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. 
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  www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s 
  Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected 
  under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
  COR5-13 
   
   
   
  THE PRICE OF POWER 
   
  A One-Round D&D® Living Greyhawk™ 
  Core Adventure 
  Version 1 
  by Craig Hier 
  Editing: JD Wiker 
  Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland 
  Playtesters: Robert Haynes, Chris Sanders, Thomas Sleeper, Russ Stanley and J.B. Talbot 
   
   
   
   
   
  Ages ago a lone group of monks sought the secrets of the mind. Time has almost removed them from the 
  knowledge of Oerth. Scattered tales and misremembered legends still encourage some to seek the lost treasures 
  and knowledge of these monks. Will you tempt fate and search for the monastery? This adventure is a continuation 
  of the “Tome of Clarity and Mists” series. An adventure for characters level 1-17.  
   
  
  COR5-13 The Price of Power 
   
  Page 1 
  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, 2006. 
   
  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. 
   
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  
  COR5-13 The Price of Power 
   
  Page 2 
  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. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set outside 
  the city of Greyhawk and the Archbarony of Ratik. 
  Characters pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit. Rich Upkeep costs 50gp per Time Unit. Luxury 
  Upkeep costs 100gp per Time Unit. Characters who fail 
  to pay at least Standard Upkeep retains 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 who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character heals temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  ADVENTURE 
  BACKGROUND 
  In the background for COR4-08 The Letter, it was 
  revealed that a monastery was established in the 
  mountains somewhere in the northeastern area of Oerth. 
  In this place a book of power, the Tome of Clarity and 
  Mists, was penned. Tragedy befell the monks who 
  resided there and the book was taken to be forever lost. 
   
  That is, until last year. An adventurer found the tome 
  and brought it to the City of Greyhawk. This caused quite 
  a stir and after some conflicts and deaths the book once 
  again disappeared. 
   
  The fall of the monastery had other repercussions. 
  The idea of a repository of knowledge was a strong one 
  and it was passed from generation to generation. Finally, 
  some 300 years after the fall of the original, another 
  monastery was established. The only difference was the 
  absence of the Tome of Clarity and Mists. 
   
  This second outpost established a culture of secrecy 
  to protect itself. All the monks, when questing for more 
  knowledge, are forbidden to travel alone and only one 
  member of the group may speak. This has lead to them 
  maintaining their secrecy for many, many years. 
   
  It was a group from the second monastery that 
  inadvertently involved itself in the drama surrounding a 
  map to the original monastery, which was unearthed a 
  few years ago (COR3-08 Face Value). The significance of 
  the map was not lost on them and they managed to 
  interpret most of the details from it and found the 
  original monastery soon after. 
   
  The tome is a very unique book. While writing it, the 
  authors poured more than just words, ideas, and concepts 
  into it—they instilled it with an innate intelligence and 
  rudimentary free will. This allows the book to interact 
  with the reader and show the information that she needs 
  (though not necessarily what she wants). 
   
  It also has the ability to suggest things to those 
  around it. The range is very limited and usually takes the 
  form of dreams. In no way is it powerful enough to 
  communicate directly with the owner. 
   
  The tome has been at the center of almost constant 
  conflict and death for several months. It desires to return 
  home and find peace. It has therefore tried to send out 
  signals of its home and influence its owner to journey 
  there. 
   
  This is where our story starts. 
  ADVENTURE SUMMARY 
  The PCs stumble upon a young bard under attack, and 
  lucky for the young bard, his attackers flee at the sight of 
  a well-armed adventurers intervening. The young man is 
  grateful for the rescue and suggests the he travel with the 
  PCs. He has a map to a great treasure and wants the 
  adventurers’ help to find it. 
   
  Stopping at an inn in Midmeadow, the bard tells a 
  tale that has no ending (having come from his 
  subconscious). Although the story stops rather abruptly, 
  
  COR5-13 The Price of Power 
   
  Page 3 
  it goes on long enough for a member of the audience (a 
  doppelganger spy) to understand its significance. He sets 
  up an ambush for the party. 
   
  The rest of the journey into Ratik is uneventful, but 
  tension still surrounds the party. Upon arriving, the PCs 
  follow the map to a small trapping village called 
  Longtree. The citizens of Longtree welcome the 
  newcomers warmly for the most part, but the sheriff is 
  overly suspicious and outright hostile toward the party. 
   
  The map shows that the monastery is just a few miles 
  from the town, but no one in town seems to know of it. 
  Asking around town reveals that only a young child 
  named Elinder has ever seen an old building in the 
  woods. The party can either have him take them to it or 
  track his path back to it. 
   
  If the PCs do not figure out that the boy is the key to 
  finding the monastery, they can use two different sets of 
  maps found in town to deduce the area that the 
  monastery is located in. These maps are in the assayer’s 
  office and Garl’s home. 
   
  The PCs soon discovers why nobody seems to know 
  where the monastery is. It is protected by a magic that 
  turns away people not following the map or with direct 
  purpose. Approaching the building, the PCs are attacked 
  by several undead. 
   
  Exploring the decaying building they find that it is 
  not uninhabited. An undead guardian still maintains the 
  library and has come to realize that his pursuit of 
  knowledge and power has left him unfilled and 
  powerless. He passes on the library to the party and then 
  crumbles to dust. 
   
  The thugs from the first encounter, or at least their 
  associates, changed their tactics and have followed the 
  party half way across Oerth and have now brought in 
  reinforcements to lay siege to the monastery and the 
  treasure they are sure it contains. The party must defeat 
  the forces of evil once again. 
   
  Of course, a group sent here to guard the building 
  also noted the PCs’ arrival. This group is from the second 
  monastery and they send word that the ancient ruins 
  have been discovered. Soon after defeating the evil 
  shapechangers, Brother Sill approaches the PCs and 
  determines their intentions and relays some history of 
  the locale. 
   
  If the PCs hand over possession of the library to 
  Brother Sill and keep it secret, his order offers to give 
  them access to some of their knowledge and wisdom. 
   
  PREPARATION 
  FOR PLAY 
  Before play starts you must determine the location and 
  owner of the Tome of Clarity and Mists. It is either in the 
  hands of the PCs (select one randomly if more than one 
  PC owns the book). If none of the PC owns a copy of the 
  book, it starts in the possession of a bard named Shelling 
  Redfern. 
   
  If the adventure starts with the tome in a PC’s 
  possession, give that player Handout 1. If the character 
  has access to detect thoughts and read magic, give them 
  Player-Specific Introduction 1. If the player also has the 
  mysterious map, give them Player-Specific Introduction 
  3. Otherwise, if the character has no magic ability, give 
  them Player-Specific Introduction 2. In the extreme case 
  of the character being a mindspy or mindbender, hand 
  out Player-Specific Introduction 4. If a character doesn’t 
  have either the book or map, they do not get a hand out. 
   
  INTRODUCTION 
  While the Urnst Trail is not exactly a hotbed of bandit 
  activity, only a fool would travel it alone, as the Cairn 
  Hills have always offered respite to the desperate, 
  dangerous, and even depraved.  
   
  While you, of course, know this the poor dandy 
  ahead of you is learning this lesson the hard way. Some 
  100 yards down way, just barely in view, a pair of 
  ruffians—brigands who’ve lost their way, or thieves 
  exiled for not paying guild dues maybe—harass the well-
  dressed and obviously ill prepared young man.  
   
  The PCs don’t need to do much to end the assault. Just 
  making themselves be known to the thugs sets the pair 
  fleeing for their lives into the wilds of the Cairn Hills. 
  The PCs can, if they want, take off after the thugs. They 
  have nothing of any real value and have no information 
  important to the adventure. They are just a couple of 
  ne’er-do-wells perpetually in need of coin and none too 
  picky as to where they get it.  
   
  �Rammal and Tiner: male human Rog 1; hp 4, 4; 
  AC 11. 
   
  Once the PCs save the young man, read aloud the 
  following.  
   
  The young man stands, dusts himself off and turns 
  toward you. Giving a cheerful wave and a shout of 
  greeting, he approaches. 
   
  “Hail fellows. It seems fortune has at last favored me 
  with a boon. I am Shelling Redfern; I seek my fortune in 
  both coin and song. Tell me, what brings you to my 
  rescue this fine day?” 
   
   
  �Shelling Redfern: male human Brd 2; hp 12; AC 
  14; Possessions: Lute, leather armor, backpack, map to the 
  monastery, Tome of Clarity and Mists (if it’s not carried 
  by a PC). 
   
  Redfern patiently waits for the party to introduce 
  themselves. If nobody steps forward to do so, he asks 
  “And you are?” Once introductions have been made, read 
  the following: 
   
  “If it would not be too bold of me, I was traveling toward 
  the wilderness of northern Ratik and I would be grateful 
  for the company of grand adventurers such as 
  yourselves. Naturally I suspect that you are busy, and 
  have far better things to do than traipse around Oerth 
  
  COR5-13 The Price of Power 
   
  Page 4 
  with some young pup, but I have something to offer in 
  return. In fact, there are two things I can offer. First, I 
  have this treasure map that was left to me by my great 
  uncle Orwerd. It tells of a place of great treasure. I am 
  willing to split that treasure with you. Second, I plan to 
  become a troubadour of great renown and tales of your 
  exploits would make you almost as famous as I.” He 
  grins and awaits your answer. 
   
  The map, in fact, comes from a secondhand map shop in 
  the City of Greyhawk. He can’t explain why he bought 
  that particular map other than it was just a feeling he had. 
  He made up the story about his great uncle. 
   
  If Shelling doesn’t have the book, the character with 
  it should think that going to Ratik is a fine idea, as the 
  book has been edging them toward that goal. 
   
  If Shelling does have the book, he has no immediate 
  recollection of it. The book has dimmed his memory of 
  having it to reduce his temptation of revealing it to those 
  who would seek to do the young bard harm. It was the 
  book that encouraged him to get the map in the first 
  place. 
   
  On the off chance the party does not take the offer, 
  he starts pestering them to the point of annoyance. Play it 
  by ear at this point, but if the players don’t want to 
  continue the adventure, give them the AR and send them 
  on their way. 
   
  ENCOUNTER 1: 
  ON THE ROAD 
  Once the PCs indicate that they plan to travel to Ratik, 
  read the following: 
   
  The journey begins aboard a ship heading for Radigast 
  City. The open water with the smell of the Nyr Dyv and 
  the wind in your hair provide a welcome break from the 
  dusty, midsummer road. 
   
  The bustling ports of this fair city seem to have 
  rebounded from the recent civil war that shook the 
  County of Urnst. Taking a brief amount of time to grab 
  some supplies, the party heads eastward. 
   
  In short order the towns of Didieln, Jedbridge, and 
  Starkwall have come and gone. The blessing of 
  Fharlanghn seems to have favored your journey as the 
  company and conditions are in your favor. 
   
  Shelling turns out to be a most delightful traveling 
  companion. His stories, most of which carry the feel of 
  pure fiction, are often funny and lighthearted. He also 
  seems to have a knack of knowing when his welcome 
  has almost run thin when questioning you. 
   
  Another benefit of traveling with the young bard is 
  that he is quite adept at singing for his (and your) 
  supper. So far this expedition has cost very little out of 
  your pockets. 
   
  Finally the town of Midmeadow comes into view. 
  The flags of the newly established Nyrond Imperium 
  flap in the summer breeze and a pair of guards dressed in 
  black leather armor wait at the city’s entrance. From 
  another guard post nearby, two figures—a female 
  human and a male half-elf—watch you and the guards in 
  equal measure. They wear polished armor and weapons, 
  holy symbols of Pholtus, and purple tabards with the 
  device of the Theocracy of the Pale. 
   
  The guards are Hextorians hired by the self-proclaimed 
  Emperor Sewarndt. Sewarndt deposed his brother several 
  months ago and has changed the official state religion 
  from Heironeous to Hextor. Thus, the guards are 
  contemptuous toward any characters openly worshipping 
  Heironeous, and inform them that they had best keep 
  that symbol covered if they wish to avoid trouble. 
   
  The Pale has withdrawn the most zealous members 
  of the Valorous League of Blindness from Nyrond; in 
  their place, holy warriors such as the two in the nearby 
  guard post have been ministering with compassion and 
  mercy to the benighted folk of Midmeadow. The Pholtan 
  Knights Valorous, Order of Luna, work alongside 
  Sewarndt's troops to keep the peace, but they clearly 
  disapprove of their colleagues. The PCs should be able to 
  determine this with a DC 10 Sense Motive check. 
   
  The guards’ job is to collect an entrance tax from all 
  the merchants and ne’er-do-wells seeking to travel in the 
  Imperium. The Pholtan Knights Valorous keeps them 
  from over-taxing travelers and otherwise having a good 
  time. As the party approaches them, they state the 
  following. 
   
  “Welcome to Midmeadow. There is a 5-gp entrance tax 
  for each of you. Any animals will cost you 2 gp for small 
  ones, 4 gp for horses and the like, and 10 gp for larger, 
  wilder beasts.” 
   
  These men aren’t particularly brave but do have a job to 
  do. If any followers of Heironeous are with the party, the 
  guards sneer, but do not go out of their way to make life 
  difficult for them. Centaur PCs count as normal PCs in 
  terms of this entry fee. If the party makes to attack them 
  they break and raise the alarm. This would not be good; 
  in this case inform the PCs that they are forced to flee as 
  more and more city guardsmen join the fight. The 
  Pholtan Knights Valorous come collect them and escort 
  them away before matters get out of hand. 
   
  Once the party is in the city, read or paraphrase the 
  following: 
   
  Once inside the city, Shelling notices a small inn just off 
  the main road. “Let’s try that one. It looks like the kind 
  of place in need of a minstrel,” he states with a wink and 
  a smile. 
   
  The inn turns out to be called “The Road Home”. 
  The crowd is small but Shelling makes his way to the 
  small stage and starts in on a new narrative. 
   
  The tale, which he calls “The Lost Book of the 
  Luckless Monk”, tells of a magic book created by a 
  monk. The story tells of how this monk created a magic 
  book to hold his and his friend’s wisdom. 
   
  The book ended up being too powerful for the 
  forces of evil to resist. Before long all the monks’ friends 
  
  COR5-13 The Price of Power 
   
  Page 5 
  were dead and he was on the run. Year after year the 
  monk fled until finally he himself died of old age. 
   
  The book was soon found and another trail of blood 
  started following it on its journey. From hand to hand 
  the book was passed until, out of desperation, the book 
  tried to tell its new owner the way home. 
   
