain ice storm (6th), acid fog. If PCs are 
  playing at APL 14+ then fell drain cone of cold (7th-level 
  spell), horrid wilting, and meteor swarm may also be 
  used. 
   
  Kristof can freely change the energy type on any of 
  the above spells via the Mastery of Elements ability of the 
  archmage prestige class. He is treated as an object for all 
  purposes of damaging effects used against him, but even 
  those effects which can damage stone are extremely 
  unlikely to be sufficient to destroy a cave with thousands 
  of hit points. Only use what force is needed to drive out 
  the PCs. 
   
  Development: This is not an encounter the PCs 
  are meant to be able to defeat while the channel is still 
  open, and they should quickly come to realize that. It is 
  also not intended to kill PCs unless they are being 
  recalcitrant about retreating. Kristof’s image cannot 
  pursue them out of the cave and he ceases casting spells 
  at them once they are out and no longer in the vicinity. 
  Gated creatures also leave under those circumstances. He 
  does invite the PCs back though anytime they feel like 
  becoming his undead servants, however. 
   
  Also do note what spells, if any, Kristof uses in this 
  encounter, as they may not be available to him in 
  Encounter 8. 
   
  Where the PCs go from this encounter depends on 
  what they have done so far: 
   
  If this was the first encounter and the PCs 
  wish to go to Dunmarsh or seek out Tanalee, go 
  to Encounter 3. 
   
  If the PCs have encountered Tanalee and 
  want to speak to Momarie and/or Ceraphala 
  again, go back to Encounter 1. 
   
  If the PCs wish to contact Kalinin about 
  what they have learned, go to Encounter 5. 
   
  If PCs have pieced things together enough 
  to suspect Tanalee as the key and seek her out, 
  go to Encounter 6. 
   
  ENCOUNTER 5: 
  CONTACTING KALININ 
  At some point the PCs may wish to use the sending scroll 
  provided to them by Kalinin to contact him for a consult. 
  Remind PCs that the spell allows them only 25 words, so 
  they should choose their words carefully. How Kalinin 
  replies depends on what the PCs tell him in those 25 
  words: 
   
  If the PCs mention anything about an 
  Ur-Flan named Kristof being the spirit 
  of the cave, Kalinin indicates in his reply that 
  he will consult a friend who is an Ur-Flan 
  specialist and get back to them. 
   
  If the PCs mention that an astral deva 
  of Pholtus is present in Dunmarsh, 
  Kalinin finds that interesting but is not sure 
  about its relevance. 
   
  If the PCs mention Tanalee and her 
  behavior, Kalinin is convinced that she is 
  somehow the key to the cave’s continuing 
  activity. He advises the PCs to figure out how 
  she fits into the situation. 
   
  If the PCs need to consult with Kalinin 
  more than what the sending spell 
  allows, then one or more can either teleport 
  back to Kalinin under her own power (with a 
  teleport scroll being provided for the return trip 
  if 
  needed) 
  or 
  else 
  Kalinin 
  sends 
  his 
  pseudodragon familiar Chir’rub (via imbue 
  familiar with spell ability and teleport) to their 
  location to speak with them telepathically on his 
  master’s behalf. He listens to everything the PCs 
  say then teleports back with the promise to 
  return with answers the next morning. 
   
  The 
  PCs 
  may 
  also 
  come 
  up 
  with 
  other 
  statements/questions. In such cases keep in mind that 
  Kalinin has access to a lot of research potential, so he can 
  look up just about anything that he isn’t personally 
  knowledgeable about. 
   
  In any case where Kalinin needs to get back in touch 
  with the PCs, there is a time lag of 12 hours, during 
  which the PCs could do other things. When he replies, it 
  is via a crystal ball with telepathy, during which he speaks 
  telepathically to the PC who cast the sending. 
   
  Depending on what the PCs asked him, Kalinin can 
  tell them any of the following. 
   
  Are the PCs absolutely certain that the Ur-Flan’s 
  name was Kristof? That was the name of an Ur-
  Flan noted as a rival of Vecna during his late 
  empire days, though he abruptly disappeared 
  (no doubt at the hands of Vecna) not long before 
  the 
  Occluded Empire 
  collapsed. 
  It 
  was 
  whispered that he was destroyed in the process 
  of trying—and failing—to become a god. 
   
  It’s quite possible that the spirit of the cave is 
  actually imbued within the cave itself, which is 
  why the PCs had (or would have, if they never 
  
  COR6-01 A Story For Another Day 
   
  Page 18 
  tried to attack Kristof) such a hard time 
  combating it. 
   
  A ghost who wants to be a ghost is so far beyond 
  the norm that it has to involve some kind of 
  special circumstances. That the cave’s channel 
  probably became active again at the time she 
  was turned into an undead can’t be a 
  coincidence. It would not be unreasonable to 
  believe that her continuing existence is 
  responsible 
  for 
  the channel’s continuing 
  existence. 
   
  To close such a channel, the key to its activation 
  must be found and dealt with. That might force 
  the spirit to take physical form. The spirit of the 
  cave must then be confronted and destroyed 
  while the cave is under the effect of a 
  dimensional lock or else he will be able to use 
  the lingering aura of the channel to reform. The 
  cave itself must then be destroyed or otherwise 
  permanently sealed. An earthquake would be 
  ideal, but a Huge or larger earth elemental or a 
  trio of disintegrates in conjunction with a DC 20 
  Knowledge (engineering) check could also do it. 
   
  If the PCs have a cleric, wizard, or sorcerer among their 
  number then Kalinin provides them with a scroll of 
  dimensional lock via Chir’rub’s visit, as described above. 
  The PCs shouldn’t lack the capability to at least attempt to 
  use such a scroll if they managed to contact Kalinin via 
  sending, but if they somehow do then Kalinin reluctantly 
  agrees to make an appearance himself and stick around 
  long enough to cast the dimensional lock when the time 
  comes. 
   
  ENCOUNTER 6: TANALEE 
  MUST LEAVE! 
  It’s very important to remember that the combat in 
  Encounter 7 happens before the PCs complete the 
  resolution of Tanalee’s status in this encounter, as she is 
  figured into the ELs for that combat. 
   
  At some point the PCs should make the connection 
  that Tanalee is the key to everything, and that her 
  continuing existence is what sustains the channel. They 
  should also eventually realize that they are unlikely to be 
  able to defeat Kristof while Tanalee still exists. Thus they 
  should eventually seek her out to try to convince her to 
  give up her undead status. 
   
  Finding Tanalee a second time is easy enough; PCs 
  merely need to wander around in the forest for a little 
  while calling out her name and she eventually appears. 
  (Or this situation could come up as a continuation of the 
  PCs’ initial encounter with Tanalee.) Convincing her to 
  give up her status as a ghost is not, as this is what she 
  truly wants. 
   
  Since Tanalee can rejuvenate as an act of will, no 
  means of destroying her without her consent which does 
  not specifically involve imprisoning or destroying her 
  soul works—and the latter would be an evil act, even 
  under the circumstances. No means of magical influence 
  to change her mind works, either, even if it can bypass 
  the normal immunity of undead to mind-affecting spells 
  and effects. This leaves out most spell options likely to be 
  available to PCs. Unless the PCs get especially creative, 
  there are only three methods with a reasonable chance of 
  success, which are detailed below. 
   
  Note: While the PCs are speaking with Tanalee in 
  this encounter, they are being observed by incorporeal 
  agents of Kristof, who are under orders to interfere 
  should it look like the PCs might be successful at 
  permanently destroying Tanalee or otherwise taking her 
  out of her ghostly state. They act at the time designated 
  below, triggering Encounter 7. Since the observer(s) are 
  on the Ethereal Plane, only PCs capable of seeing into the 
  Ethereal Plane (such as one with blink or true seeing 
  active) have a chance to spot them. Refer to Encounter 7 
  for chances of detecting them prematurely should this be 
  the case. 
    
  Resurrect Tanalee 
  Casting a resurrection on Tanalee, and thus restoring her 
  to life, permanently ends her undead status and thus 
  temporarily severs the channel. This could be cast by a PC 
  at higher APLs, or PCs might consult with Ceraphala (if 
  they know who she is) about having it done. If the PCs 
  explain the circumstances to Ceraphala and can convince 
  her of the worthiness of the task (DC 20 Diplomacy 
  check, or DC 15 for worshipers of Pholtus) she calls upon 
  Pholtus to send a greater servant to aid her in this task. 
  Shortly thereafter a solar appears and performs the 
  resurrection, although the PCs must still provide the 
  10,000 gp material component. (The cost is reduced by 
  1,000 gp for each worshiper of Pholtus present among the 
  PCs.) 
   
  The catch to this method is that Tanalee must be 
  convinced to return to life, since the resurrection does 
  not work otherwise. She is happy being a ghost, believes 
  that it is natural for her, and does not have happy 
  memories of being alive, so the PCs must convince her 
  that she has enough cause to return to the living. 
   
  To even get a Diplomacy check for this the PCs must 
  propose some kind of reasonable argument. Arguments 
  that her continued existence as a ghost allows great evil 
  into the world, or about how it would be for the “greater 
  good” do not convince her, nor do other more 
  philosophical 
  arguments. 
  Tanalee 
  needs 
  concrete 
  examples of the value of returning to life, such as: 
   
  Her mind will be kept intact by the power of the 
  spell that restores her. 
   
  She can still communicate with her “spirit 
  friends” as a living person because there are 
  spellcasters who do it all the time. 
   
  It’s something her sister would have wanted for 
  her. 
   
  Priests will stop bothering her. 
   
  She will be free of the taint of the “Dark Place” 
  in the cave and/or will thwart Kristof. 
   
  
  COR6-01 A Story For Another Day 
   
  Page 19 
  Other arguments in this same vein might also work, but 
  at least one such argument must be made to even get the 
  Diplomacy check. The base DC is 30, modified by a -2 for 
  every argument beyond the first from the above list that 
  is used and by +5 if the PCs have previously attacked or 
  turned her. A Pholtan who is the principle speaker and 
  has made her status as a Pholtan known applies a +5 or 
  +10 modifier to the check DC (use the higher modifier 
  for clerics of Pholtus, the lower for other worshipers) due 
  to Tanalee’s intense disdain for Pholtans. This penalty can 
  be eliminated if the speaker takes an angle about this 
  being a way for Pholtus to correct the mistakes of the 
  past, however. Only PCs actively participating in 
  convincing Tanalee can assist with this check, with the 
  Pholtan and “previously attacked” penalties mentioned 
  above also applying to assist rolls if appropriate. 
   
  The moment that Tanalee agrees to return to life, 
  Encounter 7 is triggered. Once that is completed Tanalee 
  guides the PCs to the grave where adventurers relocated 
  her bones after COR3-07 Witch Hunt. Once those are 
  retrieved, the consult with Ceraphala and/or casting 
  resurrection can commence. Upon completion of the 
  spell: 
   
  All of you watch in amazement as Tanalee’s 
  bones rapidly grow ligaments to reattach 
  themselves and then are quickly fleshed over. 
  When the process is complete Tanalee lies 
  naked before you but whole in body once more. 
  She gasps, drawing in a deep breath as her eyes 
  flutter open. 
   
  “I—I’m alive,” she says, and shivers. “Oh, 
  my, I had forgotten how being cold felt. But my 
  mind! I can think clearly.” She looks around 
  sadly. “But I can no longer see my spirit-
  friends.” 
   
  Meld With Tanalee 
  PCs might hit on the idea of allowing Tanalee to possess 
  someone and blend their spirit in with that person, thus 
  hiding her essence from the channel, or it might be 
  suggested to them by Momarie. Any PC who makes a DC 
  20 Knowledge (religion) check knows that such a 
  maneuver would hide Tanalee from Kristof and the 
  channel, but only for so long as the possession lasted. A 
  PC making such a check also knows that anything less 
  than a true and permanent blending likely would not be 
  sufficient to cut the channel, as it would just restore itself 
  whenever Tanalee left the possession.  A PC who makes a 
  DC 25 Knowledge (religion) check can speculate that  
  such a maneuver would almost certainly have drastic and 
  lasting effects on the personality and abilities of the 
  individuals involved. 
   
  Blending souls together as part of a permanent 
  possession requires a wish or miracle, which are unlikely 
  to be available to the PCs. If the idea is discussed in the 
  presence of Ceraphala, or she is consulted on it, she tells 
  the PCs that such a spell can be arranged if this is what 
  the PCs truly want to do and Tanalee can also be 
  convinced. (She reveals her true nature if she has not 
  already done so.) She tells them to come back and see her 
  once they have Tanalee’s cooperation. 
   
  Convincing Tanalee to participate in this is actually 
  easier than any other approach because the prospect of 
  sharing her spirit with that of another intrigues her. If 
  what the PCs are proposing is sufficiently explained to 
  her and a reasonable argument about the need to do it is 
  made, only a DC 20 Diplomacy check is required. Other 
  PCs who actually participate in the conversation in a 
  meaningful way can attempt to assist, and the Pholtan 
  penalties mentioned earlier do apply. If the check fails 
  then another approach must be attempted. 
   
  Once Tanalee agrees to this blending, Encounter 7 is 
  triggered. Once that is finished, proceed. 
   
  To do the task the PCs must lead Tanalee back to 
  Dunmarsh, where Ceraphala calls on Pholtus for aid. In 
  response a solar appears. Once the situation is explained 
  to him, the solar makes certain that the PC and Tanalee 
  both understand that neither will be the same after this 
  and that this blending is not reversible. Once he is sure 
  that both parties accept what is to happen, he uses a 
  miracle to bring it about: 
   
  The mighty angelic being calls out, “Oh 
  Blinding Light, grant a miracle upon these two 
  beings, (PC’s name) and the ghost Tanalee, that 
  they might be combined into one new soul!” 
   
  A mighty thunderclap resounds across the 
  land as a blinding flash of light surrounds 
  Tanalee and (PC’s name). When it has faded, only 
  one being remains: that of your comrade, 
  crumpled upon the ground in shock. 
   
  The PC in question is out of commission for several 
  minutes. When she awakens her eyes are blue regardless 
  of what they were before and she is treated as being 
  sickened for the remainder of the adventure; this effect 
  cannot be removed, as it represents the difficulty of 
  coping with what has happened. The PC still has his 
  personality intact (though a suggestion should be made 
  that the PC might behave in a more feminine manner 
  than normal) and other changes will become effective at 
  the end of the adventure. Said PC gets the “Melded With 
  Tanalee” notation on her AR. 
   
  Make sure that the player of a PC participating in 
  this understands beforehand that this process will not 
  take the PC out of play but could cause radical and 
  irreversible effects to their character.  
   
  Also note that a PC who possesses the Spirit Tattoo 
  from COR5-09 Gateway to the Bright Sands or is 
  otherwise “sharing bodies” with a spirit from any other 
  adventure cannot participate in this blending. 
   
