TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, 
  in the US and other countries. This material is protected under the copyright laws of the United States of 
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  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  ZEF7-06 
   
   
   
   
   
  Deliverance 
   
  A One -Round Dungeons & Dragons
  ® Living Greyhawk™  
  Sultanate of Zeif Regional Adventure 
  Version 1.0 
   
   
  by Cory Fliegel and Jon Dawes 
  Circle Reviewers: Tim Sech  
  Reviewers: Jon Dawes, Cory Fliegel, and Chris Slater 
  Playtesters: Greg Gerritsen, Shauna Frey, Keith Park, Abbey Johnston, Matt Coles, Duncan Artimage, Greg Friesen, 
  Jesse Joudrey, Mike Strobel, and Jason Woodall 
   
   
  Once again you are summoned to Dhabiya. Once again you find yourself called to this city of sins. But this time, you 
  come with a purpose, dragging a few of your fellow adventurers with you. This time you come for deliverance. A one-
  round Regional adventure set in the Sultanate of Zeif for characters level 4-12 (APLs 6-12). This is part three of the Slave 
  Pits of Dhabyia. The other parts are “That Look” and “Inner Turmoil”. Parties need to include someone with “junior” for 
  continuity. This is an “elite arc” adventure. PCs should bring their “A” game and prepare for tough encounters. All item 
  purchases must be done before the introduction and noted on their Adventure Record. This adventure offers an 
  optional encounter for those with our friend “Junior”. 
   
  Resources for this adventure [and the authors of those works] include Complete Arcane [Rich Baker], Player’s 
  Handbook II [David Noonan], and Master Item Compendium [Andy Collins].
  
  Zef7-06 Deliverance 
   
  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 game master. 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™ game master. The person who sanctions 
  the event is called the senior game master, 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 game 
  master 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, players 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, 2008.  
   
  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 rule 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. Information on non-player 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session 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). 
  You need one copy of this for each participating player. 
   
   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.  
  # 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 
  3. Sum the results of step 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. 
  
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure set in the 
  Sultanate of Zeif.  
  As of September 1, 2007, there is no Time Unit cost to 
  play the adventure portion of this adventure; 
  however, standard Time Unit costs still apply to 
  crafting, magic item creation, performing or other 
  non-adventure related activities or penalties. The cost 
  for Standard Upkeep is 12 gp for PCs whose home 
  region is Zeif, or 24 gp for out-of-region characters. 
  Both Rich Upkeep and Luxury Upkeep cost 75 gp 
  regardless of home region.  
   
  Characters that fail to pay at least Standard Upkeep 
  will retain temporary ability damage until the next 
  adventure, must buy new spell component pouches and 
  healer’s kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in this 
  adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 blunt 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 
  Living Greyhawk Campaign Standards 7.1 
   
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full 
  write-up of any featured feats, spells, or equipment 
  appears in Appendix 2. Information on featured classes, 
  prestige classes, and races appears in the relevant 
  creature’s stat block. This adventure includes all the 
  information required to run these characters. The DM 
  should double-check that he fully understands any new 
  rule items presented in this adventure before play begins. 
   
  ADVENTURE BACKGROUND 
   
  This is the 3
  rd part in the Slave Pits of Dhabiya series. 
  It is important to note which characters have the “Can 
  you feel it squirm?” AR designation from ZEF6-08 That 
  Look. By this point, many characters with “junior” may be 
  into serious stages of the Maternal instincts that come 
  with the parasite. Remember to note this when combat 
  starts. As well, note if any characters have “the Key” from 
  ZEF7-04 Inner Turmoil. They will need it in this 
  adventure at a pivotal point. If they do not have the key, 
  Shyanne will have it for them. 
   
  Shyanne summons those with “Junior” to Dhabiya 
  with a promise that she has found a cure for them. But 
  what she did not tell them is that they will need to 
  infiltrate the slaver’s chambers to rescue the doctor 
  involved in the reversal of the process. She wants these 
  overlords out of her city so that she may resume her 
  trading of slaves without fear of reprisal. The PCs can 
  “kill 2 djinn with one slash” 
   
  ADVENTURE SUMMARY 
  Below is a brief outline of what the PCs will face. 
   
  Introduction – The PCs are summoned to Dhabiya by 
  Shyanne, Queen of the slavers. Here she will explain that 
  the prisoner manifest that was delivered to her recently 
  (possibly by these PCs) had a name on it that sparked her 
  curiosity. This gentleman happens to be a sage of some 
  renown in the area of planar beings and medicine. She 
  Zef7-06 Deliverance 
   
  Page 2 
  
  was able to track down more information and determined 
  that he may be the one man that can reverse these 
  infections from the PCs. 
   
  Encounter 1- Shell Game. PCs are transported to the 
  entrance of the Slave Pits on the outskirts of Dhabiya. 
  Here they must fight a few guards to gain access to a 
  portal that will lead them into the slave pens. 
   
  Encounter 2- Bounce! PCs step through the doorway 
  and are whisked away to an unknown location and a very 
  complicated Mirror Maze. Inside they find a couple more 
  sentries with a unique way of deterring others from 
  entering. 
   
  Encounter 3- Out of the Maze, into the Dungeon. The 
  PCs find themselves in the slave pits finally. Now they 
  need to make their way to the doctor. Finding him leads 
  to a gruesome scene. 
   
  Encounter 4- Hard Choices. Once they find the doctor 
  he will explain that he indeed knows of a cure the PCs, 
  but in order to do so they must take him and the other 
  infected slaves to the transport ship and help them 
  escape. They really won’t have a choice in this. 
   
  Encounter 5- And we’re outta here! PCs fight a running 
  battle to the slaver’s ship. Things are complicated in this 
  battle as both the PCs and NPCs are targets for the 
  slavers. 
   
  Conclusion part 1- PCs brings the doctor and those 
  infected back to Shyanne. She then explains that those 
  that are infected must go with the doctor for treatment. 
  Those that are not infected are asked to leave. The 
  adventure is done for them. 
   
  Optional Encounter – PCs that go with the doctor are 
  prepared in a ceremony to remove junior. They will make 
  a decision as to the fate of the creature. This is not as easy 
  as it sounds! 
   
  Conclusion part 2- For those in the optional encounter 
  their lives will never be the same! 
   
  PREPARATION FOR PLAY 
   
  This adventure uses rules for Bull Rush, Improved 
  Disarm, Awesome Blow and more. Please ensure you 
  quickly re-read over these sections of the Player’s 
  Handbook and Monster Manual. 
   