  Shelling suddenly stops his narrative. Blinking in 
  surprise he claims that he doesn’t know how that story 
  ends. Visibly shaken, the bard leaves the stage and heads 
  outside for some fresh air. 
   
  Shelling’s subconscious has finally thrown off the magic 
  protecting the book. To be honest, it had help from a 
  member of the audience who was scanning the poor boy’s 
  thoughts when he took the stage. In a recoil effect, the 
  story he just told is the story of the Tome of Clarity and 
  Mists. 
   
  This “helper” is a doppelganger spy, and a member of 
  an organization that has been seeking the Tome since it 
  was rediscovered. He was scanning all the bards who 
  have come into the city in an effort to find some 
  information on the Tome. To say he has hit paydirt would 
  be an understatement. 
   
  Even if one of the PCs has the book this still 
  happens; Shelling has been in close enough proximity to 
  pick up on the book’s intentions. 
   
  The spy in the crowd slips out shortly after the bard, 
  and quickly convinces some of his brethren to “get a 
  book from some young upstart.” He then watches to see 
  if they succeed or not. If they do not get the book, he 
  notes the party’s strengths and weaknesses for a later 
  assault. 
   
  Once the PCs set out to continue their journey, read 
  the following: 
   
  A light rain greets you in the morning. Not so much as 
  to make the going difficult but enough to break the 
  summer heat. 
   
  Shelling is in a very dampened mood this morning 
  and it probably has very little to do with the rain. He is 
  still upset about the debacle at the Road Home, and can’t 
  for the life of him figure out what happened or why. 
   
  A sudden noise rouses him from his self-indulgent 
  musing. An armed man is advancing on the road from 
  the trees to the left. 
   
  “Halt! Give me the book and you all can just walk 
  away. Failure to do so will be met with severe 
  consequences.”  
   
  (At APL4-8) As if to emphasize his words another 
  man emerges from the woods with his weapon ready. 
   
  (At APL10f to emphasize his words, more men 
  emerge from the woods with weapons ready. 
   
  Creatures: As described above these doppelgangers 
  appear as ordinary bandits given the type(s) and levels. 
  See Appendix 1 for details about possessions at the 
  different APLs. 
   
  The doppelgangers want to get the book—not get 
  killed. They take the easy path if given a choice. They 
  fight to roughly a quarter of their hit points and then try 
  to run. 
   
  APL 2 (EL 3) 
  �Doppelganger Ftr 1: hp 46; see Appendix 1. 
   
  APL 4 (EL 5) 
  �Doppelganger Ftr 1: hp 46; see Appendix 1. 
  �Doppelganger Rog 1: hp 39, see Appendix 1. 
   
  APL 6 (EL 7) 
  �Doppelganger Ftr 3: hp 65; see Appendix 1. 6 
  � Doppelganger Rog 3: hp 54, see Appendix 1. 
   
  APL 8 (EL 9) 
  �Doppelganger Ftr 6: hp 95; see Appendix 1. 8 
  �Doppelganger Rog 5: hp 68, see Appendix 1. 
   
  APL 10 (EL 11) 
  �Doppelganger Ftr 7: hp 105; see Appendix 1. 
  �Doppelganger Rog 5 (2): hp 68, 68; see Appendix 1. 
   
  APL 12 (EL 13) 
  �Doppelganger Ftr 7 (2): hp 105 105; see Appendix 1. 
  �Doppelganger Rog 7 (2): hp 82, 82; see Appendix 1. 
   
  APL 14 (EL 15) 
  �Doppelganger Ftr 10 (2): hp 125, 125; see Appendix 
  1. 
  �Doppelganger Rog 9 (2): hp 96, 96; see Appendix 1. 
   
  Tactics: If the doppelgangers are reduced to zero or fewer 
  hit points, they revert to their natural states. This should 
  give the PCs something to talk about. If, on the other 
  hand, they get away or are captured alive, they do 
  everything they can to avoid revealing their true natures. 
   
  The spy from the inn hides nearby, waiting for the 
  other doppelgangers to tell him the ambush has 
  succeeded. If he doesn’t hear from them, though, he 
  assumes they have failed, and remains in hiding until the 
  party is safely away. He then alerts others of his kind that 
  the book is in the area. 
   
  Treasure: 
   
  APL 2: Loot—12gp, Coin—17gp, Magic—potion of 
  remove blindness (63gp), potion of protection from 
  arrows [10/magic] (25gp) 
   
  APL 4: Loot—75gp, Coin—1gp, Magic—potion of 
  remove blindness (63gp), potion of protection from 
  arrows [10/magic] (25gp) 
   
  APL 6: Loot—54gp, Coin—10gp, Magic—potion of 
  protection from arrows [10/magic] (25gp each), +1 chain 
  shirt (104gp) 
   
  APL 8: Loot—52gp, Coin—12gp, Magic—potion of 
  protection from arrows [10/magic] (25gp each), +1 chain 
  shirt (104gp), +1 leather armor (97gp) 
   
  APL 10: Loot—79gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp), +1 leather armor (97gp each), +1 longsword 
  
  COR5-13 The Price of Power 
   
  Page 6 
  (193gp), potion of protection from arrows [10/magic] 
  (25gp each) 
   
  APL 12: Loot—0gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp), +1 leather armor (97gp each), +1 longsword 
  (193gp), +1 rapier (193gp each), potion of barkskin +4 
  (75gp) 
   
  APL 14: Loot—0gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp), +1 leather armor (97gp), +1 longsword 
  (193gp), +1 rapier (193gp), potion of barkskin +4 (75gp), 
  potion of cure serious wounds (63gp), potion of barkskin 
  +5 (100gp) 
   
  Detect Magic Results: potion of remove blindness 
  (faint conjuration: healing), potion of protection from 
  arrows (10/magic) (faint abjuration), Ring of Protection 
  +1 (faint abjuration), potion of barkskin +4 (moderate 
  transmutation), potion of cure serious wounds (faint 
  conjuration: healing), potion of barkskin +5 (strong 
  transmutation). 
   
  ENCOUNTER 2: 
  JUST LIKE ANY 
  OTHER TOWN 
  This encounter is a very roleplaying-intensive one. The 
  purpose is to have the players use their wits to find the 
  resting place of the monastery. It also allows the party to 
  do a good deed for the local temple. Please read all the 
  NPC and location descriptions before running this 
  encounter. They are all connected and have clues leading 
  from one to another. 
   
  The journey through the Theocracy of the Pale passed 
  without incident. Now a short trip through a pass in the 
  Rakers has brought you to your destination: Ratik. 
   
  Shelling’s map is a bit vague on the exact location of 
  the monastery. Given the map’s age and the volatile 
  nature of the towns located in the northern Ratik woods, 
  the mountains are your only real landmarks. 
   
  After four days of searching, and a trip to the 
  archives in Marner, you discover that the town of 
  Longtree is very close to the location on the map. 
   
  Now the scent of pine fills the air, pine needles 
  crunch underfoot, and the town of Longtree lies before 
  you. The town consists of one road with a scattering of 
  buildings on either side. 
   
  On the left side are a temple of Fharlanghn, a 
  schoolhouse, a general store, and the sheriff’s office. On 
  the right are a small inn, a stable, a furrier, and an 
  assayer’s office. Behind each of these are a few houses. 
  Behind the Assayer’s office, the biggest house is 
  surrounded by a small stone wall. 
   
  People in the town of Longtree: 
  • 
  Olston Blint, Sheriff (Ftr 3), Male Human 
  (Doppelganger)—The sheriff moved here shortly 
  after turning 15. He started working as the stable 
  boy and then started renting out as a guide to the 
  hunters who would come from out of town. Inspired 
  by their stories of life outside of Ratik, he 
  adventured for a short while but found he missed 
  the simple life. That was before he was killed and 
  replaced by a doppelganger, just last night. His body 
  is stashed in the woods. A successful Survival check 
  (DC 15+ condition modifiers) by a PC with the Track 
  feat discovers that the “sheriff’s” movements lead to 
  the real sheriff’s body. 
  • 
  "Tiny", Deputy (War 2), Male Human—Tiny is a 
  very large man. Standing some 6 feet 5 inches, and 
  weighing at least 300 pounds, he has the look of 
  somebody not to mess with. He is, however, a very 
  simple man who is quite passive. He refers any 
  questions the party asks to the Sheriff. He has no 
  information of any value—except that Dove and 
  Raven are very pretty. 
  • 
  Harrist Longknives, Store Owner (Exp 3), Male 
  Human—Harrist has lived here all his life. He 
  inherited the store when the past owner, Willie 
  Breakaxe, died childless. He doesn’t get out much, so 
  he knows little of what happens beyond his walls. 
  Lissa, his wife, and Elinder and Prina, his children, 
  are his main focus and topics of conversation. 
  • 
  Lissa Longknives, Store Clerk (Com 2), Female 
  Human—Lissa moved here from a neighboring 
  town when her parents arranged a marriage to 
  Harrist for her. She has grown to love him and 
  simply adores her children Elinder and Prina. She is 
  quite content with the simple country life. Her main 
  concerns are making sure the store is stocked for 
  hunting season and Elinder’s frequent adventures 
  into the wild. 
  • 
  Elinder Longknives, Stock boy (Com 1), Male 
  Human—Elinder is a 10-year-old boy who loves 
  walking in the woods. Of all the people in the town 
  of Longtree, he is the only one who has actually seen 
  the old monastery or, as he calls it: “the spooky old 
  building.” 
  Three days ago, after school, he went out into the 
  woods looking for some nice pinecones. After a few 
  miles, he was having no luck finding the cone he 
  wanted. Following his feet and paying extra special 
  attention to all the cones, he soon discovered it was 
  getting darker and darker. Before too long it was too 
  dark and a spooky building he had never seen before 
  was in front of him. He ran for his life. 
  He knows he is in trouble if his mom finds out 
  that he went out in the woods, so he does not reveal 
  what he knows unless something can be done to 
  appease Lissa’s concerns about his wanderlust. 
  • 
  Prina Longknives, Store helper (Com 1), Female 
  Human—The youngest Longknives, she is an 
  obnoxious seven-year-old who delights in pestering 
  the adventurers with lots of questions. “Have you 
  ever seen a badger?” “What color is an owlbear?” 
  “Can I see your sword?” “Have you been to Marner?” 
  A shiny bobble or some sweets immediately 
  appeases her and she runs off with her new treasure. 
  
  COR5-13 The Price of Power 
   
  Page 7 
  • 
  Wanvell Krispon, Priest of Fharlanghn (Clr 4), Male 
  Human—Wanvell has been here for seven years. 
  From time to time he has wandered the back roads 
  of Ratik in search of enlightenment, but cannot 
  recall anything that might be an abandoned 
  monastery. He gladly talks about the town and its 
  residents, as he knows them well and is on friendly 
  terms with them all. 
  • 
  Olvena Larkspar, Acolyte & teacher (Clr 1), Female 
  Half-elf—As part of her worship of Fharlanghn, she 
  undertook a quest to travel as far from her home as 
  she could and spend several years learning the 
  culture of that area. She is originally from Keoland 
  and has been here for two years. She assumed the 
  post of teacher, as that allows her to learn from the 
  children. She knows all the children and suggests 
  that Elinder or Raven know the area the best (as far 
  as the children go, that is). 
  • 
  Clarren Blint, Stable Owner (Exp 2), Male 
  Human—Clarren Blint followed his older brother, 
  Olston, here after he turned sixteen. He is two years 
  Olston’s junior. He arrived just as Olston left to 
  become an adventurer. Clarren took over his duties 
  as stable boy and within five years was running 
  them. He married Rennd Soulvet’s (see below) sister 
  Ammary and they had a son, Millon. Tragically, 
  Ammary was killed two years ago by a wolf while 
  looking for some berries in the nearby woods. 
  Clarren has not journeyed into the woods since 
  then, and does not wish to discuss anything about 
  them. 
  • 
  Millon Blint, Stable Boy (Com 1), Male Human—A 
  shy young man of 14 years, Millon lost his mother a 
  few years back and has been terribly introverted ever 
  since. He avoids the party and hides in the stables, as 
  he feels most comfortable there. He knows that 
  Elinder has seen something spooky and terrifying in 
  the woods, but doesn’t know what it was. He does 
  know where it was, though. 
  • 
  Fellsto Plainmeadow, Inn Owner/Bartender (Drd 
  3), Male Human—Fellsto has lived here his entire 
  life (all 43 years). He knows these woods better than 
  anybody and tells everyone that. Unfortunately, he 
  does not know every inch of the woods, as he would 
  have you believe. Even though he is the protector of 
  this area, he has been influenced by the repulsion 
  field his entire life, and is completely oblivious of it 
  and the area it protects. In fact, it has become so 
  ingrained in his subconscious; he thinks he is 
  walking a straight line when he is, in fact, circling 
  around the area. He chalks up stories of others 
  getting lost due to its effects as “tenderfoots getting 
  in over their heads.” He is proud of his abilities and 
  boasts that he can outhunt Garl Halfaxe any day. 
  Garl has yet to accept this challenge. 
  • 
  Spinella Plainmeadow, Cook (Exp 2), Female 
  Human—Spinella came to town with her father on a 
  hunting trip eighteen years ago. When she met 
  Fellsto, she knew she was in love. After a whirlwind 
  courtship, Fellsto offered to personally guide his 
  potential father-in-law’s hunting trips in the future 
  for his daughter’s hand in marriage. As the current 
  trip had been extremely uneventful and his daughter 
  was getting a bit headstrong, he accepted. Spinella is 
  a perfect match for the loud and jolly tavern owner 
  as she is exactly the same. She takes pride in her 
  cooking and is the first to tell everyone that her 
  cooking is the best for miles and miles. She and 
  Fellsto almost never fight; they are the picture of a 
  loving couple. 
  • 
  Dove Plainmeadow, Barmaid (Sor 1), Female 
  Human—Dove, like her twin sister Raven, helps run 
  the Inn. She serves mainly as the barmaid. She 
  recently discovered that she has the gift of sorcery. 
  She is afraid to tell her parents, as they might get 
  upset. Unlike her sister, she has blonde hair and a 
  fair, light complexion. 
  • 
  Raven Plainmeadow, Barmaid (Drd 1), Female 
  Human—Raven, like her twin sister Dove, helps run 
  the inn. She occasionally serves as a barmaid, but 
  mainly does most of the cleaning. She has black hair 
  and a much darker complexion than her sister. She 
  has followed in her father’s footsteps and is learning 
  the ways of the druids. Like her father, she does not 
  think there is any truth to the story of an abandoned 
  monastery near their town. 
  • 
  Marrina Kludgal, Assistant Cook/Maid (Com 1), 
  Female Human—This young girl is the daughter of 
  the local assayer. She does not want to be here and 
  would much rather have gone with her mother back 
  to wherever it is she went. If talked to she goes on 
  and on about how miserable this little backwater is 
  and how she wishes her father would move back to 
  Marner. 
  • 
  Rennd Soulvet, Furrier (Exp4), Male Human—One 
  of the reasons Longtree still exists is the services of 
  Rennd Soulvet. His family has been skinning, 
  stuffing, and otherwise preserving the prizes of the 
  hunters who come here. He is a master at his craft 
  and he knows it. With an arrogant attitude and a 
  nasal voice, he is quite annoying to talk to. His sister 
  was married to the local stable owner, Clarren Blint, 
  but was taken by a wolf. The wolf now stands stuffed 
  in the middle of his shop as an example of his work. 
  • 
  To Kludgal, Assayer (Exp4/Rog 2), Male Human—
  The gentleman was assigned here by some minor 
  official back at the capital. His job is to verify and 
  grant land claims by the residents of these parts. As 
  this is the largest town in the area, he set up shop 
  here. His life is very boring—so boring that his wife 
  left him three years ago. She just packed up and 
  headed south without saying anything to anybody. 
  To was upset about it at first but then realized that 
  she was a bitter pill anyway, and he enjoys the 
  country life. 
  • 
  Garl Halfaxe, Local Adventurer (Rngr4), Male 
  Gnome—Garl Halfaxe made a name for himself 
  helping the Ratik Army drive away some orcs and 
  