  Final Rest For Tanalee 
  The most difficult and dramatic, but also most likely, 
  approach for the PCs is to convince Tanalee to willingly 
  give up her status as a ghost and go to her permanent rest. 
  Such an approach may raise ethical issues for good-
  aligned PCs. If such concerns are voiced, point out that 
  most good-aligned religions regard taking measures 
  
  COR6-01 A Story For Another Day 
   
  Page 20 
  (including persuasion) to put a wayward undead to rest as 
  either an act of kindness or a sacred duty, and Tanalee’s 
  unique circumstances don’t change that. In essence, it 
  would not be a violation of a paladin or good-aligned 
  cleric’s code to convince Tanalee to go to rest. 
   
  Convincing Tanalee is not easy.  For the PCs to even 
  get a Diplomacy check requires a convincing argument, 
  and Tanalee responds with an impassioned defense of her 
  current state. Be sure to roleplay this out, as this is 
  intended to be quite dramatic! 
   
  The base DC for the Diplomacy check is 40, modified 
  as follows: 
   
  Circumstance 
  Mod 
  Primary speaker is a cleric of Pholtus.* 
  +10 
  Primary speaker is an obvious worshiper of 
  Pholtus* 
  +5 
  Obvious Pholtans are among the PCs.* 
  +2 
  PCs were earlier hostile to Tanalee. 
  +5 
  Primary speaker played Witch Hunt. 
  -2 
  Particularly compassionate tone is used. 
  -4 
  Jenasay is brought into the argument (it’s time 
  for Tanalee to join her sister, she wouldn’t have 
  wanted this, etc.). 
  -2 
  Argue that Kristof can still hurt/corrupt people 
  as long as she’s around. 
  -2 
  * - Use the stiffest applicable penalty only. 
   
  An additional -2 modifier may be applied at your 
  discretion if the PCs come up with another especially 
  good argument and/or do an excellent job of refuting 
  Tanalee’s arguments, but do not be generous in giving 
  this! PCs making meaningful contributions to the 
  discussion may aid another, with the COR3-07 Witch 
  Hunt, “earlier hostile,” and Pholtan check. 
   
  If the check is not successful the PCs must either try 
  a different approach or a new set of arguments with a 
  different primary speaker. If the roll is successful: 
   
  Tanalee bows her head and fidgets. When she 
  looks up again her face is very sad. 
   
  “I have loved this time as a spirit,” she says, 
  a quaver in her voice, “but you are right. This is 
  not how things should be, and I won’t allow 
  Kristof any more mischief. When next I am 
  sent to rest, I will not come back.” 
   
  She spreads her arms wide. “But I cannot 
  bring myself to end my own existence. You 
  must do it for me.” She levels her gaze at all of 
  you, and just a hint of the horror she can evoke 
  comes through as her voice grows colder. “But 
  make sure that people do not forget. What 
  happened to me and my sister was wrong, but 
  the greatest tragedy would be for this story to 
  be repeated another day.” 
   
  The PCs must now take appropriate actions to destroy 
  Tanalee, and she does not resist them. As the PCs prepare 
  to take action, however, Encounter 7 is triggered. Once 
  Encounter 7 is finished the PCs complete Tanalee’s 
  destruction if it wasn’t accomplished during the fight. 
   
  Development: When the action to remove Tanalee 
  from her undead state is completed, read the following: 
   
  Thunder rumbles across the sky as it quickly 
  grows overcast and a cold, ill wind blows 
  through/from the forest, carrying with it the 
  stench of decay. An inhuman howling can be 
  heard in the distance, an unsettling sound 
  which lingers for a moment before fading away. 
   
  Someone, it seems, is not very happy about 
  what you’ve just done. 
   
  It is now up to the PCs to finish the task by going 
  to/back to the cave. Go to Encounter 8. 
   
  ALL APLS 
   
  k Tanalee: female human ghost sorcerer 12: hp 
  101; Appendix 1. 
   
  ENCOUNTER 7: SPIRITS 
  The ELs for this encounter have been modified to 
  account for Tanalee’s involvement in the fight, so make 
  sure she is an active participant in the combat!  
   
  The ghost Golfric is observing the proceedings of 
  Encounter 6 from his hiding place on the Ethereal Plane, 
  as is the ghost Noll at APLs 12+. Both are hiding behind 
  trees at a range of 40 feet from Tanalee, so a PC with true 
  seeing active, or who is ethereal herself (active blink 
  counts for this), who makes a Spot check which beats 
  their Hide checks might be aware of their presence 
  before they act. The greater shadows (at APLs 10 and 12) 
  or ghost thugs (at APL 14 and 16) are hiding underground 
  at a distance of 40 feet, waiting for the signal of Golfric or 
  Noll. Tanalee is too distracted during Encounter 6 to have 
  a chance of noticing them. 
   
  When this encounter is triggered (as described in 
  Encounter 6), Golfric manifests as he moves to within 10 
  feet of Tanalee; this is his surprise round action and 
  brings his Horrific Appearance into play. Noll, if present, 
  moves to a position 15 feet to Golfric’s left but does not 
  manifest; Tanalee and anyone with true seeing active 
  automatically notice him at this point. The greater 
  shadows or ghost thugs move forward toward the PCs. 
   
  A cloaked, tattooed Flannae man suddenly 
  appears a few feet behind Tanalee. His form is 
  insubstantial, although the spiked chain he 
  wields is not. His visage is utterly horrifying. 
   
  “Can’t be allowing you to do that, Tanalee,” 
  he says in a thickly-accented voice. “Gonna 
  have to take you back and kill your friends 
  now. He glances in your direction. “’Less you 
  lot stay out of this and flee for your lives, of 
  course.” 
   
  Have PCs make the appropriate saving throws. Tanalee 
  calls Golfric (and Noll, if present) out by name and 
  
  COR6-01 A Story For Another Day 
   
  Page 21 
  comments about them being “servant spirits of the one in 
  the cave.” 
   
  Golfric actually lets the PCs flee unharmed if they 
  opt to do so. If PCs try to converse with him, he allows 
  them one round while Tanalee backs off toward the PCs, 
  the shadows/thugs move underground into position, and 
  Noll (if present) makes spell preparations. Unless the PCs 
  flee, though, this encounter can only be resolved with a 
  fight. 
   
  The ELs for this encounter assume that Tanalee is an 
  active participant in the fight on the PC’s side, so make 
  sure she is fighting back as described below!  Also, all 
  ghosts and the shadows at APL 12 are enhanced by an 
  incorporeal enhancement spell cast by Kristof; this is 
  included in their stat blocks. 
   
  APL 10 (EL 13) 
   
  d Enhanced greater shadows (3): hp 76, 76, 76; 
  Appendix 1. 
   
  d Golfric: enhanced male ghost fighter 9:  hp 85; 
  Appendix 1. 
   
  APL 12 (EL 15) 
   
  d Enhanced greater shadows (3): hp 76, 76, 76; 
  Appendix 1. 
   
  d Golfric: enhanced male ghost fighter 9/exotic 
  weapon master 1:  hp 95; Appendix 1. 
   
  d Noll: enhanced male ghost cleric 11: hp 93; see 
  Appendix 1. 
   
  APL 14 (EL 17) 
   
  d Enhanced thug male ghost fighter 9 (3): 
  hp 76, 76, 76; Appendix 1. 
   
  d Golfric: enhanced male ghost fighter 9/exotic 
  weapon master 1/ranger 1:  hp 104; Appendix 1. 
   
  d Noll: enhanced male ghost cleric 12: hp 104; 
  Appendix 1. 
   
  APL 16 (EL 19) 
   
  d Enhanced thug male ghost fighter 11 (3): 
  hp 93, 93, 93; Appendix 1. 
   
  d Golfric: enhanced ghost fighter 10/ exotic 
  weapon master 1/ranger 1:  hp 114; Appendix 1. 
   
  d Noll: enhanced male ghost cleric 14: hp 115; 
  Appendix 1. 
   
  Tactics—Tanalee: For all her power, Tanalee is not 
  very combat-savvy. After casting haste on herself and the 
  PCs she randomly attacks bad guys with spells unless a 
  thug ghost is grappling her, in which case she casts on 
  him instead. If she defeats one bad guy on her own, she 
  resorts to assisting PCs with pump-up spells (touch spells 
  transmitted via spectral hand) unless the PCs are in dire 
  straits. 
   
  Tactics—Greater Shadows: Though they are not 
  terribly intelligent, greater shadows are cunning. Their 
  preferred tactic is to Spring Attack PCs from the ground. 
   
  Tactics—Thug Ghosts: One concentrates on 
  grappling and pinning Tanalee while the other two attack 
  PCs. They Spring Attack out of the ground for touch 
  attacks unless the PCs have no obvious cleric or ghost 
  touch weapons and concentrate on crippling one target 
  before moving on to another. (Generally they focus on 
  the ability score they would reasonably believe to be the 
  PC’s weakest based on appearance and behavior.) They 
  fight defensively if PCs have attacks prepared against 
  them, taking a -4 on attacks to get a +3 dodge bonus on 
  AC. If they seem unable to affect PCs with ability drain 
  they use telekinesis instead. 
   
  Tactics—Golfric: At APLs 10 and 12 Golfric’s first 
  standard action is to activate the ghostly rope of 
  entanglement currently tied around his waist and use it 
  to entangle Tanalee. (The rope cannot affect corporeal 
  targets.) Once this is done, or at higher APLs, Golfric uses 
  his corrupting gaze while at range and attacks with his 
  spiked chain in melee, which attacks corporeal targets 
  with a normal weapon with no miss chance (and thus can 
  be disarmed, sundered, or picked up and used by a 
  corporeal PC). 
   
  Tactics—Noll: Noll has a magic circle against 
  good active when the battle begins and at APL 16 has cast 
  magic vestments on Golfric’s armor. His first action is 
  always to fly above the combat and cast a recitation 
  (Golfric and the other undead are treated as worshipers of 
  Nerull for purposes of its effect). His preferred second 
  action is to cast widened desecrate and cast as appropriate 
  for the circumstances after that. His Divine Metamagic 
  feat is generally used to empower mass inflict spells or 
  Widen flame strike. Also note that any touch-based inflict 
  spells will affect corporeal targets without a miss chance 
  since they are negative energy attacks. 
   
  Additional 
  Tactical 
  Notes: 
  Undead 
  not 
  involving in capturing Tanalee give any PC possessing 
  the Enemy of the Dark Powers notation from COR3-17 
  Real Hero Blues preferential treatment on targeting 
  attacks and spells. Golfric and Noll, if turned but not 
  destroyed, return later to try to finish the task; the thug 
  ghosts and shadows do not. Also remember that the 
  Destruction Retribution effects also heal undead, so ghost 
  bad guys who are close to being finished off try to 
  maneuver so that their blasts help their fellow undead. 
   
  Development: Golfric, if destroyed, his spiked 
  chain (and, at APL 16, his armor) remain behind. 
   
  If the PCs flee, Tanalee is left to fend for herself and 
  this time cannot escape. She is taken prisoner by Golfric, 
  who takes her back to the Ethereal plane deep in the 
  stone beneath the cave. Unless the PCs themselves can 
  follow the adventure ends in a failure at this point. Go to 
  the Conclusion. 
   
  If the PCs succeed in the fight then return to 
  Encounter 6. 
   
  Treasure: APL 10: Loot—0 gp, Coin—0 gp, Magic +1 
  ghost touch spiked chain (694 gp each) 
   
  APL 12: Loot—0 gp, Coin—0 gp, Magic +1 frost 
  ghost touch spiked chain (1,527 gp each) 
   
  APL 14: Loot—0 gp, Coin—0 gp, Magic +1 frost 
  ghost touch spiked chain (1,527 gp each) 
  
  COR6-01 A Story For Another Day 
   
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  APL 16: Loot—0 gp, Coin—0 gp, Magic +2 frost 
  ghost touch spiked chain (2,694 gp each), +1 ghost touch 
  chain shirt (1,354 gp each) 
   
  ENCOUNTER 8: FINALE 
  At some point the PCs must go confront Kristof at the 
  cave and finish the job. They can proceed there directly 
  after encounters 6 and 7 or rest for the night to relearn 
  spells first, though in the latter case Kristof has changed 
  out some spells (see below). Tanalee does not accompany 
  the PCs in any case, nor can Ceraphala until the magic 
  circle described in Encounter 4 is dropped—and that 
  takes a dimensional lock cast on the cave to do. 
   
  Removing Tanalee’s continuation as an undead has 
  badly damaged the channel, which has forced Kristof to 
  reassume a human form with only a portion of his 
  original power. (He was originally an epic-level wizard.) 
  In anticipation that the PCs are going to come and try to 
  finish the job, he has used the remaining power of the 
  channel to summon additional aid from his extraplanar 
  allies. Though the channel can still maintain the magic 
  circle barrier, it cannot be used again as a gate until it has 
  had time to rejuvenate its power. 
   
  If the PCs wait until the next day to confront Kristof 
  then he has swapped out his incorporeal enhancement 
  spell for haste and his mirage arcana for feeblemind. He 
  has also recovered any spells have used in Encounter 4. 
   
  If the PCs are on foot or using wind walk when they 
  approach the cave Kristof is aware of them once they 
  enter the magic circle, and so is Fully Prepared (see 
  below) when the PCs arrive. If the PCs teleport to the 
  cave then he has only greater mage armor and false life 
  active when they arrive. 
   
  If the PCs arrive by foot or are flying then the 
  encounter begins when they are 80 feet from the foot of 
  the crag. If the PCs arrive by teleport then they appear 60 
  feet from the cave (regardless of how close they intended 
  to be) and the encounter begins. 
   
  (Kristof is not Fully Prepared:) As you approach the 
  rocky crag/appear before the rocky crag, 
  Kristof steps into the opening of the cave. 
  Though he looks the same as before, there is 
  something different about him that you can’t 
  quite put your finger on. (If a PC has true seeing up, 
  add: “It takes a moment for you to recognize that 
  you aren’t seeing an illusion; he is definitely 
  solid this time!) He also looks very, very angry. 
   
  (Kristof is Fully Prepared:) As you approach the 
  rocky rack/appear before the rocky crag, 
  Kristof steps into the opening of the cave. Or at 
  least you think it’s him; while the clothing and 
  mannerisms are the same, he now looks like an 
  old woman with a sickly green complexion and 
  dark, tangled hair that looks almost like a 
  twisted vine. (If a PC has true seeing active, add: “It 
  takes a moment for you to recognize that you 
  aren’t seeing an illusion this time; he is 
  definitely solid but somehow transformed!) He 
  also looks very, very angry. 
   
  (At APL 12 add:) Kristof is not alone. 
  Appearing at the bottom of the crag are a pair 
  of tall humanoid creatures covered with barbs, 
  right down to the tips of their long, meaty tails. 
  Their eyes shift and dart about, making them 
  appear agitated or nervous. 
   
  (At APL 14 and 16 add:) Kristof is not alone. 
  Swooping down to the ground from over the 
  top of the crag is a repulsive, extremely tall, 
  humanlike creature with long, rotting wings 
  and peeling flesh. This monstrosity continually 
  sheds rivulets of filth and decay, creating a 
  pool of rot in which it stands. (At APL 16 also add:) 
  Also appearing 20 feet to either side of the first 
  creature are a pair of tall, bipedal insects with 
  clawed hands and feet, powerful mandibles, and 
  a long, thick tail covered in razor-sharp spikes. 
   
