TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  PAL4M-03 
   
   
   
   
   
   
  Demons in the Dust 
   
  A One-Round D&D LIVING GREYHAWK®  
  Theocracy of the Pale Regional Mini-Mission 
  Version 1.1 
  Round 1 
  by Glyn Dewey 
   
   
  “Unfinished evil long may dormant lie/’neath Valandil’s Mill Many’s coin did die/Though fist of stone nurse 
  broken bone/and treasure’s not sought by him alone/yet for murdered souls his fingers pry.” That was the 
  divination that sent you through the desolate lands of Tenh towards the ruins of Valandil’s Mill. A Living 
  Greyhawk mini-mission recommended for loyal Pholtans but suitable for mercenaries of APLs 2-10 
  
  Demons in the Dust 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and record-
  keeping after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so 
  that you know and can communicate to your players 
  the special aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the judge 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet.  The judge should complete the top of the 
  form and list his name and RPGA number.  The 
  players should each list their name and RPGA 
  number.  After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, get 
  a copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web 
  site, and then have any players without a character 
  create one.  Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play  
   
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to the average 
  
  Demons in the Dust 
   
  Page 3 
  # 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 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating 
  in 
  the 
  adventure. 
  2. If PCs bring animals that 
  have 
  been 
  trained 
  for 
  combat (most likely being 
  war horses, dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability 
  (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s mounts, etc.) use 
  the 
  sidebar 
  chart 
  to 
  determine the number of 
  levels you add to the sum 
  above. 
  Add 
  each 
  character’s 
  animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, 
  light or heavy, with him in the adventure and it 
  will not count toward the APL calculation. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either 
  the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC may 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 will 
  receive only one-half of the experience points for 
  the adventure.  Further, if the PC is three character 
  levels or more lower than the APL at which this 
  adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level 
  characters 
  to 
  reach the objectives. 
   
  Further, a PC who is four 
  or more levels higher than 
  the highest APL supported 
  by the adventure may not 
  play the scenario unless the 
  highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK 
  adventures are designed for 
  APL 2 and higher. Four or 
  five 1st-level characters may 
  find 
  difficulty 
  with 
  the 
  challenges 
  in 
  a 
  LIVING 
  GREYHAWK adventure. If a 
  group is APL 1 there are 
  three things that the group 
  can do to help even the 
  score. 
  1. Attempt to create a table of six 1st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a move action (spoken 
  command) that may be attempted each round. 
  If the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep  
   
   
   
  This is a Regional mini-mission, set in the 
  Theocracy of the Pale.  Characters native to the 
  Pale pay one Time Unit; all others pay two Time 
  Units. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit. 
   Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the next adventure, must buy new spell component 
  pouches and healer’s kits, and may suffer other in-
  game penalties (or possibly gain in-game benefits) 
  as may be detailed in this scenario. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  
  Demons in the Dust 
   
  Page 4 
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if the 
  character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  Valandil’s mill was a small town in Tenh that none-
  the-less housed a flourishing cult of Erythnul in the 
  Fist that Rhelt Sevvord stationed there. When the 
  ether threat descended and destroyed them, they 
  were busy sacrificing captured Tenha and using a 
  Vessel of Souls to store their essence. This vessel 
  was to serve as payment for a powerful planar ally 
  that higher members in the cult would summon. 
   
   
  The ether threat changed all of that. The Fist 
  was destroyed, and the cultists were slain. 
  However, the Vessel of Souls, nearly full with the 
  blood of innocents was left and has lain for two 
  years, waiting to be used. With the ether threat 
  gone and old antagonists returning to the ruined 
  Duchy, one of Erythnul’s cultists thought to recover 
  the Vessel of Souls and see if it contained enough 
  souls to be useful as payment. A Pholtan oracle 
  was also granted a cryptic warning and arranged 
  for the PCs to investigate. 
   
   
  Pholtus is not the only power to know of the 
  souls however. A powerful wizard divined the 
  location of this source of power. An apprentice, 
  transcribing 
  the 
  answers 
  of 
  her 
  master’s 
  otherworldly sources of wisdom, deciphered some 
  of their meaning and, stealing a scroll of a planar 
  binding spell (the kind depends upon the APL), set 
  out to recover them herself. Such souls would 
  make fine coin to bribe bound demons and even 
  an apprentice served by such a being would be a 
  power to be reckoned with. (At APLs 8 and 10, she 
  is not a runaway apprentice but an independent 
  wizard). 
   
  Introduction: 
  The PCs are convinced to go on the mission and 
  are told the divination that prompted it as well as a 
  reasonable interpretation, given the information 
  possessed by the oracle. (Alternatively, at higher 
  APLs, a cleric devoted to a good or lawful god can 
  receive the divination and spark the adventure 
  themselves). 
   
  Traversing the Desolation: 
  The PCs take precautions for desert travel. Most 
  likely this simply involves a lot of endure elements 
  spells that may be unavailable in later encounters. 
   
  Arrival 
  The PCs arrive at the town of Valandil’s Mill and 
  explore. 
   
  Bound Souls and Bloody Rituals 
  The PCs explore the ruins of Valandil’s Mill to 
  discover what the divination means. Under 
  Valandil’s Mill, they come upon the wizard in the 
  midst of negotiating with a powerful bound demon 
  for the contents of the vessel. 
   
  Fists of Stone and Hearts of Steel 
  A group of Erythnullian cultists arrive, intent on 
  searching out souls to earn their master’s favor. 
  They attempt to kill the PCs and take the Vessel of 
  Souls. 
   
  Conclusion 
  If the PCs accidentally free the demon, it will be let 
  loose on Oerth and cause untold destruction. 
   
  If the Stonefist Erythnullians capture the 
  Vessel of Souls, they will use the souls within for 
  some dark purpose. 
   
  If Maeve drives off the PCs, she will conclude 
  her bargain with the demon and become a power 
  or at least a powerful mercenary in a land where 
  such mercenaries are tolerated. (The empire of Iuz 
  is one possibility but Stonehold, the humanoids of 
  the Rakers, the forces of the Troll King, and others 
  are also possibilities). 
   
  If the PCs recover the Vessel of Souls, they 
  will have to determine what to do with it. Destroy it 
  
  Demons in the Dust 
   
  Page 5 
  or hand it over to someone for safekeeping or 
  possibly determining a way to release the souls 
  within. 
   
  If the demon remains bound in the summoning 
  circle, eventually someone will have to deal with it 
  as well. 
   
  Cast of Characters 
  Maeve: NE female half-elf Wiz (level varies by 
  APL) 
  • 
  Personality: 
  Most 
  people 
  have 
  an 
  instinctive 
  compassion 
  and 
  sympathy 
  towards others—not Maeve. Years of 
  studying tomes of forbidden lore and 
  assisting her master in rituals of magical 
  binding and calling has driven all human 
  sympathy from her heart. A deep, gnawing 
  hunger for power has replaced her human 
  sympathies 
  and 
  makes 
  her 
  appear 
  somewhat unhinged. Even other wizards 
  recognize her interest in magic and power 
  as obsessive. 
  • 
  Description: Years of study in musty 
  libraries with only the light of her torch 
  have given Maeve’s skin a pale, corpselike 
  tone. Her robes are arranged in an 
  obsessively neat and tidy manner and her 
  hair is pulled back into a tight ponytail that 
  gives her a severe appearance.   
  • 
  Motivation 
  & 
  Goals: 
  Maeve 
  sees 
  negotiating with a demon for its services 
  as a much faster route to power than study 
  to master the use of powerful spells on her 
  own. She wants to be her own mistress 
  and to gather both temporal and magical 
  power. 
   
  Skeggi: CE Male human fighter type (level and 
  classes vary by APL) 
  • 
  Personality: Skeggi is a sadist, pure and 
  simple. He derives pleasure from the pain 
  of others. As a scion of Stonehold, he 
  knows that opportunities to inflict pain 
  depend upon pleasing Rhelt Sevvord and 
  the priests of Erythnul. If there is 
  something Skeggi likes as much as 
  inflicting pain, it’s carving. Skeggi finds a 
  measure of peace in carving exquisite 
  detail into the ivory handles of his weapons 
  and torture implements. 
  • 
  Description: 
  Skeggi’s 
  long, 
  straight, 
  blonde hair is thinning in the front. His 
  entire body is covered with ritual tattoos.  
  • 
  Motivation & Goals: Skeggi wants to 
  recover the Vessel of Souls for his 
  masters in the cult of Erythnul. He knows, 
  if he succeeds, he will likely win more 
  victories and more chances to inflict pain 
  but if he fails, he’s likely to be offered to a 
  demon as payment for its services. 
   
  Introduction 
  The PCs are in Atherstone responding to the call 
  for independent scouts to explore Tenh.  
  The skulls of ancient and dreadful beasts leer 
  down at you from the walls where they are 
  mounted. About the hall, trophies of a bygone 
  era stand side by side with banners bearing the 
  purple and white arms of the Theocracy of the 
  Pale. All of the scouts are being assigned their 
  latest missions in the former Duchy of Tenh. 
   
  When it comes to your group, the captain 
  introduces it: “We have sought Pholtus’ 
  wisdom in this investigation of Tenh and he 
  has granted us many clues and prophecies. 
  Among them is this: ‘Unfinished evil long may 
  dormant lie/’neath Valandil’s Mill Many’s coin 
  did die/Though fist of stone nurse broken 
  bone/and 
  treasure’s 
  not 
  sought 
  by 
  him 
  alone/yet for murdered souls his fingers pry.’ 
   
  “I don’t know what it means for certain, but 
  that’s going to be your job to find out. Find out 
  what it means, make sure the Stonefists don’t 
  get whatever they’re after—if that’s what “fist 
  of stone” means, I’m no sage—and bring back 
  a full report. Dismissed.” 
   
  Alternate introduction: A level 7+ PC cleric of a 
  good or lawful deity could receive the divination 
  himself.  
   
  A knowledge (Religion) check (DC 10) will 
  reveal that “The Many” is one of the titles of 
  Erythnul. Asking for advice from NPC priests of 
  Pholtus 
  will 
  also 
  yield 
  this 
  information 
  automatically. Asking about Valandil’s Mill at all will 
  reveal the fact that Valandil’s Mill sounds like a 
  place name but since it is an obscure location, a 
  check is necessary to learn more. A knowledge 
  (Local: Core or Nyrond Meta-region) check (DC 
  
  Demons in the Dust 
   
  Page 6 
  25) or Knowledge (Geography) check (DC 20) or 
  Gather Information (DC 20) check will reveal that 
  Valandil’s Mill was a small community about two 
  and a half days’ ride west of Atherstone. In happier 
  days, it was an obscure farming town but like many 
  other towns, the Stonefisters and Iuzians captured 
  it during the Greyhawk wars and enslaved its 
  population. When the Stonefisters turned on the 
  forces of Iuz and slaughtered them, they also 
  slaughtered most of the slaves but returned from 
  time to time to use the town as a base for raids. A 
  Gather Information (DC 25) or Bardic Knowledge 
  (DC 28) check will reveal the following information: 
  Shortly before the ether creatures descended upon 
  Tenh, some of the Faithful Flan reported a 
  Stonefist raiding party carrying captives toward 
  Valandil’s Mill. When the ether creatures came, 
  everyone had too much else to worry about to 
  follow up on those reports. 
   