  If players have the Key from ZEF7-04 Inner Turmoil 
  that will be used here as well. Players with “junior” from 
  ZEF6-08 That Look may be onto their 12
  th month if not 
  more. Please note that as this adventure is late in 
  premiering, players did receive a 2 month reprieve from 
  effects. 
   
  INTRODUCTION 
  The following text was written with the thought that one 
  of the players will have “Junior”. If no one at the table has 
  this affliction the DM will have to improvise. Read of 
  paraphrase the following: 
   
   
  It was a pretty simple summons. Shyanne, Queen 
  of the slavers in Dhabiya wrote to you and stated that 
  she had found out some interesting facts on a mutual 
  “pest problem” that you have. It seems that there is an 
  “exterminator” being held by “acquaintances” of yours 
  that you need to seek out. She also told you to bring 
  friends. At least three to five others would do. Any 
  less would spell doom and any more would make the 
  journey too difficult as some discreetness is required. 
  So you found yourselves a few comrades and made 
  your way back to Dhabiya. Dressing in local attire as 
  not to draw too much attention to yourselves (you 
  know this would be a bad thing!) you make your way 
  to the villa that you have met her at before.  
   
  Shyanne takes little time to make her appearance 
  and beckons you inside. Although she appears to be 
  alone, through your previous dealings you know this 
  to be untrue. 
   
   
  “Thank you for coming as quickly as you did. I 
  hope you came prepared for a delve into the heart of 
  the slave pits.” Turning to <PC with Junior> she 
  continues “I was given a prisoner manifest a few 
  weeks back, perhaps it was even you who gave it to 
  me, time does seem to blur events, but I made a 
  discovery that will interest you. It seems that a sage of 
  some renown in Dhaybia has made this list. His name 
  is Aldiar bin Casmat of the Black Coast. He is said to 
  have more knowledge of the outer planes than that of 
  the Circle of Eight! I know that the affliction that 
  plagues you is of the outer realms and he may be the 
  one to help. Unfortunately this manifest is weeks old 
  which mean that he is no longer in the slavers local 
  pens. He has been moved out to the pens in the Vaar, 
  somewhere near the lost city. I know of the entrance, 
  but not the inner layout. Rumors said it has a 
  formidable defense though. Are you willing to risk it 
  all to be rid of your affliction?” 
   
  If the PCs say “No” the adventure is over. If they say yes 
  she can add the following information if asked: 
   
  Zef7-06 Deliverance 
   
  Page 3 
  
  Where is the entrance? Just outside the path to the lost 
  city. It seems there is enough cover to run these slaves 
  right under the Sultan’s gaze. It shows their arrogance 
  and their aptitude. 
   
  Do you know what/who may be guarding the 
  entrance? We have rumors ranging from elementals to 
  genies to outer planar beings. None have been 
  confirmed. 
   
  What should we take with us? Whatever you can afford 
  to lose. 
   
  When we find the Sage, then what? I won’t be with you 
  and I cannot see the future. That will be up to you. 
   
  What’s in it for us? The end to your affliction. Maybe 
  the end of these slavers 
   
  Why are you helping us? Or what’s in it for you? These 
  slavers are hampering my legitimate business practices. 
  Once they are gone, I can continue with my routine 
  without any repercussions from these Overlords 
   
  Who are they? I do not know. But I do know the 
  Githyanki are just servants to them. 
   
  How much time do we have? If the manifest is already 
  as old as it appears, not much time. The slave pens in the 
  Vaar are the last stop before being taken to a place I know 
  not of.  
   
  How are we getting there? I have had a teleportation 
  circle prepared to take you to the entrance as soon as you 
  are prepared. If asked she will say the expense is worth 
  the gains if the PCs rid the city of the Overlords. 
   
  Development: PCs are given the location of the 
  entrance. As well, Shyanne gives them a Key (from ZEF7-
  04) if they do not have it. They will need this to free the 
  sage. Shyanne also gives a description of Aldair to the 
  PCs. 
   
  1: SHELL GAME 
  Read or paraphrase the following: 
   
  The Vaar. The sun has dipped below the peaks of the 
  hills casting long shadows around the path you 
  appear on. A quick survey reveals a well worn path 
  that has been cleared of debris and rubble since the 
  quake that shook this area over a year ago revealing 
  the road to the lost city. There is enough room for 
  three carts to fit side by side with ease. The Sultan has 
  definitely taken his obsession with the lost city to 
  extremes. As you look around you do see a trail 
  leading off to the east. It seems to run directly into 
  the hillside though. It could possibly just be a trail 
  that was used to deposit the rubble of the quake, but 
  it may be what you are looking for. After all, has 
  Shyanne ever led you astray before?” 
   
  The slavers have used some illusion magic to conceal the 
  entrance from casual scrutiny. The path is barely wide 
  enough for a cart, but it could fit one up there. Of course, 
  they have sentries waiting. An earth elemental, Grinder. 
  This brute was transported from the outer planes and 
  thus cannot be dismissed or dispelled.  
   
  Once the PCs are near the entrance read or paraphrase 
  the following: 
   
  A massive form rises from the ground. It is an 
  Elemental of Earth. Its massive form of rock towers 
  above even the tallest of you. It creates the sound like 
  grinding rocks, or a landslide gaining momentum.  
   
  For anyone that speaks Terran: “Speak the password”.  
   
  Obviously the PCs will not have it, even if they do know 
  Terran. The Elementals wait for the first PC to speak. 
  Once they say something continue with: 
   
  It glides under ground. The silence of the hills 
  surrounds you, briefly. 
   
  It (they) attacks. Roll initiative. The elemental uses Bull 
  Rush on its initiative. 
   
  APL 6 (EL 6) 
   
  Grinder: Earth Elemental Large (advanced); hp 127; 
  Appendix 1. Bull Rush: +15  
   
  APL 8 (EL 8) 
   
  Grinder: Earth Elemental Huge (advanced); hp 190; 
  Appendix 1. Bull Rush +29  
   
  APL 10 (EL 10) 
   
  Grinder: Earth Elemental Huge (advanced); hp 218; 
  Appendix 1. Bull Rush +30 
   
  Smasher: Earth Elemental Huge (advanced); hp 180; 
  Appendix 1 Bull Rush +29 
   
  APL 12 (EL 12) 
   
  Grinder: Elder Earth Elemental Huge (advanced); 
  hp 256; Appendix 1. Bull Rush +31 
   
  Smasher: Earth Elemental Huge (advanced); hp 218; 
  Appendix 1. Bull Rush +30 
  Zef7-06 Deliverance 
   
  Page 4 
  
   
  Tactics: Grinder will pop up under (yes under) the 
  “squishiest” looking PC and attempt a Bull Rush on that 
  person (or persons depending on the size of the 
  elementals) straight into the air. Smasher (if he is 
  present) appears opposite Grinder to create a flank using 
  the same Bull Rush tactic. This should then have the 
  effect of launching the PC 10-20’ in the air, landing hard 
  and prone in front of the Elemental. As well, this falling 
  movement is through threatened squares. Therefore the 
  elemental will gain an attack of opportunity on the PC. 
  You may then squish, rinse, and repeat! 
   