  (All APLs:) “You have been very naughty in 
  interfering with my pet, striplings,” Kristof 
  shouts at you. “For that you will be punished.” 
   
  At all APLs Kristof starts the combat at the top of the crag, 
  while the devils and/or angel of decay start on the ground 
  directly in front of the crag. 
   
  APL 10 (EL 13) 
   
  d Kristof: male human wizard 11: hp 67; Appendix 
  1. 
   
  d Bone devil (2): hp 95 each; Monster Manual 52. 
   
  APL 12 (EL 15) 
   
  d Kristof: male human wizard 13: hp 77; Appendix 
  1. 
   
  d Barbed devil (2): hp 126 each; Monster Manual 
  51. 
   
  APL 14 (EL 17) 
   
  d Kristof: male human wizard 15: hp 85; Appendix 
  1 
   
  d Angel of decay: hp 198, Appendix 2.  
   
  APL 16 (EL 19) 
   
  d Kristof: male human wizard 15/archmage 1: hp 
  94; Appendix 1 
   
  d Angel of Decay: hp 198; Appendix 2.  
   
  d Ice devil (2): hp 147; Monster Manual 56 
   
  Concerning The Cave: Once a dimensional lock has 
  been cast on the cave, the magic circle against good 
  described in Encounter 4 goes down, as do all other 
  adverse effects of the cave. If this has been done and the 
  PCs find themselves on the ropes then an astral deva 
  called by Ceraphala appears to assist them. 
   
  Tactics - Kristof: A Fully Prepared Kristof has 
  shield, cat’s grace (included in the stat block), mirror 
  image, stoneskin (at APL 12+), true seeing  (at APL 14+), 
  and spell turning (at APL 14+) active, as well as resist 
  
  COR6-01 A Story For Another Day 
   
  Page 23 
  energy spells up against any kind of energy damage the 
  PCs might have displayed in Encounter 4. (Default is fire 
  and electricity.) He has also used polymorph to turn 
  himself into a green hag. He rains down death on the PCs 
  from the mouth of the cave, and does not move from the 
  crag unless it becomes tactically unwise to stay. 
   
  If the PCs have obvious capable spellcasters Kristof 
  leads with an area-effect Fell Drain spell and follows with 
  Evard’s black tentacles backed up with acid fog; if the PCs 
  do not have obvious capable spellcasters then he leads 
  with the Evard’s black tentacles. Beyond that he generally 
  uses his Fell Drain spells first, with empowered ray of 
  enfeeblement reserved for an archer or fighter-type being 
  a particular threat. (This is also usually the spell he 
  Sudden Maximizes.) At APL 16 he freely changes the 
  energy types of his damaging spells as appropriate for the 
  circumstances. When he has a choice of targets, he always 
  picks someone with the Enemy of the Dark Powers AR 
  listing over a target who doesn’t have it. 
   
  Kristof fights to the death since he believes he can 
  reform. 
   
  Special Rules Clarification: Fell Drain spells 
  which do damage multiple times or in multiple different 
  packets (such as magic missile or acid fog) only inflict the 
  negative energy level the first time damage is successfully 
  dealt. 
   
  Tactics—Devils: Bone devils have invisibility and 
  fly active if fully prepared, while ice devils have fly active 
  and barbed devils have no special preparations. In combat 
  the bone devils wade into combat, while the barbed devils 
  try their unholy blight first and the ice devils start off 
  with unholy aura followed by melee attacks or ice spells 
  as appropriate. None of them attempt to summon 
  additional aid. 
   
  Tactics-Angel of Decay:  It does nothing fancy; 
  it merely wades into the PCs and flails away while trying 
  to bring as many as possible within its rotting aura. At 
  APL 16 the ice devils are careful not to land in this area. If 
  it is having trouble hitting PCs it lessens or drops its 
  normal Power Attack. When it has a choice of targets it 
  always favors a PC with the Enemy of the Dark Powers 
  AR note. 
   
  Development: Once the fight is won the PCs must 
  still destroy the cave. The methods described in 
  Encounter 5 work, and the PCs may come up with other 
  interesting methods as well. Clever PCs who lack the 
  means on their own and know who Ceraphala is might 
  also call on her for assistance, and she will be glad to 
  arrange for help to destroy the cave. 
   
  If the PCs are unable to defeat Kristof and must 
  retreat, they can return to fight another day. Kristof isn’t 
  going anywhere, nor can he summon any replacements 
  for the creatures he has lost. If the PCs retreat and don’t 
  come back, go to the Conclusion. 
   
  After the cave is destroyed, go to the Conclusion. 
   
  Treasure: APL 10: Loot—0 gp, Coin—0 gp, Magic +2 
  cloak of resistance (333 gp each), +2 headband of intellect 
  (333 gp each), +2 amulet of health (333 gp each), +1 ring 
  of protection (167 per PC) 
   
  APL 12: Loot—0 gp, Coin—0 gp, Magic +2 cloak of 
  resistance (333 gp each), +2 headband of intellect (333 gp 
  each), +2 amulet of health (333 gp each), +1 ring of 
  protection (167 per PC) 
   
  APL 14: Loot—0 gp, Coin—0 gp, Magic +3 cloak of 
  resistance (750 gp each), +4 headband of intellect (1,333 
  gp each), +2 amulet of health (333 gp each), +2 ring of 
  protection (667 gp each) 
   
  APL 16: Loot—0 gp, Coin—0 gp, Magic +4 cloak of 
  resistance (1,333 gp each), +6 headband of intellect (3,000 
  gp each), +2 amulet of health (333 gp each), +2 ring of 
  protection (667 gp each) 
   
  CONCLUSION 
  SUCCESS, TANALEE RESURRECTED 
  With 
  the 
  cave 
  destroyed, 
  you 
  return 
  to 
  Dunmarsh, where you find Momarie, Tanalee, 
  and Jessica waiting for you. Upon reporting to 
  them what has happened, Momarie merely 
  nods, while Tanalee smiles and dances around. 
   
  “To be alive and free of that place, and have 
  my mind as well!” she says exuberantly. 
  “Perhaps it is not so bad after all.” She stops 
  and frowns. “But what will I do now? Where 
  will I go?” 
   
  “You c’n stay with me if you like,” Momarie 
  says. “An’ if the others have a problem wit’ that 
  when they come back, then we’ll just go 
  somewhere else.” She lays a hand on Tanalee’s 
  arm. “I know I ain’t yer sister, but I know much 
  of the ways o’ this world an’ it would be 
  interestin’ to talk to someone who’s seen what 
  you have.” 
   
  Tanalee 
  smiles. 
  “Until 
  I 
  figure 
  out 
  something else, then I think I might just do 
  that.” She looks over at Jessica. “But I don’t 
  think I’ll be praying to Pholtus ever again.” 
   
  Jessica nods. “I understand. And since 
  things seem settled, it is time for me to go.” As 
  she walks away, she changes into her angelic 
  form, and then disappears with a song and 
  flurry of feathers.” 
   
  PCs have only to report back to Kalinin to be finished and 
  gain the Favor of Pholtus and Favor of Kalinin on the AR. 
  If they specifically inform Kalinin that Tanalee was 
  resurrected Kalinin reimburses them 3,000 gp toward the 
  cost of the resurrection. They also get the gold amount 
  listed under Conclusion in the Treasure Summary. 
   
  SUCCESS, TANALEE PUT TO REST 
  With 
  the 
  cave 
  destroyed 
  you 
  return 
  to 
  Dunmarsh, where Momarie and Jessica await   
  you. Upon explaining what has happened, 
  Momarie sighs heavily and Jessica shakes her 
  head. 
   
  “It be a sorry tale indeed,” the old woman 
  says. “That a soul as gentle as that one need be 
  put to rest to defeat the Dark Man! I’ll not be 
  
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  Page 24 
  letting any of them forget ‘bout what their 
  actions have wrought when the others come 
  back.” 
   
  “And I will speak to the local priest 
  personally,” Jessica says with a frown. “Such 
  was not the will of the Blinding Light, and he 
  is surely not pleased that justice was done in 
  his name in such a manner. But you have done 
  well, heroes, to put this matter to rest.” 
   
  If Jessica has not previously revealed her true nature, she 
  does so at this point. After that, all the PCs have left to do 
  is to report back to Kalinin, which gives them the Favor 
  of Pholtus and Favor of Kalinin on the AR. They also get 
  the full gold amount listed under Conclusion in the 
  Treasure Summary. 
   
  SUCCESS, TANALEE MELDED 
  With 
  the 
  cave 
  destroyed 
  you 
  return 
  to 
  Dunmarsh, where Momarie and the being 
  posing as Jessica await you. Upon hearing your 
  explanation of what has happened, “Jessica” 
  nods in approval and Momarie looks relieved. 
   
  “So the threat of the Dark Man has been put 
  down an’ this sordid tale put to rest,” she says. 
  “Truly, a good day.” She looks over at (the PC 
  bonded with Tanalee). “But I ‘spect that yer part o’ 
  this story only be beginnin’. Take care an’ me 
  prayers that this life treats you better than the 
  last one.” 
   
  (To the PC involved in the melding, add:) For many 
  days you find it difficult to get your bearings. 
  This experience of joining with the spirit of 
  another is unsettling at first; you’re not quite 
  the person you were anymore, but neither are 
  you Tanalee, either. You’re someone new, with 
  traits of both. And you can feel the call of 
  magic to prove it. Somehow you know that the 
  spirits will answer you when you want to cast 
  your spells. 
   
  At this point PCs need only report back to Kalinin to 
  receive the Favor of Pholtus and Favor of Kalinin on the 
  AR. The PC who melded with Tanalee also gets the 
  Melded With Tanalee entry on the AR. Remind that 
  player that Tanalee was practically obsessed with “spirits” 
  and believed her magic worked through them, so the 
  player might want to take that into account when 
  roleplaying the character in the future. All PCs also get 
  the full gold amount listed under Conclusion in the 
  Treasure Summary. 
   
  FAILURE 
  If the PCs are unable to complete the mission but do 
  survive to report back to Kalinin about what they have 
  learned, Kalinin is disappointed that they could not 
  complete the task but acknowledges that the PCs have 
  provided him with some valuable information. In this 
  case the PCs get half of the gold amount listed under 
  Conclusion in the Treasure Summary but no access 
  beyond what might have been collected in Encounter 6. 
   
  If the PCs were completely defeated by Kristof, those 
  who cannot escape on their own are slain (if not already 
  dead) and raised as undead. If they were at least able to 
  deal with Tanalee and drop the dimensional lock on the 
  cave then Ceraphala sees to the recovery of their bodies. 
  The PCs can be resurrected in this case for the normal 
  cost (half cost for a cleric, paladin, or Pious Templar of 
  Pholtus). If the PCs were not able to deal with Tanalee 
  before being defeated then they are lost for 20 TUs before 
  Kalinin and/or Ceraphala can get other adventurers to 
  recover them. They can be resurrected at that point for 
  normal cost. 
  
  COR6-01 A Story For Another Day 
   
  Page 25 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 4 
  Confront Kristof in the cave: 
   
  APL 10  
  150 XP 
   
  APL 12  
  180 XP 
   
  APL 14  
  210 XP 
   
  APL 16  
  240 XP 
   
  Encounter 6 
  Permanently end Tanalee’s existence as an undead: 
   
  APL 10  
  150 XP 
   
  APL 12  
  180 XP 
   
  APL 14  
  210 XP 
   
  APL 16  
  240 XP 
  Encounter 7 
  Defeat incorporeal undead:  
   
  APL 10  
  390 XP 
   
  APL 12  
  450 XP 
   
  APL 14  
  510 XP 
   
  APL 16  
  570 XP 
   
  Encounter 8 
  Defeat Kristof and helpers: 
   
  APL 10  
  390 XP 
   
  APL 12  
  450 XP 
   
  APL 14  
  510 XP 
   
  APL 16  
  570 XP 
   
  Story Award 
  Channel is closed: 
   
  APL 10  
  135 XP 
   
  APL 12  
  160 XP 
   
  APL 14  
  185 XP 
   
  APL 16  
  210 XP 
   
  Discretionary roleplaying award 
   
  APL 10  
  135 XP 
   
  APL 12  
  155 XP 
   
  APL 14  
  175 XP 
   
  APL 16  
  195 XP 
   
  Total possible experience: 
   
  APL 10  
  1,350 XP 
   
  APL 12  
  1,575 XP 
   
  APL 14  
  1,800 XP 
   
  APL 16  
  2,025 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  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. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 7:   
   
  APL 10: L: 0 gp; C: 0 gp; M: +1 ghost touch spiked 
  chain (694 gp each) 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 frost ghost touch 
  spiked chain (1,527 gp each) 
   
  APL 14: L: 0 gp; C: 0 gp; M: +1 frost ghost touch 
  spiked chain (1,527 gp each), +1 ghost touch chain shirt 
  (1,354 gp each) 
   
  APL 16: L: 0 gp; C: 0 gp; M: +2 frost ghost touch 
  spiked chain (2,694 gp each), +1 ghost touch chain shirt 
  (1,354 gp each) 
   
  Encounter 8: 
   
  APL 10: L: 0 gp; C: 0 gp; M: cloak of resistance+2 (333 
  gp each), headband of intellect +2 (333 gp each), amulet 
  of health +2 (333 gp each), ring of protection +1 (167 per 
  PC) 
  
  COR6-01 A Story For Another Day 
   
  Page 26 
   
  APL 12: L: 0 gp; C: 0 gp; M: cloak of resistance +2 
  (333 gp each), headband of intellect +2 (333 gp each), 
  amulet of health +2 (333 gp each), ring of protection +1 
  (167 per PC) 
   
  APL 14: L: 0 gp; C: 0 gp; M: cloak of resistance +3 
  (750 gp each), headband of intellect +4 (1,333 gp each), 
  amulet of health +2 (333 gp each), ring of protection +2 
  (667 gp each) 
   
  APL 16: L: 0 gp; C: 0 gp; M: cloak of resistance +4 
  (1,333 gp each), headband of intellect +6 (3,000 gp each), 
  amulet of health +2 (333 gp each), ring of protection +2 
  (667 gp each) 
   
  Conclusion: 
   
  APL 10: L: 0 gp; C: 800 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 900 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 1,000 gp; M: 0 gp 
   
  APL 16: L: 0 gp; C: 1,100 gp; M: 0 gp 
   
  Total Possible Treasure 
  APL 10: L: 0 gp; C: 800 gp; M: 1,861 gp  - Total: 2,300 gp 
  APL 12: L: 0 gp; C: 900 gp; M: 2,694 gp  - Total: 3,300 gp 
  APL 14: L: 0 gp; C: 1,000 gp; M: 5,964 gp  - Total: 6,600 gp 
  APL 16: L: 0 gp; C: 1,100 gp; M: 9,381 gp  - Total: 9,900 gp 
   
  Special 
  w  Favor of Pholtus: Choose ONE of the following 
  upon receiving the AR and cross off the others: 
   
  Audience: A current worshiper of Pholtus may 
  request an audience with the Blinding Light himself. This 
  grants the PC access to the Contemplative prestige class 
  (CD) and the Master of Radiance prestige class (LB). 
   