  If the PCs do not know the information or 
  succeed at the Gather Information checks, they 
  will eventually find their way to the library. There, a 
  brief investigation will reveal that Valandil’s Mill 
  was a town in Tenh and where its location was. 
  Encounter One: Traversing 
  the Desolation 
  The terrain changes dramatically shortly after 
  you leave Atherstone. Suddenly, grass and 
  shrubs give way to empty dust and dry sand. 
  The earth of Tenh is naked and burned as if 
  scraped clean by a razor and dried in the very 
  fires of hell. Where the ether creatures once 
  trod, there is now only bare stone, dry dust and 
  destruction. As you pass further into the 
  desolate land, the sun’s heat reflecting off of 
  the arid land becomes oppressive. Here and 
  there, you can make out a lonely chimney or a 
  stone foundation half buried in the dust that 
  flies about your feet as you move—skeletons 
  of civilization. More rare are skeletons of 
  animals. They are bleached a blinding white in 
  the sun and often sport large holes as if 
  partially disintegrated. 
   
  It will take two days to traverse the distance from 
  Atherstone to the ruins of Valandil’s Mill. During 
  the day, the temperature will be hot and 
  oppressive though there will be no environmental 
  hazards at night (and low APL PCs might be wise 
  to travel by night and rest in the shade during the 
  day). It will also require a DC 15 Survival check to 
  avoid becoming lost on the way. Getting lost will 
  add 1-2 days to the party’s travel time but does not 
  otherwise penalize them. 
   
   
  Note regarding the magical effects of the 
  Stonelands: The fadings and impeded magic 
  experienced by some characters in core mods 
  does not apply evenly throughout the Stonelands. 
  In some areas, it is less strong. Valandil’s Mill is 
  one such area. Non-human PCs who get lost may 
  experience some fading but they will stabilize in 
  the vicinity of Valandil’s Mill. 
  Encounter Two: Arrival 
   
  A cluster of skeletal stone foundations and 
  ruined chimneys with the occasional wall or 
  beam that somehow missed the depredations 
  of the ether fiends is all that remains of 
  Valandil’s Mill. Behind the ruined town, the 
  structure of the windmill that gave it its name 
  looms like a four-armed giant. Dust and sand 
  has piled up against its side to the height of a 
  man. As you walk down the road, your feet 
  knock the dust from over a small field of bones 
  and spearheads, collapsed to the ground when 
  the spears they were impaled upon broke or 
  were consumed with the rest of the Duchy. 
   
  PCs who make a DC 25 spot check will notice a 
  cloud of dust on the northern horizon-approaching 
  town. This is the Stonefists. A PC who asks will be 
  able to tell that, at their present pace, they will 
  most likely arrive in some time between half an 
  hour and fifteen minutes. 
   
   
   
  A search or Track check (DC 8) will find the 
  fresh tracks of a single horse and a large dog on 
  the 
  ground, 
  traveling 
  through 
  the 
  town. 
  Occasionally, there are also tracks of a medium 
  humanoid wearing riding boots dismounting and 
  inspecting the ruins. The ruined houses all show 
  signs of excavation. (Spot DC 10 even if the PCs 
  aren’t looking). The dust inside has been cleared 
  away to allow access to the cellars or to reveal the 
  lack of cellars. The tracks stop at the entrance to 
  the mill that has also been cleared. At APLs 2-4, 
  the horse tracks simply vanish here; at all other 
  APLs, they continue into the mill. 
   
   
   
  The mill was built of stone and is mostly intact 
  and though dust has come into the doorway, it 
  appears to have been cleared to one side with a 
  
  Demons in the Dust 
   
  Page 7 
  shovel. At all APLs except APL 2, the door is 
  warded with an alarm spell: 
  APL 4-10: [EL -]: Alarm Spell (mental alarm 
  version): CR -; Magical; location trigger; no reset; 
  alerts Maeve; Multiple targets; caster level varies 
  (see Maeve’s stat block), Search DC 26, Disable 
  Device DC 26)] 
   
  Encounter Three: Bound 
  Souls and Bloody Circles 
  Inside, the mill is dark and dimly illuminated by 
  light coming through the doorway and a few 
  unshuttered windows. A pair of millstones 
  connected to a massive shaft that runs 
  through the ceiling into the upper levels of the 
  tower dominate the center of the circular 
  chamber. The top half of a ladder hangs 
  uselessly from a hole in the ceiling that must 
  have once led to the upper levels. Small piles 
  of 
  bones 
  and 
  dry 
  dust 
  dot 
  the 
  floor 
  surrounding a trapdoor set with a heavy iron 
  ring. 
   
  At APLs 8 and 10, a Mordenkainen’s faithful hound 
  also guards the interior of the mill. (If you handle all 
  of the interaction between the PCs in initative 
  order, this can take quite a while.  Make sure to 
  keep a fast pace during this part of the encounter. 
  You may even want to just ask the PCs whether 
  anyone attacks (usually blindly), casts a spell or 
  runs away rather than going through normal 
  initiative). 
   
  If the PCs open the trapdoor, it reveals a 
  narrow staircase. All of the area below the trapdoor 
  is still under the effects of an unhallow spell from 
  when it was dedicated to Erythnul. The spells tied 
  to it have long since expired but everyone who 
  enters the area still receives the effect of a 
  protection from good spell and good summoned 
  creatures (such as Paladin mounts) are hedged 
  out. 
   
  The area beneath the trap door appears to be 
  undisturbed by the events above ground. 
  Flickering flames provide illumination barely 
  sufficient to make out unholy sigils drawn in 
  now-dried blood flaking off the walls. Skulls 
  hang like rattles from the ceiling and ahead of 
  you and five feet from the bottom of the steep 
  stair, a heavy door of black iron studded with 
  spikes blocks the way. 
   
  Beyond the door is the former altar of Erythnul, 
  now converted into Maeve’s summoning chamber. 
   
  In the shadows beyond the door, a grisly idol 
  of a man holding a faintly glowing heart and a 
  stone club above his head in a pose of 
  exultation adorns the center of the room. 
  Behind it, however, a far more imposing figure 
  stands, shrouded in shadows and bound by a 
  circle of chalk scrawled on the floor. Outside 
  the 
  circle, 
  tantalizingly 
  close 
  to 
  it, 
  an 
  uncovered cauldron of black iron seems to 
  hold a swirling mist of faintly glowing blue-
  green forms that strain towards its rim but 
  cannot escape.  
   
  The glow of the idol bathes the entire room in 
  shadowy 
  illumination. 
  This 
  is 
  sufficient 
  for 
  characters with low-light vision to see clearly, but 
  characters without darkvision or low-light vision will 
  face a 20% miss chance from concealment. 
   
  The cauldron is the Vessel of Souls. Upon 
  closer inspection, each of the forms has the face 
  of a Tenha man, woman, or child with the ragged 
  wounds of a sacrificial knife across their throats 
  and chests. It radiates strong evil. A Knowledge 
  (Religion) check (DC 10) will reveal that it is 
  embossed with symbols of slaughter. DC 15 will 
  reveal that Erythnul’s planar allies often demand 
  the blood and souls of the slain in return for their 
  services. A knowledge (Arcana) check (DC 15 will 
  reveal that destroying the Vessel of Souls is likely 
  to destroy all of its contents. Channeling positive 
  energy into the vessel will give the souls inside 
  some relief from their torment but it only lasts 1 
  minute per maximum HD of undead turned. (So a 
  check sufficient to turn 10 HD of undead will 
  relieve them for 10 minutes). The exact method of 
  its destruction will be impossible to determine 
  without careful research. 
   
  A Knowledge (arcana) check (DC 10) will let 
  the PCs know the demon is bound within the circle 
  and cannot escape unless the circle is broken. A 
  spellcraft check (DC 30 or 34) will recognize the in-
  place effect of a Planar Binding or Greater Planar 
  Binding spell. 
  
  Demons in the Dust 
   
  Page 8 
   
  Depending upon whether or not she was 
  warned by the alarm spell, Maeve may or may not 
  be visible negotiating with the demon. 
   
  If Maeve is warned by the alarm spell or 
  especially loud PCs (ie, she is alerted by the alarm 
  or makes the listen check at –14 to hear the PCs 
  before they open the door), she will cast Shield, 
  cast Invisibility on herself and share it with her 
  familiar, as well as the rest of her minute/level+ 
  buffs (Augment Familiar at level 6+, and See 
  Invisibility at level 8). 
   
  In the first rounds of combat, she will attempt 
  to summon monsters (note that, at APL 8 and 10, 
  she has Augment Summoning and that, knowing 
  that the area is Unhallowed, she will not attempt to 
  summon any good creatures) from her invisible 
  location unless an obviously better option presents 
  itself. (Such as slowing the entire party down 
  without breaking her invisibility by using Solid Fog 
  at higher APLs) She may also attempt to share a 
  Vampiric Touch with her familiar, enabling it to 
  attack once and gain hit points and her to attack 
  and gain hit points. Unfortunately, this requires her 
  to move to within 5 feet of her familiar before using 
  the spell so it might be too risky for her. 
  APL 2: [EL 4 reduced for sub optimal spell 
  selection and possible PC surprise] APL 2 
  Maeve 
  APL 4: [EL 6] APL 4 Maeve, worg familiar 
  APL 6: [EL 8] APL 6 Maeve, Nightmare (see MM 
  pg. 194), hell-hound familiar 
  APL 8: [EL 10] APL 8 Maeve, Nightmare (see 
  MM pg. 194), hell-hound familiar 
  APL 10: [EL 12] APL 10 Maeve, Nightmare(see 
  MM pg. 194), hell-hound familiar 
   
  The demon bound in the circle also varies by APL: 
  APL 2: Vrock (see MM pg. 48) 
  APL 4: Vrock (see MM pg. 48) 
  APL 6: Hezrou (see MM pg. 44) 
  APL 8: Glabrezu (see MM pg. 43) 
  APL 10: Marilith (see MM pg. 44) 
   
  During the first few rounds of combat, the demon 
  will speak in Abyssal: “My price has gone up. For 
  my aid, I will require all of the souls in the cauldron 
  and a further sum of 30 souls after the completion 
  of the first service.” If the circle is disturbed during 
  the combat, the demon will immediately attack and 
  slay Maeve, then turn to the PCs and thank them 
  for freeing it and teleport away. As a token of its 
  gratitude, it will let them live. Write “Favor of the 
  Demon” on the PCs’ ARs. It may be relevant at the 
  Winter Weekend in the Pale Interactive. Since 
  gratitude is not ordinarily associated with demons, 
  it likely has an ulterior motive not revealed in this 
  module. 
   
  If the PCs talk to the demon, it will attempt to 
  persuade them to set it free. A spellcraft check 
  (DC 20—24 for a wizard with Conjuration as a 
  barred school) will remind the PCs that the magic 
  of a Planar Binding spell binds the creature to 
  abide by any agreement it enters into with the 
  caster and the caster alone. Any agreement made 
  with a third party would be upheld only by the 
  creature’s sense of honor (if any). 
   