  COR5-13 The Price of Power 
   
  Page 8 
  other evil humanoids a few years back. Since then he 
  has taken to leading hunting tours into the woods 
  surrounding Longtree. His first assumption is that 
  the characters have come to charter a hunting party. 
  He is, of course, too busy at the moment, as he has 
  another paying customer due to arrive in two days. If 
  the party could come back in, say a month, he can fit 
  them in for a short trip. Garl enjoys this life as it is 
  much safer than hunting orcs. He spends a great deal 
  of time hunting in the woods and has drawn several 
  maps of the area. The maps seem to be very complete 
  and detailed. A thorough examination of his maps 
  (Knowledge [nature of geography] DC 20) reveals 
  one area that is less than detailed or seems to have 
  copied details from a nearby area. 
   
  LOCATIONS ABOUT TOWN 
   
   
  1. The Pine Cone Inn 
  Outside: 
  This building is the largest building in the village. At 
  two stories, it is also the tallest. The upper story is ringed 
  with windows with dark green curtains. By contrast, the 
  bottom floor has two larger windows on either side of 
  the main door. Hanging above the door is a wooden 
  plaque depicting a single pinecone. 
   
  Inside: 
  The main room of the inn takes up most of the bottom 
  floor. From the doorway the bar is on the far side and 
  occupies most of the wall. A few tables are scattered 
  about the floor and a low stage rests to the left in front of 
  the fireplace. To the right, a flight of stairs ascends to the 
  second floor and the guest rooms. 
   
  The walls are festooned with all manner of animal 
  hides and mounted heads. Some of the more exotic 
  include a stuffed owlbear in one corner and a winter 
  wolf head mounted over the stage. Most of the lighting 
  sconces are fashioned out of antlers of one animal or 
  another. 
   
  The man who is currently polishing some glassware 
  behind the bar grins as you enter his establishment. 
  “Hail and well met. My name is Fellsto, and this is my 
  place. Please, make yourselves at home. Is there 
  anything I can get for you?” As he speaks, a dark-haired 
  girl comes out of a door behind the bar and makes her 
  way over to you. 
   
  The girl is Raven. She takes the PCs’ orders, as well as 
  offering them a room for the night if they are staying in 
  town. 
   
  Once the order has been taken she goes to help with 
  the cooking. Dove brings the food to the table. Mention 
  that the “new” girl looks exactly like the other one, except 
  she has blond hair. If it obviously distracts the party, 
  Fellsto laughs and tell them about the twins. 
   
  The décor is from the various hunts Fellsto was hired 
  to guide in his youth. The guide duties have mostly fallen 
  to Garl and Fellsto is happy to just sit at home and 
  recount his tales of heroism. 
   
  2. Stables 
  Outside: 
  The building directly north of the inn is a long building 
  and one and a half stories tall. Two big doors take up 
  most of the short sides and several large shuttered 
  openings are arrayed on the long sides. A few of them 
  are open, and you can see horse stalls beyond. 
   
  Inside: 
  The stables can house up to twelve horses. Currently, 
  only four are present: three horses and a very stout-
  looking pony. There is also a man cleaning out a vacant 
  stall, and he has yet to notice or acknowledge your 
  presence. Above both sets of stalls, lofts full of hay run 
  the length of the building. Ladders positioned at each 
  end provide access to them. The only other contents of 
  the building are saddles, bridles, and spare horseshoes. 
   
  The man cleaning the stall is Clarren Blint. He is busy 
  and doesn’t really have time to chitchat with the PCs. He 
  is rather terse when answering any questions, and often 
  asks if the adventurers have any horses they wish to 
  board. If they should answer that they do not, he turns 
  back to his work, in an obvious attempt to get rid of 
  them. 
   
  The horses belong to Olston, Fellsto, and Harrist. 
  Olston and Fellsto’s horses are rather sleek and look like 
  fine riding horses. Harrist’s horse is sturdier and is used 
  for hauling a wagon. The war pony belongs to Garl. 
   
  Millon is currently hiding in the loft on the west 
  (Main Street) side. He is curious what the adventurers 
  look like, but tries to stay well hidden. If the PCs pay any 
  attention to the loft during this time, let them make Spot 
  checks opposed by his Hide check. (Assume he takes 10.) 
  On subsequent visits, though, he is brushing Garl’s war 
  pony. 
   
  3. Sheriff’s Office 
  Outside: 
  The small, blockish building has bars on all the 
  windows. The windows at the rear are very small, while 
  the one at the front is much larger. On the left side of 
  the door is a bulletin board with several faded bounty 
  notices. 
   
  Inside: 
  The small building has two cells at the back. In the front 
  part of the large room are two desks. One has several 
  papers scattered on it and looks well used. The second 
  desk is very clean and has that new desk look. 
   
  For the most part, the Sheriff is hardly ever in here. The 
  papers scattered on his desk are some reports he was 
  working on for the capital. It details the very boring life 
  the residents of Longtree enjoy; the most notable 
  incident was that EIinder Longknives had gone missing 
  but turned up after a few hours a little distressed but not 
  harmed. 
  
  COR5-13 The Price of Power 
   
  Page 9 
   
  The other desk belongs to his deputy, “Tiny.” Tiny is 
  never in the office. It is more likely he is out “patrolling” 
  the area. 
   
  4. The Temple of Fharlanghn 
  Inside and outside: 
  This steep-roofed building has no door. In an effort to 
  give the structure more of a roadside-shrine feel, it also 
  has no glass in the oversized windows. Inside the open 
  structure you see that the benches resemble fallen logs, 
  and the pulpit is a tall tree stump. The inside wall are 
  covered in a mix of forest paintings and actual ivy. There 
  is also a painting of a continuous road winding around 
  the inside of the building. 
   
  Off to one side, an older man is sweeping the floor. 
  He turns and smiles when he finally hears you. “Well 
  met, travelers. Please come in and take a moments rest 
  on your journey and share with me your stories of the 
  road.” 
   
  Wanvell Krispon always has time to talk with travelers. 
  He gladly engages in the idle gossip of the town, and is a 
  valuable source of information, but does not have any 
  idea where the map leads. He also tends to mention that 
  keeping up with all the repairs is keeping him rather 
  busy as of late. 
   
  He suggests that perhaps Garl, the Sheriff, or 
  perhaps even Fellsto might have more information on 
  the surrounding area. 
   
  As a 4th-level cleric, he can only heal the party a 
  little bit. He charges the normal fees, as the church needs 
  some repairs to the roof. He accepts work on the roof in 
  trade for a second level spell but the character in question 
  had better have some sort of construction skills. 
   
  5. The School 
  Outside: 
  Tucked in behind the church is a modest building that 
  has one door and a few smaller windows. It would be 
  entirely forgettable if not for the broken swings and 
  seesaw next to it. 
   
  Inside: 
  The far wall has a large, slate board on it, and some 
  letters have been drawn on it. In front of the board is a 
  large desk, facing the room with all sorts of papers and 
  slate tablets. Behind the desk is a young woman looking 
  over some of the papers. 
   
  The remainder of the room is filled with six little 
  desks arraying in rows and columns. They all face away 
  from the door, toward the slate board. 
   
  Olvena Larkspar is the woman sitting in the chair. She 
  looks up as the party comes in and asks if she can help 
  them. She has a Keoland accent. 
   
  If asked about the school, she informs them that 
  even in this backwater town people need to be educated. 
  Fharlanghn knows where they might end up on their 
  journeys. Her biggest concerns are that they don’t have 
  enough books, and the playground equipment is need of 
  repair. 
   
  As the town’s teacher, she knows all the children of 
  Longtree well. If the party starts asking about the map 
  and where it could lead, she has no idea, but suggests that 
  if the grown-ups are of no help, maybe Elinder could 
  help them. He gets out far more often than he should. 
   
  6. The Assayer’s Office 
  Outside: 
  The smallest of the buildings on the main road, this 
  building is also the best maintained. Fancy shutters have 
  been hung near the windows that flank a single, freshly 
  painted door. The shingles on the pitched roof also look 
  well maintained. The sign above the door identifies this 
  as the Assayer’s Office. 
   
  Inside: 
  The small front room has a long counter that further 
  divides the space. Behind the counter is a door that 
  appears to lead to a back room. On the wall behind the 
  counter is a map of the area. It looks quite detailed. 
   
  Above the door is a small bell. It rings as you enter. 
  Within moments, a balding man comes through the 
  back door. “Good day. What can I do for you?” 
   
  If the party does not have any business for him, To bids 
  them a fair day and hopes that they leave. He has a lot of 
  work to do and doesn’t need to be bothered by people 
  who aren’t here on business. 
   
  If the party asks about the map on his wall, he 
  explains that it is a smaller version of the maps he has of 
  the area and is quite detailed. He is not, however, 
  interested in letting them behind the counter to see it. 
   
  If the party shows him their map, To’s mood lightens 
  noticeably. He is a great fan of maps, especially maps this 
  old. He notes that this seems like the area around 
  Longtree, but knows for a fact that there is nothing at the 
  spot indicated as the resting place of the monastery. 
   
  To explains that the maps he has were created some 
  five years ago with the help of Garl. Garl probably has 
  more maps, especially maps with more information on 
  what is out there. To’s maps only concern topology and 
  water features. 
   
  It should be noted that To’s maps are flawless 
  representations of the area. They just happen to not 
  include the building the party is looking for. 
   
  If somebody wants to stake a claim, To informs them 
  that they must be residents of Ratik and have 
  documentation supporting such. Of course, they do not 
  have such documents. He tells them they must travel to 
  Marner and find, fill out, and submit forms to verify 
  citizenship. Then, after the processing fee and a few 
  months’ wait, they receive the required documents. At 
  that time they may return here and fill out the required 
  paperwork. 
   
  7. The Furrier and Taxidermists Shop 
  Outside: 
  
  COR5-13 The Price of Power 
   
  Page 10 
  This shack is not well maintained. Dirt covers the 
  windows and the paint on the door is cracked and 
  peeling. The shingles are dry and more than a few are 
  missing. Even one of the shutters hangs loosely below 
  its window. 
   
  Inside: 
  Every square inch of the walls is covered in some sort of 
  animal skin. Everything from owlbear pelts to fiendish 
  squirrel heads, from moose antlers to the claws of a 
  wyvern. In the center of the shop is a very large stuffed 
  wolf. 
   
  There is a doorway on the opposite side of the room. 
  The sheet covering it is drawn back, and a disheveled 
  looking man stands in the doorway. Eyeing you 
  suspiciously, he says “If you are looking to hire a guide, 
  go see Garl. Come back when you have something to 
  stuff, skin, or chop up.” Laughing at his own little joke, 
  he turns to go into the back room. 
   
  The wolf is the one that attacked and killed his sister. His 
  brother-in-law, Clarren Blint, and his brother, Olston 
  Blint (the Sheriff), tracked it down and killed it. In a 
  morbid sense of loss and revenge, he stuffed it and placed 
  it on display. 
   
  Rennd Soulvet is not what one would call sociable. 
  He is, in fact, pretty rude most of the time. The only time 
  he is really bearable is when his nephew, Millon, is 
  around. 
   
  He has no information about the monastery and 
  absolutely no interest in it. He points out that if they kill 
  something worth mounting, he would be happy to do the 
  job for a nominal fee of a silver piece per pound. 
   
  8. Garl’s House 
  Outside: 
  This is the biggest house in town; only the Inn is bigger. 
  It sits back off the main road, but a well-worn path leads 
  to the front gate. 
   
  It is two stories high and the second floor has a 
  patio looking out into the woods. Two chimneys rise 
  from the pitched roof, one of which is spouting some 
  smoke. The windows are all curtained and have shutters 
  on them. 
   
  Once inside the gate, the path leads to a well-
  polished set of double doors. A brass knocker rests in 
  the center of each door. 
   
  Inside: 
  A small gnome answers the door. He is dressed in 
  hunting clothes and gives the party a once over. “You 
  must be here to hire the best guide in all of Ratik. Please 
  come in and let’s talk.” 
   
  The entryway is small and comfortable. It opens 
  into a rather large room with a fireplace in the center of 
  one wall. Arrayed above the fireplace are a few hunting 
  trophies; a dire bear head in the center is flanked by a 
  winter wolf head and a wyvern head. The other walls are 
  all covered with maps and drawings. 
   
  Several couches and chairs are arranged to provide 
  comfortable access to the fire. Garl motions for you to 
  have a seat. 
   
  When the characters knock on the front doors, a gnome 
  in adventuring gear immediately opens the door. This is 
  Garl Pathfinder Mapper Longhike Bearslayer Halfaxe. 
   
  He was just on his way out but is more than glad to 
  make time for the party. He is happy to tell them tales of 
  hunting in the area, and pitches his services as a guide for 
  a modest, yet reasonable fee. 
   