  Greater Turning: On three occasions a cleric or 
  paladin of any god may call upon Pholtus’s grace to 
  empower a normal turning attempt as a Greater Turning. 
  Mark them off as used. 
   
   
   
  [  ]  [  ]  [  ] 
   
  Healing: On one occasion when the PC is reduced to 
  negative hit points (but not slain), the PC may 
  automatically receive the benefit of a cure serious wounds 
  (for non-worshipers of Pholtus) or heal (for worshipers) 
  cast at 15th-level. Mark off this favor once used. 
   
  Remove Curse: On one occasion a cursed PC may 
  invoke Pholtus’s name to have a 17th-level remove curse 
  cast upon himself. This is a full-round action. 
   
  w  Favor of Kalinin: The PC receives access to the 
  starred items listed under Item Access. In addition, 
  Kalinin will arrange one +1 enhancement improvement 
  for any weapon, shield, armor, ring of protection, cloak or 
  vest of resistance, or amulet of natural armor, to a 
  maximum of +4. Wizard PCs can instead use this favor to 
  copy two spells of up to 8th-level from any Core source 
  into their spellbooks. Normal costs apply in both cases. 
  Cross this favor off once used. 
   
  w  Meld With Tanalee: A wish has been used to 
  irrevocably meld the soul of the ghost Tanalee with the 
  PC’s. This has the following game effects: 
   
  The PC’s eyes are now blue. 
   
  Two minds are more resilient than one to 
  possession-type affects. Thus, the PC gains a +2 
  sacred bonus to all Will saves. 
   
  Two personalities in one body however can lead 
  erratic behavior and thus the PC suffers a -2 
  penalty to her Leadership score due to this 
  behavior. 
   
  If the PC has no levels of sorcerer he must select 
  a level of sorcerer when he next gains a level. 
  For the purpose of casting sorcerer spells treat 
  the PC as having a Charisma of 18 (unless his 
  normal Charisma score is higher). Use the PC’s 
  normal Charisma for all other skill checks and 
  so on. If the PC ever loses this sorcerer level 
  Tanalee is assumed to have died. If this occurs 
  remove all affects of this favor. 
   
  Tanalee distrusts Pholtans and has a habit of calling on 
  spirits when she casts her spells or is in otherwise 
  stressful situations.  Otherwise the roleplaying aspects of 
  this possession are left up to the player.  
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Item Access 
  APL 10: 
   
  +1 ghost touch spiked chain (Adventure; DMG; 
  8,325 gp) 
   
  lesser metamagic rod of substitution (any 
  energy type); Adventure; CL 17th; CA; 2,700 gp) 
   
  phylactery of undead turning (Adventure; CL 
  10th; DMG; 11,000 gp) 
   
  lens of detection (Adventure; CL 9th; DMG; 
  3,500 gp) 
   
  APL 12 (all of APL 2 plus the following): 
   
  +1 frost ghost touch spiked chain (Adventure; 
  DMG; 18,325 gp) 
   
  +2 cloak of resistance (Adventure; CL 6th; DMG; 
  4,000 gp) 
   
  ring of arcane might (Adventure; CL 8th; CA; 
  20,000 gp) 
   
  lyre of the restful soul (Adventure; CL 10th; LB; 
  3,000 gp) 
   
  APL 14 (all of APLs 2-4 plus the following): 
   
  +1 ghost touch chain shirt (Adventure; DMG; 
  16,250 gp) 
   
  +3 cloak of resistance (Adventure; DMG; 9,000 
  gp) 
   
  +2 ring of protection (Adventure; DMG; 8,000 
  gp) 
   
  +4 headband of intellect (Adventure; DMG; 
  16,000 gp) 
   
  Metamagic rod of substitution (any energy type; 
  Adventure; CL 17th; CA; 10,500 gp) 
   
  
  COR6-01 A Story For Another Day 
   
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  APL 16 (all of APLs 2-4 plus the following): 
   
  +2 frost ghost touch spiked chain (Adventure; 
  DMG; 32,325 gp) 
   
  +4 cloak of resistance (Adventure; DMG; 16,000 
  gp) 
   
  greater metamagic rod of substitution (any 
  energy type; Adventure; CL 17th; CA; 24,300 gp) 
   
  lesser metamagic rod of quicken (Adventure; CL 
  17th; DMG; 35,000 gp) 
   
  +6 headband of intellect (Adventure; DMG; 
  36,000 gp) 
  
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  APPENDIX 1: ALL APLS
  k  Momarie: female human adept 12; CR 11; Medium 
  humanoid (human); HD 12d6; hp 42; Init -1; Spd 15 ft; 
  AC 9, touch 9, flat-footed 9; Base Atk +6; Grp +5; Atk 
  +6/+1 melee (1d6-1, quarterstaff); SA spells; SQ-; AL N; 
  SV Fort +4, Ref +3, Will +14; Str 8; Dex 8; Con 10; I 14; W 
  19; Cha 14. 
   
  Skills and Feats: Concentration +10, Craft (alchemy) 
  +10, Heal +19, Knowledge (arcana) +8, Knowledge (local) 
  +8, Profession (herbalist) +17, Spellcraft +7, Survival +12; 
  Brew Potion, Iron Will, Scribe Scroll, Silent Spell, Skill 
  Focus (Heal), Track 
   
  Possessions: walking staff (quarterstaff) 
   
  Spells Prepared (3/4/4/3/1; base DC = 14 + spell 
  level): 0-mending, guidance, purify food and drink; 1st—
  cure light wounds (2), endure elements, protection from 
  evil; 2nd—cure moderate wounds, see invisibility, resist 
  energy, web; 3rd—bestow curse, contagion, neutralize 
  poison; 4th—minor creation. 
   
  k  Tanalee: female human ghost sorcerer 12; CR 12; 
  Medium undead (augmented humanoid [human], 
  incorporeal); HD 12d12; hp 84; Init +6; Spd fly 30 ft. 
  (perfect); AC 17, touch 17, flat-footed 15; Base Atk +6; Grp 
  +6 (Ethereal Plane only) or see below; Atk +8 ranged 
  touch (ray of enfeeblement) or +11 ranged (telekinesis; 
  see text); Full Atk +8 ranged touch (ray of enfeeblement) 
  or +11 ranged (telekinesis; see text); SA manifestation, 
  horrific appearance, corrupting gaze, telekinesis; SQ 
  undead, +4 turn resistance, rejuvenation, compulsion; AL 
  N; SV Fort +4, Ref +8, Will +12; Str 10, Dex 14, Con --, Int 
  12, Wis 14, Cha 20. 
   
  Skills and Feats: Concentration +19, Hide +10, 
  Knowledge (nature) +9, Knowledge (religion, undead 
  only)  +9, Listen +9, Search +9, Spellcraft +12, Spot +9; 
  Dodge, Extra Spell (1st)CA, Improved Initiative, Iron Will, 
  Lightning Reflexes, Still Spell 
   
  Manifestation (Su): When manifested, Tanelee is 
  incorporeal but can affect both the Material Plane and the 
  Ethereal Plane with spells. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views the ghost must make a DC 21 
  Fortitude save or suffer 1d4 points each of permanent 
  Strength, Dexterity, and Constitution damage. A creature 
  that successfully saves cannot be affected again for one 
  day. 
   
  Corrupting Gaze (Su): 30 foot range, DC 21 
  Fortitude save or suffer 2d10 damage and 1d4 permanent 
  Charisma damage. 
   
  Telekinesis (Su): Usable once per round as a free 
  action, as a 12th level sorcerer. DC 21 Will save to resist if 
  used on a creature or item a creature is carrying. Weight 
  limit is 300 pounds. If used for bull rush, disarm, grapple, 
  or trip attacks, attack roll and grapple check is +16 and 
  opposed Strength check is +5. 
   
  Rejuvenation: If destroyed, Tanelee automatically 
  reforms in 24 hours as long as she wants to continue as a 
  ghost and is within the Welkwood; if destroyed outside of 
  the Welkwood she reforms 2d4 days later. 
   
  Spells Known (6/8/7/7/7/6/3; base DC = 15 + spell 
  level): 0—dancing lights, daze, detect magic, ghost sound, 
  mage hand, prestidigitation, ray of frost, resistance; 1st-
  disguise self, silent image, magic missile, obscuring mist, 
  ray of enfeeblement;  2nd—cat’s grace, invisibility, see 
  invisibility, spectral hand, touch of idiocy; 3rd—dispel 
  magic, haste, lightning bolt, suggestion; 4th-solid fog, 
  stoneskin, ice storm; 5th—cone of cold, Rary’s telepathic 
  bond*; 6th—Otiluke’s freezing sphere**. 
   
  *Tanalee refers to this spell as spirit bond. 
   
  **Tanalee refers to this spell as ice-cold spirit sphere. 
  
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  APL 10 
  ENCOUNTER 7 
  Note: All undead in this encounter are enhanced by the 
  Corpsecrafter and Destruction Retribution feats from 
  Libris Mortis (as detailed in Appendix 3), hence the 
  increased CR rating and hit points. 
   
  d Enhanced greater shadow: CR 9; Medium undead 
  (incorporeal); HD 9d12+18; hp 76; Init +2; Spd Fly 40 ft. 
  (good); AC 14, touch 14, flat-footed 12; Base Atk +4; Grp; 
  Atk +6 melee (1d8 Str, incorporeal touch); SA create 
  spawn, strength damage; Atk +6 melee (1d8 Str, 
  incorporeal touch); SA create spawn, strength damage; 
  SQ darkvision 60 ft., incorporeal traits, +2 turn resistance, 
  undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str --, 
  Dex 15, Con --, Int 6, Wis 12, Cha 14. 
   
  Skills and Feats: Hide +14 (+18 in shadowy 
  surroundings, +10 in brightly-lit), Listen +9, Search +6, 
  Spot +9; Alertness, Dodge, Mobility, Spring Attack. 
   
  Destructive Retribution (Su): When destroyed 
  the greater shadow releases a burst which does 5d6 
  negative energy damage (DC 15 Reflex save for half) to all 
  creatures within a 10-foot spread. Undead in the spread 
  are healed by the same amount. 
   
  d Golfric: male human ghost fighter 9; CR 12; Medium 
  undead (incorporeal); HD 9d12+27; hp 85 (94); Init +2; 
  Spd fly 30 ft. (good); AC 15 (17), touch 15 (17), flat-footed 
  13 (15); Base Atk  +9; Grp-- or +14 (Ethereal Plane only); 
  Atk +16 (+18) melee (2d4+10, +1 ghost touch spiked 
  chain); Full Atk +16/+11 (+18/+13) melee (2d4+10, +1 
  ghost touch spiked chain); Space/Reach 5 ft./5 ft. (10 ft. 
  with spiked chain); SA  horrific appearance, corrupting 
  gaze, destructive retribution; SQ darkvision 60 feet, 
  incorporeal traits, undead traits, rejuvenation,+4 (+8) turn 
  resistance; AL NE; SV Fort +8, Ref +8, Will +4; Str 20, Dex 
  14, Con --, Int 10, Wis 10, Cha 16. 
   
  Skills and Feats: Craft (weaponsmith) +4, Hide +10, 
  Intimidate +15, Jump +11, Listen +8, Search +8, Spot +8, 
  Tumble +8, Swim +7; Combat Reflexes, Dodge, Exotic 
  Weapon Proficiency (spiked chain), Hold the Line (CW), 
  Improved Toughness, Lightning Reflexes, Power Attack, 
  Quick Draw,  Weapon Focus (spiked chain), Weapon 
  Specialization (spiked chain). 
   
  Corrupting Gaze (Su): 30 foot range, creatures 
  meeting Golfric’s gaze must make a DC 17 Fortitude save 
  or take 2d10 damage and 1d4 Charisma damage. 
   
  Destructive Retribution (Su): When destroyed 
  the ghost releases a burst which does 5d6 negative energy 
  damage (DC 15 Reflex save for half) to all creatures 
  within a 10-foot spread. Undead in the spread are healed 
  by the same amount. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet seeing Golfric must make a DC 17 
  Fortitude save or immediately take 1d4 each Strength, 
  Dexterity, and Constitution damage. A creature that 
  successfully saves cannot be affected again for 24 hours. 
   
  Manifestation (Su): As a free action, Golfric can 
  move into a state where the ghost is visible to those on 
  the Material Plane and can interact with those on the 
  Material Plane as an incorporeal undead. The ghost is still 
  partly in the Ethereal Plane, where it can be interacted 
  with normally, and can return fully to the Ethereal Plane 
  as a standard action. 
   
  Incorporeal Enhancement: This spell, cast on 
  Golfric at 11th level, gives him the values in parenthesis. 
   
  Possessions: +1 ghost touch spiked chain (8,325 gp 
  full, 694 gp each), ghostly +1 cloak of resistance, ghostly 
  rope of entanglement. 
   
  Physical Description: Golfric appears as a handsome, 
  well-muscled Flan man with numerous tattoos and a 
  cruel expression. 
   
  ENCOUNTER 8 
  d  Kristof: male human (Flan) wizard 11; CR 11; 
  Medium humanoid (human); HD 11d4+22; hp 51 (67); 
  Init +2 (+4); Spd 30 ft.; AC 19 (21), touch 13 (15), flat-
  footed 17; Base Atk +5; Grp +5; Atk +5 melee (1d4/19-20, 
  dagger) or +7 (+9) ranged touch (spell); Full Atk +5 melee 
  (1d4/19-20, dagger)] or +7 (+9) ranged touch (spell); SA -; 
  SQ spells; AL NE; SV Fort +8, Ref +7 (+9), Will +10; Str 
  10, Dex 14 (18), Con 14, Int 20, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +16, Craft (alchemy) 
  +19, Knowledge (arcane) +19, Knowledge (the planes) 
  +17, Knowledge (religion) +17, Spellcraft +19, Tumble 
  +4(+6); Arcane Mastery (CA), Corpsecrafter (LB), Craft 
  Wondrous Item, Destructive Retribution (LB), Empower 
  Spell, Fell Drain (LB), Great Fortitude, Scribe Scroll. 
   
  Spells Prepared (4/6/5/5/4/3/1 per level; base DC = 
  15 + spell level): 0—detect magic, light, mending, read 
  magic; 1st—expeditious retreat, magic missile (2), 
  protection from good, ray of enfeeblement, shield; 2nd—
  cat’s grace, false life, mirror image, resist energy (2), 
  scorching ray (2); 3rd—empowered ray of enfeeblement, 
  fell drain magic missile, dispel magic, greater mage armor 
  (CA), incorporeal enhancement (LB)*; 4th—dimension 
  door, Evard’s black tentacles, ice storm, polymorph; 5th—
  baleful polymorph, fell drain fireball, mirage arcana*; 6th-
  acid fog. 
   
  Possessions: cloak of resistance +2, headband of 
  intellect +2, amulet of health +2, ring of protection +1, 
  scroll of fly (CL 11th), dagger. 
   