  If the combat is going very poorly for the PCs, 
  the demon will offer to save them if they set him 
  free. This is an offer he will follow through on since 
  he wants to kill Maeve anyway for her brazen 
  attempt to bind him. 
  Encounter Four: Fists of 
  Stone and Hearts of Steel 
  There are several circumstances that could modify 
  this encounter. If the PCs leave a lookout or a 
  familiar above ground, they will see the Stonefists 
  approaching the town from among the dunes, 
  dismounting, and spreading out to search through 
  the town. They may start the encounter wherever 
  they wish. If the PCs take ten minutes or longer 
  inside the secret temple, then the Stonefists will 
  find it and attack them from behind. (They will 
  attempt to be stealthy and will take ten moving 
  silently down the trapdoor. This will usually result in 
  a move silently check of 9 or 10—if the PCs close 
  the shrine door, attempts to hear the Stonefists 
  through the door will be at a –10 penalty in addition 
  to the normal –1 penalty per ten feet of distance. 
   
  When the PCs emerge from the mill, they should 
  get a Spot check (DC 15) to spot the Erythnullian 
  Stonefists descending upon the ruined village in 
  the gathering twilight. (A failed spot check means 
  the encounter will begin at 120 instead of 300 
  feet). 
   
  APL 2: [EL 5] Erythnul Acolyte, 2 Stonefist 
  Warriors, Stonefist Archer, Skeggi (APL 2) 
  
  Demons in the Dust 
   
  Page 9 
  APL 4: [EL 7] Erythnul Acolyte, 3 Veteran 
  Stonefist warriors, Veteran Stonefist Archer, 
  Skeggi (APL 4) 
  APL 6: [EL 9] Erythnul Disciple, 4 Elite Stonefist 
  Warriors, 2 Veteran Stonefist Archers, Skeggi 
  (APL 6) 
  APL 8: [EL 11] Erythnul Disciple, 3 Stonefist 
  Barbarians, Elite Stonefist Archer, Skeggi (APL 
  8) 
  APL 10: [EL 13] Erythnul Priest, 4 Stonefist 
  Ravagers, 2 Stonefist Snipers, Skeggi (APL 10) 
   
  The Stonefists are after the Vessel of Souls and if 
  they can intimidate (this is NOT a skill check, role-
  play it) the PCs into giving it up without a fight, they 
  will. If there is a fight, however, they will neither 
  give nor ask for quarter, fleeing only if both the 
  priest of Erythnul and Skeggi are dead and they 
  still appear to be losing. The Stonefists are 
  cunning combatants and will try to maneuver PCs 
  into areas where they are at a disadvantage. They 
  will use cover to get into position and to approach 
  enlarged PCs or PCs with reach. The Stonefist 
  archers and snipers will attempt to climb into a 
  building where they can snipe the PCs from 
  relative safety. 
   
  Conclusion 
  If the PCs accidentally free the demon, it will be 
  loosed upon Oerth to wreak havoc. 
   
  If the Stonefister Erythnullians capture the 
  Vessel of Souls, they will use the souls within for 
  their own dark purposes 
   
  If Maeve drives off the PCs, she will conclude 
  her bargain with the demon and become a power 
  or at least a powerful mercenary in a land where 
  such mercenaries are tolerated. (The empire of Iuz 
  is one possibility but Stonehold, the humanoids of 
  the Rakers, the forces of the Troll King, and others 
  are also possibilities). 
   
  If the PCs recover the Vessel of Souls, they 
  will have to determine what to do with it. Will they 
  destroy it? Will they turn it over to the Church of 
  Pholtus in hopes they can help the poor souls 
  trapped within? 
  If the demon remains bound in the summoning 
  circle, eventually someone will have to deal with it. 
  Do the PCs notify the Church of Pholtus so they 
  can deal with the demon? 
    
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value 
  (objectives 
  plus 
  roleplaying) 
  to 
  each 
  character. 
   
  Encounter Three 
  Defeated Maeve 
   
  APL2 120 xp;  APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL 10 360 xp. 
   
  Encounter Four 
  Defeated the Skeggi and the Stonefisters 
  APL2 150 xp;  APL4 210 xp; APL6 270 xp;  
  APL8 330 xp; APL 10 390 xp. 
   
  Discretionary roleplaying award 
  APL2 45 xp;  APL4 65 xp; APL6 90 xp; 
  APL8 110 xp; APL 135 xp. 
   
  Total possible experience:   
  APL2 225 xp;  APL4 325 xp; APL6 450 xp; 
  APL8 562xp; APL 10 675 
   
  Note that the total possible experience is less than 
  the sum of all of the above numbers. It is 
  possible to partially fail to defeat the party’s 
  foes and still gain full xp. 
   
  
  Demons in the Dust 
   
  Page 10 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is reasonable 
  that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return 
  to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to activate 
  it.  Other times they may attempt to use the item 
  blindly.  If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from 
  the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is 
  the number of gold pieces a characters total and 
  coin value increase at the end of the adventure.  
  Write the total in the GP Gained field of the 
  adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter Three 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  APL 2: L: 188 gp; C: 0 gp; M: 108 gp 
   
  APL 4: L: 188 gp; C: 0 gp; M: 108 gp 
   
  APL 6: L: 288 gp; C: 0 gp; M: 146 gp 
   
  APL 8: L: 394 gp; C: 0 gp; M: 146 gp 
   
  APL 10: L: 394 gp; C: 0 gp; M: 146 gp 
  Encounter Four   
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  APL 2: L: 114 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 151 gp; C: 0 gp; M: 29 gp 
   
  APL 6: L: 343 gp; C: 0 gp; M: 442 gp 
   
  APL 8: L: 237 gp; C: 0 gp; M: 818 gp 
   
  APL 10: L: 500 gp; C: 0 gp; M: 3434 gp 
  Total Possible Treasure  
   
  APL 2: 225 gp 
   
  APL 4: 325 gp 
   
  APL 6: 450 gp 
   
  APL 8: 650 gp 
   
  APL 10: 1150 gp 
   
  
  Demons in the Dust 
   
  Page 11 
  Critical Events: 
  The Vessel of Souls: Who ends up with the 
  Vessel? The church of Pholtus? The Stonefisters? 
  Or Maeve? Or do the PCs destroy it and all of the 
  souls within? 
  The Bound Demon: What is done with the demon? 
  Does it escape its binding? Is it left in the circle? Is 
  the Church of the One True Path informed about 
  it? 
  Does Maeve escape? 
  Does 
  Skeggi 
  survive 
  and 
  escape?
  
  Demons in the Dust 
   
  Page 12 
  Appendix I: NPCs: APL 2 
  Encounter 3: 
  APL 2 Maeve: Female half-elf Wiz (Conjurer) 5; 
  CR 5; HD 5d4+10; hp: 26; Init +6; Spd 30 ft.; AC 
  16 [+2 dex, +4 mage armor] (touch 12, flat-
  footed 14); Base Atk/Grp: +2/+2; Atk/Full Atk: +3 
  melee (1d4 dagger) or +5 ranged (1d4 dagger) 
  or +4 ranged touch (spell); SQ: Elf-blood, 
  Immunity to Sleep spells, +2 to saves vs. 
  enchantments, low-light vision, Familiar; AL: NE; 
  SV: Fort: +4; Ref +4, Will +5; Str 10, Dex 14, 
  Con 14, Int 18, Wis 11, Cha 9 
   
  Skills and Feats: Concentration: +10 [8 
  ranks], Diplomacy +1, Gather Information +1, 
  Intimidate +3 [4 ranks cc], Knowledge: Arcana 
  +12 (8 ranks), Knowledge: Planes +12 [8 ranks], 
  Listen +1, Search +5, Sense Motive +1 [1 rank 
  cc], Spellcraft +14 [8 ranks] Spot +1; Empower 
  Spell, Improved Initiative, Scribe Scroll, Spell 
  Focus: Conjuration 
   
  Equipment: 
  +1 
  cloak 
  of 
  resistance, 
  Masterwork cold iron dagger, spell component 
  pouch, scroll of Planar Binding, scroll of 
  Dimensional Anchor, spellbook, potion of cure 
  moderate wounds. 
   
   
  Spells Prepared (4+1/4+1/3+1/2+1; Base DC 
  = 14+spell level, 15+spell level conjurations; 
  enchantment and evocation prohibited) 
   
  0—Acid Splash, Mage Hand, Arcane Mark, 
  Touch of Fatigue; 1st—Cause Fear, Endure 
  Elements, Mage Armor, Ray of Enfeeblement, 
  Shield; 2nd—Eagle’s Splendor, False Life, Owl’s 
  Wisdom, Glitterdust; 3rd—Magic Circle Against 
  Chaos, Summon Monster III, Vampiric Touch 
   
  She has cast Endure Elements, False Life (11 
  temporary hit points), and Mage Armor on 
  herself, as is her common practice. She has also 
  cast Eagle’s Splendor and Owl’s Wisdom in 
  order to be better prepared for her negotiations 
  and Magic Circle Against Chaos in order to trap 
  the summoned demon. 
   
  Spellbook: 0: All non-enchantment and non-
  evocation spells; 1st—Cause Fear, Chill Touch, 
  Endure Elements, Mage Armor, Protection From 
  Chaos, 
  Protection 
  From 
  Good, 
  Ray 
  of 
  Enfeeblement, Shield, Summon Monster I; 2nd—
  Eagle’s 
  Splendor, 
  False 
  Life, 
  Glitterdust, 
  Invisibility, Owl’s Wisdom, Web; 3rd—Magic 
  Circle Against Chaos, Summon Monster III, 
  Vampiric Touch 
   
  Encounter 4: 
  Erythnul Acolyte: male half-orc War 1/clr 
  (Erythnul) 2; CR 2; HD 3d8+3; hp 20; Init +1; 
  Spd 30 ft.; AC 16 (touch 11, flat-footed 15) [+4 
  chain shirt, +1 buckler, +1 dex]; Base Atk/Grp: 
  +2/+5; Atk/Full Atk: +6 melee (1d8+4 morning 
  star), SA: Smite; AL CE; SV Fort +6, Ref +1, Will 
  +4; Str 16, Dex 13, Con 12, Int 10, Wis 13, Cha 
  9. 
   
  Skills and Feats: Intimidate +1 [2.5 ranks cc], 
  Knowledge: Religion +2 [2 ranks], Survival +3 
  [2.5 ranks cc]; Power Attack, Improved Sunder, 
  Weapon Focus (Morning Star). 
   
   
  Spells Prepared (4/3+1); base DC = 11 + 
  spell level): 0—Cure Minor Wounds x2, Inflict 
  Minor Wounds, Light; 1st—Bless, Cure Light 
  Wounds, Shield of Faith, Inflict Light Wounds* 
   
  *Domain spell. Domains: [Destruction (Smite 
  1/day); War (Weapon Focus: Morning Star)]. 
  Equipment: Morning Star, chain shirt, buckler, 
  dagger, (un)holy symbol, light horse, riding 
  saddle, 2 days’ rations. 
   
  Stonefist Warrior: male human War 1; CR 1/2; 
  HD 1d8+1; hp 6; Init +1; Spd 30 ft.; AC 17 (touch 
  11, flat-footed 14) [+4 chain shirt, +2 shield, +1 
  dex]; Base Atk/Grp: +1/+3; Atk/Full Atk: +4 
  melee (1d8+2 battle axe), or +2 ranged (1d6+2 
  javelin); AL CE; SV Fort +3, Ref +1, Will +0; Str 
  14, Dex 13, Con 12, Int 9, Wis 11, Cha 8. 
   