  9. Other Houses 
  All of the houses are basically the same. During the day 
  they are unoccupied. In the evening the various 
  townspeople come home. A couple of the houses do not 
  have people in them currently as they are out of town. 
   
  The houses of this small town are plain and simple. They 
  are basically a one- or two-room log cabin with pitched 
  roofs. 
   
  If anybody enters a house illegally, the Sheriff and Tiny 
  come around in a few rounds to question them. They are 
  not pleased and warn the PCs that while this isn’t the big 
  city, the laws of the land still apply, and what they are 
  doing is illegal. They arrest anyone who gets mouthy. 
   
  ENCOUNTER 3: 
  JUST A WALK 
  IN THE WOODS 
  By now the PCs should have discovered that something 
  weird is going on in the town and woods beyond. The 
  sheriff/doppelganger follows at a safe distance, taking 
  care to remain out of sight. (Assume he takes 10 on his 
  Hide checks.) 
   
  If the PCs spot the sheriff, he joins the PCs and 
  claim that he was keeping an on eye on them for both 
  their safety and the well being of the town. He asks them 
  exactly what they are doing out in the woods without a 
  guide. He adds that it is in everybody’s best interest if he 
  tags along. But when they find the monastery, he flees in 
  apparent panic. 
   
  If the party knows generally where the monastery is, 
  they can journey to the spot and try to find it by accident. 
  This takes some effort on their part. 
   
  A very powerful aversion field protects the 
  monastery. It affects all the senses, as well as foiling 
  attempts at magical detection. Anyone walking toward 
  the monastery unconsciously alters direction to travel 
  around it; allow the party Wisdom checks (DC 20 + APL) 
  to notice that they aren’t walking in straight lines. Detect 
  magic reveals nothing. Detect evil is also not effective. 
   
  Reward the use of clever and inventive tactics to 
  determine the way to the monastery. If they are doing 
  something out of the box give them bonuses to the save, 
  otherwise just let them flounder around. 
  
  COR5-13 The Price of Power 
   
  Page 11 
   
  If they have directions (from talking to Elinder), 
  follow Elinder’s tracks, or have a clear idea of where they 
  are going (from combining the map sets), read or 
  paraphrase the following. 
   
  You enter the woods and head for the spot indicated on 
  the map. After a few miles the woods start to become 
  more and more overgrown. A few hundred more yards 
  and the sounds of birds and other animals start to fade. 
   
  The trees start to crowd together, blocking much of 
  the natural light. Soon the pine trees are joined by oak, 
  which further block the light and gives the forest a 
  feeling of eternal twilight. 
   
  Another couple of hundred yards and the day has 
  become night. The wind, once your only companion, has 
  also fled. The stillness of the scene assaults your senses. 
  Somehow, the atmosphere here reminds you of a 
  massive tomb. 
   
  Soon the goal of your quest becomes visible as a 
  vine-covered building emerges from the dense woods. 
  From this vantage point you can see that it is a three-
  story structure with many windows. The windows are 
  covered with vines and dirt that makes looking in a 
  challenge. If there is a door, it is presumably so covered 
  as well. 
   
  Under no circumstance does any town member, 
  including the doppelganger sheriff, follow them into the 
  monastery. The only NPC who may be with them at this 
  point is Shelling. 
   
  ENCOUNTER 4: 
  REMAINS 
  The light in the area has dropped to the level of pre dawn. 
  There is no direct sunlight so the undead that are about 
  to attack have no penalties. It is also bright enough that 
  the PCs also have no penalties to vision. Low-light and 
  darkvision reveal nothing beyond what normal vision 
  can provide. 
   
  Detecting evil reveals much. The area is cursed and 
  detects as overwhelming evil. The curse was cast by 
  several clerics in concert and counts as a 22nd-level caster 
  level. Only a caster of 12th level or higher is able to detect 
  the resting undead, and that takes 3 rounds. 
   
  Detecting magic reveals a strong necromancy [evil] 
  aura with a successful DC 24 Spellcraft check. The effect 
  is a permanent create undead. Anything buried in the 
  ground around the monastery is subjected to the create 
  undead spell. At APL 2 the corpse rises as a zombie or 
  ghast, whereas at APL 14, the corpse rises as a dread 
  wraith. The transformation takes 24 hours. 
   
  APL 2 (EL 5) 
  �Ghast: hp 29; see Monster Manual page 119 
  �Human Commoner Zombies (4): hp 16, 16, 16, 16; 
  see Monster Manual page 266. 
   
  APL 4 (EL 7) 
  �Ghast (3): hp 29, 29, 29; see Monster Manual page 
  119 
  �Human Commoner Zombies (4): hp 16, 16, 16, 16; 
  see Monster Manual page 266. 
   
  APL 6 (EL 9) 
  �Wraith (2): hp 32, 32; see Monster Manual page 258 
  �Ghast (4): hp 29, 29, 29, 29; see Monster Manual page 
  119 
   
  APL 8 (EL 11) 
  �Wraith (4): hp 32, 32, 32, 32; see Monster Manual 
  page 258 
  �Dread Wight (2): hp 52, 52; see Appendix 2. 
   
  APL 10 (EL 13) 
  �Dread Wight (4): hp 52, 52, 52, 52; see Appendix 2. 
  �Dread Wraith: hp 104, see Monster Manual page 258 
   
  APL 12 (EL 15) 
  �Dread Wraith (3): hp 104, 104, 104; see Monster 
  Manual page 258 
   
  APL 14 (EL 17) 
  �Dread Wraith (6): hp 104, 104, 104, 104, 104, 104; see 
  Monster Manual page 258 
   
  Tactics: At lower APLs the undead rise up from the 
  ground on the first round and attack. At the higher APLs 
  (12 and 14) the wraiths are hidden 4 feet below the 
  surface (this defeats detect evil and detect undead) and 
  spring up right next to one of the PCs. This gives the 
  wraiths a surprise round (as noted in the EL for the 
  encounter). 
   
  ENCOUNTER 5: 
  ABANDONED 
  MONASTERY 
  The following stats apply to all areas of the monastery. 
   
  �Lighting: The monastery has many windows, but 
  the years have added a serious amount of vines and dirt to 
  them. This allows for a dim illumination that allows 
  normal vision but precludes direct sunlight. 
   
  �Floors: The floors are more or less sound, but do 
  creak. Every so often the PCs should hear creaking 
  boards. If a particularly big (size Large or larger) or heavy 
  character (someone wearing full plate and carrying a 
  tower shield) walks on these floors, that character should 
  make a DC 14 Reflex check. If the character fails this 
  save, he plunges through the floor, landing in the room 
  below and taking 1d6 points of damage. If this happens 
  on the third floor, make another DC 14 Reflex check to 
  see if the character continues down to the first floor 
  (taking another 1d6 of damage along the way). The PCs 
  
  COR5-13 The Price of Power 
   
  Page 12 
  should make this save for each room they enter, each 
  time they enter, until the floor collapses. 
   
  � Ancient Wooden Doors: 1 in. thick; hardness 3; 
  hp 5; AC 5; Break DC 12. 
   
  Listen Checks: Since the party has arrived, the 
  building has begun shifting. This has resulted in the 
  floorboards creaking and moaning. This added noise adds 
  +5 to the DCs of all Listen checks. 
   
  There are four basic types of rooms in the monastery: 
  The meeting room, the kitchens, monk cells, and the 
  great library. 
   
  One thing is constant as the party goes from room to 
  room: The floors have all been swept and have no dust on 
  them at all. 
   
  MEETING ROOM 
   
   
   
   
  This room has the remains of several chairs, couches, 
  and tables. The dust covers everything but the floor. 
   
  The walls are faded, but the faint remains of a mural 
  can be seen. It depicts two people sitting on a big rock, 
  talking to a group of people. Some of the people in the 
  picture are not human; in fact, you can make out at least 
  one doppelganger and some sort of blob-like creature. 
   
  Against the far wall is a door that has been knocked 
  loose of its frame but still hangs in a feeble attempt to 
  block the way to the next room. 
   
  To the left, a row of doors leads to a spiral stairway 
  that heads to the upper floors. 
   
  The wall painting is of the two masters and their flock of 
  monks before the building was erected. The blob is a 
  phasm (see the Monster Manual, page 208). This phasm is 
  advanced in that it has learned how to cast a quickened 
  detect thoughts at will. 
   
  There is nothing else of interest or value in this 
  room. The door leads to the kitchen. 
   
  KITCHENS  
   
   
   
   
  The kitchens have obviously not prepared any meals in a 
  great while. Dust covers the pots, pans and utensils. 
  Again, the floor is spotless. 
   
  There is even less in this room than there was in the 
  meeting room. 
   
  MONK CELL  
   
   
   
  This is a monk’s cell. It is a sparse 10-foot-by-10-foot 
  room with a small desk and no visible bed. Time and 
  dust have scrubbed the room into a blank, featureless 
  shadow of its former self. The only odd thing about this 
  room is that, like the outside hallway, it has no dust on 
  the floor. 
   
  The doors to the cells are all working properly despite 
  their significantly advanced age. 
   
  GREAT LIBRARY 
   
   
   
   
  This room is large—very large. Measuring some 40 feet 
  by 40 feet and being two stories tall, it has to be one of 
  the biggest rooms in Ratik. Every square inch of the 
  walls is covered with bookshelves. 
   
  In the center of the room is a large oaken desk. On 
  the desk are several books. Behind the desk is a gaunt, 
  almost skeletal, corpse. 
   
  The corpse moves, cocking its head to one side, 
  throwing some dust into the air. Tendons knit 
  themselves to its jaw. “Who are you?” is gasps with 
  obvious effort. 
   
  If the characters do not immediately react, read on: 
   
  The corpse stands, and flesh flows out of its bones, 
  wrapping them in a decaying morass. A coppery smell 
  fills the air as the morbid chunks of flesh now ooze 
  blood and squish with every movement. “What is your 
  need?” the thing mumbles. 
   
  The newly animated flesh quickly fills out and then 
  almost as rapidly grows gaunt. The figures eyes turn a 
  bright, fiery red. With a slow turn, tattered robes now 
  cover the lich as it gazes upon you. 
   
  This is what remains of the phasm that helped create the 
  book. He constantly shifts from one form of undead to 
  another. Move on to Encounter 6. 
   
  ENCOUNTER 6: 
  DEEPER MYSTERIES 
  The phasm is the writer of the Tome of Clarity and Mists. 
  He has no name as far as he can remember. His first 
  action is to scan the party with a quickened detect 
  thoughts ability. Each PC may make a DC 18 Will save to 
  avoid the scan. If he cannot detect any hostile or evil 
  intent, the writer continues to speak. If the party attacks, 
  he crumbles to dust at the first hit. 
   
  “It has been some time since I have had visitors so please 
  pardon my manners.” The figure before you turns 
  ghastly white as its finger nails and teeth grow. “Truth 
  be known, I am glad to finally have the veil of secrecy 
  pierced.” Gaps start appearing in the rib cage of the 
  undead before you. “Pray tell: Why are you here?” Flesh 
  starts dripping off the bones, flowing downward, and 
  leaving a skeletal figure once more. 
   
  The phasm now takes a breather and waits for the players 
  to respond, ask questions, or just stand there. 
   
  All the time they are with him, his form is ever 
  shifting. Continue to describe his flesh as flowing like 
  the tides. Change the appearance of his hands, head and 
  hair to resemble other undead. The fact is that he cannot 
  hold his shape any longer. He knows he is undead so 
  chooses those shapes and images to reflect his shame and 
  disgrace at ending up this way. 
   
  If the players mention the book or map, he asks to 
  see these items. He gets agitated if they refuse to show 
  him. If it is just the map, he sighs and says nothing more. 
  
  COR5-13 The Price of Power 
   
  Page 13 
  On the other hand, if they show him the book, he states 
  the following. 
   
  “Ah, so the lost child has finally returned home. It has 
  been ages since I have laid eyes upon the book.” He rests 
  a hand on it. The loose skin on his body fills out and 
  becomes pale. Soon he is clothed in a fine garment with 
  a flowing cloak. His fangs have grown as well. “It is good 
  to see you as well, old friend.” 
   
  Turning his gaze to you again, his eyes loose focus 
  and start to shrivel back into his skull. “I am sorry that 
  my creation has led you here. I am sure you had better 
  things to do than act as messengers for an ancient tome.” 
   
  He now entertains questions. 
  • 
  Who are you? 
  My name has been lost to time. I am one of the writers of 
  the book that brought you here. 
   
  • 
  What are you? 
  I am a phasm. Or at least I was at some point. I have been 
  granted a semblance of life to further gain and protect the 
  knowledge of Oerth. 
   
  • 
  What is this place? 
  This is just an old building. We, the writers of the Tome, 
  lived here before the evil ones attacked. 
   
  • 
  Why couldn’t we find it at first? 
  It is protected by a powerful spell that clouds the senses 
  and leads those who have no knowledge of this place 
  safely around it. It is only because you have the book and 
  map that you were able to pierce the veil. 
   
  • 
  What is the Tome of Clarity and Mists? 
  It is a repository of our knowledge of the mind. Carefully 
  studied, it can help those who sense the thoughts of 
  other develop and hone that skill. There is no limit to 
  what they could achieve. 
   
  • 
  Who are the Evil Ones? 
  A group of evil shapechangers. They laid siege to this 
  place an eon ago. When they found they could not take it 
  by force, they placed an evil curse on the land. Anything 
  buried in the ground would soon rise as undead 
  abominations. I believe that is also what affects me so. 
   
  • 
  What’s with all the books? 
  This is the sum of the knowledge the writers have 
  accumulated. Some of it is quite rare and all of it is very 
  valuable. 
   
  After the party has had a chance to ask some questions, 
  the writer turns to the most lawful and good person in 
  the party. He says the following. 
   
  “It is the end of my road. I have come to understand that 
  the price of seeking power can be very steep. I have lost 
  all that I love and still have not the peace I seek. The 
  price of my quest for power was my very soul. I realize 
  now that to get what I most desire, I have to surrender 
  that which I have coveted.” 
   
  “To that end I offer you these books. You must 
  guard them and ensure that the knowledge in them is 
  used to better all of Oerth. Should they be lost or used 
  for evil, well, that would be a tragedy of epic 
  proportions. Pledge to me that you will take over my 
  guardianship of these tomes so that I might pass on and 
  be at peace.” 
   
  He then waits for the character to respond. If the 
  character responds in a positive manner, the phasm 
  thanks him (or her) and promptly crumbles into dust 
  before the party’s eyes. 
   