  Development: Once the PCs are able to defeat the 
  elementals then they can do a thorough search of the 
  area. A detect magic reveals a Moderate Illusion in the 
  hillside. A DC 18 Will save reveals the doorway. Once a 
  PC beats the DC the others gain a +4 bonus to the save. 
  PCs can rest if the fight with the elemental did not go 
  well. 
   
  If the PCs manage to Charm or Command the 
  elemental, it does not enter the compound, preferring to 
  stay on guard outside for the PCs. 
   
  2: BOUNCE 
  Read or paraphrase the following: 
   
  Looking ahead through a stone archway, you see your 
  own face peering back at you from a thousand angles. 
  The section of corridor ahead is lined with reflective 
  surfaces which display a gemlike labyrinth of myriad 
  facets. In one of them, you see the flash of something 
  moving. 
   
  The mirror labyrinth that is the setting for this encounter 
  requires some special consideration in order to 
  demonstrate its uniqueness. 
   
  First of all, PCs and NPCs alike can take advantage of 
  the fact that line of sight is not necessarily blocked by the 
  walls; any where in the labyrinth is visible (more or less) 
  from any other point within. To actually pinpoint a target 
  that is not within direct line of sight, one must make a 
  Knowledge (architecture & engineering) or Spot check 
  of DC equal to 5 times the number of “reflections” 
  needed to draw a line to the target; i.e. a target around a 
  single corner can be pinpointed with a DC 5 check, while 
  a target around two corners would require a DC 10 check. 
  This check can be made as a free action by each character 
  on its own turn, and a second check can be made as a 
  standard action. When running the encounter, do not 
  place the Maze Stalkers on the battle mat unless the PC 
  have direct line of sight to them or have pinpointed 
  them. Remove them from the map every time they move 
  out of direct line of sight from all PCs. Likewise, 
  remember that the Maze Stalkers must make the same 
  check to pinpoint a PC. Unless the PCs approach the 
  mirror maze invisibly, they will be seen (but not 
  pinpointed) by the inhabitants as soon as they come 
  within line of sight of any mirror surface. Scent and 
  Listen work as normal and can also be used to find 
  opponents in the maze. 
   
  Secondly, the maze is protected by a permanent 
  antimagic field. Because of this, the Maze Stalkers can 
  not use any of their spells or spell-like abilities while they 
  remain within the maze. All magical and supernatural 
  effects on PCs will likewise be suppressed for the 
  duration of their visit, so you should give the players a 
  little time after they step into the labyrinth to “de-buff” 
  their PCs. Very important to note is whether any PCs lose 
  resistance to acid or poison. 
   
   
  Permanent antimagic field: The entire maze, 
  including the walls encasing it, is affected by an 
  antimagic field, which works as per the spell except for 
  the area of affect and duration. 
   
   
  Acid-Infused Stone Walls (per 5’x5’ section): 3 
  feet. thick; hardness 8; hp 540; AC 5; Break DC 50. The 
  hewn stone walls are infused with millions of tiny 
  nodules of acid, such that any attack that damages a 
  section suffers an amount of acid damage equal to half 
  the amount inflicted (after hardness is taken into 
  account). Creatures causing damage with natural attacks 
  are subject to the same result to their own bodies, while 
  creatures meeting the break DC take 54 points of acid 
  damage. 
   
   
  Glass Mirror Walls (per 5’x5’ section): 1 in. thick; 
  hardness 1; hp 1; AC 5; Break DC 11. 
   
  Trap: 
   
  Poison Gas Trap: CR 4; mechanical; special trigger 
  (break glass); no reset; bypass (don’t break glass); gas 
  cloud fills all squares adjacent to broken section 
  (dissipates after 1 round); poison (Burnt othur fumes, DC 
  18 Fortitude save resists, 1 Con*/3d6 Con); Search DC 15; 
  Disable Device DC 15. 
  *Permanent drain, not temporary damage. 
   
  Creatures: 
  APL 6 (EL 8) 
   
  Kezhgorad and Mahaboeth, The Maze Stalkers: 
  male githyanki rogue 3 / duskblade 1; hp 28; Appendix 1. 
   
  APL 8 (EL 10) 
   
  Kezhgorad and Mahaboeth, The Maze Stalkers: 
  male githyanki rogue 5 / duskblade 1; hp 40; Appendix 1. 
  Zef7-06 Deliverance 
   
  Page 5 
  
   
  APL 10 (EL 12) 
   
  Kezhgorad, Mahaboeth, and Kelzidiveh, The 
  Maze Stalkers: male githyanki rogue 5 / duskblade 1 / 
  assassin 1; hp 47; Appendix 1. 
   
  APL 12 (EL 14) 
   
  Kezhgorad, Mahaboeth, and Kelzidiveh, The 
  Maze Stalkers: male githyanki rogue 5 / duskblade 1 / 
  assassin 3; hp 58; Appendix 1. 
   
  Tactics: As soon as the Maze Stalkers are alerted to the 
  PCs’ presence, they each drink a vial of antitoxin. They 
  will then approach and throw their acid bullets so as to 
  bounce them off walls and catch the PCs flat-footed. (See 
  Appendix 2: New Rules Items.) They always approach to 
  within at least thirty feet of their targets, so as to get the 
  benefit of both their sneak attack ability and their Point 
  Blank Shot feat, tumbling away from anyone who closes 
  to melee range. At the lower APLs, they may have to 
  approach even closer to have a decent chance at making 
  the Knowledge (architecture & engineering) checks 
  required to catch their foes flat-footed, not to mention 
  pinpointed. At the higher APLs, they use the Shot on the 
  Run feat to keep their distance while still attacking from 
  close range. 
   