  Skills and Feats: Intimidate +3 [4 ranks], 
  Survival +2 [2 ranks cc]; Power Attack, Weapon 
  Focus: Battle axe. 
  Equipment: Battle axe, chain shirt, heavy 
  wooden shield, dagger, 2 javelins, (un)holy 
  
  Demons in the Dust 
   
  Page 13 
  symbol, light horse, riding saddle, 2 days’ 
  rations.  
   
  Stonefist Archer: male human War 1; CR 1/2; 
  HD 1d8+1; hp 6; Init +1; Spd 30 ft.; AC 17 (touch 
  11, flat-footed 14) [+4 chain shirt, +1 buckler, +2 
  dex]; Base Atk/Grp: +1/+2; Atk/Full Atk: +2 
  melee (1d8+1 battle axe), or +3 ranged (1d8 
  longbow); AL CE; SV Fort +3, Ref +2, Will +0; 
  Str 13, Dex 14, Con 12, Int 9, Wis 11, Cha 8. 
   
  Skills and Feats: Balance +2 [2 ranks cc]; 
  Climb +3 [4 ranks]; Point Blank Shot, Rapid 
  Shot. 
  Equipment: Battle axe, chain shirt, buckler, 
  dagger, longbow, 20 arrows, 10 silvered arrows, 
  (un)holy symbol, light horse, riding saddle, 2 
  days’ rations. 
   
  APL 2 Skeggi: male human War 3; CR 2; HD 
  3d8+3; hp 20; Init +1; Spd 30 ft.; AC 17 (touch 
  11, flat-footed 14) [+4 chain shirt, +2 shield, +1 
  dex]; Base Atk/Grp: +3/+5; Atk +6 melee (1d8+2 
  morning star), or +4 ranged (1d6+2 throwing 
  axe); AL CE; SV Fort +4, Ref +2, Will +1; Str 15, 
  Dex 13, Con 12, Int 11, Wis 11, Cha 10. 
   
  Skills and Feats: Intimidate +3, Knowledge: 
  Religion +3, Survival +3; Power Attack, Improved 
  Sunder, Weapon Focus: Morning Star. 
  Equipment: Masterwork Morning Star, chain 
  shirt, heavy wooden shield, dagger, 2 javelins, 
  (un)holy symbol, light horse, riding saddle, 2 
  days’ rations.   
  
  Demons in the Dust 
   
  Page 14 
  Appendix II: NPCs: APL 4 
  Encounter 3: 
  APL 4 Maeve: Female half-elf Wiz (Conjurer) 6; 
  CR 6; HD 6d4+12; hp: 31; Init +6; Spd 30 ft.; AC 
  16 [+2 dex, +4 mage armor] (touch 12, flat-
  footed 14); Base Atk/Grp: +3/+3; Atk/Full Atk: +4 
  melee (1d4 dagger) or +6 ranged (1d4 dagger) 
  or +5 ranged touch (spell); SQ: Elf-blood, 
  Immunity to Sleep spells, +2 to saves vs. 
  enchantments, low-light vision, Familiar; AL: NE; 
  SV: Fort: +5; Ref +5, Will +6; Str 10, Dex 14, 
  Con 14, Int 18, Wis 11, Cha 9 
   
  Skills and Feats: Concentration: +11 [9 
  ranks], Diplomacy +1, Gather Information +1, 
  Intimidate +3 [4.5 ranks cc], Knowledge: Arcana 
  +13 (9 ranks), Knowledge: Planes +13 [9 ranks], 
  Listen +1, Search +5, Sense Motive +1 [1.5 rank 
  cc], Spellcraft +15 [9 ranks] Spot +1; Empower 
  Spell, Improved Familiar, Improved Initiative, 
  Scribe Scroll, Spell Focus: Conjuration 
   
  Equipment: 
  +1 
  cloak 
  of 
  resistance, 
  Masterwork cold iron dagger, spell component 
  pouch, scroll of Planar Binding, scroll of 
  Dimensional Anchor, spellbook, potion of cure 
  moderate wounds. 
   
   
  Spells Prepared (4+1/4+1/4+1/3+1; Base DC 
  = 14+spell level, 15+spell level conjurations; 
  enchantment and evocation prohibited) 
   
  0—Acid Splash, Mage Hand, Arcane Mark, 
  Touch of Fatigue; 1st—Alarm, Cause Fear, 
  Endure Elements, Mage Armor, Shield; 2nd—
  Blindness/Deafness, Eagle’s Splendor, False 
  Life, Glitterdust, Invisibility; 3rd—Magic Circle 
  Against 
  Chaos, 
  Stinking 
  Cloud, 
  Summon 
  Monster III, Vampiric Touch 
   
  She has cast Endure Elements, False Life (13 
  temporary hit points), and Mage Armor on 
  herself as is her common practice. She has also 
  cast Eagle’s Splendor in order to be better 
  prepared for her negotiations and Magic Circle 
  Against Chaos in order to trap the summoned 
  demon. She cast Alarm on the entrance to the 
  ruined mill. 
   
  Spellbook: 0: All non-enchantment and non-
  evocation spells; 1st—Alarm, Cause Fear, Chill 
  Touch, 
  Endure 
  Elements, 
  Mage 
  Armor, 
  Protection From Chaos, Protection From Good, 
  Ray of Enfeeblement, Shield Summon Monster I; 
  2nd—Blindness/Deafness, 
  Eagle’s 
  Splendor, 
  False Life, Glitterdust, Invisibility, Owl’s Wisdom, 
  Web; 3rd—Dispel Magic, Magic Circle Against 
  Chaos, Summon Monster III, Stinking Cloud, 
  Vampiric Touch 
   
  Worg Familiar; CR n/a; Medium Magical Beast; 
  HD 4d10+8; hp 30; Init +2 (dex); Spd 50 ft.; AC 
  17 (touch 12, flat-footed 15) [+2 dex, +5 natural]; 
  Base Atk/Grp: +4/+7; Atk/Full Atk: +7 melee 
  (1d6+4 bite); SA: Trip; SQ: grant Alertness, 
  Deliver Touch Spells, Empathic Link, Improved 
  Evasion, Scent, Share Spells, Empathic Link, 
  Deliver Touch Spells, Speak With Master; AL 
  NE; SV Fort +7, Ref +6, Will +6; Str 17, Dex 15, 
  Con 15, Int 8, Wis 14, Cha 10. 
   
   
  Skills and Feats: Concentration +11 (+9 
  mistress), Hide +6, Intimidate +4 (+4 mistress), 
  Knowledge: 
  Arcana 
  +8 
  (+9 
  mistress), 
  Knowledge: Planes +8 (+9 mistress), Listen +6, 
  Move Silently +6, Spot +6, Spellcraft +10 (+11 
  mistress), Survival +2; Alertness, Track. 
   
  Encounter 4: 
  Erythnul Acolyte: male half-orc War 1/clr 
  (Erythnul) 2; CR 2; HD 3d8+3; hp 20; Init +1; 
  Spd 30 ft.; AC 16 (touch 11, flat-footed 15) [+4 
  chain shirt, +1 buckler, +1 dex]; Base Atk/Grp: 
  +2/+5; Atk/Full Atk: +6 melee (1d8+4 morning 
  star), SA: Smite; AL CE; SV Fort +6, Ref +1, Will 
  +4; Str 16, Dex 13, Con 12, Int 10, Wis 13, Cha 
  9. 
   
  Skills and Feats: Intimidate +1 [2.5 ranks cc], 
  Knowledge: Religion +2 [2 ranks], Survival +3 
  [2.5 ranks cc]; Dodge, Power Attack, Weapon 
  Focus (Morning Star). 
   
   
  Spells Prepared (3/2+1); base DC = 11 + 
  spell level): 0—Cure Minor Wounds x2, Inflict 
  Minor Wounds, Light; 1st—Bless, Cure Light 
  Wounds, Inflict Light Wounds*, Shield of Faith. 
  
  Demons in the Dust 
   
  Page 15 
   
  *Domain spell. Domains: [Destruction (Smite 
  1/day); War (Weapon Focus: Morning Star)]. 
  Equipment: Morning Star, chain shirt, buckler, 
  dagger, (un)holy symbol, light horse, riding 
  saddle, 2 days’ rations. 
   
  Veteran Stonefist Warrior: male human War 2; 
  CR 1; HD 2d8+2; hp 14; Init +1; Spd 30 ft.; AC 
  17 (touch 11, flat-footed 14) [+4 chain shirt, +2 
  shield, +1 dex]; Base Atk/Grp: +2/+4; Atk/Full 
  Atk: +5 melee (1d8+2 morning star), or +3 
  ranged (1d6+2 javelin); AL CE; SV Fort +4, Ref 
  +1, Will +0; Str 15, Dex 13, Con 12, Int 11, Wis 
  11, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Intimidate 
  +2.5, 
  Knowledge: Religion +2.5, Survival +2.5; Power 
  Attack, Weapon Focus: Morning Star. 
  Equipment: Morning Star, chain shirt, heavy 
  wooden shield, dagger, 2 javelins, (un)holy 
  symbol, light horse, riding saddle, 2 days’ 
  rations. 
   
  Veteran Stonefist Archer: male human Ftr 2; 
  CR 2; HD 2d10+2; hp 18; Init +1; Spd 30 ft.; AC 
  18 (touch 13, flat-footed 15) [+4 chain shirt, +1 
  buckler, +3 dex]; Base Atk/Grp: +2/+4; Atk:: +4 
  melee (1d8+2 morning star), or +6 ranged [+7 
  with masterwork arrows] (1d8+2 composite 
  longbow); Full Atk: +4 melee (1d8+2 morning 
  star), or +4/+4 ranged [+5/+5 with masterwork 
  arrows] (1d8+2 composite longbow);  AL CE; SV 
  Fort +4, Ref +3, Will +0; Str 14, Dex 16, Con 12, 
  Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Balance +3 [2.5 ranks cc], 
  Climb +5 [5 ranks], Intimidate +4 [5 ranks]; Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus: Composite Longbow. 
  Equipment: Morning Star, chain shirt, buckler, 
  dagger, Mighty [+2] composite longbow, 10 
  masterwork arrows, 10 normal arrows, 10 
  silvered arrows, (un)holy symbol, light horse, 
  riding saddle, 2 days’ rations. 
   
  APL 4 Skeggi: Male human Bbn 1/Ftr 3; CR 4; 
  HD 1d12+3d10+8; HP: 38; Init +3; Spd 40 ft.; AC 
  19 [+4 chain shirt, +2 shield +3 dex] (touch 13, 
  flat-footed 17); Base Atk/Grp: +4/+7; Atk/Full Atk 
  +9 melee (1d8+3 Morning Star) or +7 (1d6+3 
  javelin); SQ: Rage 1/day, Fast Movement; AL: 
  CE; SV Fort +7, Ref +5, Will +3; Str 16, Dex 16, 
  Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Jump +5 [4 ranks], 
  Handle animal +4 [5 ranks], Knowledge: Religion 
  +3 [3 ranks cc], Intimidate +6 [7 ranks], Ride +7 
  [3 ranks], Survival +4 [4 ranks]; Cleave, 
  Improved Sunder, Iron Will, Power Attack, 
  Weapon Focus: Morning Star. 
   