  If the character responds in a negative fashion, he 
  asks another. If no one accepts, Shelling (if he is still 
  here) accepts without hesitation. Be sure to cross off the 
  appropriate sections of the AR (Honorary Member of the 
  Order and Special Favor of the Order). 
   
  ENCOUNTER 7: THE SIEGE 
  Once the party has entered the building, another group 
  approaches from the forest. If the party leaves one or 
  more characters to stand watch, they are in serious 
  trouble. 
   
  The shifters wait for around 10 minutes before 
  approaching the building. The use all the stealth possible 
  to approach undetected. They try to neutralize any 
  stragglers or sentries first. 
   
  After they have secured the ground floor they set up 
  an ambush of sorts. The rogues hide in monk cells while 
  the fighters draw the party toward them. The rogues then 
  attack from hiding. (Assume they have taken 10 on their 
  Hide checks.) At APL 14, the rakshasa sets up one of the 
  sofas first and is sitting in it when the party arrives. 
   
  For APL 2, read or paraphrase the following. 
   
  You turn the corner into the sitting room to see a man in 
  leather armor waiting for you. “Ah, glad you could make 
  it. Now give me the book and nobody gets hurt.” He 
  awaits your response. 
   
  For APLs 4-12, read or paraphrase the following. 
   
  You turn the corner into the sitting room to see a pair of 
  warriors waiting for you. They give you a friendly look. 
  “Give us the book and nobody gets hurt, right?” They 
  await your response. 
   
  For APL 14, read or paraphrase the following. 
   
  You turn the corner into the sitting room to find a man 
  in fine looking clothes sitting on one of the sofas. A pair 
  of warriors flanks him. 
   
  “Ah, there they are,” says the sitting man. “I was 
  wondering where you had gotten yourselves off to.” He 
  laughs to himself. “I was hoping we could do some 
  
  COR5-13 The Price of Power 
   
  Page 14 
  business, you and I. I have need of the book you have 
  dragged halfway across Oerth ... and I am not willing to 
  take no for an answer.” He grins, twitching his whiskers. 
   
  Standing, he takes out a sack of coins from behind 
  his back. “I am willing to compensate you for all your 
  trouble, after all.” As he speaks, a furry tail swishes 
  lightly below the hem of his cloak. 
   
  For the lower APL tables, the warriors want nothing 
  more than to hurt the characters. They pull their swords 
  and delay until after the rogues have attacked. They then 
  engage the party’s fighters. 
   
  At the highest APL, they have had some time to 
  prepare. Both warriors and the rakshasa have been given 
  a stoneskin. The rakshasa also has mage armor in place 
  before the party arrives. 
   
  APL 2 (EL 6) 
  �Doppelganger Rog 1 (2): hp 39, 39; see Appendix 1. 
   
  APL 4 (EL 8) 
  �Doppelganger Rog 2 (2): hp 46, 46; see Appendix 1. 
  �Doppelganger Ftr 1 (2): hp 46, 46; see Appendix 1. 
   
  APL 6 (EL 10) 
  �Doppelganger Rog 4 (2): hp 61, 61; see Appendix 1. 
  �Doppelganger Ftr 4 (2): hp 75, 75; see Appendix 1. 
   
  APL 8 (EL 12) 
  �Doppelganger Rog 6 (2): hp 75, 75; see Appendix 1. 
  �Doppelganger Ftr 6 (2): hp 95, 95; see Appendix 1. 
   
  APL 10 (EL 14) 
  �Doppelganger Rog 8 (2): hp 89, 89; see Appendix 1. 
  �Doppelganger Ftr 8 (2): hp 115, 115; see Appendix 1. 
   
  APL 12 (EL 16) 
  �Doppelganger Rog 10 (2): hp 103, 103; see Appendix 
  1. 
  �Doppelganger Ftr 10 (2): hp 135, 135; see Appendix 
  1. 
   
  APL 14 (EL 18) 
  �Doppelganger Rog 10 (2): hp 103, 103; see Appendix 
  1. 
  �Doppelganger Ftr 10 (2): hp 135, 135; see Appendix 
  1. 
  �Rakshasa Ftr 2/Sor 5: hp 103; see Appendix 1. 
   
  Treasure: 
   
  APL 2: Loot—108gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp each), potion of protection from arrows 
  [10/magic] (25gp each) 
   
  APL 4: Loot—55gp, Coin—0gp, Magic –potion of 
  protection from arrows [10/magic] (25gp), +1 chain shirt 
  (104gp each), +1 longsword (193gp each) 
   
  APL 6: Loot—2gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp each), +1 longsword (193gp each), +1 rapier 
  (193gp each) 
   
  APL 8: Loot—0gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp each), +1 leather armor (97gp each), +1 
  longsword (193gp each), +1 rapier (193gp each) 
   
  APL 10: Loot—0gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp each), +1 leather armor (97gp each), +1 
  longsword (193gp each), +1 shocking rapier (193gp each) 
   
  APL 12: Loot—0gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp), +1 leather armor (97gp each), +1 longsword 
  (193gp), +1 rapier (693gp each), potion of barkskin +4 
  (75gp each) 
   
  APL 14: Loot—0gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp), +1 leather armor (97gp each), +1 longsword 
  (193gp), +1 rapier (693gp each), potion of barkskin +4 
  (75gp each), boots of speed (1000gp), ring of counterspell 
  (333gp), cloak of resistance +1 (83gp) 
   
  Detect Magic Results: potion of protection from 
  arrows (10/magic) (faint abjuration), potion of barkskin 
  +4 (moderate transmutation), boots of speed (moderate 
  transmutation), 
  ring 
  of 
  counterspell 
  (moderate 
  evocation), cloak of resistance +1 (faint abjuration). 
   
  CONCLUSION: THE TWO 
  BECOME ONE 
  After the fight winds down, Brother Sill and some of his 
  order arrive. If the heroes have won, they say hello. If the 
  heroes are not victorious, Brother Sill rescues them. Read 
  or paraphrase the appropriate passage. 
   
  If the party is victorious, read or paraphrase the 
  following: 
   
  The bodies of your foes lie at your feet slowly change 
  shape to the hideous gray form of a doppelganger. 
  Suddenly a new voice hails you from outside. “Hello, I 
  say hello! Is anyone about in there?” 
   
  If the party is not victorious, read or paraphrase the 
  following instead: 
   
  You lay on the ground, grasping at consciousness, when 
  the sounds of battle once again fill the air. Suddenly, 
  everything fades to black. 
   
  You wake unsure of how long you were out. The 
  rest of your fellows seem to have mended somewhat. A 
  portly man comes over to you, “Hello, I am Brother Sill. 
  Pease rest for a moment and let us tend to your wounds.” 
   
  All characters who were not killed have been healed up 
  to a serviceable level (5 hp). Those who were been killed 
  are patched up so that the party can choose to perform 
  some sort of resurrection magic; the monks do not have 
  that level of skills at the moment, though. 
   
  Brother Sill is the head monk from the adventure 
  COR3-08 Face Value. It is possible that the characters 
  may know him and him they; if that is the case play 
  
  COR5-13 The Price of Power 
   
  Page 15 
  Brother Sill as though he has been reunited with old 
  friends. Otherwise he is just a friendly sort. Read the 
  following: 
   
  Well, imagine my surprise when we got word that some 
  adventurers had found the old monastery.” Brother Sill 
  explains. “We, my order and I, have known of the 
  monastery for about two years now, and have had a few 
  of us watching over it day and night. That’s how we 
  knew you had found it, you see.” 
   
  If somebody in the party has played “Face Value”, read or 
  paraphrase the following. 
   
  “You see, that business with the map—you know, 
  <Insert PC Name here>, the time we first met. That is 
  where we discovered the location of the monastery. That 
  map led us right to it. Well, almost right to it.” He 
  smiles. 
   
   
  If nobody has played “Face Value”, read or 
  paraphrase the following: 
   
  “A few years ago,” he says, “I was out gathering 
  knowledge for our Order and came across a map. That 
  map led us to the ancient monastery that sits behind us.” 
   
  Either way, continue reading or paraphrasing the 
  following. 
   
  “The problem was that between the undead and the 
  aversion field, we figured the old monastery and its 
  secrets would be well protected. Guess we didn’t figure 
  on your resourcefulness.” 
   
  “So, what does bring you here and what was inside? 
  We have been dying to know.” 
   
  He answers any questions he can except for details about 
  the Order to which he belongs. He answers those 
  questions with a simple statement that his order is 
  directly descended from that which occupied the ancient 
  monastery. Having learned from the past, they keep its 
  location and all other details as secret as possible. 
   
  Any mention of the phasm and the massive amounts 
  of books inside the library causes Brother Sill to respond 
  with the following. 
   
  “Oh, my. We must move quickly to ensure the safety of 
  that knowledge.” With that, he motions to the other 
  members of his party to go into the monastery. 
   
  If any of the party moves to intercept them or state that 
  they are the guardians of the books, Brother Sill pauses 
  and gives them a smile. 
  “Ah, but what do you plan to do with them? Far too 
  many to simply move about in your backpack. This site 
  is far too remote to keep an eye on all the time. Will you 
  allow us to store your repository in the safety of our 
  complex? I assure you that it will be quite safe and we 
  will be more than happy to make sure that, when 
  appropriate, the knowledge contained in it will find its 
  way back to all of the Flanaess.” 
   
  If the party is still unconvinced, Brother Sill thanks them 
  for listening to their arguments and bid them a good day. 
  He then leaves them alone with their thoughts. 
   
  If the party does end up with the books, Brother Sill, 
  over time, steals most of it with the help of his Order. Be 
  sure to mark off the membership on the AR. 
   
  On the other hand, if they give the books to the 
  monks, Brother Sill offers the PCs limited membership 
  into the Order. This membership allows them access to 
  some other organizations as well as the prestige classes 
  associated with them. 
   
   
  The End 
   
  
  COR5-13 The Price of Power 
   
  Page 16 
  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 1: On the Road 
  Defeat the doppelgangers and keep the book. 
  APL 2 
  90 XP 
  APL 4 
  150 XP 
  APL 6 
  210 XP 
  APL 8 
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
  APL 14 
  450 XP 
   
  Encounter 4: Remains 
  Defeat the undead without becoming one yourself. 
  APL 2 
  150 XP 
  APL 4 
  210 XP 
  APL 6 
  270 XP 
  APL 8 
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
   
  Encounter 7: The Siege 
  Keep the book out of Evil’s hands. 
  APL 2 
  180 XP 
  APL 4 
  240 XP 
  APL 6 
  300 XP 
  APL 8 
  360 XP 
  APL 10 
  420 XP 
  APL 12 
  480 XP 
  APL 14 
  540 XP 
   
  Story Award 
  Returned the Book AND assumed ownership of the 
  books (Giving them to Brother Sill counts): 
  APL 2 
  45 XP 
  APL 4 
  67 XP 
  APL 6 
  90 XP 
  APL 8 
  112 XP 
  APL 10 
  135 XP 
  APL 12 
  157 XP 
  APL 14 
  180 XP 
   
  Discretionary roleplaying award 
  APL 2 
  45 XP 
  APL 4 
  67 XP 
  APL 6 
  90 XP 
  APL 8 
  112 XP 
  APL 10 
  135 XP 
  APL 12 
  157 XP 
  APL 14 
  180 XP 
   
  Total possible experience: 
  APL 2 
  450 XP 
  APL 4 
  675 XP 
  APL 6 
  900 XP 
  APL 8 
  1125 XP 
  APL 10 
  1350 XP 
  APL 12 
  1575 XP 
  APL 14 
  1800 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. 
   
  
  COR5-13 The Price of Power 
   
  Page 17 
  Encounter 1: On the Road 
   
  APL 2: Loot—12gp, Coin—17gp, Magic—potion of 
  remove blindness (63gp), potion of protection from 
  arrows [10/magic] (25gp) 
   
  APL 4: Loot—75gp, Coin—1gp, Magic—potion of 
  remove blindness (63gp), potion of protection from 
  arrows [10/magic] (25gp) 
   
  APL 6: Loot—54gp, Coin—10gp, Magic—potion of 
  protection from arrows [10/magic] (25gp each), +1 chain 
  shirt (104gp) 
   
  APL 8: Loot—52gp, Coin—12gp, Magic—potion of 
  protection from arrows [10/magic] (25gp each), +1 chain 
  shirt (104gp), +1 leather armor (97gp) 
   
  APL 10: Loot—79gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp), +1 leather armor (97gp each), +1 longsword 
  (193gp), potion of protection from arrows [10/magic] 
  (25gp each) 
   
  APL 12: Loot—0gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp), +1 leather armor (97gp each), +1 longsword 
  (193gp), +1 rapier (193gp each), potion of barkskin +4 
  (75gp) 
   
  APL 14: Loot—0gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp), +1 leather armor (97gp), +1 longsword 
  (193gp), +1 rapier (193gp), potion of barkskin +4 (75gp), 
  potion of cure serious wounds (63gp), potion of barkskin 
  +5 (100gp) 
   
  Encounter 7: The Siege 
   
  APL 2: Loot—108gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp each), potion of protection from arrows 
  [10/magic] (25gp each) 
   
  APL 4: Loot—55gp, Coin—0gp, Magic—potion of 
  protection from arrows [10/magic] (25gp), +1 chain shirt 
  (104gp each), +1 longsword (193gp each) 
   
  APL 6: Loot—2gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp each), +1 longsword (193gp each), +1 rapier 
  (193gp each) 
   
  APL 8: Loot—0gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp each), +1 leather armor (97gp each), +1 
  longsword (193gp each), +1 rapier (193gp each) 
   
  APL 10: Loot—0gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp each), +1 leather armor (97gp each), +1 
  longsword (193gp each), +1 shocking rapier (193gp each) 
   
  APL 12: Loot—0gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp), +1 leather armor (97gp each), +1 longsword 
  (193gp), +1 shocking rapier (693gp each), potion of 
  barkskin +4 (75gp each) 
   
  APL 14: Loot—0gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp), +1 leather armor (97gp each), +1 longsword 
  (193gp), +1 shocking rapier (693gp each), potion of 
  barkskin +4 (75gp each), boots of speed (1000gp), ring of 
  counterspell (333gp), cloak of resistance +1 (83gp) 
   
  Total Possible Treasure 
   
  APL 2: Loot—120gp, Coin—17gp, Magic—potion of 
  remove blindness (63gp), potion of protection from 
  arrows [10/magic] (25gp each), +1 chain shirt (104gp 
  each) 
   
  APL 4: Loot—130gp, Coin—1gp, Magic—potion of 
  remove blindness (63gp), potion of protection from 
  arrows [10/magic] (25gp each), +1 chain shirt (104gp 
  each), +1 longsword (193gp each) 
   
  APL 6: Loot—56gp, Coin—10gp, Magic—potion of 
  protection from arrows [10/magic] (25gp each), +1 chain 
  shirt (104gp), +1 longsword (193gp each), +1 rapier 
  (193gp each) 
   
  APL 8: Loot—52gp, Coin—12gp, Magic—potion of 
  protection from arrows [10/magic] (25gp each), +1 chain 
  shirt (104gp), +1 leather armor (97gp), +1 longsword 
  (193gp each), +1 rapier (193gp each) 
   
  APL 10: Loot—79gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp), +1 leather armor (97gp each), +1 longsword 
  (193gp), potion of protection from arrows [10/magic] 
  (25gp each), +1 shocking rapier (193gp each) 
   
  APL 12: Loot—0gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp), +1 leather armor (97gp each), +1 longsword 
  (193gp), +1 rapier (193gp each), potion of barkskin +4 
  (75gp), +1 shocking rapier (693gp each) 
   
  APL 14: Loot—0gp, Coin—0gp, Magic—+1 chain 
  shirt (104gp), +1 leather armor (97gp), +1 longsword 
  (193gp), +1 rapier (193gp), +1 rapier (693gp), potion of 
  barkskin +4 (75gp), potion of cure serious wounds (63gp), 
  potion of barkskin +5 (100gp), boots of speed (1000gp), 
  ring of counterspell (333gp), cloak of resistance +1 (83gp) 
   
  Special 
  Boon of Fharlanghn: For taking the time to help repair 
  the playground equipment, you have received a blessing. 
  The next time you are ambushed on the open road, you 
  may act during the surprise round. Once used this boon 
  should be voided by the DM. 
   