  If the PCs decide to destroy the mirror room at range by 
  smashing the mirrors, the two githyanki retreats to the 
  slave dock. The githyanki in the dock are then fully 
  buffed before combat begins. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 4: Loot 75 gp; Total 75 gp. 
   
  APL 6: Loot 150 gp; Total 150 gp. 
   
  APL 8: Loot 150 gp; Total 150 gp. 
   
  APL 10: Loot 225 gp; Total 225 gp. 
   
  APL 12: Loot 225 gp; Total 225 gp. 
   
  Development: If the Maze Stalkers are somehow taken 
  out of the anti-magic field, they will use their 
  considerable abilities to get back into it and set up their 
  attack for the next group that comes through, which 
  might even be the PCs. Depending on APL, their options 
  could include the use of Escape Artist, using the Bluff 
  skill to create a diversion to Hide, or using various spells 
  and spell-like abilities to escape. Since they aren’t much 
  good at fighting without their acid bullets, they likely try 
  to get them back before fleeing, if it seems possible to do 
  so. They are sneaky and patient, and may forego a quick 
  escape for a better opportunity later (such as during a 
  later encounter). 
   
  3: OUT OF THE MAZE, INTO 
  THE DUNGEON 
  The Githyanki believe that their guards out side of the 
  Mirror Maze will keep out unwanted visitors. Therefore 
  this offloading area is not guarded. Read or paraphrase 
  the following: 
   
  After finally getting out of the maze you are 
  confronted by a series of levers on each side of the 
  corridor which is 15 feet wide and at least that high. 
  The corridor continues into the hill. 
   
  The levers are used to open a passage in the Mirror Maze 
  to allow carts to pass through. If a PC wishes to start 
  pulling them, have them make Listen checks and 
  describe the sound of glass scraping rock on the other 
  side of the door they just came from. A DC 27 Disable 
  Device or Knowledge (architecture & engineering) check 
  reveals what these levers do. Continue with the box text 
  below. 
   
  The corridor leads to a large stable of sorts. There are 
  wagons lined in stalls, but no horses to draw them. To 
  your immediate right is a heavy oak door. On your 
  left is a set of double doors. Both sets of doors look to 
  be well maintained.  
   
  Searching the room really does nothing but waste time. 
  There is nothing they need. The door on the right leads 
  to the prisoner cells. The double doors lead to the final 
  boarding area of the slaves. 
   
  When they approach the single door read or paraphrase 
  the following. 
   
  As you approach you can hear the wails and sobs of 
  people behind the door. They sound a bit muffled as 
  if they are far away, but you can hear them none the 
  less. This door has a massive padlock on it. 
   
  When they approach the double doors read or paraphrase 
  the following. 
   
  The doors are made of solid oak and seem to have new 
  hinges on them. This doorway was recently installed. 
  Unlike the other door across from it, there is no lock 
  on this set of doors. 
   
   
  Strong Wooden Doors: 3 in. thick; hardness 5; hp 
  30; AC 5; Break DC 23. Lock: Amazing DC 40 (they 
  should have the key) 
   
  Zef7-06 Deliverance 
   
  Page 6 
  
  Development: At this point the PCs need to decide 
  which way to go. The correct choice is to go through the 
  locked single door where they hear the crying coming 
  from. If they decide to go that way continue with 
  Encounter 4. 
   
  If they decide to go down the double doors proceed to 
  Encounter 5. 
   
  4: HARD CHOICES 
  When the PCs decide to go through the door read or 
  paraphrase the following. 
   
  What you see before you is a macabre scene from a 
  nightmare! People lay on the floor, bloated and 
  deformed. It reminds you of the elven woman you 
  watched explode in the villa in Dhabyia. One 
  prisoner, a woman, or so you assume it used to be one, 
  whose fate has already transpired lies motionless on 
  the floor, her belly open, ribs protruding and gore 
  covering the floor and nearby wall.  
   
   
  Most of the prisoners in here do not even look up 
  at you, their eyes glazed over. They seem to be 
  reflecting inward, perhaps they are preparing for the 
  same fate. There are no guards in here you note, but 
  there is a man making his rounds through these 
  damned souls. He wears a long white surcoat. It is 
  covered in blood, grime filth and other things that 
  you cannot decide upon. He moves to another woman 
  and listens to her belly. He pulls a parchment from a 
  pocket and writes something on it. He then moves to 
  the next infected prisoner and does the same thing.  
   
  After a minute passes, he turns to face you. You 
  recognize Aldair bin Casmat from the description that 
  Shyanne gave you, but he seems older, more tired. 
  His eyes are sunken, his skin tight to his face and 
  forearms. It must have been days since he had a meal. 
   
  He looks at you. At first he seems to be looking 
  through you, as though you are not really there. Then 
  he shakes his head and dons his spectacles. “By the 
  lady of Fates, you are really here, aren’t you? Well, 
  you don’t look like slavers.” He looks over to <insert 
  infected PCs names here> and continues “but you look 
  like you are in the same situation as these folks. Can 
  you help me get these people out of here? I’m afraid 
  some won’t make it, but we need to try.” 
   
  At this point the PCs may have some things to ask: 
   
  Are you Aldair bin Casmat? Yes, I am he. 
   
  Do you know what is going on? Yes, but there is no 
  time to explain. The githyanki are preparing to take these 
  people away. We must get them out of here. 
   
  Do you know a way out? or We will take them out the 
  Mirror Maze! We cannot go back through the Mirror 
  room. I overheard the githyanki speaking to each other 
  and saying once the door is reset to the room, then the 
  only way people leave is by taking a ship. They do not 
  realize I speak their tongue. 
   
  What kind of ship? I don’t know. 
   
  How long do we have? I’m not sure, but I think these 
  people are being taken today assuming the githyanki 
  want them before they burst. 
   
  How are we to take all of them? I’m just a sage of the 
  planes, you’re the heroes. 
   
  How many slavers are there? I have seen as few as two 
  and as many as four. Their leader appears to be one with 
  arcane talents. 
   
  What were you writing down? I was writing down my 
  observations on the gestation periods. Some of these 
  people have been infected for nearly a year, some much 
  shorter and some longer. There seems to be some force 
  that is making their gestation work in unison as those 
  who were infected recently have had massive increases in 
  weight and pain over the past few days. It may be a hive 
  structure and once they were all together everything 
  sped up. If you are infected, you are in grave danger here. 
  We must hurry! 
   