  Power-Up Suite (Kristof as a green hag): 
  green hag wizard 11; CR 11; Medium monstrous 
  humanoid; HD 11d4+22; hp 51 (67); Init +1 (+3); Spd 30 
  ft., swim 30 ft.; AC 29 (31), touch 12(14), flat-footed 28; 
  Base Atk +5; Grp +9; Atk +9 melee (1d4+4, claw) or +6 (+8) 
  ranged touch (spell); Full Atk +9/+9 melee (1d4+4, 2 
  claws); SA spells; SQ - AL NE; SV Fort +8, Ref +6 (+8), 
  Will +10; Str 19, Dex 12(16), Con 14, Int 20, Wis 12, Cha 
  10; Tumble +3 (+5). 
   
  Note: When encountered by the PCs, Kristof has 
  already cast mage armor and false life. This gives him the 
  hp and AC listed in brackets above. Refer to the “Fully 
  Prepared” section of Encounter 8 for more information 
  on spells he pre-casts if warned of the PCs’ approach. 
   
  
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  APL 12
  ENCOUNTER 7 
  Note: All undead in this encounter are enhanced by the 
  Corpsecrafter and Destruction Retribution feats from 
  Libris Mortis (detailed in Appendix 3). They are also 
  enhanced by the incorporeal enhancement spell from 
  Libris Mortis (also in Appendix 3) cast at 13th-level, 
  which gives them the values in parenthesis. Together 
  these account for the increased CR rating and hit points.  
   
  d Enhanced greater shadow: CR 9; Medium undead 
  (incorporeal); HD 9d12+18; hp 76 (85); Init +2; Spd fly 40 
  ft. (good); AC 14 (16), touch 14 (16), flat-footed 12(14); 
  Base Atk +4; Grapple –; Atk +6 (+8) melee (incorporeal 
  touch, 1d8 Str); Full Atk +6 (+8) melee (incorporeal touch, 
  1d8 Str); SA create spawn, strength damage; SQ 
  darkvision 60 ft., incorporeal traits, +2(+6) turn resistance, 
  undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str --, 
  Dex 15, Con --, Int 6, Wis 12, Cha 14. 
   
  Skills and Feats: Hide +14 (+18 in shadowy 
  surroundings, +10 in brightly-lit), Listen +9, Search +6, 
  Spot +9; Alertness, Dodge, Mobility, Spring Attack. 
   
  Destructive Retribution (Su): When destroyed 
  the greater shadow releases a burst which does 5d6 
  negative energy damage (DC 15 Reflex save for half) to all 
  creatures within a 10-foot spread. Undead in the spread 
  are healed by the same amount. 
   
  d  Golfric: male human ghost fighter 9/exotic weapon 
  master 1; CR 13; Medium undead (incorporeal); HD 
  10d12+30; hp 95 (104); Init +2; Spd fly 30 ft. (good); AC 15 
  (17), touch 15 (17), flat-footed 13 (15); Base Atk +10; Grp-- 
  or +15 (Ethereal Plane only); Atk +17 (+19) melee (2d4+10 
  plus 1d6 cold, +1 frost ghost touch spiked chain); Full Atk 
  +17/+12 (+19/+14) melee (2d4+10 plus 1d6 cold, +1 frost 
  ghost touch spiked chain) or +15/+15/+10 (+17/+17/+12) 
  melee [2d4+10 plus 1d6 cold, +1 frost ghost touch spiked 
  chain with flurry]; Space/Reach 5 ft./5 ft. (10 ft. with 
  spiked chain); SA  horrific appearance, corrupting gaze, 
  destructive retribution, flurry of strikes; SQ darkvision 60 
  feet, incorporeal traits, manifestation, undead traits, 
  rejuvenation, +4 (+8)  turn resistance; AL NE; SV Fort 
  +10, Ref +8, Will +4; Str 20, Dex 14, Con --, Int 10, Wis 10, 
  Cha 16. 
   
  Skills and Feats: Craft (weaponsmith) +4, Hide +10, 
  Intimidate +16, Jump +12, Listen +8, Search +8, Spot +8, 
  Tumble +8, Swim +7; Combat Reflexes, Dodge, Exotic 
  Weapon Proficiency (spiked chain), Hold the Line (CW), 
  Improved Toughness (CW), Lightning Reflexes, Power 
  Attack, Quick Draw, Weapon Focus (spiked chain), 
  Weapon Specialization (spiked chain). 
   
  Corrupting Gaze (Su): 30 foot range, creatures 
  meeting Golfric’s gaze must make a DC 18 Fortitude save 
  or take 2d10 damage and 1d4 Charisma damage. 
   
  Destructive Retribution (Su): When destroyed 
  the greater shadow releases a burst which does 6d6 
  negative energy damage (DC 15 Reflex save for half) to all 
  creatures within a 10-foot spread. Undead in the spread 
  are healed by the same amount. 
   
  Flurry of Strikes: As a full attack action, Golfric 
  can make an extra attack action at his highest attack but 
  with a -2 penalty on all attack rolls. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet who sees Golfric must make a DC 18 
  Fortitude save or immediately take 1d4 each Strength, 
  Dexterity, and Constitution damage. A creature that 
  successfully saves cannot be affected again for 24 hours. 
   
  Manifestation (Su): As a free action, Golfric can 
  move into a state where the ghost is visible to those on 
  the Material Plane and can interact with those on the 
  Material Plane as an incorporeal undead. The ghost is still 
  partly in the Ethereal Plane, where it can be interacted 
  with normally, and can return fully to the Ethereal Plane 
  as a standard action. 
   
  Possessions: +1 frost ghost touch spiked chain, 
  ghostly cloak of resistance +1, ghostly rope of 
  entanglement. 
   
  Physical Description: Golfric appears as a handsome, 
  well-muscled Flan man with numerous tattoos and a 
  cruel expression. 
   
  d  Noll: male human ghost cleric 11 (Nerull); CR 14; 
  Medium undead (incorporeal); HD 11d12+22; hp 93 
  (102); Init +1; Spd fly 30 ft. (good); AC 15 (17), touch 
  15(17), flat-footed 14 (16); Base Atk +8; Grp--; Atk +9 (+11) 
  melee touch (1d6, corrupting touch) or +12 (+14) ranged 
  (1d8+3, spiritual weapon) or +9 (+11) ranged touch 
  (searing light); Full Atk +9/+4 (+11/+6) melee touch (1d6, 
  corrupting touch) or +12/+7 (+14/+9) ranged (1d8+3, 
  spiritual weapon) or +9 (+11) ranged touch (searing light); 
  SA spontaneous casting (inflict), rebuke/command 
  undead 7/day (+6 check), corrupting touch, destructive 
  retribution, frightful moan, spells; SQ darkvision 60 ft., 
  manifestation, 
  incorporeal 
  traits, 
  undead 
  traits, 
  rejuvenation, +4(+8) turn resistance; AL NE; SV Fort +8, 
  Ref +5, Will +12; Str 10, Dex 12, Con --, Int 10, Wis 18, 
  Cha 18. 
   
  Skills and Feats: Concentration +18 (+22), Hide +9, 
  Knowledge (religion) +14, Listen +12, Search +8, 
  Spellcraft +14, Spot +12; Combat Casting, Divine 
  Metamagic (CD), Empower Spell, Quicken Manifestation 
  (LB), Widen Spell. 
   
  Destructive Retribution (Su): When destroyed 
  Noll releases a burst which does 6d6 negative energy 
  damage (DC 15 Reflex save for half) to all creatures 
  within a 10-foot spread. Undead in the spread are healed 
  by the same amount. 
   
  Frightful Moan (Su): Standard action, all living 
  creatures within a 30 foot spread must make a DC 19 Will 
  save or become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. 
   
  Manifestation (Su): As a free action, Noll can 
  move into a state where he is visible to those on the 
  Material Plane and can interact with those on the 
  Material Plane as an incorporeal undead. He is still partly 
  in the Ethereal Plane, where it can be interacted with 
  normally, and can return fully to the Ethereal Plane as a 
  standard action. 
  
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  Spells Prepared (6/6+1/5+1/5+1/4+1/2+1/1+1 per 
  level; base DC = 14 + spell level, evil spells in bold): 0—
  detect magic (2), inflict minor wounds (2), light, read 
  magic; 1st—bless, deathwatch, detect good, divine 
  favor, doom, entropic shield,  protection from good* ; 
  2nd- desecrate*, hold person, resist energy (2), spiritual 
  weapon (2); 3rd—dispel magic (2), flame of faith (CD), 
  magic circle against good*, searing light (2); 4th-
  dismissal (2), recitation (CD), spell immunity, unholy 
  blight*; 5th—dispel good*, flame strike, widened 
  desecrate; 6th—create undead*, harm. 
   
  *Domain Spell. Domains: Death (Supernatural 
  death touch once/day, 11d6 damage on a successful touch 
  attack against a living opponent [Cannot be used as a 
  ghost]) and Evil (Evil spells at +1 caster level). 
   
  Possessions: Holy symbol of Nerull, ghostly  cloak of 
  resistance +1. 
   
  ENCOUNTER 8 
  d  Kristof: male human (Flan) wizard 13; CR 13; 
  Medium humanoid; HD 13d4+26; hp 60 (77); Init +2 (+4); 
  Spd 30 ft.; AC 19 (21), touch 13(15), flat-footed 17; Base 
  Atk +6; Grp +6; Atk +6 melee (1d4/19-20, dagger] or +8 
  (+10) ranged touch (ray spell); Full Atk +6/+1 melee 
  (1d4/19-20, dagger) or +8 (+10) ranged touch (spell); AL 
  NE; SV Fort +9, Ref +8(+10), Will +11; Str 10, Dex 14 (18), 
  Con 14, Int 21, Wis 12, Cha 10.  
   
  Skills and Feats: Concentration +18, Craft (alchemy) 
  +20, Knowledge (arcane) +20, Knowledge (the planes) 
  +19, Knowledge (religion) +19, Spellcraft +21, Tumble +5 
  (+7); Arcane Mastery (CA, Corpsecrafter (LB), Craft 
  Wondrous Item, Destructive Retribution (LB), Empower 
  Spell, Fell Drain (LB), Great Fortitude, Scribe Scroll, 
  Sudden Maximize (CA). 
   
  Spells Prepared (4/6/5/5/5/4/2/1 per level; base DC 
  = 15 + spell level): 0—detect magic, light, mending, read 
  magic; 
  1st-expeditious 
  retreat, magic missile (2), 
  protection from good, ray of enfeeblement, shield; 2nd—
  cat’s grace, false life, mirror image, resist energy (2), 
  scorching ray (2); 3rd—empowered ray of enfeeblement, 
  fell drain magic missile, dispel magic, greater mage armor 
  (CA), incorporeal enhancement (LB)*; 4th—dimension 
  door, Evard’s black tentacles, ice storm, polymorph, 
  stoneskin; 5th—baleful polymorph, cone of cold, fell 
  drain fireball, mirage arcana*; 6th—acid fog, fell drain ice 
  storm; 7th—fell drain cone of cold. 
   
  Possessions: cloak of resistance +2, headband of 
  intellect +2, amulet of health +2, ring of protection +1, 
  dagger. 
   
  Power-Up Suite (Kristof as a green hag): 
  green hag wizard 13; CR 13; Medium monstrous 
  humanoid; HD 13d4+26; hp 60 (77); Init +1 (+3); Spd 30 
  ft., swim 30 ft.; AC 29 (31), touch 12(14), flat-footed 28; 
  Base Atk +6; Grp +10; Atk +10 melee (1d4+4, claw] or +7 
  (+9) ranged touch [spell]; Full Atk +10/+10 melee [1d4+4, 
  2 claws]; SA spells; SQ --; AL NE; SV Fort +9, Ref +7(+9), 
  Will +11; Str 19, Dex 12(16), Con 14, Int 21, Wis 12, Cha 
  10; Tumble +4 (+6). 
   
  Note: When encountered by the PCs, Kristof has 
  already cast mage armor and false life. This gives him the 
  hp and AC listed in brackets above. Refer to the “Fully 
  Prepared” section of Encounter 8 for more information 
  on spells he pre-casts if warned of the PCs’ approach. 
   
   
  
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  APL 14
  ENCOUNTER 7 
  Note: All undead in this encounter are enhanced by the 
  Corpsecrafter and Destruction Retribution feats from 
  Libris Mortis (as detailed in Appendix 3). They are also 
  enhanced by the incorporeal enhancement spell from 
  Libris Mortis (also in Appendix 3) cast at 15th-level, which 
  gives them the values in parenthesis. Together these 
  account for the increased CR rating and hit points. All 
  also have the following ability: 
   
  Manifestation (Su): As a free action a ghost can 
  move into a state where it is visible to those on the 
  Material Plane and can interact with those on the 
  Material Plane as an incorporeal undead. The ghost is still 
  partly in the Ethereal Plane, where it can be interacted 
  with normally, and can return fully to the Ethereal Plane 
  as a standard action. 
   
  d Thug ghost: Male human ghost fighter 9 (3); CR 12; 
  Medium undead (incorporeal); HD 9d12+18; hp 76 (90); 
  Init +4; Spd fly 30 ft. (good); AC 16 (19), touch 16 (19), 
  flat-footed 12 (15); Base Atk +9; Grp -- or +16 (Ethereal 
  Plane only); Atk +15 (+18) incorporeal melee touch [1d6 
  ability drain, drain touch] or +14 (+17) melee touch 
  (initiate grapple, Ethereal Plane only); Full Atk +15/+10 
  (+18/+13) incorporeal melee touch [1d6 ability drain, 
  drain touch] or +12 (+15) melee touch (initiate grapple, 
  Ethereal Plane only); SA  destructive retribution, drain 
  touch; SQ darkvision 60 feet, incorporeal traits, 
  manifestation, undead traits, rejuvenation, +4 (+10) turn 
  resistance; AL NE; SV Fort +6, Ref +9, Will +4; Str 16, Dex 
  18, Con --, Int 10, Wis 12, Cha 16. 
   
  Skills and Feats: Hide +12, Intimidate +8, Jump +13, 
  Listen +9, Search +8, Spot +9, Tumble +10,  Swim +7; 
  Dodge, Empowered Ability Damage (drain touch, LB), 
  Greater Weapon Focus (unarmed strike), Improved 
  Grapple, Improved Unarmed Strike, Lightning Reflexes, 
  Mobility, Quicken Manifestation (LB), Spring Attack, 
  Weapon Focus (unarmed strike). 
   
  Destructive Retribution (Su): When destroyed 
  a ghost releases a burst which does 5d6 negative energy 
  damage (DC 15 Reflex save for half) to all creatures 
  within a 10-foot spread. Undead in the spread are healed 
  by the same amount. 
   
  Drain Touch (Su): Drain 1d6 points from ability 
  score of choice, heal 5 points of damage to itself. 
   