  Equipment: Masterwork morning star, 
  heavy shield, three javelins, dagger, chain shirt, 
  potion of cure moderate wounds, potion of cure 
  light wounds, tanglefoot bag. 
  Rage: HP 49; AC 17, Atk +11 (1d8+5 morning 
  star) or +7 (1d6+5 javelin); SV: Fort +9, Ref +5, 
  Will +5 
  
  Demons in the Dust 
   
  Page 16 
  Appendix III: NPCs: APL 6 
  Encounter 3: 
  APL 6 Maeve: Female half-elf Wiz (Conjurer) 8; 
  CR 8; HD 8d4+16; hp: 41; Init +6; Spd 30 ft.; AC 
  16 [+2 dex, +4 mage armor] (touch 12, flat-
  footed 14); Base Atk/Grp: +4/+4; Atk/Full Atk: +5 
  melee (1d4 dagger) or +7 ranged (1d4 dagger) 
  or +6 ranged touch (spell); SQ: Elf-blood, 
  Immunity to Sleep spells, +2 to saves vs. 
  enchantments, low-light vision, Familiar; AL: NE; 
  SV: Fort: +5; Ref +5, Will +7; Str 10, Dex 14, 
  Con 14, Int 19, Wis 11, Cha 9 
   
  Skills and Feats: Concentration: +13 [11 
  ranks], Diplomacy +1, Gather Information +1, 
  Intimidate +4 [5.5 ranks cc], Knowledge: Arcana 
  +15 (11 ranks), Knowledge: Planes +15 [11 
  ranks], Listen +1, Search +5, Sense Motive +2 
  [2.5 rank cc], Spellcraft +17 [11 ranks] Spot +1; 
  Empower Spell, Improved Familiar, Improved 
  Initiative, Scribe Scroll, Spell Focus: Conjuration 
   
  Equipment: 
  +1 
  cloak 
  of 
  resistance, 
  Masterwork cold iron dagger, spell component 
  pouch, scroll of Planar Binding, spellbook, potion 
  of cure serious wounds. 
   
   
  Spells Prepared (4+1/5+1/4+1/4+1/3+1; plus 
  1 1st and 1 2nd from Rary’s Mnemonic Enhancer; 
  Base DC = 14+spell level, 15+spell level 
  conjurations; 
  enchantment 
  and 
  evocation 
  prohibited) 
   
  0—Acid Splash, Mage Hand, Arcane Mark, 
  Touch of Fatigue; 1st—Alarm, Endure Elements, 
  Mage Armor x3, Ray of Enfeeblement, Shield; 
  2nd—Augment Familiar, Eagle’s Splendor, False 
  Life, Glitterdust, Invisibility, Protection from 
  Arrows; 3rd—Empowered Ray of Enfeeblement, 
  Magic Circle Against Chaos, Stinking Cloud, 
  Summon Monster III, Vampiric Touch; 4th—
  Dimensional Anchor, Evard’s Black Tentacles, 
  Fear, Summon Monster IV 
   
  She has cast Endure Elements, False Life (15 
  temporary hit points), Protection From Arrows, 
  and Mage Armor on herself as is her common 
  practice. She has also cast Eagle’s Splendor in 
  order to be better prepared for her negotiations 
  and 
  Magic 
  Circle 
  Against 
  Chaos 
  and 
  Dimensional Anchor in order to trap the 
  summoned demon. She cast Alarm on the 
  entrance to the ruined mill. She also cast Mage 
  Armor separately upon her familiar. 
   
  Spellbook: 0: All non-enchantment and non-
  evocation spells; 1st—Alarm, Cause Fear, Chill 
  Touch, 
  Endure 
  Elements, 
  Mage 
  Armor, 
  Protection From Chaos, Protection From Good, 
  Ray of Enfeeblement, Shield, Shocking Grasp, 
  Summon Monster I; 2nd—Blindness/Deafness, 
  Eagle’s 
  Splendor, 
  False 
  Life, 
  Glitterdust, 
  Invisibility, Owl’s Wisdom, Protection from 
  Arrows, Web; 3rd—Dispel Magic, Magic Circle 
  Against Chaos, Summon Monster III, Stinking 
  Cloud, 
  Vampiric 
  Touch; 
  4th—Dimensional 
  Anchor, Evard’s Black Tentacles, Fear, Rary’s 
  Mnemonic Enhancer, Summon Monster IV. 
   
  Worg Familiar; CR n/a; Medium Magical Beast; 
  HD 4d10+8; hp 30; Init +2 (dex); Spd 50 ft.; AC 
  22 (touch 12, flat-footed 20) [+2 dex, +4 mage 
  armor, +6 natural]; Base Atk/Grp: +4/+7; Atk/Full 
  Atk: +7 melee (1d6+4 bite); SA: Trip; SQ: grant 
  Alertness, Deliver Touch Spells, Empathic Link, 
  Improved 
  Evasion, 
  Scent, 
  Share 
  Spells, 
  Empathic Link, Deliver Touch Spells, Speak 
  With Master; AL NE; SV Fort +7, Ref +6, Will +6; 
  Str 17, Dex 15, Con 15, Int 9, Wis 14, Cha 10. 
   
   
  Skills and Feats: Concentration +13 (+11 
  mistress), Hide +6, Intimidate +5 (+5 mistress), 
  Knowledge: 
  Arcana 
  +10 
  (+11 
  mistress), 
  Knowledge: Planes +10 (+11 mistress), Listen 
  +6, Move Silently +6, Spot +6, Spellcraft +12 
  (+13 mistress), Survival +2; Alertness, Track. 
   
  Encounter 4: 
  Erythnul Disciple: male half-orc War 1/clr 
  (Erythnul) 4; CR 4; HD 5d8+5; hp 32; Init +1; 
  Spd 20 ft.; AC 17 (touch 11, flat-footed 16) [+5 
  chain mail, +1 buckler, +1 dex]; Base Atk/Grp: 
  +4/+7; Atk/Full Atk: +8 melee (1d8+3 morning 
  star), SA: Smite; AL CE; SV Fort +7, Ref +2, Will 
  +6; Str 16, Dex 13, Con 12, Int 10, Wis 14, Cha 
  9. 
  
  Demons in the Dust 
   
  Page 17 
   
  Skills and Feats: Concentration: +5 [4 
  ranks], Intimidate +1 [2 ranks cc], Knowledge: 
  Religion +3 [3 ranks], Survival +3 [2 ranks cc]; 
  Dodge, Power Attack, Weapon Focus (Morning 
  Star). 
   
   
  Spells Prepared (5/4+1/3+1); base DC = 12 
  + spell level) 
  0—Cure 
  Minor 
  Wounds 
  x2, 
  Inflict 
  Minor 
  Wounds, Light; 1st—Bane, Bless, Cure Light 
  Wounds, Inflict Light Wounds*, Shield of Faith; 
  2nd—Cure Moderate Wounds, Sound Burst, 
  Spiritual Weapon*, Wave of Grief 
   
  *Domain spell. Domains: [Destruction (Smite 
  1/day); War (Weapon Focus: Morning Star)]. 
  Equipment: Morning Star, chain shirt, buckler, 
  dagger, (un)holy symbol, light horse, riding 
  saddle, 2 days’ rations. 
   
  Elite Stonefist Warrior: male human War 3; CR 
  2; HD 3d8+3; hp 20; Init +1; Spd 30 ft.; AC 17 
  (touch 11, flat-footed 14) [+4 chain shirt, +2 
  shield, +1 dex]; Base Atk/Grp: +3/+5; Atk/Full 
  Atk +6 melee (1d8+2 morning star), or +4 
  ranged (1d6+2 javelin); AL CE; SV Fort +4, Ref 
  +2, Will +3; Str 15, Dex 13, Con 12, Int 11, Wis 
  11, Cha 10. 
   
  Skills and Feats: Intimidate +3, Knowledge: 
  Religion +3, Survival +3; Power Attack, Iron Will, 
  Weapon Focus: Morning Star. 
  Equipment: Masterwork Morning Star, chain 
  shirt, heavy wooden shield, dagger, 2 javelins, 
  (un)holy symbol, light horse, riding saddle, 2 
  days’ rations. 
   
  Veteran Stonefist Archer: male human Ftr 2; 
  CR 2; HD 2d10+2; hp 18; Init +1; Spd 30 ft.; AC 
  18 (touch 13, flat-footed 15) [+4 chain shirt, +1 
  buckler, +3 dex]; Base Atk/Grp: +2/+4; Atk:: +4 
  melee (1d8+2 morning star), or +6 ranged [+7 
  with masterwork arrows] (1d8+2 composite 
  longbow); Full Atk: +4 melee (1d8+2 morning 
  star), or +4/+4 ranged [+5/+5 with masterwork 
  arrows] (1d8+2 composite longbow);  AL CE; SV 
  Fort +4, Ref +3, Will +0; Str 14, Dex 16, Con 12, 
  Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Balance +3 [2.5 ranks cc], 
  Climb +5 [5 ranks], Intimidate +4 [5 ranks]; Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus: Composite Longbow. 
  Equipment: Morning Star, chain shirt, buckler, 
  dagger, Mighty [+2] composite longbow, 10 
  masterwork arrows, 10 normal arrows, 10 
  silvered arrows, (un)holy symbol, light horse, 
  riding saddle, 2 days’ rations. 
   
  APL 
  6 
  Skeggi: 
  Male 
  human 
  Ftr 4/Bbn 
  1/Ravager 1; CR 6; HD 1d12+5d10+12; HP: 54; 
  Init +3; Spd 40 ft.; AC 20 [+5 chain shirt, +2 large 
  shield, +3 dex] (touch 13, flat-footed 17); Base 
  Atk/Grp: +6/+9; Atk +11 melee (1d8+6 Morning 
  Star) or +9 (1d6+3 Javelin); Full Atk: +11/+6 
  melee (1d8+6 Morning Star) or +9 (1d6+3 
  Javelin); SA: Pain Touch 1/day; SQ: Fast 
  Movement, Rage 1/day; AL: CE; SV Fort +11, 
  Ref +5, Will +4; Str 16, Dex 16, Con 14, Int 10, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Jump +6, Knowledge 
  (Religion) +4, Handle Animal +4, Intimidate +5, 
  Ride +14, Wilderness Lore +4; Cleave, Combat 
  Brute, Iron Will, Power Attack, Improved Sunder, 
  Weapon 
  Focus: 
  Morning 
  Star, 
  Weapon 
  Specialization: Morning Star. 
   
  Equipment: +1 Chain Shirt with masterwork 
  armor spikes, large wooden shield, dagger, +1 
  Cloak of Resistance, +1 morning star, 4 javelins, 
  1 potion of cure serious wounds, tanglefoot bag, 
  light riding horse with riding saddle (MM 197).  
  Pain Touch: The Ravager can make an 
  unarmed touch attack that causes 1d8 hit points 
  of damage, plus one point per Ravager level. 
  Weapon attacks also transmit the pain of 
  Erythnul, but only at the rate of 1d4 extra points 
  of damage, plus 1 point per the Ravager’s level. 
  Rage: HP 66; AC 18, Atk +13/+8 (1d8+8 
  morning star) or +9 (1d6+5 javalin); SV: Fort 
  +13, Ref +5, Will +6 
  
  Demons in the Dust 
   
  Page 18 
  Appendix IV: NPCs: APL 8 
  Encounter 3: 
  APL 8 Maeve: Female half-elf Wiz (Conjurer) 
  10; CR 10; HD 10d4+20; hp: 51; Init +6; Spd 30 
  ft.; AC 16 [+2 dex, +4 mage armor] (touch 12, 
  flat-footed 14); Base Atk/Grp: +5/+5; Atk/Full 
  Atk: +6 melee (1d4 dagger) or +8 ranged (1d4 
  dagger) or +7 ranged touch (spell); SQ: Elf-
  blood, Immunity to Sleep spells, +2 to saves vs. 
  enchantments, low-light vision, Familiar; AL: NE; 
  SV: Fort: +7; Ref +7, Will +9; Str 10, Dex 14, 
  Con 14, Int 19, Wis 11, Cha 9 
   
  Skills and Feats: Concentration: +15 [13 
  ranks], Diplomacy +1, Gather Information +1, 
  Intimidate +5 [6.5 ranks cc], Knowledge: Arcana 
  +17 (13 ranks), Knowledge: Planes +17 [13 
  ranks], Listen +1, Search +5, Sense Motive +3 
  [3.5 rank cc], Spellcraft +19 [13 ranks] Spot +1; 
  Augment Summoning, Empower Spell, Improved 
  Familiar, Improved Initiative, Quicken Spell, 
  Scribe Scroll, Spell Focus: Conjuration 
   
  Equipment: 
  +1 
  cloak 
  of 
  resistance, 
  Masterwork cold iron dagger, spell component 
  pouch, scroll of Planar Binding, spellbook, potion 
  of cure serious wounds. 
   