  Development: The PCs need to figure out a way to 
  transport the 15 prisoners to the ship. They can use the 
  wagons in the stable. There is a dimensional lock in place 
  in the prisoner cell that prevents teleportation. Once 
  they have figured out a way to get the prisoners moving 
  its time to head to the “dock” 
   
  5: AND WE’RE OUTTA HERE! 
  If the PCs were not able to defeat the two githyanki in 
  the Mirror Maze, the githyanki in here will have had 
  ample time to buff fully. The DM should alter the stat 
  blocks accordingly. 
   
  The PCs can get here one of 2 ways, with or without the 
  prisoners. If they have come here with the prisoners they 
  cannot sneak in here as the wails of them are too loud to 
  sneak around with. If they come here without the 
  Zef7-06 Deliverance 
   
  Page 7 
  
  prisoners (or send someone to scout ahead) read the text 
  below. 
   
  You enter an enormous cavern. You see ships, but 
  they are made of iron. There is no water here to sail 
  them though. Humanoids, gaunt and skeletal looking 
  move about loading crates and cages containing 
  animals of Zeif. 
   
  If they have played the Special Mission for ZEF6-08 That 
  Look (Sorry to Barge in or The Escape) continue with the 
  following: 
   
   
  You recognize the people as the Githyanki, a 
  warrior race of the Astral Plane. You have run into 
  them before and you barely escaped with your lives. 
  You also recognize that the ships you see are the ones 
  they use to travel the Astral Plane. The githyanki see 
  you, and you can see the recognition in their eyes as 
  well! 
   
  At this point ask the PCs what they want to do. If they 
  attack, follow the tactics below, but there are no prisoners 
  to worry about. The bad part about this plan is that once 
  they start a fight there is no going back for the sage and 
  the prisoners. You may want to remind them of the fact 
  they see no prisoners in any of the cages in the area. 
   
  If they have arrived with the prisoners read the 
  following: 
   
   
  You enter an enormous cavern. You see ships, but 
  they are made of iron. There is no water here to sail 
  them though. Humanoids, gaunt and skeletal looking 
  move about loading crates and cages containing 
  animals of Zeif. Many of them turn towards you, 
  obviously hearing your approach. Although they 
  briefly look surprised and confused, that soon 
  changes. One of them shouts towards your group, 
  alerting the others in the area that have until now not 
  noticed you. There is 100’ between you and the ship. 
  It’s gong to be a long run with all of these people in 
  tow! 
  Continue with the following: 
   
   
  Behind them on a gangplank to another slave 
  ship stands a creature that looks like a wolf spider 
  with a long flexible neck that extends upwards and 
  backwards, then towards the front in a large S-Curve. 
  Atop that sleek neck sits a small, narrow head, like 
  that of an eel. Its small black eyes that sit far forward 
  on its head glares in your direction. It speaks a phrase 
  and points in your direction. With those words the 
  githyanki turn to you and prepare to attack! (The 
  creature speaks in Undercommon and has told the 
  githyanki to try to spare those with the cargo, but the 
  intruders can be killed) With the githyanki preparing 
  to attack, the gangplank of the other vessel closes and 
  the ship lifts off, heading for large opening in the 
  cavern’s roof. 
   
  If the PCs wish to teleport to the ship they face the APL 
  12 githyanki twice over as this ship is heavily guarded to 
  protect the slaver (no matter the APL the players are 
  facing). As well, Aldair will try to quickly implore the PCs 
  that they must protect the innocent slaves and dashing 
  off would not serve that purpose. Basically, the head 
  slaver must escape for a return in the conclusion of the 
  story arc. 
   
  A DC 20 Knowledge (dungeoneering) tells the PC that 
  the creature is a Neogi, Slavers of the Underdark and the 
  Astral Plane. 
   
  Please note: This area is also under a dimensional lock 
  making teleportation, dimension door and summoning 
  impossible. The slavers are not stupid and have taken 
  precautions for unwanted visitors. 
   
  APL 6 (EL 10) 
   
  Shock Trooper: male githyanki fighter 4; hp 40; 
  Appendix 1.  
   
  Megaraptor: advanced raptor; hp 98; Appendix 1. 
   
  Slave controller: male githyanki wizard 4; hp 34; 
  Appendix 1. 
   
  Advanced Umber Hulk: aberration; hp 96; 
  Appendix 1. 
   
  Slave Driver: male githyanki rogue 3/ duskblade 1; 
  hp 28; Appendix 1. 
   
  APL 8 (EL 12) 
   
  Shock Trooper: male githyanki fighter 6; hp 58; 
  Appendix 1.  
   
  Megaraptor: advanced half-dragon raptor; hp 118; 
  Appendix 1. 
   
  Slave controller: male githyanki wizard 6; hp 48; 
  Appendix 1. 
   
  Advanced Umber Hulk: aberration; hp 240; 
  Appendix 1. 
   
  Slave Driver: male githyanki rogue 5/ duskblade 1; 
  hp 40; Appendix 1. 
   
  APL 10 (EL 14) 
   
  Shock Trooper: male githyanki fighter 7 / 
  blackguard 2; hp 85; Appendix 1.  
   
  Megaraptor: advanced half-dragon raptor; hp 219; 
  Appendix 1. 
  Zef7-06 Deliverance 
   
  Page 8 
  
   
  Slave controller: male githyanki wizard 6; hp 62; 
  Appendix 1. 
   
  Advanced Umber Hulk: aberration; hp 290; 
  Appendix 1. 
   
  Slave Driver: male githyanki rogue 5/ duskblade 1 
  assassin 3; hp 58; Appendix 1. 
   
  APL 12 (EL 16) 
   
  Shock Trooper: male githyanki fighter 7 / 
  blackguard 3; hp 100; Appendix 1.  
   
  Megaraptor: advanced half-dragon raptor; hp 344; 
  Appendix 1. 
   
  Slave controller: male githyanki wizard 10; hp 76; 
  Appendix 1. 
   
  Advanced Umber Hulk: fiendish aberration; hp 
  290; Appendix 1. 
   
  Slave Driver: male githyanki rogue 5/ duskblade 1 
  assassin 5; hp 70; Appendix 1. 
   
  Tactics: If any PC has the “Notice of the Githyanki” AR 
  designation from ZEFSM6-01 Sorry to Barge in, they are 
  targeted first. Githyanki are smart and do not take AoOs 
  just to reach that PC, but if they have a choice in targets, 
  they are the one! 
   
  The Umber Hulk breaks through the wall marked 
  on the map on its initiative and attempts to “confuse” as 
  many as possible with his gaze.  
   