  Telekinesis (Su): Standard action as a 12th level 
  caster, 1d4 round delay between uses. 
   
  d  Golfric: male human ghost fighter 9/exotic weapon 
  master 1/ranger 1; CR 14; Medium undead (Incorporeal); 
  HD 11d12+33; hp 104 (118); Init +2; Spd fly 30 ft. (good); 
  AC 15 (18), touch 15 (18), flat-footed 13 (16); Base Atk 
  +11; Grp -- or +16 (Ethereal Plane only); Atk +19 (+22) 
  melee (2d4+11 plus 1d6 cold, +2 frost ghost touch spiked 
  chain); Full Atk +19/+14/+9 (+22/+17/+12) melee 
  (2d4+11 plus 1d6 cold, +2 frost ghost touch spiked chain) 
  or +17/+17/+12/+7 (+20/+20/+15/+10) melee (2d4+11 
  plus 1d6, +2 frost ghost touch spiked chain with flurry); 
  Space/Reach 5 ft./5 ft. (10 ft. with spiked chain); SA  
  favored enemy, horrific appearance, corrupting gaze, 
  destructive retribution, flurry of strikes; SQ darkvision 60 
  feet, incorporeal traits, manifestation, undead traits, 
  rejuvenation, +4 (+10) turn resistance; AL NE; SV Fort 
  +12, Ref +10, Will +4; Str 20, Dex 14, Con --, Int 10, Wis 
  10, Cha 16. 
   
  Skills and Feats: Craft (weaponsmith) +4, Hide +10, 
  Intimidate +16, Jump +12, Listen +8, Search +8, Spot +8, 
  Tumble +8, Survival +5, Swim +7; Combat Reflexes, 
  Dodge, Exotic Weapon Proficiency (spiked chain), Hold 
  the Line (CW), Improved Toughness (CW), Lightning 
  Reflexes, Power Attack, Quick Draw, Track, Weapon 
  Focus (spiked chain), Weapon Specialization (spiked 
  chain). 
   
  Favored Enemy (Ex): +2 on weapon damage and 
  Bluff, Listen, Sense Motive, Spot and Survival checks 
  against humans. 
   
  Corrupting Gaze (Su): 30 foot range, living 
  beings targeted with a glance who meet Golfric’s gaze 
  must make a DC 18 Fortitude save or take 2d10 damage 
  and 1d4 Charisma damage. 
   
  Destructive Retribution (Su): When destroyed, 
  Golfric releases a burst which does 6d6 negative energy 
  damage (DC 15 Reflex save for half) to all creatures 
  within a 10-foot spread. Undead in the spread are healed 
  by the same amount. 
   
  Flurry of Strikes: As a full attack action, Golfric 
  can make an extra attack action at his highest attack but 
  with a -2 penalty on all attack rolls. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet who sees Golfric must make a DC 18 
  Fortitude save or immediately take 1d4 each Strength, 
  Dexterity, and Constitution damage. A creature that 
  successfully saves cannot be affected again for 24 hours. 
   
  Possessions: +2 frost ghost touch spiked chain, +1 
  ghost touch chain shirt (enhanced to +3 by magic 
  vestments), ghostly cloak of resistance +1, ghostly rope of 
  entanglement. 
   
  Physical Description: Golfric appears as a handsome, 
  well-muscled Flan man with numerous tattoos and a 
  cruel expression. 
   
  d  Noll: male human ghost cleric 12 (Nerull); CR 15; 
  Medium undead (Incorporeal); HD 12d12+24; hp 102 
  (116); Init +1; Spd fly 30 ft. (good); AC 15 (18), touch 
  15(18), flat-footed 14(17); Base Atk +9;  Grp--; Atk +10 
  (+13) melee touch (1d6, corrupting touch) or +13 (+16) 
  ranged (1d8+3, spiritual weapon) or +10 (+13) ranged 
  touch (searing light); Full Atk +10/+5 (+13/+8) melee 
  touch (1d6, corrupting touch) or +13/+8 (+16/+11) ranged 
  (1d8+4, spiritual weapon) or +10 (+13) ranged touch 
  (searing 
  light); 
  SA 
  spontaneous 
  casting 
  (inflict), 
  rebuke/command undead 7/day (+6 check), corrupting 
  touch, destructive retribution, frightful moan; SQ 
  darkvision 60 ft., manifestation, incorporeal traits, undead 
  traits, rejuvenation,+4 (+10) turn resistance; AL NE; SV 
  Fort +11, Ref +9, Will +14; Str 10, Dex 13, Con --, Int 10, 
  Wis 18, Cha 18. 
  
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  Skills and Feats: Concentration +19 (+23), Hide +9, 
  Knowledge (religion) +15, Listen +12, Search +8, 
  Spellcraft +15, Spot +12; Combat Casting, Divine 
  Metamagic (CD), Empower Spell, Lightning Reflexes, 
  Quicken Manifestation (LB), Widen Spell. 
   
  Destructive 
  Retribution 
  (Su): Upon his 
  destruction Noll releases a burst which does 7d6 negative 
  energy damage (DC 15 Reflex save for half) to all 
  creatures within a 10-foot spread. Undead in the spread 
  are healed by the same amount. 
   
  Frightful Moan (Su): Standard action, all living 
  creatures within a 30 foot spread must make a DC 20 Will 
  save or become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. 
   
  Spells Prepared (6/6+1/5+1/5+1/4+1/3+1/2+1 per 
  level; base DC = 14 + spell level, evil spells in bold): 0- 
  detect magic (2), inflict minor wounds (2), light, read 
  magic;1st-bless, deathwatch, detect good, divine favor, 
  doom, entropic shield,  protection from good* ; 2nd-  
  desecrate*, hold person, resist energy, shatter, spiritual 
  weapon (x2);3rd-dispel magic (x2), magic circle 
  against good*, magic vestments, searing light (x2); 4th-
  dismissal (x2), recitation (CD), spell immunity, unholy 
  blight*; 5th level-dispel good*, flame strike(x2), 
  widened desecrate; 6th-create undead*, greater dispel 
  magic, harm. 
   
  *Domain Spell. Domains: Death (Supernatural 
  death touch once/day, 11d6 damage on a successful touch 
  attack against a living opponent [Cannot be used as a 
  ghost]) and Evil (Evil spells at +1 caster level). 
   
  Possessions: Holy symbol of Nerull, ghostly cloak of 
  resistance +2. 
   
  ENCOUNTER 8 
  d  Kristof: male human (Flan) wizard 15; CR 15; 
  Medium Humanoid; HD 15d4+30; hp 68 (85); Init +2 
  (+4); Spd 30 ft., fly 60 ft. (good); AC 20 (22), touch 14 (16), 
  flat-footed 18; Base Atk +7; Grp +7; Atk +7 melee (1d4/19-
  20, dagger) or +9 (+11) ranged touch (ray spell); Full Atk 
  +7/+2 melee (1d4/19-20,  dagger) or +9 (+11) ranged 
  touch [spell]; AL NE; SV Fort +11, Ref +10(+12), Will +13; 
  Str 10, Dex 14 (18), Con 14, Int 23, Wis 12, Cha 10.  
   
  Skills and Feats: Concentration +20, Craft (alchemy) 
  +22, Knowledge (arcane) +22, Knowledge (the planes) 
  +20, Knowledge (religion) +20, Spellcraft +23, Tumble +6 
  (+8); Arcane Mastery (CA, Corpsecrafter (LB), Craft 
  Wondrous Item, Destructive Retribution (LB), Empower 
  Spell, Fell Drain (LB), Great Fortitude, Quicken Spell, 
  Scribe Scroll, Sudden Maximize (CA), Sudden Still (CA). 
   
  Spells Prepared (4/6/6/5/5/5/4/2/1 per level; base 
  DC = 16 + spell level): 0- detect magic, light, mending, 
  read magic; 1st-expeditious retreat, magic missile (x2), 
  protection from good, ray of enfeeblement, shield; 2nd-
  cat’s grace, false life, glitterdust, mirror image, resist 
  energy (x2), scorching ray (x2); 3rd-empowered ray of 
  enfeeblement, fell drain magic missile, dispel magic, 
  greater mage armor (CA), incorporeal enhancement 
  (LB)*; 4th-dimension door, Evard’s black tentacles, ice 
  storm, polymorph, stoneskin; 5th-quickened true strike 
  (x2), cone of cold, fell drain fireball, mirage arcana*; 6th-
  acid fog, disintegrate, fell drain ice storm, true seeing; 7th 
  level- fell drain cone of cold, spell turning; 8th-horrid 
  wilting. 
   
  Possessions: cloak of resistance +3, headband of 
  intellect +4, amulet of health +2, ring of protection +2, 
  dagger. 
   
  Power-Up Suite (Kristof as a green hag): 
  green hag wizard 15; CR 13; Medium Monstrous 
  Humanoid; HD 15d4+30; hp 68 (85); Init +1 (+3); Spd 30 
  ft., swim 30 ft.; AC 30 (32), touch 12 (14), flat-footed 28; 
  Base Atk  +7; Grp +11; Atk +11 melee (1d4+4, claw) or +8 
  (+10) ranged touch (spell); Full Atk +11/+11 melee 
  (1d4+4. 2 claws); SA spells; SQ --; AL NE; SV Fort +8, Ref 
  +9 (+11), Will +10; Str 19, Dex 12(16), Con 14, Int 23, Wis 
  12, Cha 10; Tumble +5 (+7). 
   
  Note: When encountered by the PCs, Kristof has 
  already cast mage armor and false life. This gives him the 
  hp and AC listed in brackets above. Refer to the “Fully 
  Prepared” section of Encounter 8 for more information 
  on spells he pre-casts if warned of the PCs’ approach. 
   
  
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  APL 16 
  ENCOUNTER 7 
  Note: All undead in this encounter are enhanced by 
  the Corpsecrafter and Destruction Retribution feats 
  from Libris Mortis (detailed in Appendix 3). They are 
  also enhanced by the incorporeal enhancement spell 
  from Libris Mortis (also in Appendix 3) cast at 17th-
  level, which gives them the values in parenthesis. 
  Together these account for the increased CR rating and 
  hit points. All also have the following ability: 
   
  Manifestation (Su): As a free action, a ghost 
  can move into a state where it is visible to those on the 
  Material Plane and can interact with those on the 
  Material Plane as an incorporeal undead. The ghost is 
  still partly in the Ethereal Plane, where it can be 
  interacted with normally, and can return fully to the 
  Ethereal Plane as a standard action. 
   
  d Thug ghost: male human ghost fighter 11; CR 12; 
  Medium undead (Incorporeal); HD 11d12+22; hp 
  93(107); Init +4; Spd fly 30 ft. (good); AC 16 (19), touch 
  16 (19), flat-footed 12(15); Base Atk +11; Grp -- or +18 
  (Ethereal Plane only); Atk +17 (+20) incorporeal melee 
  touch (1d6 ability drain, drain touch) or +16 (+19) 
  melee touch (initiate grapple, Ethereal Plane only); Full 
  Atk +17/+12 (+20/+15) incorporeal melee touch (1d6 
  ability drain, drain touch) or +14 (+17) melee touch 
  (initiate grapple, Ethereal Plane only); SA  destructive 
  retribution, drain touch; SQ darkvision 60 feet, 
  incorporeal 
  traits, 
  manifestation, 
  undead 
  traits, 
  rejuvenation, +4(+10) turn resistance; AL NE; SV Fort 
  +7, Ref +9, Will +6; Str 16, Dex 18, Con --, Int 10, Wis 
  12, Cha 16.  
   
  Skills and Feats: Hide +12, Intimidate +10, Jump 
  +15, Listen +9, Search +8, Spot +9, Tumble +11,  Swim 
  +7; Dodge, Empowered Ability Damage (drain touch, 
  LB), Greater Weapon 
  Focus (unarmed strike), 
  Improved Grapple, Improved Unarmed Strike, Iron 
  Will, 
  Lightning 
  Reflexes, 
  Mobility, 
  Quicken 
  Manifestation (LB), Spring Attack, Weapon Focus 
  (unarmed strike). 
   
  Destructive 
  Retribution 
  (Su): 
  When 
  destroyed the ghost releases a burst which does 6d6 
  negative energy damage (DC 15 Reflex save for half) to 
  all creatures within a 10-foot spread. Undead in the 
  spread are healed by the same amount. 
   
  Drain Touch (Su): Drain 1d6 points from 
  ability score of choice, heal 5 points of damage to itself. 
   
  Telekinesis (Su): Standard action as a 12th level 
  caster, 1d4 round delay between uses. 
   
  d  Golfric: male human ghost fighter 10/ exotic 
  weapon master 1/ranger 1; CR 15; Medium undead 
  (Incorporeal); HD 12d12+36; hp 114 (128); Init +2; Spd 
  fly 30 ft. (good); AC 23 (26), touch 15(18), flat-footed 
  21(24); Base Atk +12; Grp -- or +17 (Ethereal Plane 
  only); Atk +21 (+24) melee (2d4+11 plus 1d6 cold, +2 
  frost ghost touch spiked chain); Full Atk +21/+16/+11 
  (+24/+19/+14) melee (2d4+10 plus 1d6 cold, +1 frost 
  ghost 
  touch spiked 
  chain) or +19/+19/+14/+9 
  (+22/+22/+17/+12) melee (2d4+11 plus 1d6 cold , +2 
  frost 
  ghost 
  touch 
  spiked 
  chain 
  with 
  flurry); 
  Space/Reach 5 ft./5 ft. (10 ft. with spiked chain); SA  
  favored enemy, horrific appearance, corrupting gaze, 
  destructive retribution, flurry of strikes; SQ darkvision 
  60 feet, incorporeal traits, manifestation, undead traits, 
  rejuvenation, +4 (+10) turn resistance; AL NE; SV Fort 
  +13, Ref +11, Will +5; Str 20, Dex 15, Con --, Int 10, Wis 
  10, Cha 16. 
   
  Skills and Feats: Craft (weaponsmith) +4, Hide 
  +10, Intimidate +16, Jump +12, Listen +8, Search +8, 
  Spot +8, Tumble +8, Survival +5, Swim +7; Combat 
  Reflexes, Dodge, Exotic Weapon Proficiency (spiked 
  chain), Greater Weapon Focus (spiked chain), Hold the 
  Line (CW), Improved Toughness (CW), Lightning 
  Reflexes, Mobility, Power Attack, Quick Draw, Track, 
  Weapon Focus (spiked chain), Weapon Specialization 
  (spiked chain). 
   
  Favored Enemy (Ex): +2 on weapon damage 
  and Bluff, Listen, Sense Motive, Spot and Survival 
  checks against humans. 
   
  Corrupting Gaze (Su): 30 foot range, living 
  beings targeted with a glance who meet Golfric’s gaze 
  must make a DC 19 Fortitude save or take 2d10 damage 
  and 1d4 Charisma damage. 
   
  Destructive 
  Retribution 
  (Su): 
  When 
  destroyed Golfric releases a burst which does 7d6 
  negative energy damage (DC 15 Reflex save for half) to 
  all creatures within a 10-foot spread. Undead in the 
  spread are healed by the same amount. 
   
  Flurry of Strikes: As a full attack action, Golfric 
  can make an extra attack action at his highest attack but 
  with a -2 penalty on all attack rolls. 
   