   
  Spells Prepared (4+1/5+1/5+1/4+1/4+1/2+1; 
  plus 1 1st and 1 2nd from Rary’s Mnemonic 
  Enhancer;  Base DC = 14+spell level, 15+spell 
  level conjurations; enchantment and evocation 
  prohibited) 
   
  0—Acid Splash, Mage Hand, Arcane Mark, 
  Touch of Fatigue; 1st—Alarm, Endure Elements, 
  Mage Armor x3, Ray of Enfeeblement, Shield; 
  2nd—Augment Familiar, Eagle’s Splendor, False 
  Lifex2, Glitterdust, Invisibility, See Invisibility; 
  3rd—Empowered Ray of Enfeeblement, Magic 
  Circle Against Chaos, Stinking Cloud, Summon 
  Monster III, Vampiric Touch; 4th—Dimensional 
  Anchor, Evard’s Black Tentacles, Fear, Solid 
  Fog, 
  Summon 
  Monster 
  IV; 
  5th—Baleful 
  Polymorph, Quickened Ray of Enfeeblement, 
  Mordenkainen’s Faithful Hound 
   
  She has cast Endure Elements, False Life (16 
  temporary hit points), Protection From Arrows, 
  and Mage Armor on herself as is her common 
  practice. She has also cast Eagle’s Splendor in 
  order to be better prepared for her negotiations 
  and 
  Magic 
  Circle 
  Against 
  Chaos 
  and 
  Dimensional Anchor in order to trap the 
  summoned demon. She cast Alarm on the 
  entrance to the ruined mill and Mordenkainen’s 
  Faithful Hound upon the inside of the mill’s 
  ground story. She also cast Mage Armor and 
  False Life (15 temporary hit points) separately 
  upon her familiar and cast Mage Armor upon her 
  nightmare mount. 
   
  Spellbook: 0: All non-enchantment and non-
  evocation spells; 1st—Alarm, Cause Fear, Chill 
  Touch, 
  Endure 
  Elements, 
  Mage 
  Armor, 
  Protection From Chaos, Protection From Good, 
  Ray of Enfeeblement, Shield, Shocking Grasp, 
  Summon Monster I; 2nd—Blindness/Deafness, 
  Eagle’s 
  Splendor, 
  False 
  Life, 
  Glitterdust, 
  Invisibility, Owl’s Wisdom, Protection From 
  Arrows, See Invisibility, Web; 3rd—Dispel Magic, 
  Magic Circle Against Chaos, Phantom Steed, 
  Summon Monster III, Stinking Cloud, Vampiric 
  Touch; 4th—Dimensional Anchor, Evard’s Black 
  Tentacles, Fear, Rary’s Mnemonic Enhancer, 
  Solid Fog, Summon Monster IV; 5th Baleful 
  Polymorph, Contact Other Plane, Dismissal, 
  Lesser Planar Binding, Mordenkainen’s Faithful 
  Hound  
   
  Hell-Hound Familiar; Medium Outsider [Evil, 
  Extraplanar, Fire, Lawful]; CR -; HD 4d8+4 
  (effectively 10); HP: 25 plus 15 temporary; Init 
  +5; Spd: 40 ft.; AC: 25 [+1 dex, +10 natural, +4 
  mage armor] (touch 11, flatfooted 24); Base 
  Atk/Grp: +5/+6; Atk/Full Atk: +6 melee (1d8+1 
  bite plus 1d6 fire); SA: Breath Weapon, Fiery 
  Bite; Darkvision 60 ft, Immunity to fire, Scent, 
  Vulnerability to Cold, Improved Evasion, Share 
  Spells, Empathic Link, Deliver Touch Spells, 
  Speak With Master, Speak with animals of its 
  kind; AL: LE; SV: Fort +4, Ref +4, Will +7; Str 13, 
  Dex 13, Con 13, Int 10, Wis 10, Cha 6 
   
  Skills and Feats: Concentration: +14 [15 
  ranks], Hide +13, Intimidate +4 [6.5 ranks cc], 
  Jump +12, Knowledge: Arcana +13 (13 ranks), 
  Knowledge: Planes +13 [13 ranks], Listen +7, 
  Move Silently +13, Sense Motive +3 [3.5 rank 
  cc], Spellcraft +15 [13 ranks], Spot +7, Survival 
  +7; Improved Initiative, Run, Track (B). 
  
  Demons in the Dust 
   
  Page 19 
   
  Encounter 4: 
  Erythnul Disciple: male half-orc War 1/clr 
  (Erythnul) 4; CR 4; HD 5d8+5; hp 32; Init +1; 
  Spd 20 ft.; AC 17 (touch 11, flat-footed 16) [+5 
  chain mail, +1 buckler, +1 dex]; Base Atk/Grp: 
  +4/+7; Atk/Full Atk: +8 melee (1d8+3 morning 
  star), SA: Smite; AL CE; SV Fort +7, Ref +2, Will 
  +6; Str 16, Dex 13, Con 12, Int 10, Wis 14, Cha 
  9. 
   
  Skills and Feats: Concentration: +5 [4 
  ranks], Intimidate +1 [2 ranks cc], Knowledge: 
  Religion +3 [3 ranks], Survival +3 [2 ranks cc]; 
  Dodge, Power Attack, Weapon Focus (Morning 
  Star). 
   
   
  Spells Prepared (5/4+1/3+1); base DC = 12 
  + spell level) 
  0—Cure 
  Minor 
  Wounds 
  x2, 
  Inflict 
  Minor 
  Wounds, Light; 1st—Bane, Bless, Cure Light 
  Wounds, Inflict Light Wounds*, Shield of Faith; 
  2nd—Cure Moderate Wounds, Sound Burst, 
  Spiritual Weapon*, Wave of Grief 
   
  *Domain spell. Domains: [Destruction (Smite 
  1/day); War (Weapon Focus: Morning Star)]. 
  Equipment: Morning Star, chain shirt, buckler, 
  dagger, (un)holy symbol, light horse, riding 
  saddle, 2 days’ rations. 
   
  Stonefist Barbarian: Male human Bbn 4; CR 4; 
  HD 4d12+8; HP: 41; Init +3; Spd 40 ft.; AC 17 
  [+4 chain shirt, +3 dex] (touch 13, flat-footed 17); 
  Base Atk/Grp: +4/+7; Atk +9 melee (2d6+4 
  Greatsword) or +7 (1d6+3 throwing axe); SQ: 
  Rage 2/day, Uncanny Dodge; AL: CE; SV Fort 
  +6, Ref +4, Will +3; Str 16, Dex 16, Con 14, Int 
  10, Wis 10, Cha 8. 
   
  Skills and Feats: Jump +5 [4 ranks], 
  Handle animal +4 [5 ranks], Knowledge: Religion 
  +3 [3 ranks cc], Intimidate +6 [7 ranks], Ride +7 
  [2 ranks], Tumble +1 [1 rank cc], Survival +7 [7 
  ranks]; Iron Will, Power Attack, Weapon Focus: 
  Greatsword. 
   
  Equipment: 
  Masterwork 
  Greatsword, 
  three javelins, dagger, chain shirt, potion of cure 
  moderate wounds, potion of cure light wounds.  
  Rage: HP 49; AC 15, Atk +11 (2d6+7 
  greatsword) or +7 (1d6+5 javelin); SV: Fort +8, 
  Ref +5, Will +5 
   
  Elite Stonefist Archer: male human Ftr 4; CR 
  4; HD 4d10+4; hp 32; Init +1; Spd 30 ft.; AC 18 
  (touch 13, flat-footed 15) [+4 chain shirt, +1 
  buckler, +3 dex]; Base Atk/Grp: +4/+6; Atk: +6 
  melee (1d8+2 morning star), or +9 ranged 
  (1d8+4 composite longbow); Full Atk: +6 melee 
  (1d8+2 morning star), or +7/+7 ranged (1d8+4 
  composite longbow); AL CE; SV Fort +5, Ref +4, 
  Will +1; Str 14, Dex 17, Con 12, Int 10, Wis 10, 
  Cha 9. 
   
  Skills and Feats: Balance +4 [3.5 ranks cc], 
  Climb +7 [7 ranks], Intimidate +4 [5 ranks], Jump 
  +2 [2 ranks]; Far Shot, Point Blank Shot, Precise 
  Shot, Rapid Shot, Weapon Focus: Composite 
  Longbow, Weapon Specialization: Composite 
  Longbow 
  Equipment: Morning Star, chain shirt, buckler, 
  dagger, Masterwork Mighty [+2] composite 
  longbow; 20 normal arrows, 10 silvered arrows, 
  (un)holy symbol, potion of cure moderate 
  wounds, light horse, riding saddle, 2 days’ 
  rations. 
   
  APL 
  8 
  Skeggi: 
  Male 
  human 
  Ftr 4/Bbn 
  1/Ravager 3; CR 8; HD 1d12+7d10+18; HP: 75; 
  Init +3; Spd 40 ft.; AC 22 [+5 chain shirt, +3 
  shield, +1 natural, +3 dex] (touch 13, flat-footed 
  19); Base Atk/Grp: +8/+11; Atk +13 melee 
  (1d8+6 Morning Star) or +11 (1d6+3 Javelin); 
  Full Atk: +13/+8 melee (1d8+6 Morning Star) or 
  +11 (1d6+3 Javelin); SA: Aura of Fear 10ft 
  1/day, Cruelest Cut 1/day, Pain Touch 1/day; 
  SQ: Rage 1/day, Fast Movement; AL: CE; SV 
  Fort +12, Ref +8, Will +5; Str 17, Dex 16, Con 
  14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Jump +6, Knowledge 
  (Religion) +4, Handle Animal +4, Intimidate +9, 
  Ride +16, Survival +4; Cleave, Combat Brute, 
  Iron Will, Lightning Reflexes, Power Attack, 
  Improved Sunder, Weapon Focus: Morning Star, 
  Weapon Specialization: Morning Star. 
  