  The mounted fighter will charge and use the 
  Megaraptor’s pounce ability along with his Spirited 
  Charge and Ride by Attack (at higher levels the raptor 
  can fly).  
   
  The wizard opens up with a non-lethal spell, or 
  glitterdust in an attempt to blind or knock out as many 
  people as possible. 
   
  The rogue begins disarming as soon as he can. If he 
  can get into a flank all the better. 
   
  Treasure: See treasure appendix. 
   
  Development: Conclusion 
   
  CONCLUSION PART 1 
  The race to the astral skiff is harrowing. Once inside 
  Aldair takes to the controls, lifting the skiff into the 
  air. The force holds you in your seat, or plants you on 
  your posterior. Once out of that hell hole the sage 
  puts the vehicle into motion with a lurch forward. 
  Obviously he understands how to fly this ship, but 
  not the subtle nuances to make it a smooth ride. 
   
  When you are several miles away from the horrors of 
  the slave chamber Aldair puts the craft back down. 
  Although a rough landing, no one is worse the wear. 
  He moves to the rear compartment to look over the 
  freed slaves. He turns to your group. “I cannot thank 
  you enough. Here is where we must part company. I 
  will be taking these people to a laboratory to separate 
  these beings. You see, they have been given a 
  creature. But this creature has been distorted and 
  corrupted with their evil rituals and alchemical 
  treatments. Thus, the body treats it as an infection 
  and corrupts the being even more. I have the tools 
  and assistants waiting to help these people, but this 
  journey cannot be taken by those without this 
  affliction. So I will drop those of you who cannot take 
  this journey in Dhaybia. I am sorry, but time is of the 
  essence and I cannot go gallivanting around Zeif.” 
   
  The flight back to Dhaybia is swift taking mere 
  minutes to accomplish, a trip that by foot would have 
  taken you nearly three days.  
   
  During this flight the PCs may ask a few questions but 
  Aldair does ask that he concentrate on operating the 
  vessel as it takes much effort. (Each time they ask him a 
  question have the ship lurch in a random direction and 
  explain that Aldair’s momentary distraction seems to 
  have cause it) 
   
  What he will tell the PCs: 
  • 
  The ritual will either remove or blend the 
  symbiote and the slave. 
  • 
  It requires a lot of rituals preformed by clerics of 
  Istus 
  • 
  It can kill the person 
   
  As you land in Dhaybia it is soon to be night. Many of 
  you will recall how dangerous the streets can be at 
  night. You do know that there are many ships that 
  leave before sundown to avoid spending another 
  evening in the city. It’s best that you find yourself on 
  one leaving for any direction other than here. 
   
  At this point you may hand out AR 1 to all players. Those 
  not continuing on should be asked to leave the table. If 
  the players that remain wish to explain what happened to 
  them that is for them to decide. 
   
  OPTIONAL ENCOUNTER 
  In this optional encounter, the PCs with the affliction 
  known warmly as “junior” get a chance to remove it, or 
  actually blend with it. Once the other players have left 
  the table, continue with the below box text: 
   
  Once you wave goodbye to your companions, Aldair 
  wastes no time in lifting the craft from Oerth and 
  Zef7-06 Deliverance 
   
  Page 9 
  
  heading into the sky. “Sit down or hold on” comes a 
  shout from Aldair. The ship lurches violently side to 
  side and up and down. Those of you who were not 
  seated before find yourself in a sitting position with a 
  soar tailbone! 
   
  “We have entered the Astral Plane. The next stop is 
  the lab. It will only take a minute or two” Aldair 
  shouts from the front of the ship. True to his word, 
  the ship slows down. Out of the windows you see 
  nothing but a simmering gray glow, as if the entire 
  plane was covered in fog. To the port side you see a 
  small island, or what passes for an island on this 
  plane. There is a structure on it. A tower constructed 
  of granite. Blue arcs of electricity crackle into the fog 
  from its rooftop lighting the area around it with blue-
  white flashes. 
   
  “We must hurry. The events in the Sultanate have 
  accelerated your condition. You do not have much 
  time.” As Aldair opens the door and extends the 
  gangplank to the solid rock surface, many other 
  Baklunish people are there to greet him. There are 
  many carts waiting to transport those that cannot 
  move on their own accord. “Do not be afraid, people. 
  These are acolytes of Istus and they will help you to 
  the tower. Please move as quickly as possible. This 
  ship will draw unwanted attention, so best not to 
  toddle. 
   
  As the acolytes help those that cannot move 
  themselves, Aldair ushers you into the tower. The 
  tower’s interior is spartan to say the least. Only 
  benches and straw mats litter the area creating a 
  triage centre or sorts. There are no items of 
  extravagance. Only a few ever-burning torches 
  provide light in this area. “The upper floors are where 
  we perform the ceremony to end the affliction. Down 
  here is where the former slaves will be tended too 
  before they can be prepared. This will be a long night, 
  then again, time moves differently here in the Astral 
  realm, Please, follow me and I will explain in detail 
  what is going on.” 
   
  Aldair leads you to the second level. Here the 
  bedding is a bit softer, but you do notice that the beds 
  also have restraints for the head, wrists and feet. 
  Aldair notices where your eyes are looking and begins 
  to explain “the ritual is volatile and subjects need to 
  be restrained, for their safety and the safety of the 
  clerics.” He leads you to a room to the north of the 
  tower. This room looks like a library has exploded! 
  Papers lie everywhere in massive piles. Tomes line 
  the shelves that stretch to the ceiling, some 15 feet 
  above your heads. “Please find a place to sit, he says 
  absently, and you are not sure if he even realizes that 
  any furniture in this room is buried under scrolls and 
  parchments. Something in the corner stirs and a cat, 
  silver in color stretches lazily from under a heap of 
  papers. 
   
  Aldair takes his seat in the only chair to be vacant 
  of papers and looks to you. “Many years ago we 
  noticed that many people were being taken by slavers 
  in Dhaybia. While a slave trade is normal in the city, 
  the fact that these slaves were never seen again was 
  not. Most slaves end up working for the old families 
  you see. Some sent north to the isles and some even 
  ferried off to the far corners of Oerth, but that is rare. 
  When Shyanne began to delve into the mystery she 
  was horrified to learn that the slaves were being sold 
  to the githyanki. And then we found out that the 
  githyanki are again just another step. The Neogi, foul 
  creatures of the Underdark and Astral plane, are the 
  true overlords. They have been experimenting on 
  these slaves. Twisting them and trying to interbreed 
  them with all manner of foul creatures from the outer 
  planes to the bowels of Oerth. To what end we still do 
  not know. What we do know is that they are now 
  using something that we never expected. Celestials. 
   