  Honorary Member of the Order: You have given the 
  books of the ancient monastery to the Order. They are 
  grateful and in return promise to impart some of their 
  knowledge to you. That knowledge can be in the form of 
  contacts with the Arcane Order or Wayfarer’s Guild (You 
  have access to either the Mage of the Arcane Order or 
  Wayfarer Guide classes) or they will train you in the ways 
  of the Mindbenders. 
   
  The knowledge can also be more mundane. 
  Whenever you need to make a Gather Information check 
  you can roll a d20. On a roll of 19 or 20 you find a 
  member of the Order and can add +2 to your check. If a 4 
  or less comes up you spend too much time looking for a 
  party and must subtract –2 from the check. 
   
  Special Favor of the Order: If the character has the favor 
  from COR3-08 Face Value, the monks are doubly in debt 
  and will, for a nominal fee (regular price) construct a 
  weapon for them made out of a very rare and superior 
  alloy, Starmetal (See Complete Arcane, page 141). This 
  favor can be used only once for a single weapon. 
   
  
  COR5-13 The Price of Power 
   
  Page 18 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Item Access 
  APL 2: 
  Universal solvent (Adventure; CL 20th; 50gp; DMG) 
  Dust of tracelessness (Adventure; 250gp; DMG) 
   
  APL 4 (all of APL 2 plus the following): 
  Dust of dryness (Adventure; CL 11th; 850gp; DMG) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  Boccob’s blessed book (Adventure; CL 7th; 12,500gp; 
  DMG) 
   
  APL 8 (all of APL 2-6 plus the following): 
  Shadow armor enchantment (Adventure; varies; DMG) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  Shocking enchantment (Adventure; varies; DMG) 
   
  APL 12 (all of APL 2-10 plus the following): 
  Potion of barkskin +4 (Adventure; CL 9th; 900gp; DMG) 
  Boots of speed (Adventure; CL 10th; 12,000gp; DMG) 
   
  APL 14 (all of APLs 2-12 plus the following): 
  Potion of barkskin +5 (Adventure; CL 12th; 1,200gp; 
  DMG) 
  Ring of counterspells (Adventure; CL 11th; 4,000gp; 
  DMG) 
  
  COR5-013 The Price of Power 
   
  Page 19 
  APPENDIX 1: NPC AND MONSTER STATISTICS 
  APL 2 
  ENCOUNTER 1 
   
   
   
  �Doppelganger Ftr 1: CR 4; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 1d10+3; hp 
  46; Init +6; Spd 30 ft. AC 20, touch 12, flat-footed 18; 
  Base Atk +5; Grap +8; Atk: +8 melee (1d6+3, slam) or +8 
  melee (1d8+3/19-20, longsword); Full Atk: +8 melee 
  (1d6+3, slam) or +8 melee (1d8+3/19-20, longsword); 
  SA Detect thoughts; SQ Change shape, immunity to 
  sleep and charm effects; SV Fort +8, Ref +6, Will +7; Str 
  16, Dex 15, Con 16, Int 11, Wis 16, Cha 13. 
   
  Skills and Feats: Bluff +10*, Disguise +9* (+11 
  acting), Intimidate +5, Jump +2, Listen +5, Sense 
  Motive +5, Spot +5, Dodge, Great Fortitude, Improved 
  Initiative. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: chain shirt, longsword, potion of 
  remove blindness, potion of protection from arrows 
  (10/magic). 
   
  ENCOUNTER 7 
   
   
   
  �Doppelganger Rog 1: CR 4; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 1d6+3; hp 
  39; Init +3; Spd 30 ft. AC 19, touch 14, flat-footed 16; 
  Base Atk +4; Grap +6; Atk: +6 melee (1d4+2; slam) or +7 
  melee (1d6+2/18-20, rapier); Full Atk: +6 melee (1d4+2; 
  slam) or +7 melee (1d6+2/18-20, rapier); SA Detect 
  thoughts, sneak attack +1d6; SQ Change shape, 
  immunity to sleep and charm effects, trapfinding; SV 
  Fort +6, Ref +9, Will +5; Str 14, Dex 17, Con 16, Int 15, 
  Wis 12, Cha 13. 
   
  Skills and Feats: Balance +6, Bluff +9*, Diplomacy 
  +3, Disguise +9* (+11 acting), Hide +10, Intimidate +2, 
  Listen +5, Sense Motive +3, Spot +5, Tumble +10, 
  Dodge, Great Fortitude. 
   
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: Leather armor, masterwork rapier, 
  potion of protection from arrows (10/magic) 
  
  COR5-013 The Price of Power 
   
  Page 20 
  APL 4
  ENCOUNTER 1 
   
   
   
   
  �Doppelganger Ftr 1: CR 4; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 1d10+3; hp 
  46; Init +6; Spd 30 ft. AC 20, touch 12, flat-footed 18; 
  Base Atk +5; Grap +8; Atk: +8 melee (1d6+3, slam) or +8 
  melee (1d8+3/19-20, longsword); Full Atk: +8 melee 
  (1d6+3, slam) or +8 melee (1d8+3/19-20, longsword); 
  SA Detect thoughts; SQ Change shape, immunity to 
  sleep and charm effects; SV Fort +8, Ref +6, Will +7; Str 
  16, Dex 15, Con 16, Int 11, Wis 16, Cha 13. 
   
  Skills and Feats: Bluff +10*, Disguise +9* (+11 
  acting), Intimidate +5, Jump +2, Listen +5, Sense 
  Motive +5, Spot +5, Dodge, Great Fortitude, Improved 
  Initiative. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: Masterwork chain shirt, masterwork 
  longsword, potion of remove blindness. 
   
  �Doppelganger Rog 1: CR 4; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 1d6+3; hp 
  39; Init +3; Spd 30 ft. AC 19, touch 14, flat-footed 16; 
  Base Atk +4; Grap +6; Atk: +6 melee (1d4+2; slam) or +7 
  melee (1d6+2/18-20, rapier); Full Atk: +6 melee (1d4+2; 
  slam) or +7 melee (1d6+2/18-20, rapier); SA Detect 
  thoughts, sneak attack +1d6; SQ Change shape, 
  immunity to sleep and charm effects, trapfinding; SV 
  Fort +6, Ref +9, Will +5; Str 14, Dex 17, Con 16, Int 15, 
  Wis 12, Cha 13. 
   
  Skills and Feats: Balance +6, Bluff +9*, Diplomacy 
  +3, Disguise +9* (+11 acting), Hide +10, Intimidate +2, 
  Listen +5, Sense Motive +3, Spot +5, Tumble +10; 
  Dodge, Great Fortitude. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: Leather armor, masterwork rapier, 
  potion of protection from arrows (10/magic). 
   
  ENCOUNTER 7 
   
   
   
  �Doppelganger Ftr 1: CR 4; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 1d10+3; hp 
  46; Init +6; Spd 30 ft. AC 20, touch 12, flat-footed 18 (+2 
  Dex, +4 armor, +4 natural); Base Atk +5; Grap +8; Atk: 
  +8 melee (1d6+3, slam) or +8 melee (1d8+3/19-20, 
  longsword); Full Atk: +8 melee (1d6+3, slam) or +8 
  melee (1d8+3/19-20, longsword); SA Detect thoughts; 
  SQ Change shape, immunity to sleep and charm 
  effects; SV Fort +8, Ref +6, Will +7; Str 16, Dex 15, Con 
  16, Int 11, Wis 16, Cha 13. 
   
  Skills and Feats: Bluff +10*, Disguise +9* (+11 
  acting), Intimidate +5, Jump +2, Listen +5, Sense 
  Motive +5, Spot +5, Dodge, Great Fortitude, Improved 
  Initiative. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: +1 chain shirt, +1 longsword, potion 
  of remove blindness. 
   
  
  COR5-013 The Price of Power 
   
  Page 21 
  �Doppelganger Rog 2: CR 5; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 2d6+6; hp 
  46; Init +7; Spd 30 ft. AC 19, touch 14, flat-footed 16 (+3 
  Dex, +4 natural, +2 leather); Base Atk +5; Grap +7; Atk: 
  +7 melee (1d4+2; slam) or +8 melee (1d6+2/18-20, 
  rapier); Full Atk: +7 melee (1d4+2; slam) or +8 melee 
  (1d6+2/18-20, rapier); SA Detect thoughts, sneak attack 
  +1d6; SQ Change shape, immunity to sleep and charm 
  effects, trapfinding, evasion; SV Fort +6, Ref +8, Will 
  +5; Str 14, Dex 17, Con 16, Int 15, Wis 12, Cha 13. 
   
  Skills and Feats: Balance +7, Bluff +11*, Diplomacy 
  +6, Disguise +11* (+13 acting), Hide +10, Intimidate +5, 
  Listen +6, Sense Motive +3, Spot +6, Tumble +11; 
  Dodge, Improved Initiative, Great Fortitude. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: Leather armor, masterwork rapier, 
  potion of protection from arrows (10/magic). 
  
  COR5-013 The Price of Power 
   
  Page 22 
  APL 6
  ENCOUNTER 1 
   
   
   
  �Doppelganger, Ftr 3: CR 6; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 3d10+30; 
  hp 65; Init +6; Spd 30 ft. AC 21, touch 12, flat-footed 19; 
  Base Atk +7; Grap +10; Atk: +10 melee (1d6+3, slam) or 
  +11 melee (1d8+3/19-20, masterwork longsword); Full 
  Atk: +10/+5 melee (1d6+3, slam) or +11/+6 melee 
  (1d8+3/19-20, masterwork longsword); SA Detect 
  thoughts; SQ Change shape, immunity to sleep and 
  charm effects; SV Fort +9, Ref +7, Will +8; Str 16, Dex 
  15, Con 16, Int 11, Wis 16, Cha 13. 
   
  Skills and Feats: Bluff +11*, Disguise +10* (+12 
  acting), Intimidate +5, Jump +3, Listen +5, Sense 
  Motive +5, Spot +5, Dodge, Great Fortitude, Improved 
  Initiative, Mobility, Power Attack. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: 
  +1 
  chain 
  shirt, 
  masterwork 
  longsword, 
  potion 
  of 
  protection 
  from 
  arrows 
  (10/magic). 
   
  �Doppelganger, Rog 3: CR 6; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 3d6+9;hp 
  54; Init +7; Spd 30 ft. AC 19, touch 14, flat-footed 16; 
  Base Atk +6; Grap +8; Atk: +8 melee (1d4+2; slam) or +9 
  melee (1d6+2/18-20, rapier); Full Atk: +8 melee (1d4+2; 
  slam) or +9 melee (1d6+2/18-20, rapier); SA Detect 
  thoughts, sneak attack +2d6; SQ Change shape, 
  immunity to sleep and charm effects, trapfinding, 
  evasion, trap sense +1; SV Fort +7, Ref +10, Will +6; Str 
  14, Dex 17, Con 16, Int 15, Wis 12, Cha 13. 
   
  Skills and Feats: Balance +8, Bluff +13*, Diplomacy 
  +6, Disguise +13* (+15 acting), Hide +11, Intimidate +6, 
  Listen +7, Sense Motive +3, Spot +7, Tumble +12; 
  Dodge, Improved Initiative, Great Fortitude. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: Leather armor, masterwork rapier, 
  potion of protection from arrows (10/magic). 
   
  ENCOUNTER 7 
  �Doppelganger Ftr 4: CR 7; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 4d10+12; hp 75; 
  Init +7; Spd 30 ft. AC 22, touch 13, flat-footed 19; Base 
  Atk +8; Grap +11; Atk: +11 melee (1d6+3, slam) or +12 
  melee (1d8+4/19-20, +1 longsword); Full Atk: +11/+6 
  melee (1d6+3, slam) or +12/+7 melee (1d8+4/19-20, +1 
  longsword); SA Detect thoughts; SQ Change shape, 
  immunity to sleep and charm effects; SV Fort +10, Ref 
  +8, Will +8; Str 16, Dex 16, Con 16, Int 11, Wis 16, Cha 
  13. 
   
  Skills and Feats: Bluff +11*, Disguise +10* (+12 
  acting), Intimidate +7, Jump +3, Listen +5, Sense 
  Motive +5, Spot +5, Dodge, Great Fortitude, Improved 
  Initiative, Mobility, Power Attack, Spring Attack. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
  
  COR5-013 The Price of Power 
   
  Page 23 
   
  Possessions: +1 chain shirt, +1 longsword. 
   