  Demons in the Dust 
   
  Page 20 
   
  Equipment: +1 Chain Shirt with masterwork 
  armor spikes, +1 heavy wooden shield, dagger, 
  +1 Cloak of Resistance, +1 morning star, +1 
  amulet of natural armor, 4 javelins, 1 potion of 
  cure serious wounds, tanglefoot bag, light riding 
  horse with riding saddle (MM 197).  
  Aura of Fear (Su): Enemies within 10 feet of a 
  ravager of 2nd level or higher take a –2 morale 
  penalty on all saving throws for as long as they 
  remain within range. This ability is usable a 
  number of times per day as given on the table. 
  Each use lasts for a number of rounds equal to 3 
  + the ravager’s Charisma modifier. The range of 
  this aura increase at 5th level to 20 feet, and then 
  again at 8th level to 30 feet. 
  Cruelest Cut (Ex): When a ravager reaches 3rd 
  level, his familiarity with pain and fear grant him 
  a cruel precision with his melee attacks. The 
  character must declare he is making a cruelest 
  cut attempt before he makes a melee attack 
  (thus, a failed attack roll ruins the attempt). If he 
  strikes successfully, he deals 1d4 points of 
  Constitution damage to the target, in addition to 
  any other damage the attack may cause. A 
  ravager can use cruelest cu once per day for 
  every three levels he has attained, but may only 
  make one cruelest cut attempt per round. 
  Pain Touch (Su): The Ravager can make an 
  unarmed touch attack that causes 1d8 hit points 
  of damage, plus one point per Ravager level. 
  Weapon attacks also transmit the pain of 
  Erythnul, but only at the rate of 1d4 extra points 
  of damage, plus 1 point per the Ravager’s level. 
  Rage: HP 96; AC 20, Atk +15/+10 (1d8+8 
  morning star) or +11 (1d6+5 javelin); SV: Fort 
  +14, Ref +8, Will +7 
  
  Demons in the Dust 
   
  Page 21 
  Appendix V: NPCs: APL 10 
  Encounter 3: 
  APL 10 Maeve: Female half-elf Wiz (Conjurer) 
  12; CR 12; HD 12d4+24; hp: 61; Init +6; Spd 30 
  ft.; AC 16 [+2 dex, +4 mage armor] (touch 12, 
  flat-footed 14); Base Atk/Grp: +6/+6; Atk +7 
  melee (1d4 dagger) or +9 ranged (1d4 dagger) 
  or +8 ranged touch (spell); Full Atk +7/+2 melee 
  (1d4 dagger) or +9 ranged (1d4 dagger) or +8 
  ranged touch (spell); SQ: Elf-blood, Immunity to 
  Sleep spells, +2 to saves vs. enchantments, low-
  light vision, Familiar; AL: NE; SV: Fort: +7; Ref 
  +7, Will +9; Str 10, Dex 14, Con 14, Int 22, Wis 
  11, Cha 9 
   
  Skills and Feats: Concentration: +17 [15 
  ranks], Diplomacy +3, Gather Information +1, 
  Intimidate +6 [7.5 ranks cc], Knowledge: Arcana 
  +21 (15 ranks), Knowledge: Planes +21 [15 
  ranks], Listen +1, Search +7, Sense Motive +5 [5 
  rank cc], Spellcraft +23 [15 ranks] Spot +1; 
  Augment Summoning, Empower Spell, Improved 
  Familiar, Improved Initiative, Quicken Spell, 
  Scribe Scroll, Spell Focus: Conjuration, Spell 
  Focus: Necromancy 
   
  Equipment: +2 headband of intellect, +1 
  cloak of resistance, Masterwork cold iron 
  dagger, spell component pouch, scroll of Greater 
  Planar Binding, spellbook, potion of cure serious 
  wounds. 
   
   
  Spells 
  Prepared 
  (4+1/6+1/6+1/5+1/4+1/4+1/3+1; plus 1 1st and 1 
  2nd from Rary’s Mnemonic Enhancer; Base DC = 
  16+spell level, 17+spell level conjurations; 
  enchantment and evocation prohibited) 
   
  0—Acid Splash, Mage Hand, Arcane Mark, 
  Touch of Fatigue; 1st—Alarm, Endure Elements, 
  Mage Armor x3, Ray of Enfeeblement, Shield; 
  2nd—Augmemt Familiar, Eagle’s Splendor, False 
  Life x2, Glitterdust, Invisibility, See Invisibility; 
  3rd—Empowered Ray of Enfeeblement, Magic 
  Circle Against Chaos, Ray of Exhaustion, 
  Stinking Cloud, Summon Monster III, Vampiric 
  Touch; 4th—Dimensional Anchor, Evard’s Black 
  Tentacles, Fear, Solid Fog, Summon Monster 
  IV; 5th—Baleful Polymorph, , Mordenkainen’s 
  Faithful 
  Hound, 
  Quickened 
  Ray 
  of 
  Enfeeblementx2; 6th—Flesh to Stone, Quickened 
  Blindness/Deafness, 
  Quickened 
  Invisibility, 
  Summon Monster VI 
   
  She has cast Endure Elements, False Life (16 
  temporary hit points), Protection From Arrows, 
  and Mage Armor on herself as is her common 
  practice. She has also cast Eagle’s Splendor in 
  order to be better prepared for her negotiations 
  and 
  Magic 
  Circle 
  Against 
  Chaos 
  and 
  Dimensional Anchor in order to trap the 
  summoned demon. She cast Alarm on the 
  entrance to the ruined mill and Mordenkainen’s 
  Faithful Hound upon the inside of the mill’s 
  ground story. She also cast Mage Armor and 
  False Life (15 temporary hit points) separately 
  upon her familiar and cast Mage Armor upon her 
  nightmare mount. 
   
  Spellbook: 0: All non-enchantment and non-
  evocation spells; 1st—Alarm, Cause Fear, Chill 
  Touch, 
  Endure 
  Elements, 
  Mage 
  Armor, 
  Protection From Chaos, Protection From Good, 
  Ray of Enfeeblement, Shield, Shocking Grasp, 
  Summon Monster I; 2nd—Blindness/Deafness, 
  Eagle’s 
  Splendor, 
  False 
  Life, 
  Glitterdust, 
  Invisibility, Mirror Image, Owl’s Wisdom, See 
  Invisibility, Web; 3rd—Dispel Magic, Magic Circle 
  Against 
  Chaos, 
  Phantom 
  Steed, 
  Ray 
  of 
  Exhaustion, Summon Monster III, Stinking 
  Cloud, 
  Vampiric 
  Touch; 
  4th—Dimensional 
  Anchor, Evard’s Black Tentacles, Fear, Rary’s 
  Mnemonic Enhancer, Solid Fog, Summon 
  Monster IV; 5th Baleful Polymorph, Contact Other 
  Plane, 
  Dismissal, 
  Lesser 
  Planar 
  Binding, 
  Mordenkainen’s Faithful Hound; 6th—Acid Fog, 
  Contact Other Plane, Flesh to Stone, Planar 
  Binding, Summon Monster VI 
   
  Hell-Hound Familiar; Medium Outsider [Evil, 
  Extraplanar, Fire, Lawful]; CR -; HD 4d8+4 
  (effectively 12); HP: 30 plus 15 temporary; Init 
  +5; Spd: 40 ft.; AC: 26 [+1 dex, +11 natural, +4 
  mage armor] (touch 11, flatfooted 25); Base 
  Atk/Grp: +6/+7; Atk/Full Atk: +7 melee (1d8+1 
  bite plus 1d6 fire); SA: Breath Weapon, Fiery 
  Bite; Darkvision 60 ft, Immunity to fire, Scent, 
  Vulnerability to Cold, Improved Evasion, Share 
  Spells, Empathic Link, Deliver Touch Spells, 
  Speak With Master, Speak with animals of its 
  kind, spell resistance (17); AL: LE; SV: Fort +5, 
  
  Demons in the Dust 
   
  Page 22 
  Ref +5, Will +8; Str 13, Dex 13, Con 13, Int 11, 
  Wis 10, Cha 6 
   
  Skills and Feats: Concentration: +16 [15 
  ranks], Hide +13, Intimidate +5 [7.5 ranks cc], 
  Jump +12, Knowledge: Arcana +15 (15 ranks), 
  Knowledge: Planes +15 [15 ranks], Listen +7, 
  Move Silently +13, Sense Motive +5 [5 rank cc], 
  Spellcraft +17 [15 ranks], Spot +7, Survival +7; 
  Improved Initiative, Run, Track (B). 
   
  Breath Weapon (Su): 10-foot cone, once 
  every 2d4 rounds, damage 2d6 fire, Reflex (DC 
  13) half. The save DC is Constitution based. 
   
  Encounter 4: 
  Erythnul Priest: male half-orc clr (Erythnul) 6; 
  CR 6; HD 6d8+6; hp 38; Init +1; Spd 20 ft.; AC 
  17 (touch 11, flat-footed 16) [+5 chain mail, +1 
  buckler, +1 dex]; Base Atk/Grp: +4/+7; Atk/Full 
  Atk: +9 melee (1d8+3 morning star), SA: Smite; 
  AL CE; SV Fort +6, Ref +3, Will +8; Str 16, Dex 
  12, Con 12, Int 10, Wis 16, Cha 9. 
   
  Skills and Feats: Concentration: +10 [9 
  ranks], Intimidate +2 [3 ranks cc], Knowledge: 
  Religion +3 [3 ranks]; Combat Casting, Extra 
  Smiting, Power Attack, Weapon Focus (Morning 
  Star). 
   
   
  Spells Prepared (5/4+1/4+1/3+1); base DC = 
  13 + spell level) 
  0—Cure Minor Wounds, Inflict Minor Wounds, 
  Light; 1st—Bless, Cure Light Wounds, Doom, 
  Inflict Light Wounds*, Protection from Good; 
  2nd—Cure Moderate Wounds, Sound Burst, 
  Spiritual Weapon*, Wave of Grief; 3rd—Bestow 
  Curse, Contagion*, Dispel Magic, Prayer 
   
  *Domain spell. Domains: [Destruction (Smite 
  1/day); War (Weapon Focus: Morning Star)]. 
  Equipment: Morning Star, chain shirt, buckler, 
  dagger, (un)holy symbol, light horse, riding 
  saddle, 4 javelins, 2 days’ rations. 
  16 
  Stonefist Ravager: Male human Ftr 4/Bbn 
  1/Ravager 1; CR 6; HD 1d12+5d10+12; HP: 54; 
  Init +3; Spd 40 ft.; AC 20 [+5 chain shirt, +2 large 
  shield, +3 dex] (touch 13, flat-footed 17); Base 
  Atk/Grp: +6/+9; Atk +11 melee (1d8+6 Morning 
  Star) or +9 (1d6+3 Javelin); Full Atk: +11/+6 
  melee (1d8+6 Morning Star) or +9 (1d6+3 
  Javelin); SA: Pain Touch 1/day; SQ: Rage; AL: 
  CE; SV Fort +11, Ref +5, Will +4; Str 16, Dex 16, 
  Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Jump +6, Knowledge 
  (Religion) +4, Handle Animal +4, Intimidate +5, 
  Ride +14, Wilderness Lore +4; Cleave, Combat 
  Brute, Iron Will, Power Attack, Improved Sunder, 
  Weapon 
  Focus: 
  Morning 
  Star, 
  Weapon 
  Specialization: Morning Star. 
   