  Horrific 
  Appearance 
  (Su): 
  Any 
  living 
  creature within 60 feet who sees Golfric must make a 
  DC 19 Fortitude save or immediately take 1d4 
  Strength, Dexterity, and Constitution damage. A 
  creature that successfully saves cannot be affected 
  again for 24 hours. 
   
  Possessions: +2 frost ghost touch spiked chain), +1 
  ghost touch chain shirt (enhanced to +4 by magic 
  vestments), ghostly cloak of resistance +2, ghostly rope 
  of entanglement. 
   
  Physical Description: Golfric appears 
  as a 
  handsome, well-muscled Flan man with numerous 
  tattoos and a cruel expression. 
   
   
  d  Noll: male human ghost cleric 14 (Nerull); CR 17; 
  Medium undead (Incorporeal); HD 14d12+28; hp 
  115(129); Init +1; Spd fly 30 ft. (good); AC 15 (18), 
  touch 15(18), flat-footed 14(17); Base Atk +10; Grp --; 
  Atk +11 (+14) melee touch (1d6, corrupting touch) or 
  +14 (+17) ranged (1d8+4, spiritual weapon) or +11 (+14) 
  ranged touch (searing light); Full Atk +11/+6 (+14/+9) 
  
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  melee touch (1d6, corrupting touch) or +14/+9 
  (+17/+12) ranged (1d8+4, spiritual weapon) or +11 (+14) 
  ranged touch (searing light); SA spontaneous casting 
  (inflict), rebuke/command undead 7/day (+6 turn 
  check), corrupting touch, destructive retribution, 
  frightful moan; SQ darkvision 60 ft., manifestation, 
  incorporeal traits, undead traits, rejuvenation, +4 (+10) 
  turn resistance; AL NE; SV Fort +11, Ref +9, Will +15; 
  Str 14, Dex 13, Con --, Int 10, Wis 18, Cha 18. 
   
  Skills and Feats: Concentration +21(+25), Hide +9, 
  Knowledge (religion) +17, Listen +12, Search +8, 
  Spellcraft +17, Spot +12; Combat Casting, Divine 
  Metamagic (CD), Empower Spell, Lightning Reflexes, 
  Quicken Manifestation (LB), Widen Spell. 
   
  Destructive 
  Retribution 
  (Su): 
  When 
  destroyed Noll releases a burst which does 8d6 
  negative energy damage (DC 15 Reflex save for half) to 
  all creatures within a 10-foot spread. Undead in the 
  spread are healed by the same amount. 
   
  Frightful Moan (Su): Standard action, all 
  living creatures within a 30-foot spread must make a 
  DC 21 Will save or become panicked for 2d4 rounds. 
  This is a sonic necromantic mind-affecting fear effect. 
   
  Spells Prepared (6/6+1/6+1/5+1/5+1/3+1/3+1/ 2+1 
  per level; base DC = 14 + spell level, evil spells in bold): 
  0- detect magic (2), inflict minor wounds (2), light, read 
  magic;1st-bless, deathwatch, detect good, divine 
  favor, doom, entropic shield,  protection from 
  good* ; 2nd-  desecrate*, hold person, resist energy 
  (x2), shatter, spiritual weapon (x2);3rd-dispel magic 
  (x2),  magic circle against good*, magic vestments, 
  searing light (x2); 4th-dismissal (x2), recitation (CD), 
  spell immunity, unholy blight* (x2); 5th-dispel 
  good*, flame strike (x2), widened desecrate; 6th-
  antilife shell, create undead*, greater dispel magic, 
  harm; 7th-blasphemy*, empowered flame strike (x2). 
   
  *Domain Spell. Domains: Death (Supernatural 
  death touch once/day, 11d6 damage on a successful 
  touch attack against a living opponent [Cannot be used 
  as a ghost]) and Evil (Evil spells at +1 caster level). 
   
  Possessions: Holy symbol of Nerull, ghostly cloak 
  of resistance +2. 
   
  ENCOUNTER 8 
  d Kristof: male human (Flan) wizard 16/archmage 1; 
  CR 17; Medium Humanoid; HD 17d4+34; hp 77 (94); 
  Init +2 (+4); Spd 30 ft., fly 60 ft. (good); AC 20 (22), 
  touch 14 (16), flat-footed 18; Base Atk +8; Grp +8; Atk 
  +8 melee (1d4/19-20, dagger) or +10 (+12) ranged touch 
  (ray spell); Full Atk +8/+3 melee (1d4/19-20, dagger) or 
  +10 (+12) ranged touch (spell); SA mastery of elements, 
  spells; AL NE; SV Fort +12, Ref +11(+13), Will +17; Str 
  10, Dex 14 (18), Con 14, Int 26, Wis 12, Cha 10.  
   
  Skills and Feats: Concentration +20, Craft 
  (alchemy) +22, Knowledge (arcane) +22, Knowledge 
  (the planes) +20, Knowledge (religion) +20, Spellcraft 
  +23, 
  Tumble 
  +6 
  (+8); 
  Arcane 
  Mastery 
  (CA), 
  Corpsecrafter (LB), Craft Wondrous Item, Destructive 
  Retribution (LB), Empower Spell, Fell Drain (LB), 
  Great Fortitude, Quicken Spell, Scribe Scroll, Sudden 
  Maximize (CA), Sudden Still (CA). 
   
  Mastery of Elements: When an archmage 
  begins casting an arcane spell with an energy 
  descriptor (acid, cold fire, electricity, sonic), he can 
  choose to alter the spell so that it uses a different 
  element from the one it normally uses. 
   
  Spells Prepared (4/6/6/6/6/5/5/4/3/1 per level; 
  base DC = 18 + spell level): 0 -detect magic, light, 
  mending, read magic; 1st-expeditious retreat, magic 
  missile 
  (x2), 
  protection 
  from 
  good, 
  ray 
  of 
  enfeeblement, shield; 2nd-cat’s grace, false life, 
  glitterdust, mirror image, resist energy (x2), scorching 
  ray (x2); 3rd-empowered ray of enfeeblement, fell drain 
  magic missile, dispel magic, greater mage armor (CA),  
  incorporeal enhancement (LB)*; 4th-dimension door, 
  enervation, 
  Evard’s 
  black 
  tentacles, 
  ice 
  storm, 
  polymorph, stoneskin; 5th-quickened true strike (x2), 
  cone of cold, fell drain fireball, mirage arcana*; 6th-acid 
  fog, disintegrate, fell drain ice storm, greater dispel 
  magic, true seeing; 7th level- fell drain cone of cold, 
  quickened fell drain magic missile, spell turning; 8th-
  fell drain acid fog, horrid wilting; 9th-Kristof’s crushing 
  hand (equivalent to Bigby’s crushing hand, +41 grapple 
  check). 
   
  Possessions: cloak of resistance +4, headband of 
  intellect +6, amulet of health +2, ring of protection +2, 
  dagger. 
   
  Power-Up Site (Kristof as a green hag): 
  Green hag wizard 16/archmage 1; CR 17; Medium 
  monstrous humanoid; HD 17d4+34; hp 77 (94); Init +1 
  (+3); Spd 30 ft., swim 30 ft.; AC 30(32), touch 12(14), 
  flat-footed 28; Base Atk +8; Grp +12; Atk +12 melee 
  (1d4+4, claw) or +9 (+11) ranged touch (spell); Full Atk 
  +12/+120 melee (1d4+4, 2 claws) or +9 (+11) ranged 
  touch (spell); SA spells; SQ -; AL NE; SV Fort +12, Ref 
  +10(+12), Will +17; Str 19, Dex 12 (16), Con 14, Int 26, 
  Wis 12, Cha 10; Tumble +5 (+7). 
   
  Note: When encountered by the PCs, Kristof has 
  already cast mage armor and false life. This gives him 
  the hp and AC listed in brackets above. Refer to the 
  “Fully Prepared” section of Encounter 8 for more 
  information on spells he pre-casts if warned of the PCs’ 
  approach. 
   
   
   
  
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  APPENDIX 2: NEW RULE ITEMS
                                    ANGEL OF 
  DECAY  
  (As presented in Libris Mortis 84) 
   
  Large Undead 
  Hit Dice: 26d12+29 (198 hp) 
  Initiative:  +6 
  Speed: 30 ft., Fly 50 ft. (poor) 
  Armor Class: 28 (–1 size, +2 Dex, +13 natural, +4 
  deflection), touch 15, flat-footed 26 
  Base Attack/Grapple: +13/+35 
  Attack: Claw +21 melee (2d6+18)* 
  Full Attack: 2 claws +21 melee (2d6+18) plus 2 wind 
  slams +16 melee (1d6+11) plus rotting touch* 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Rotting aura, rotting touch 
  Special 
  Qualities: 
  Damage 
  reduction 
  10/adamantine and magic, darkvision 60 ft., spell 
  resistance 24, undead traits, unholy grace 
  Saves:   Fort +14, Ref +18, Will +26 
  Abilities:  Str 37; Dex 14; Con --; Int 20; Wis 20; Chr 
  18.  
  Skills: Concentration +29, Diplomacy +6, Hide +18, 
  Knowledge (arcana) +29, Listen +29, Move Silently +26, 
  Search +29, Sense Motive +29, Spellcraft +31, Spot +29, 
  Survival +5 (+7 following tracks) 
  Feats: Cleave, Combat Reflexes, Great Fortitude, 
  Improved Initiative, Improved Toughness (CW), Iron 
  Will, Lightning Reflexes, Power Attack, Toughness 
  Environment: Any land and underground 
  Organization: Solitary 
  Challenge Rating: 15 
  Treasure: Standard 
  Alignment: always chaotic evil 
  Advancement: 27-36 HD (Large); 37-63 HD (Huge) 
  Level Adjustment: -- 
  * - Includes adjustments for Power Attack feat 
   
  A repulsive, extremely tall, humanlike creature with 
  long, rotting wings and peeling flesh, this monstrosity 
  continually sheds rivulets of filth and decay, creating a 
  pool of rot in which it stands. 
   
  A mockery of a true angel, an angel of decay may 
  appear similar to an angelic outsider only by 
  happenstance, not design. It is an undead creature that 
  is empowered by decay. 
   
  When a healthy creature softens, crumbles, and 
  liquefies in death, an indefinable essence wafts away 
  like putrid steam off stagnant beach sand. This 
  decomposing flesh radiates an essential energy in its 
  dissipation, and an angel of decay can extract the power 
  resident therein. 
   
  An angel of decay stands about 9 feet tall and 
  weighs between 500 and 700 pounds. 
   
  Angels of decay speak Common and Abyssal. 
   
  COMBAT 
  An angel of decay prefers to wade into combat, literally, 
  since when it touches down, it produces a constantly 
  renewing pool of liquid corruption. 
   
  An angel of decay normally attacks using its Power 
  Attack feat, taking a -5 penalty on its attack rolls and 
  gaining a +5 bonus on damage rolls. 
   
  Rotting Aura (Su): When the creature is not 
  flying, rivulets of vile corruption stream from an angel 
  of decay’s body, constantly regenerating and renewing 
  a pool of odiferous rot all around the creature. 
   
  An angel of decay’s pool of rot is a 15-foot-radius 
  spread. Any corporeal creature standing on the ground 
  within that area must make a DC 24 Reflex saving 
  throw each round or take 5d6 damage (half that on a 
  successful save) as its flesh begins to succumb to decay. 
  The creature must also succeed on a subsequent CD 24 
  Will save (regardless of whether it succeeds on the first 
  save) or be nauseated for 1 round. 
   
  In each round that a creature takes damage from 
  an angel of decay’s rotting aura, the angel of decay heals 
  5 points of damage per victim. 
   
  Rotting Touch (Su): An angel of decay that 
  hits a single foe with more than one attack in a round 
  rots its opponent’s flesh. This effect automatically deals 
  an extra 1d6+6 points of damage and heals the angel of 
  decay of 5 points of damage. 
   
  Unholy Grace (Su): An angel of decay adds its 
  Charisma modifier as a bonus on all its saving throws 
  and as a deflection bonus to Armor Class. (The statistics 
  block already reflects these bonuses.) 
   
  FEATS  
  ARCANE MASTERY [GENERAL] 
  (As presented in Complete Arcane) 
  You are quick and certain in your efforts to defeat the 
  arcane defenses and spells of others. 
   
  Prerequisite: Ability to cast arcane spells or use 
  spell-like abilities (including invocations). 
   
  Benefits: You can take 10 on caster level checks 
  (as if the caster level check was a skill check.) 
   
  CORPSECRAFTER [GENERAL] 
  (As presented in Libris Mortis) 
  Undead you raise or create are tougher than normal. 
   
  Benefit: Each undead you raise or create with 
  any necromancy spell gains a +4 enhancement bonus 
  to Strength and +2 hit points per Hit Die. 
   
  DESTRUCTION RETRIBUTION 
  [GENERAL] 
  (As presented in Libris Mortis) 
  Undead you raise or create harbor a retributive curse 
  that is unleashed if they are destroyed. 
   
  Prerequisite: Corpsecrafter. 
   
  Benefit: Each undead you raise or create with 
  any necromancy spell releases a burst of negative 
  
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  energy upon its destruction, dealing 1d6 points of 
  damage plus an additional 1d6 points per 2 Hit Dice to 
  every creature within a 10-foot spread (Reflex save DC 
  15 for half). This damage comes from negative energy, 
  and it therefore heals undead creatures 
   
  DIVINE METAMAGIC [DIVINE] 
  (As presented in Complete Divine, including errata) 
  You channel energy into some of your divine spells to 
  make them more powerful 
   
  Prerequisite: Ability to turn or rebuke undead, 
  metamagic feat 
   
  Benefit: When you take this feat, choose a 
  metamagic feat that you already possess. This feat 
  applies only to that metamagic feat. As a free action, 
  you can take the energy from turning or rebuking 
  undead and use it to apply a metamagic feat to spells 
  that you know. You must spend one turn or rebuke 
  attempt, plus an additional attempt for each level 
  increase in the metamagic feat you’re using. For 
  example, Jozan the cleric could sacrifice three turn 
  attempts to empower a holy smite he’s casting. Because 
  you’re using positive or negative energy to augment 
  your spells, the spell slot for the spell doesn’t change. 
   
  Special: This feat may be taken multiple times. 
  Each time you take this feat, choose a different 
  metamagic feat to which to apply it. 
   
  EMPOWERED ABILITY DAMAGE 
  [MONSTROUS] 
  (Paraphrased from Libris Mortis) 
  Your ability damage (or ability drain) special attack is 
  more potent than normal. 
   
  Prerequisites: Cha 11, undead type, incorporeal 
  subtype, supernatural ability to drain or damage an 
  ability score. 
   
  Benefits: All variable, numeric effects of an 
  empowered ability damage or ability drain special 
  attack are increased by 50%. (In the case used in this 
  adventure, a 1d4 ability drain becomes a 1d6 ability 
  drain for sake of easier calculation.) 
   
  EXTRA SPELL [GENERAL] 
  (Paraphrased from Complete Arcane) 
  You learn an additional spell. 
   
  Prerequisite: Caster level 3rd. 
   