  Yes, the creatures growing in you are creatures of the 
  higher planes. Their essences captured by foul rituals 
  and then transplanted within you. Alchemical 
  cocktails and more dark sorcery twisted the once 
  goodly creature into the ones you may have faced 
  before. They erupt from their hosts in a frenzy. Their 
  minds dark and twisted by insanity. But there is hope. 
  If we can transform the creature back to its original 
  essence, there is a chance that it can be removed from 
  you, killing it or blended with you completely saving 
  it as well as yourself. Be warned. Both processes have 
  consequences, not the least being death to you and it. 
  The process is very volatile as I stated before. Many 
  have not survived. But some have.” 
   
  As Aldair states this you see a golden glint in his 
  eye that you did not notice before. 
   
  At this point the PC(s) will have several questions: 
   
  What kind of celestial? – The essences were drawn from 
  all manner of celestial. You may have the soul of a Solar 
  in your body for all we can tell. But alas, we cannot 
  determine exactly which essence you have. 
   
  What is involved in removing it? - We will attempt to 
  connect with the living essence and twist it back to its 
  good nature. If this is successful, the entity will sacrifice 
  itself to save you. But this may have lasting effects to you 
  that we cannot determine. Some have found themselves 
  Zef7-06 Deliverance 
   
  Page 10 
  
  to have less physical strength after, or even loose part of 
  their intellect.  
   
  What happens if I let it “blend” with me? – The entity 
  and yourself will merge, becoming one. At first it will be 
  a weaker part to your psyche, but in time you will take on 
  more of its celestial traits. This is of course if your body 
  can withstand the sudden shock of two minds co-
  habitating. 
   
  What would you suggest? – Well, I have always been 
  one for taking chances, but no matter what you decide, it 
  can mean death for you. The question you need to ask 
  yourself is do you want to rid yourself of a entity, thus 
  destroying a good creature, or let it merge with you and 
  become a force of good in these trying times (yes, Aldair 
  is bias and will work the guilt trip if he can. But under no 
  circumstance will he sway the PCs choice one way or 
  another. The player must make the choice on its own. 
  Under no circumstances are you, the DM, to persuade 
  the player either. You cannot give out any of the AR 
  information to them. This has to be a role-playing choice, 
  not a power gaming choice.) 
   
  After the PC has asked any questions they may have that 
  you want to or can answer they need to make their 
  decision. All players must make their decisions before 
  going onto the rituals. Once they make their minds they 
  cannot change them. Only hand out ARs once all the 
  rituals are complete. 
   
  THE RITUALS: REMOVAL 
   
  Aldair sighs heavily and shakes his head slowly. 
  He looks at you disappointedly, but shrugs his 
  shoulders. So be it. I will not persuade you to take up 
  the mantle of good. Heroes come in all sorts. I hope 
  your path leads you towards the righteous. He rings a 
  small bell that is on his desk. A moment later the door 
  to this library opens and an acolyte enters. “Please 
  take <PC names here> to the removal chamber and 
  prepare <him, her, them>.” The acolyte bows slightly 
  and motions you to follow him. 
   
  The acolyte takes you to a dimly lit room. The 
  smell of old blood and other bodily fluids assails you 
  as you enter. The light in this room is produced only 
  by a single ever burning torch, bathing the room in 
  shadows. A cold stone slab sits in the centre of the 
  room. It is stained with blood and the trails lead off 
  the side and into a drain below. Thick leather straps 
  are positioned to restrain the head, wrists and ankles 
  of the person on the slab. The acolyte motions you to 
  remove all of your clothing, gear and any magical 
  items. “it is necessary and the items will be safe, of 
  that I promise you.” 
   
  The stone is ice cold on your flesh. The acolyte 
  drapes a cloth over you. The wool itches and scratches 
  your skin. The acolyte begins to restrain you. First 
  your ankles are immobilized, pressing your calves to 
  the cold stone causing them to cramp. He then moves 
  to your wrists and tightens the restraints, causing the 
  blood to stop flowing to your hands giving you the 
  sensation of a thousand pins and needles attacking 
  your fingers and palms. Lastly he moves you your 
  head and straps the leather to your forehead. You try 
  to shut your eyes, but the force of the straps pulls 
  your skin so tightly that you cannot close them. Your 
  senses begin to pick up the sounds of the wails below 
  you, the smell of burning incense and the taste of 
  garlic fills your mouth. 
   
  You begin to hear chanting. Softly at first, but it 
  grows in your ears as if all the voices in Zeif were 
  chanting in your ears. You feel the sensation of your 
  blood slowly dripping from your ears. Then you feel 
  the hot sensation of a knife to your belly. It cuts and 
  slices for what seems to be an eternity. The chanting 
  picks up in pace and rhythm, the pounding in your 
  chest makes your heart skip several beats. You hear 
  the screams and wails from those below, but you 
  realize that it’s not coming from below, but from you! 
  And then it is over. The chanting fades from your ears 
  and the light in the room grows dim. The world 
  around you stops. As does your heartbeat…… 
   
  Continue with the Blending Ritual if any have chosen 
  that option. Yes, leave the player hanging at this point. 
  Once all PCs have made their choice you may then move 
  to the ending. 
   
  THE RITUALS: BLENDING 
   
  Aldair turns to you, obviously pleased with your 
  decision to accept the celestial into your being. 
  “Fabulous!” he beams. “I assure you, should you 
  survive, you will be pleased with the blending. Please 
  follow me.” With that he stands and ushers you into 
  another room. This room is brightly lit with golden 
  candles. The walls are made of the purest granite, 
  even more luxurious than the palace of the Sultan! 
  The bed you will rest upon is also lavish stuffed with 
  soft down and draped in silk. The restrains that you 
  seen on the beds outside are replaced with silk ropes 
  and padded with cloth. The room is warm and humid 
  and you begin to sweat immediately. “You will need 
  to remove all clothing, gear and magic items as they 
  can interfere with the process. Please be assured that 
  they will be taken care of and nothing will go 
  Zef7-06 Deliverance 
   
  Page 11 
  
  missing”. Doing as your told you lie on the bed and 
  are covered by a satin sheet of the purest white. 
   