  Equipment: +1 Chain Shirt with masterwork 
  armor spikes, large wooden shield, dagger, +1 
  Cloak of Resistance, +1 morning star, 4 javelins, 
  1 potion of cure serious wounds, light riding 
  horse with riding saddle (MM 197).  
  Pain Touch: The Ravager can make an 
  unarmed touch attack that causes 1d8 hit points 
  of damage, plus one point per Ravager level. 
  Weapon attacks also transmit the pain of 
  Erythnul, but only at the rate of 1d4 extra points 
  of damage, plus 1 point per the Ravager’s level. 
  Rage: HP 66; AC 18, Atk +13/+8 (1d8+8 
  morning star) or +9 (1d6+5 javelin); SV: Fort 
  +13, Ref +5, Will +6 
   
  Stonefist Sniper: male human Ftr 4/Bbn 2; CR 
  6; HD 4d10+2d12+6; hp 50; Init +4; Spd 40 ft.; 
  AC 19 (touch 14, flat-footed 15) [+4 chain shirt, 
  +1 buckler, +4 dex]; Base Atk/Grp: +6/+8; Atk: 
  +9 melee (1d8+2 morning star), or +10 ranged 
  (1d8+5 composite longbow); Full Atk: +9/+4 
  melee (1d8+2 morning star), or +8/+8/+3 ranged 
  (1d8+5 composite longbow); SA: Rage 3/day; 
  SQ: Fast Movement, Uncanny Dodge; AL CE; 
  SV Fort +9, Ref +6, Will +2; Str 14, Dex 18, Con 
  12, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Balance +7 [4.5 ranks cc], 
  Climb +9 [9 ranks], Intimidate +7 [8 ranks], Jump 
  +5 [5 ranks], Tumble +2 [1 rank cc]; Extra Rage, 
  Far Shot, Point Blank Shot, Precise Shot, Rapid 
  Shot, Weapon Focus: Composite Longbow, 
  Weapon Specialization: Composite Longbow 
  Equipment: Masterwork Morning Star, chain 
  shirt, buckler, dagger, Masterwork Mighty [+4] 
  composite longbow; 25 +1 arrows, +1 cloak of 
  
  Demons in the Dust 
   
  Page 23 
  resistance, potion of cure serious wounds, 
  (un)holy symbol, light horse, riding saddle, 2 
  days’ rations. 
   
  Rage: HP 62; AC 17, Atk +11/+6 (1d8+4 
  morning star) or +10/+10/+5 ranged (1d8+7 
  composite longbow); SV: Fort +11, Ref +6, Will 
  +4 
   
  APL 10 Skeggi: Male human Ftr 4/Bbn 
  1/Ravager 5; CR 10; HD 1d12+9d10+20; HP: 86; 
  Init +3; Spd 40 ft.; AC 23 [+5 chain shirt, +3 
  shield, +1 deflection, +1 natural, +3 dex] (touch 
  14, flat-footed 20); Base Atk/Grp: +10/+14; Atk 
  +16 melee (1d8+7 /19-20 Morning Star) or +13 
  (1d6+4 Javalin); Full Atk: +16/+11 melee (1d8+7 
  /19-20 Morning Star) or +13 (1d6+4 Javalin); SA: 
  Aura of Fear 10ft 1/day, Cruelest Cut 1/day, Pain 
  Touch 1/day; SQ: Rage 1/day, Fast Movement; 
  AL: CE; SV Fort +13, Ref +8, Will +5; Str 17 
  (19), Dex 16, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Jump +6, Knowledge 
  (Religion) +4, Handle Animal +4, Intimidate +11, 
  Profession: Warleader +4, Ride +16, Survival 
  +4; Cleave, Combat Brute, Improved Sunder, 
  Iron Will, Lightning Reflexes, Power Attack, 
  Prone Attack, Weapon Focus: Morning Star, 
  Weapon Specialization: Morning Star. 
   
  Equipment: +1 Chain Shirt with masterwork 
  armor spikes, +1 heavy wooden shield, dagger 
  +1 Cloak of Resistance, Gauntlets of Ogre 
  Power, +1 morning star, +1 ring of protection, +1 
  amulet of natural armor, 4 javelins, 1 potion of 
  cure serious wounds, tanglefoot bag, light riding 
  horse with riding saddle (MM 197).   
  Aura of Fear (Su): Enemies within 10 feet of a 
  ravager of 2nd level or higher take a –2 morale 
  penalty on all saving throws for as long as they 
  remain within range. This ability is usable a 
  number of times per day as given on the table. 
  Each use lasts for a number of rounds equal to 3 
  + the ravager’s Charisma modifier. The range of 
  this aura increase at 5th level to 20 feet, and then 
  again at 8th level to 30 feet. 
  Cruelest Cut (Ex): When a ravager reaches 3rd 
  level, his familiarity with pain and fear grant him 
  a cruel precision with his melee attacks. The 
  character must declare he is making a cruelest 
  cut attempt before he makes a melee attack 
  (thus, a failed attack roll ruins the attempt). If he 
  strikes successfully, he deals 1d4 points of 
  Constitution damage to the target, in addition to 
  any other damage the attack may cause. A 
  ravager can use cruelest cu once per day for 
  every three levels he has attained, but may only 
  make one cruelest cut attempt per round. 
  Pain Touch (Su): The Ravager can make an 
  unarmed touch attack that causes 1d8 hit points 
  of damage, plus one point per Ravager level. 
  Weapon attacks also transmit the pain of 
  Erythnul, but only at the rate of 1d4 extra points 
  of damage, plus 1 point per the Ravager’s level. 
  Rage: HP 96; AC 20, Atk +18/+13 (1d8+9 
  morning star) or +13 (1d6+6 javelin); SV: Fort 
  +15, Ref +8, Will +7 
  
  Demons in the Dust 
   
  Page 24 
  Appendix VI: New Rules 
  Combat Brute [Tactical] (Complete Warrior) 
  You employ strength and leverage to great effect in battle. 
   
  Prerequisites: Improved Sunder, Power Attack, base attack bonus +6. 
   
  Benefit: The combat Brute feat enables the use of three tactical maneuvers. 
   
  Advancing Blows: To use this maneuver, you must make a successful bull rush attempt against a foe. 
  During the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for 
  each square your bull rush moved that foe. For example, if you pushed an orc back 10 (2 squares) feet 
  with a bull rush, you would gain a +2 bonus on attack and damage rolls against that orc on the following 
  round. 
   
  Sundering Cleave: To use this maneuver, you must destroy a foe’s weapon or shield with a successful 
  sunder attempt (see page 158 of the Player’s Handbook). If you do so, you gain an immediate additional 
  melee attack against the foe. This additional attack is with the same weapon and at the same attack 
  bonus as the attack that destroyed the shield. 
   
  Momentum Swing: To use this maneuver, you must charge a foe in the first round and you must make 
  an attack using your Power Attack feat in the second round. The penalty you take on your attack roll must 
  be –5 or worse. Your attacks during the second round gain a bonus equal to your attack roll penalty x 1-
  1/2, or x 3 if you’re using a two handed weapon or a one-handed weapon wielded in two hands. For 
  instance, if you choose to take a –6 penalty on your attack roll, you can deal an extra 9 points of damage, 
  or an extra 18 points of damage if you’re using a two handed weapon or a one-handed weapon wielded in 
  two hands. 
   
  Special: A fighter may select Combat Brute as one of his fighter bonus feats. 
  Extra Rage [General] (Complete Warrior) 
  You may rage more frequently than normal 
  Prerequisites: Rage or Frenzy ability 
  Benefit: You rage or frenzy two more times per day than you otherwise could 
   
  Special: You can take this feat multiple times. Its effects stack. 
  Extra Smiting [General] (Complete Warrior) 
  You can make more smite attacks 
  Prerequisites: Smite ability, base attack bonus +4 
  Benefit: When you take this feat, you gain two extra attempts to smite per day. Use whatever 
  smite ability you have (the paladin’s smite evil ability or the hunter of the dead’s ability to smite undead, for 
  example). 
   
  Special: You can take this feat multiple times. Its effects stack. 
   
  
  Demons in the Dust 
   
  Page 25 
  Prone Attack [General] (Complete Warrior) 
  You can attack from a prone position without penalty. 
   
  Prerequisites: Dex 15, Lightning Reflexes, base attack bonus +2 
   
  Benefit: You can make an attack from the prone position and take no penalty on your attack roll. If 
  your attack roll is successful, you may regain your feet immediately as a free action. Opponents gain no 
  bonus on melee attacks against you while you are prone. 
   
  Special: A fighter may select Prone Attack as one of his fighter bonus feats. 
  Improved Familiar [General] (Complete Warrior, pg. 100) 
  This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could 
  normally acquire a new familiar (see Familiars, page 52 of the Player’s Handbook). This feat was originally 
  presented on page 200 of the Dungeon Master’s Guide; the description here provides new familiars to 
  stand beside them in battle. 
  Prerequisite: Ability to acquire a new familiar, compatible alignment, sufficiently high arcane spellcaster 
  level, and base attack bonus. 
  Benefit: When choosing a familiar, the creatures listed below are also available to the spellcaster. The 
  spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes 
  (lawful through chaotic, good through evil). For example, a chaotic good spellcaster could acquire a 
  neutral familiar. A lawful neutral spellcaster could acquire a neutral good familiar. The spellcaster must 
  have at least the arcane spellcaster level and base attack bonus indicated below in order to acquire the 
  familiar. 
  Familiar 
  Alignment 
  Arcane 
  Spellcaster 
  Level 
  Base Attack Bonus 
  Krenshar 
  Neutral 
  3rd 
  +3 
  Worg 
  Neutral evil 
  3rd 
  +3 
  Blink Dog 
  Lawful good 
  5th 
  +5 
  Hell hound 
  Lawful evil 
  5th 
  +5 
  Hippogriff 
  Neutral 
  7th 
  +7 
  Howler 
  Chaotic evil 
  7th 
  +7 
  Winter Wolf 
  Neutral evil 
  7th 
  +7 
   
  Improved familiars otherwise use the rules presented on pages 52 and 53 of the Player’s Handbook.  
  
  Demons in the Dust 
   
  Page 26 
  Augment Familiar (Complete Warrior, pg. 116) 
  Transmutation 
  Level: Sor/Wiz 2, Hexblade 1 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25ft. +5 fr/2 levels) 
  Target: Your Familiar 
  Duration: Concentration +1 round/level 
  Saving Throw: Fortitude Negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This spell grants your familiar a +4 enhancement bonus to strength, Dexterity, and Constitution, Damage 
  Reduction 5/magic, and a +2 resistance bonus on saving throws. 
   
  Wave of Grief (Complete Divine, pg. 188) 
  Enchantment [Evil, Mind-Affecting] 
  Level: Bard 2, Blackguard 2, Cleric 2 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft + 5 ft./2 levels) 
  Area: Cone 
  Duration: 1 round/level 
  Saving Throw: Will Negates 
  Spell Resistance: Yes 
  All within the cone when the spell is cast are overcome with sorrow and grief. They suffer a –3 morale 
  penalty 
  on 
  all 
  attack 
  rolls, 
  saving 
  throws, 
  ability 
  checks, 
  and 
  skill 
  checks.
  
  Demons in the Dust 
   
  Page 1 
  Player Handout #1: The Divination 
   
  Unfinished evil long may dormant lie 
  ‘neath Valandil’s Mill Many’s coin did die 
  Though fist of stone nurse broken bone 
  and treasure’s not sought by him alone 
  yet for murdered souls his fingers pry. 
   
   
  
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