  Benefit: You learn one additional spell at any 
  level up to one lower than the highest level of spell you 
  can currently cast. For classes such as wizard that have 
  more options for learning spells, Extra Spell is 
  generally used to learn a specific spell that the 
  character lacks access to and would be unable to 
  research. 
   
  Special: You can gain this feat multiple times, 
  each time for a different spell.  
   
  FELL DRAIN [METAMAGIC] 
  (As presented in Libris Mortis) 
  Living foes damaged by your spells also gain one 
  negative level. 
   
  Benefit: You can alter a spell that deals damage to 
  foes so that any living creature that is dealt damage also 
  gains a negative level. If the subject has at least as many 
  negative levels as Hit Dice, the subject dies. Assuming 
  the subject survives, the negative level disappears 
  (without requiring a Fortitude save) after a number of 
  hours equal to your caster level (maximum 15). A fell 
  draining spell uses up a spell slot two levels higher 
  than the spell’s actual level. 
   
  HOLD THE LINE [GENERAL] 
  (As presented in Complete Warrior) 
  You are trained in defensive techniques against 
  charging opponents. 
   
  Prerequisites: Combat Reflexes, BAB +2. 
   
  Benefit: You may make an attack of opportunity 
  against a charging opponent who enters an area you 
  threaten. 
  Your 
  attack 
  of 
  opportunity 
  happens 
  immediately before the charge attack is resolved. 
   
  Normal: You only get an attack of opportunity 
  against a character that exits a square you threaten. 
   
  IMPROVED TOUGHNESS [GENERAL] 
  (As presented in Complete Warrior/Libris Mortis) 
  You are significantly tougher than normal. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dices. Each time you gain a Hit Die 
  (such as by gaining a level), you gain 1 additional hit 
  point. If you lose a Hit Die (such as by losing a level), 
  you lose 1 hit point permanently. 
   
  QUICKEN MANIFESTATION 
  [MONSTROUS] 
  You can manifest from the Ethereal Plane with a 
  moment’s thought. 
   
  Prerequisite: Ability to manifest from the 
  Ethereal Plane to the Material Plane. 
   
  Benefits: Once per round, you can manifest from 
  the Ethereal Plane to the Material Plane as a free action. 
  Turning ethereal still requires a standard action. 
   
  Normal: Without this feat, manifesting from the 
  Ethereal Plane requires a standard action. 
   
  SUDDEN MAXIMIZE [METAMAGIC] 
  [As presented in Complete Arcane] 
  You can cast a spell to maximum effect without special 
  preparation. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effect of 
  the Maximize Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Maximize Spell 
  normally if you have it. 
   
  SUDDEN STILL [METAMAGIC] 
  [As presented in Complete Arcane] 
  You can cast a spell without gestures or special 
  preparation. 
   
  Benefit: Once per day, you can apply the effect of 
  the Still Spell feat to any spell you cast without 
  
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  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Still Spell normally if 
  you have it. 
   
  SPELLS 
  MAGE ARMOR, GREATER 
   (As presented in Complete Arcane) 
   
  Conjuration (Creation) [Force] 
   
  Level: Sorcerer/wizard 3 
   
  Components: V, S, M 
   
  Casting Time: 1 standard action 
   
  Range: Touch 
   
  Area: Creature touched 
   
  Duration: 1 hour/level (D) 
   
  Saving Throw: Will negates (harmless) 
   
  Spell Resistance: No 
   
  This spell functions like mage armor, except that its 
  tangible field of force provides a +6 bonus to Armor 
  Class. 
   
  INCORPOREAL ENHANCEMENT 
  (As presented in Libris Mortis) 
   
  Necromancy [Evil] 
   
  Level: Sorcerer/Wizard 3 
   
  Components: V, S, M 
   
  Casting Time: 1 full round 
   
  Range: Close (25 ft. + 5 ft./2 levels) 
   
  Target: One incorporeal undead/level 
   
  Duration: 24 hours 
   
  Saving Throw: None 
   
  Spell Resistance: No 
   
  The undead affected by this spell gain a +1 deflection 
  bonus to Armor Class, +1d8 bonus hit points, a +1 
  enhancement bonus on attack rolls, and a +2 bonus to 
  turn resistance. Each of these enhancements doubles 
  for every five caster levels, so that a 20th-level caster 
  grants undead +4 to AC, +4d8 bonus hit points, +4 on 
  attack rolls, and +8 to turn resistance. 
   
  ORB OF ACID, LESSER 
  (Paraphrased from Complete Arcane) 
   
  Conjuration (Creation) [Acid] 
   
  Level: Sorcerer/wizard 1, warmage 1 
   
  Components: V, S 
   
  Casting Time: 1 standard action 
   
  Range: Close (25 ft. + 5 ft./2 levels) 
   
  Effect: One orb of acid 
   
  Duration: Instantaneous 
   
  Saving Throw: None 
   
  Spell Resistance: No 
   
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of damage. You 
  must succeed on a ranged touch attack to hit your 
  target. 
   
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 damage, to a maximum of 5d8 
  at 9th level. 
   
  RECITATION 
  (As presented in Complete Divine) 
   
  Conjuration (Creation) 
   
  Level: Cleric 4, Purification 3 
   
  Components: V, S, DF 
   
  Casting Time: 1 standard action 
   
  Range: 60 ft. 
   
  Area: All allies and foes within a 60-ft.-radius 
  burst centered on you 
   
  Duration: 1 round/level 
   
  Saving Throw: None 
   
  Spell Resistance: Yes 
  By reciting a sacred passage or declaration, you invoke 
  your deity’s blessing upon yourself and your allies 
  while causing confusion and weakness among your 
  enemies. The spell affects all allies and foes within the 
  spell’s area at the moment you cast it. Your allies gain a 
  +2 luck bonus on attack rolls and saving throws, or a +3 
  luck bonus if they worship the same patron deity as 
  you. Enemies suffer a -2 luck penalty on attack rolls 
  and saving throws. After casting the spell, you are free 
  to take further actions during the spell’s duration as 
  you see fit. 
   
  Divine Focus: In addition to your holy symbol, 
  this spell requires a sacred text as a divine focus. 
   
  PRESTIGE CLASS 
  EXOTIC WEAPON MASTER 
  (Paraphrased from Complete Warrior; only the parts 
  relevant to this adventure are reprinted.) 
  Characters of any race or background can become 
  exotic weapon masters; the only real requirement is 
  commitment and perseverance. Nevertheless, most 
  exotic weapon masters are human, because members of 
  that race have the most exposure to new cultures and 
  thus the most opportunity to take up exotic weapons. 
   
  NPC exotic weapon masters often open training 
  areas or schools for those interested in learning to fight 
  with unusual weapons or tactics. They often take levels 
  in other prestige classes and can be found as 
  champions or leaders among bands of warriors. 
   
  Hit Die: d10. 
   
  Table 2-9: The Exotic Weapon Master 
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Exotic 
  Weapon 
  Stunt 
  Requirements 
  To become an exotic weapon master, a character must 
  fulfill the following criteria. 
   
  Base Attack Bonus: +6. 
   
  Skills: Craft (weaponsmithing) 3 ranks. 
   
  Feats: Exotic Weapon Proficiency (any exotic 
  weapon), Weapon Focus (any exotic weapon). 
   
  Special: Races that have familiarity with an 
  exotic weapon are considered to have the Exotic 
  
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  Weapon Proficiency feat for the purpose of meeting 
  the requirements for this class. 
  Class Skills 
  The exotic weapon master’s class skills (and the key 
  ability score for each skill) are Craft (Int), Intimidate 
  (Cha), and Profession (Int). 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All of the following are class features of the exotic 
  weapon master prestige class. 
   
  Weapon and Armor Proficiency: Exotic 
  weapon masters gain no proficiency with any weapon 
  or armor. 
   
  Exotic Weapon Stunt (Ex): At each level, an 
  exotic weapon master learns a special trick that he can 
  use with any exotic weapon for which he has the 
  Weapon Focus feat. He must select the trick learned 
  when he gains the level, and once selected, the choice 
  cannot later be changed. He can’t select the same stunt 
  more than once. 
   
  Flurry of Strikes: When wielding an exotic double 
  weapon or spiked chain with both hands, the character 
  can elect to use a full attack action to make a flurry of 
  strikes. When doing so, he may make one extra attack 
  in the round at his full base attack bonus,  but this 
  attack takes a -2 penalty, as does each other attack he 
  makes in the round and until the exotic weapon 
  master’s next turn. The extra attack maybe with either 
  end of the double weapon. 
  
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  HANDOUT 1A 
  During a day of relaxation between adventures a message whispers into your head: 
   
  “The wizard Kalinin seeks to employ you again for another task related to the matter about the sentient idol. Please come 
  to Greyhawk immediately.” 
   
  You sensed that you were able to give a brief reply which would be heard by the sender. After replying, you headed to 
  Greyhawk and arranged a meeting with Kalinin. 
   
  HANDOUT 1B 
  While passing through Hardby on your way to another destination you are startled to bump into a familiar figure: Karri, 
  the half-elven bard you first met in the village of Dunmarsh during that whole ugly affair with the witch burnings three 
  years ago. Her presence here surprises you, since you recall her saying that she exclusively worked with the villages on 
  the eastern fringe of the Welkwood. 
   
  “Oh! What great serendipity!” she says, smiling, as she recognizes you. “It just so happens that I have been trying to track 
  down you and the other adventurers who assisted Dunmarsh in that awful business with the undead sisters trying to 
  seek revenge on the villagers who wrongly killed them. It seems that matters were not as settled as you and your 
  compatriots believed when you left. Tanalee, the ghostly sister, has taken to haunting the village so earnestly that all but 
  a few have been driven out, but I suspect that something far more sinister is ultimately behind it—and I think it has to 
  do with that dreadful cave. It will take some strong adventurers to finally put that evil, and Tanalee’s spirit, to rest. 
   
  “I passed my story about this affair on to a wizard in Greyhawk named Kalinin, who was interested enough that he is 
  now looking to form a team of adventurers to investigate that matter. Please, I urge to go to Greyhawk and hear what he 
  has to say!” 
   
  Following Karri’s request, you headed to Greyhawk to arrange a meeting with this Kalinin. 
   
  HANDOUT 1C 
  During your daily devotions one morning you receive a vision of a stunningly bright figure who can only be a celestial 
  servant of the Blinding Light himself! The figure speaks to you in your vision: 
   
  “Follower of the One True Way, a problem has developed near the area known as the Wild Coast which warrants 
  investigation by one of the faithful of the Blinding Light. It seems that a local priest of Pholtus has been displaced by a 
  haunting beyond his power to resist. It is believed that this is in some way connected to a festering channel of ancient 
  corruption and evil which has been established in that area in recent years, but celestial agents of the Blinding Light 
  have had difficulty investigating the matter directly. 
   
  The task of finding out the cause behind the haunting and evil and dealing with them has been assigned to you. You are 
  to seek out the wizard Kalinin in the city of Greyhawk and learn what you can from him before going directly to the site. 
  The forsaken place is a small village on the edge of the Welkwood called Dunmarsh.” 
   
  In light of what the celestial servant said, you headed to Greyhawk to seek out this Kalinin. 
   
  HANDOUT 1D 
  Through various contacts in the adventuring community you have heard that the Greyhawkian wizard Kalinin is 
  looking for a few skilled and powerful adventurers to perform an important and probably dangerous task in support of 
  the cause of good. Rumor has it that the pay for such a job is going to be pretty high. For reasons of your own you have 
  decided that this might be worth checking out, so you have traveled to the city of Greyhawk to meet this man. You have 
  arranged an appointment for tomorrow afternoon. 
  
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   HANDOUT 2
  Dated CY 593 and signed “the bard Karri” 
   
  This is my account of the fell events which have come to pass in the village of Dunmarish. 
   
  In the Common Year 564, or so I am told, an outbreak of mischief caused by a horde of impish creatures inspired the 
  populace to believe that they were being plagued by witchcraft, which they define as practice of the Old Ways. (I have 
  come to believe, from descriptions provided by village elders that the “Old Ways” are a collection of degenerate practices 
  from ancient worship of the Old Faith.) They believed that a witch was at fault and sought out a culprit. Two sisters, one 
  of whom was a local woodswoman and another who was not right in the head but seemed to have had magical ability 
  (possibly a sorceress?), were accused because of various suspicions raised about them by local farmers. They were seized 
  and “questioned,” and ultimately the less sane sister broke and confessed. That doomed them both, for they were soon 
  after burned at the stake. 
   
  But they didn’t die. Somehow they survived the flames without being seriously burnt. This only incensed the villagers 
  more, so the local priest looked up in old books for another method. It was determined that they would be spiked to the 
  ground in an isolated cave and sealed in. This the villagers did, despite the reservations of some. The problems did, in 
  fact, go away after that, so the villagers assumed they had done right. 
   
  29 years later, in the spring of CY 593, an outbreak of a mysterious and ultimately deadly wasting disease began among 
  the village women. These cases proved incurable by divine or non-magical means and victims were plagued by evil 
  dreams before they descended into a deep sleep from which they never woke. A number of other strange incidents, 
  including the death of a farmer whose eyes and tongue were removed, convinced the villagers that witchcraft was once 
  again afoot. Three teenage girls were ultimately accused after they were found lying naked around a large pentagram in a 
  clearing in the woods. Strange symbols had been painted on their bodies, and items associated with the Old Ways were 
  found in their possessions. Once again justice was swift and the villagers attempted to burn the girls at the stake. But 
  this time adventurers intervened. Their actions and presence allowed me to convince the villagers to let the adventurers 
  take another look at matters, to assure that no mistake was being made. 
   
  It was good that the adventurers did investigate, for they ultimately discovered an evil presence in the woods. It turned 
  out to be none other than Jenasay, the woodswoman slain as a witch 29 years earlier, who when confronted captured the 
  villagers in a web of briars and threatened to burn them all. She insisted that she had been wrongfully accused by selfish 
  men and had sought vengeance by setting the young women up to look guilty, thus fooling the villagers into killing 
  their own innocents. The adventurers had to convince her not to burn the villagers, but she was adamant that nothing 
  short of her destruction would completely end her vengeance. (In retrospect I believe she may have wanted to be 
  destroyed.) In fighting against the adventurers she revealed herself to be a horrid undead who, by night, could separate 
  her head and entrails from her body and fly about. She had also brought back her once-insane sister as a ghost to assist 
  her! 
   
  The adventurers were ultimately triumphant, but the whole incident struck fear into the villagers and left me—and 
  others—with a bad taste in our mouths. These sisters, Jenasay and Tanalee, were most definitely wronged by a handful 
  of local men motivated by personal gain and grudges, who for decades benefited from their selfishness. This evil was 
  brought upon the villagers by themselves, and the consequences may linger yet, for I am not so sure that the ghost 
  Tanalee was permanently destroyed, nor was the cave that was the focal point of the evil quelled. There is a powerful 
  lesson to be learned here, that great evil can come even from the actions of the common man. It is a story which must 
  not be forgotten, lest it be repeated. 
  
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   MAP1 : DUNMARSH 
   
  
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   MAP 2: THE CAVE 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/596/COR6-01 A Story For Another Day (APL 10-16)/COR6-01 A Story For Another Day.pdf