  �Doppelganger, Rog 4: CR 7; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 4d6+12; hp 
  61; Init +8; Spd 30 ft. AC 20, touch 14, flat-footed 16; 
  Base Atk +7; Grap +9; Atk: +9 melee (1d4+2; slam) or 
  +10 melee (1d6+3/18-20, rapier); Full Atk: +9/+4 melee 
  (1d4+2; slam) or +10/+5 melee (1d6+3/18-20, rapier); 
  SA Detect thoughts, sneak attack +2d6; SQ Change 
  shape, immunity to sleep and charm effects, 
  trapfinding, evasion, trap sense +1, uncanny dodge; SV 
  Fort +7, Ref +12, Will +6; Str 14, Dex 18, Con 16, Int 15, 
  Wis 12, Cha 13. 
   
  Skills and Feats: Balance +10, Bluff +15*, 
  Diplomacy +7, Disguise +15* (+17 acting), Hide +13, 
  Intimidate +6, Listen +8, Sense Motive +3, Spot +8, 
  Tumble +14; Dodge, Improved Initiative, Great 
  Fortitude. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: Leather armor, +1 rapier. 
   
  
  COR5-013 The Price of Power 
   
  Page 24 
  APL 8
  ENCOUNTER 1 
   
   
   
  �Doppelganger Ftr 6: CR 9; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 6d10+18; 
  hp 95; Init +7; Spd 30 ft. AC 22, touch 13, flat-footed 19; 
  Base Atk +10; Grap +13; Atk: +13 melee (1d6+3, slam) 
  or +15 melee (1d8+3/19-20, masterwork longsword); 
  Full Atk: +13/+8 melee (1d6+3, slam) or +15/+10 melee 
  (1d8+3/19-20, masterwork longsword); SA Detect 
  thoughts; SQ Change shape, immunity to sleep and 
  charm effects; SV Fort +11, Ref +9, Will +9; Str 16, Dex 
  16, Con 16, Int 11, Wis 16, Cha 13. 
   
  Skills and Feats: Bluff +12*, Disguise +11* (+13 
  acting), Intimidate +7, Jump +3, Listen +5, Sense 
  Motive +5, Spot +5; Combat Reflexes, Dodge, Great 
  Fortitude, Improved Initiative, Mobility, Power Attack, 
  Spring Attack, Weapon Focus (longsword). 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: 
  +1 
  chain 
  shirt, 
  masterwork 
  longsword, 
  potion 
  of 
  protection 
  from 
  arrows 
  (10/magic). 
   
  �Doppelganger, Rog 5: CR 8; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 5d6+15; hp 
  68; Init +8; Spd 30 ft. AC 21, touch 14, flat-footed 17; 
  Base Atk +7; Grap +9; Atk: +9 melee (1d4+2; slam) or 
  +12 melee (1d6+2/18-20, rapier); Full Atk: +9/+4 melee 
  (1d4+2; slam) or +12/+7 melee (1d6+2/18-20, rapier); 
  SA Detect thoughts, sneak attack +3d6; SQ Change 
  shape, immunity to sleep and charm effects, 
  trapfinding, evasion, trap sense +1, uncanny dodge; SV 
  Fort +7, Ref +12, Will +6; Str 14, Dex 18, Con 16, Int 15, 
  Wis 12, Cha 13. 
   
  Skills and Feats: Balance +11, Bluff +17*, 
  Diplomacy +7, Disguise +17* (+19 acting), Hide +13, 
  Intimidate +7, Listen +8, Sense Motive +5, Spot +8, 
  Tumble +16; Dodge, Improved Initiative, Great 
  Fortitude, Weapon Finesse (rapier). 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: +1 leather armor, masterwork rapier, 
  potion of protection from arrows (10/magic). 
   
  ENCOUNTER 7 
   
   
   
  �Doppelganger Ftr 6: CR 9; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 6d10+18; 
  hp 95; Init +7; Spd 30 ft. AC 22, touch 13, flat-footed 19; 
  Base Atk +10; Grap +13; Atk: +13 melee (1d6+3, slam) 
  or +15 melee (1d8+4/19-20, +1 longsword); Full Atk: 
  +13/+8 melee (1d6+3, slam) or +15/+10 melee 
  (1d8+4/19-20, +1 longsword); SA Detect thoughts; SQ 
  Change shape, immunity to sleep and charm effects; 
  SV Fort +11, Ref +9, Will +9; Str 16, Dex 16, Con 16, Int 
  11, Wis 16, Cha 13. 
   
  Skills and Feats: Bluff +12*, Disguise +11* (+13 
  acting), Intimidate +7, Jump +3, Listen +5, Sense 
  Motive +5, Spot +5; Combat Reflexes, Dodge, Great 
  Fortitude, Improved Initiative, Mobility, Power Attack, 
  Spring Attack, Weapon Focus (longsword). 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  
  COR5-013 The Price of Power 
   
  Page 25 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: +1 chain shirt, +1 longsword. 
   
  �Doppelganger, Rog 6: CR 9; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 6d6+18; hp 
  75; Init +8; Spd 30 ft. AC 21, touch 14, flat-footed 17; 
  Base Atk +8; Grap +10; Atk: +10 melee (1d4+2; slam) or 
  +12 melee (1d4+3/18-20, rapier); Full Atk: +10/+5 
  melee (1d4+2; slam) or +12/+7 melee (1d4+3/18-20, 
  rapier); SA Detect thoughts, sneak attack +3d6; SQ 
  Change shape, immunity to sleep and charm effects, 
  trapfinding, evasion, trap sense +2, uncanny dodge; SV 
  Fort +8, Ref +13, Will +7; Str 14, Dex 18, Con 16, Int 15, 
  Wis 12, Cha 13. 
   
  Skills and Feats: Balance +12, Bluff +18*, 
  Diplomacy +8, Disguise +18* (+20 acting), Hide +14, 
  Intimidate +8, Listen +8, Sense Motive +5, Spot +8, 
  Tumble +17; Dodge, Improved Initiative, Great 
  Fortitude, Weapon Finesse (rapier). 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: +1 leather armor, +1 rapier. 
   
  
  COR5-013 The Price of Power 
   
  Page 26 
   APL 10
  ENCOUNTER 1 
   
   
   
  �Doppelganger Ftr 7: CR 10; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 7d10+21; 
  hp 105; Init +7; Spd 30 ft. AC 22, touch 13, flat-footed 
  19; Base Atk +11; Grap +14; Atk: +14 melee (1d6+3, 
  slam) or +16 melee (1d8+3/19-20, masterwork 
  longsword); Full Atk: +14/+9/+4 melee (1d6+3, slam) 
  or +16/+11/+6 melee (1d8+3/19-20, masterwork 
  longsword); SA Detect thoughts; SQ Change shape, 
  immunity to sleep and charm effects; SV Fort +11, Ref 
  +9, Will +9; Str 16, Dex 16, Con 16, Int 11, Wis 16, Cha 
  13. 
   
  Skills and Feats: Bluff +12*, Disguise +11* (+13 
  acting), Intimidate +8, Jump +4, Listen +5, Sense 
  Motive +5, Spot +5; Combat Reflexes, Dodge, Great 
  Fortitude, Improved Initiative, Mobility, Power Attack, 
  Spring Attack, Weapon Focus (longsword). 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: 
  +1 
  chain 
  shirt, 
  masterwork 
  longsword. 
   
  �Doppelganger Rog 5: CR 8; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 5d6+15; hp 
  68; Init +8; Spd 30 ft. AC 21, touch 14, flat-footed 17; 
  Base Atk +7; Grap +9; Atk: +9 melee (1d4+2; slam) or 
  +12 melee (1d6+2/18-20, rapier); Full Atk: +9/+4 melee 
  (1d4+2; slam) or +12/+7 melee (1d6+2/18-20, rapier); 
  SA Detect thoughts, sneak attack +3d6; SQ Change 
  shape, immunity to sleep and charm effects, 
  trapfinding, evasion, trap sense +1, uncanny dodge; SV 
  Fort +7, Ref +11, Will +6; Str 14, Dex 18, Con 16, Int 15, 
  Wis 12, Cha 13. 
   
  Skills and Feats: Balance +11, Bluff +17*, 
  Diplomacy +7, Disguise +17* (+19 acting), Hide +13, 
  Intimidate +7, Listen +8, Sense Motive +5, Spot +8, 
  Tumble +16; Dodge, Improved Initiative, Great 
  Fortitude, Weapon Finesse (rapier). 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: +1 leather armor, masterwork rapier, 
  potion of protection from arrows (10/magic). 
   
  ENCOUNTER 7 
   
   
   
  �Doppelganger Ftr 8: CR 11; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 8d10+24; 
  hp 115; Init +7; Spd 30 ft. AC 22, touch 13, flat-footed 
  19; Base Atk +12; Grap +14; Atk: +15 melee (1d6+3, 
  slam) or +17 melee (1d8+6/19-20, +1 longsword); Full 
  Atk: +15/+10/+5 melee (1d6+3, slam) or +17/+12/+7 
  melee (1d8+6/19-20, +1 longsword); SA Detect 
  thoughts; SQ Change shape, immunity to sleep and 
  charm effects; SV Fort +12, Ref +9, Will +9; Str 16, Dex 
  16, Con 16, Int 12, Wis 16, Cha 13. 
   
  Skills and Feats: Bluff +13*, Disguise +11* (+13 
  acting), Intimidate +9, Jump +4, Listen +5, Sense 
  Motive +5, Spot +5; Combat Reflexes, Dodge, Great 
  Fortitude, 
  Improved 
  Initiative, 
  Improved 
  Trip, 
  Mobility, Power Attack, Spring Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  
  COR5-013 The Price of Power 
   
  Page 27 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: +1 chain shirt, +1 longsword. 
   
  �Doppelganger Rog 8: CR 11; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 8d6+24; hp 
  89; Init +8; Spd 30 ft. AC 21, touch 14, flat-footed 17; 
  Base Atk +10; Grap +12; Atk: +12 melee (1d4+2; slam) 
  or +15 melee (1d6+3/18-20, +1 rapier); Full Atk: +12/+7 
  melee (1d4+2; slam) or +15/+10 melee (1d6+3/18-20, +1 
  rapier); SA Detect thoughts, sneak attack +4d6; SQ 
  Change shape, immunity to sleep and charm effects, 
  trapfinding, evasion, trap sense +2, improved uncanny 
  dodge; SV Fort +8, Ref +13, Will +7; Str 14, Dex 18, Con 
  16, Int 15, Wis 12, Cha 14. 
   
  Skills and Feats: Balance +14, Bluff +21*, 
  Diplomacy +11, Disguise +21* (+23 acting), Hide +16, 
  Intimidate +11, Listen +11, Sense Motive +9, Spot +11, 
  Tumble +19; Combat Reflexes, Dodge, Improved 
  Initiative, Great Fortitude, Weapon Finesse (rapier). 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 14 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: +1 leather armor, +1 rapier. 
   
  
  COR5-013 The Price of Power 
   
  Page 28 
  APL 12
  ENCOUNTER ONE  
   
   
   
  �Doppelganger Ftr 7: CR 10; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 7d10+21; 
  hp 105; Init +7; Spd 30 ft. AC 22, touch 13, flat-footed 
  19; Base Atk +11; Grap +14; Atk: +14 melee (1d6+3, 
  slam) or +16 melee (1d8+4/19-20, +1 longsword); Full 
  Atk: +14/+9/+4 melee (1d6+3, slam) or +16/+11/+6 
  melee (1d8+4/19-20, +1 longsword); SA Detect 
  thoughts; SQ Change shape, immunity to sleep and 
  charm effects; SV Fort +11, Ref +9, Will +9; Str 16, Dex 
  16, Con 16, Int 11, Wis 16, Cha 13. 
   
  Skills and Feats: Bluff +12*, Disguise +11* (+13 
  acting), Intimidate +8, Jump +4, Listen +5, Sense 
  Motive +5, Spot +5; Combat Reflexes, Dodge, Great 
  Fortitude, Improved Initiative, Mobility, Power Attack, 
  Spring Attack, Weapon Focus (longsword). 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: +1 chain shirt, +1 longsword, potion 
  of barkskin (+4). 
   
  �Doppelganger, Rog 7: CR 10; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 7d6+21; hp 
  82; Init +8; Spd 30 ft. AC 21, touch 15, flat-footed 17; 
  Base Atk +9; Grap +11; Atk: +13 melee (1d4+2; slam) or 
  +14 melee (1d6+3/18-20, rapier); Full Atk: +13/+8 
  melee (1d4+2; slam) or +14/+9 melee (1d6+3/18-20, 
  rapier); SA Detect thoughts, sneak attack +4d6; SQ 
  Change shape, immunity to sleep and charm effects, 
  trapfinding, evasion, trap sense +2, uncanny dodge; SV 
  Fort +8, Ref +12, Will +7; Str 14, Dex 18, Con 16, Int 15, 
  Wis 12, Cha 13. 
   
  Skills and Feats: Balance +13, Bluff +19*, 
  Diplomacy +9, Disguise +19* (+21 acting), Hide +15, 
  Intimidate +9, Listen +11, Sense Motive +8, Spot +11, 
  Tumble +18; Dodge, Improved Initiative, Great 
  Fortitude, Weapon Finesse (rapier). 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: +1 leather armor, +1 rapier. 
   
  ENCOUNTER 7 
   
   
   
  �Doppelganger Ftr 10: CR 13; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 10d10+30; 
  hp 135; Init +7; Spd 30 ft. AC 22, touch 13, flat-footed 
  19; Base Atk +14; Grap +16; Atk: +16 melee (1d6+3, 
  slam) or +20 melee (1d8+6/19-20, +1 longsword); Full 
  Atk: +16/+11/+6 melee (1d6+3, slam) or +20/+15/+10 
  melee (1d8+6/19-20, +1 longsword); SA Detect 
  thoughts; SQ Change shape, immunity to sleep and 
  charm effects; SV Fort +13, Ref +10, Will +10; Str 17, 
  Dex 16, Con 16, Int 11, Wis 16, Cha 13. 
   
  Skills and Feats: Bluff +14*, Disguise +12* (+14 
  acting), Intimidate +10, Jump +5, Listen +5, Sense 
  Motive +5, Spot +5; Cleave, Combat Reflexes, Dodge, 
  Great Fortitude, Improved Initiative, Improved Trip, 
  Mobility, Power Attack, Spring Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
  
  COR5-013 The Price of Power 
   
  Page 29 
   
  Possessions: +1 chain shirt, +1 longsword. 
   
  �Doppelganger Rog 10: CR 13; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 10d6+30; 
  hp 103; Init +8; Spd 30 ft.; AC 21, touch 14, flat-footed 
  17; Base Atk +11; Grap +13; Atk: +13 melee (1d4+2; 
  slam) or +16 melee (1d6+3 plus 1d6 electrical/18-20, +1 
  shocking rapier); Full Atk: +13/+8/+3 melee (1d4+2; 
  slam) or +16/+11/+6 melee (1d6+3 plus 1d6 
  electrical/18-20, +1 shocking rapier); SA Detect 
  thoughts, sneak attack +5d6; SQ Change shape, 
  immunity to sleep and charm effects, trapfinding, 
  evasion, trap sense +3, Improved uncanny dodge, 
  opportunist; SV Fort +9, Ref +14, Will +8; Str 14, Dex 
  18, Con 16, Int 15, Wis 12, Cha 14. 
   
  Skills and Feats: Balance +16, Bluff +23*, 
  Diplomacy +13, Disguise +23* (+25 acting), Hide +23, 
  Intimidate +13, Listen +15, Sense Motive +11, Spot +15, 
  Tumble +21; Combat Reflexes, Dodge, Improved 
  Initiative, Great Fortitude, Weapon Finesse (rapier). 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 14 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: +1 leather armor of shadow, +1 
  shocking rapier. 
   
  
  COR5-013 The Price of Power 
   
  Page 30 
  APL 14
  ENCOUNTER 1 
   
   
   
  �Doppelganger Ftr 10: CR 13; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 10d10+30; 
  hp 135; Init +7; Spd 30 ft. AC 22, touch 13, flat-footed 
  19; Base Atk +14; Grap +16; Atk: +16 melee (1d6+3, 
  slam) or +20 melee (1d8+6/19-20, +1 longsword); Full 
  Atk: +16/+11/+6 melee (1d6+3, slam) or +20/+15/+10 
  melee (1d8+6/19-20, +1 longsword); SA Detect 
  thoughts; SQ Change shape, immunity to sleep and 
  charm effects; SV Fort +13, Ref +10, Will +10; Str 17, 
  Dex 16, Con 16, Int 11, Wis 16, Cha 13. 
   
  Skills and Feats: Bluff +14*, Disguise +12* (+14 
  acting), Intimidate +10, Jump +5, Listen +5, Sense 
  Motive +5, Spot +5; Cleave, Combat Reflexes, Dodge, 
  Great Fortitude, Improved Initiative, Improved Trip, 
  Mobility, Power Attack, Spring Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: +1 chain shirt, +1 longsword, potion 
  of barkskin (+4), potion of cure serious wounds. 
   
  �Doppelganger Rog 9: CR 12; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 9d6+27; hp 
  96; Init +8; Spd 30 ft. AC 21, touch 14, flat-footed 17; 
  Base Atk +10; Grap +12; Atk: +12 melee (1d4+2; slam) 
  or +15 melee (1d6+3/18-20, +1 rapier); Full Atk: +12/+7 
  melee (1d4+2; slam) or +15/+10 melee (1d6+3/18-20, +1 
  rapier); SA Detect thoughts, sneak attack +5d6; SQ 
  Change shape, immunity to sleep and charm effects, 
  trapfinding, evasion, trap sense +3, Improved uncanny 
  dodge; SV Fort +9, Ref +13, Will +8; Str 14, Dex 18, Con 
  16, Int 15, Wis 12, Cha 14. 
   
  Skills and Feats: Balance +15, Bluff +22*, 
  Diplomacy +12, Disguise +22* (+24 acting), Hide +17, 
  Intimidate +12, Listen +14, Sense Motive +10, Spot +14, 
  Tumble +20; Combat Reflexes, Dodge, Improved 
  Initiative, Great Fortitude, Weapon Finesse (rapier). 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 14 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: +1 leather armor, +1 rapier, potion of 
  barkskin (+5). 
   
  ENCOUNTER 7 
   
   
   
  �Doppelganger Ftr 10: CR 13; Medium monstrous 
  humanoid (shapechanger); HD 4d8+12 plus 10d10+30; 
  hp 135; Init +7; Spd 30 ft. AC 22, touch 13, flat-footed 
  19; Base Atk +14; Grap +16; Atk: +16 melee (1d6+3, 
  slam) or +20 melee (1d8+6/19-20, +1 longsword); Full 
  Atk: +16/+11/+6 melee (1d6+3, slam) or +20/+15/+10 
  melee (1d8+6/19-20, +1 longsword); SA Detect 
  thoughts; SQ Change shape, immunity to sleep and 
  charm effects; SV Fort +13, Ref +10, Will +10; Str 17, 
  Dex 16, Con 16, Int 11, Wis 16, Cha 13. 
   
  Skills and Feats: Bluff +14*, Disguise +12* (+14 
  acting), Intimidate +10, Jump +5, Listen +5, Sense 
  Motive +5, Spot +5; Cleave, Combat Reflexes, Dodge, 
  Great Fortitude, Improved Initiative, Improved Trip, 
  Mobility, Power Attack, Spring Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  
  COR5-013 The Price of Power 
   
  Page 31 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: +1 chain shirt, +1 longsword. 
   
  �Doppelganger Rog 10: CR 13; Medium monstrous 
  humanoid (shapechanger); HD 4d8+10d6+42; hp 103; 
  Init +8; Spd 30 ft.; AC 22, touch 15, flat-footed 18; Base 
  Atk +11; Grap +13; Atk: +14 melee (1d4+2; slam) or +17 
  melee (1d4+3+1d6 Electrical/18-20, +1 Shocking 
  Rapier); Full Atk: +14/+9/+4 melee (1d4+2; slam) or 
  +17/+12/+7 melee (1d4+3+1d6 Electrical/18-20, +1 
  Shocking Rapier); SA Detect thoughts, sneak attack 
  +5d6; SQ Change shape, immunity to sleep and charm 
  effects, trapfinding, evasion, trap sense +3, Improved 
  uncanny dodge, opportunist; SV Fort +9, Ref +15, Will 
  +8; Str 14, Dex 18, Con 16, Int 15, Wis 12, Cha 14. 
   
  Skills and Feats: Balance +11, Bluff +16*, 
  Diplomacy +8, Disguise +10* (+12 acting), Escape Artist 
  +20, Hide +30, Intimidate +5, Jump +20, Listen +8, 
  Move Silently +21, Sense Motive +10, Spot +7, Tumble 
  +23, Combat Reflexes, Dodge, Improved Initiative, 
  Great Fortitude, Weapon Finesse (rapier) 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 14 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on 
  Bluff and Disguise checks. 
   
  *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks. If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Possessions: +1 leather armor of shadow, small +1 
  shocking rapier 
   
  �Rakshasa, Ftr 2/Sor 5: CR 17; Medium outsider 
  (native); HD: 7d8+21 plus 2d10+6 plus 5d4+15; hp: 102; 
  Init: +7; Spd 40 ft.; AC: 22, touch 13, flat-footed 19; Base 
  Atk: +11; Grap: +11; Atk: +11 melee (1d4, claw); Full 
  Atk: +11 melee (1d4, 2 claws) and +6 melee (1d6, bite); 
  SA: Detect thoughts, spells; SQ Change shape, damage 
  reduction 15/good and piercing, darkvision 60 ft., Spell 
  Resistance 27; SV Fort +13, Ref +10, Will +12; Str 10, 
  Dex 16, Con 16, Int 14, Wis 15, Cha 22. 
   
  Skills and Feats: Bluff +21*, Concentration +19, 
  Diplomacy +10, Disguise +20 (+22 acting)*, Intimidate 
  +15, Listen +12, Move Silently +14, Knowledge 
  (arcana) +10, Perform (oratory) +15, Ride +5, Sense 
  Motive +12, Spellcraft +19, Spot +10 ; Combat Casting, 
  Dodge, 
  Improved 
  Initiative, 
  Combat 
  Reflexes, 
  Mobility, Spell Focus (enchantment), Greater Spell 
  Focus (enchantment). 
   
   
  Languages: 
  Common, 
  Infernal, 
  and 
  Undercommon. 
   
  Detect 
  Thoughts 
  (Su): 
  A 
  rakshasa 
  can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 18 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A rakshasa can assume any 
  humanoid form, or revert to its own form, as a standard 
  action. In humanoid form, a rakshasa loses its claw and 
  bite attacks (although it often equips itself with 
  weapons and armor instead). A rakshasa remains in one 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but the rakshasa reverts to its 
  natural form when killed. A true seeing spell reveals its 
  natural form. 
   
  Skills: A rakshasa has a +4 racial bonus on Bluff 
  and Disguise checks. *When using change shape, a 
  rakshasa gains an additional +10 circumstance bonus 
  on Disguise checks. If reading an opponent’s mind, its 
  circumstance bonus on Bluff and Disguise checks 
  increases by a further +4. 
   
  Spells: A rakshasa casts spells as a 7th-level 
  sorcerer (This one is a 12th-level sorcerer). 
   
  Spells Known: (6/7/7/6/6/5/3; save DC 16 + spell 
  level (+2 for enchantment spells, marked with a *): 0—
  detect magic, light, mage hand, message, read magic, 
  resistance, touch of fatigue, ray of frost; 1st—charm 
  person*, mage armor, magic missile, shield, silent 
  image; 2nd—bear’s endurance, invisibility, acid arrow, 
  touch of idiocy*; 3rd—haste, suggestion*, fireball, deep 
  slumber*; 4th—confusion*, fire shield, stoneskin; 
  5th—feeblemind*, 
  hold 
  monster*; 
  6th—mass 
  suggestion*. 
   
  Possessions: Boots of speed, ring of counterspell 
  (feeblemind), cloak of resistance +1, fancy clothes. 
  
  COR5-013 The Price of Power 
   
  Page 32 
  APPENDIX 2: MORE MONSTERS
  DREAD WIGHT 
   
   
   
   
   
  Medium Undead 
  Hit Dice: 
  8d12 (52 hp) 
  Initiative: 
  +2 
  Speed: 
  30 ft. (6 squares) 
  Armor Class: 
  16 (+2 Dex, +4 natural), touch 12, flat-
  footed 14 
  Base Attack/Grapple: 
  +4/+6 
  Attack: 
  Slam +6 melee (1d4+2 plus energy 
  drain) 
  Full Attack: 
  Slam +6 melee (1d4+2 plus energy 
  drain) 
  Space/Reach: 
  5 ft./5 ft. 
  Special Attacks: 
  Create spawn, energy drain 
  Special Qualities: 
  Darkvision 60 ft., undead traits, Spell 
  Resistance 18 
  Saves: 
  Fort +3, Ref +4, Will +9 
  Abilities: 
  Str 15, Dex 14, Con —, Int 11, Wis 
  14, Cha 16 
  Skills: 
  Hide +9, Listen +10, Move Silently 
  +21, Spot +10  
  Feats: 
  Alertness, Blind-Fight, Ability Focus 
  (Energy drain) 
  Environment: 
  Any 
  Organization: 
  Solitary, pair, gang (3–5), or pack (6–
  11) 
  Challenge Rating: 
  7 
  Treasure: 
  None 
  Alignment: 
  Always lawful evil 
  Advancement: 
  5–8 HD (Medium) 
  Level Adjustment: 
  — 
   
  A dread wight’s appearance is a weird and twisted reflection of 
  the form it had in life. A dread wight is about the height and 
  weight of a human. 
   
  Dread wights speak Common. 
  COMBAT 
  Dread wights attack by hammering with their fists. 
   
  Create Spawn (Su): Any humanoid slain by a dread 
  wight becomes a dread wight in 1d4 rounds. Spawn 
  are under the command of the dread wight that 
  created them and remain enslaved until its death. 
  They do not possess any of the abilities they had in 
  life. 
   
  Energy Drain (Su): Living creatures hit by a 
  dread wight’s slam attack gain one negative level. 
  The DC is 17 for the Fortitude save to remove a 
  negative level. The save DC is Charisma-based. For 
  each such negative level bestowed, the wight gains 5 
  temporary hit points. 
   
  Skills: Dread wights have a +8 racial bonus on 
  Move Silently checks. 
   
  
  COR5-013 The Price of Power 
   
  Page 33 
   DM AID 1: THE MAP (WITH LONGTREE) 
   
   
  
  COR5-013 The Price of Power 
   
  Page 34 
   
  DM AID 2: MAP OF LONGTREE 
   
   
   
   
  
  COR5-013 The Price of Power 
   
  Page 35 
  DM AID 3: MAP OF THE MONASTERY 
   
   
   
  
  COR5-013 The Price of Power 
   
  Page 36 
  PLAYER HANDOUT 1 
   
  PLAYER-SPECIFIC INTRODUCTION 1   
   
   
   
   
   
   
   
  Seven months! That’s how long it took you to gain some knowledge of the Tome of Clarity and Mists. Finally, it is 
  beginning to reveal its secrets to you. Imagine what wonders could be contained in these pages. So far all it has revealed 
  are some mental exercises that make very little sense. Maybe all you need is a quite place to sit and 
  study…hmmm…yes, that seems like a good idea. Perhaps Ratik would be a good place. 
   
   
   
   
  PLAYER-SPECIFIC INTRODUCTION 2  
   
   
   
   
   
   
   
  “Hey, what is this?” Searching though your backpack reveals an old book that you forgot was there. Opening it reveals a 
  page of moving text. It is not in any language you know and seems…to…be…. You finish packing your bag and stand, 
  gazing to the northeast; you wonder what Ratik is like this time of year. 
   
   
   
   
  PLAYER-SPECIFIC INTRODUCTION 3  
   
   
   
   
   
   
   
  Seven months and you have finally made some sense of the Tome of Clarity and Mists. It seems that the strange map 
  from the monks is a page from the book. When placed in the tome you can tell that it is of an ancient monastery located 
  in northern Ratik. You wonder what else could be hidden there. 
   
   
   
   
  PLAYER-SPECIFIC INTRODUCTION 4  
   
   
   
   
   
   
   
  A talking book! Well, thinking book to be correct. Now that is something you don’t find everyday. It took about seven 
  months to figure out but that book is definitely able to communicate. It has expressed a desire to return home and leave 
  behind the trail of blood that seems to follow it. “Home” is in the northern reaches of Ratik. 
   
   
  
  COR5-013 The Price of Power 
   
  Page 37 
   
  PLAYER HANDOUT 2 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/595/COR5-13 The Price of Power (APL 2-16)/COR5-13 The Price of Power.pdf