  The acolytes begin to chant a rhythmic melody. 
  They sound as though the gates of the heavens 
  opened up and you can hear all of the celestials sing! 
  The song calms you. You begin to fall asleep. As you 
  drift into slumber you can hear a voice. It’s not 
  coming from anyone you know. You realize it’s the 
  voice of the celestial. At first it seems angry, enraged 
  and hurt. It tells you of your impending death and 
  that you should just give up and die. Then the words 
  become softer, gentler. You can feel the emotions of 
  the entity within you, merging with you. You begin to 
  convulse. “Your body was not ready” the entity 
  screams! “You have doomed us both!” Then you hear 
  nothing…….. 
   
  CONCLUSION 2: THE 
  AFTERMATH 
  Once all PCs have undergone the ritual the aftermath 
  happens. All PCs should be left wondering if they are 
  dead or alive. 
   
  At this juncture you need to roll d% for each PC. On a roll 
  of 01 the PC did die. The entity is dead as well if this 
  happens. A normal raise dead is available free of charge if 
  this happens. 
   
  Ritual: Removal – If the PC chose this option and does 
  not die, they are still in a state of shock. Their Strength 
  and Wisdom is reduced by 6. For each adventure played 
  they gain 1 point back. There is no way other than a wish 
  or miracle to remove this affliction. As well, their 
  alignment shifts to Neutral (CN, N or LN) for their 
  selfishness at allowing a good creature to sacrifice itself 
  for them. This can be atoned as per the spell. 
   
  Ritual: Blending – If the PC chose this option and 
  survived they are now a half-celestial – sort of. Over the 
  final year of the campaign they will evolve into the half-
  celestial template as outlined on the AR. There is a 
  burden to this as well. At 2, 4 and 6 months after the PC 
  must be given a level adjustment when determining APL 
  at a table. So a 6
  th level character in 6 months will be 
  considered a 10
  th level character for APL, but will only 
  receive GP and XP for the level they actually are (which 
  may put them at a penalty for playing out of tier) 
   
  PCs will then find themselves transported back to Zeif. 
  They will be set down near Zeir-i-Zeif and the adventure 
  is over. 
   
  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. 
   
  1: Shell Game 
  Get past the elementals 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
   
  2: Bounce 
  Defeat the maze stalkers 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  5: And We’re Outta Here! 
  Defeat the slavers 
  APL 6  
  300 XP 
  APL 8  
  360 XP 
  APL 10  
  420 XP 
  APL 12  
  480 XP 
   
  Story Award 
  Objective(s) met: 
  APL 6  
    90 XP 
  APL 8  
  112 XP 
  APL 10  
  135 XP 
  APL 12  
  157 XP 
   
  Discretionary role-playing award 
  APL 6  
    90 XP 
  APL 8  
  113 XP 
  APL 10  
  135 XP 
  APL 12  
  157 XP 
   
  Total Possible Experience 
  APL 6  
    900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 12  
  1575 XP 
   
  Optional Encounter 
  APL 6  
  450 XP 
  APL 8  
  563 XP 
  APL 10  
  675 XP 
  Zef7-06 Deliverance 
   
  Page 12 
  
  APL 12  
  788 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  2: Bounce 
   
  APL 4: Loot 75 gp; Total 75 gp. 
   
  APL 6: Loot 150 gp; Total 150 gp. 
   
  APL 8: Loot 150 gp; Total 150 gp. 
   
  APL 10: Loot 225 gp; Total 225 gp. 
   
  APL 12: Loot 225 gp; Total 225 gp. 
   
  5: and we’re outta here! 
   
  APL 6: Loot 125 gp; Magic 2395 gp; +1 silver 
  greatsword (195 gp), +1 lance (190 gp), +1 merciful whip 
  (692 gp), armband of elusive action (67 gp), +1 ring of 
  protection (166 gp) , wand of magic missile (3
  rd level 
  caster 22 charges) (75 gp), bracers of arcane freedom (191 
  gp), belt of one mighty blow (125 gp), +1 merciful spiked 
  chain (694 gp); Total 2520 gp. 
   
  APL 8: Loot 125 gp; Magic 2712 gp; +1 full plate (208 
  gp), +1 silver greatsword (195 gp), +1 lance (190 gp), +1 
  merciful whip (692 gp), armband of elusive action (67 
  gp), wand of magic missile (5th level caster 22 charges) 
  (125 gp), meta-magic rod of substitution (lesser) (225 gp), 
  bracers of arcane freedom (191 gp), belt of one mighty 
  blow (125 gp), +1 merciful spiked chain (694 gp); Total 
  2837 gp. 
   
  APL 10: Loot 125 gp; Magic 3769 gp; +1 full plate 
  (208 gp), +2 silver greatsword (695 gp), +1 lance (190 gp), 
  ring of protection +2 (333 gp), amulet of natural armor +1 
  (166 gp), armband of elusive action (67 gp), Meta-magic 
  rod of substitution (875 gp), wand of magic missile (7th 
  level caster 22 charges) (225 gp), bracers of arcane 
  freedom (191 gp), belt of one mighty blow (125 gp), +1 
  merciful spiked chain (694 gp); Total 3894 gp.  
   
  APL 12: Loot 125 gp; Magic 6629 gp; +1 full plate 
  (208 gp), +2 silver greatsword (695 gp), +1 unholy lance 
  (1525 gp), +1 merciful whip (692 gp), ring of protection 
  +2 (333 gp), amulet of natural armor +1 (166 gp), armband 
  of elusive action (67 gp),  wand of magic missile (9th level 
  caster 22 charges) (225 gp), meta-magic rod of 
  substitution (875 gp), bracers of arcane freedom (191 gp), 
  belt of one mighty blow (125 gp), +2 merciful spiked 
  chain (1527 gp); Total 6754 gp. 
   
  Treasure Cap 
   
  APL 6: 900 gp  
   
  APL 8: 1300 gp 
   
  APL 10: 2300 gp 
   
  APL 12: 3300 gp 
   
  Optional Encounter Cap 
   
  APL 6: 450 gp  
   
  APL 8: 650 gp 
   
  APL 10: 1150 gp 
   
  APL 12: 1650 gp 
   
   
  Total Possible Treasure 
   
  APL 6:   2595 gp 
   
   
  APL 8:   2987 gp 
   
  APL 10: 4119 gp 
   
  APL 12:  6979 gp 
   
  Zef7-06 Deliverance 
   
  Page 13 
  
  ADVENTURE RECORD ITEMS 
  Favor of Shyanne: The service you have performed will 
  cripple the slavers. Shyanne is extremely pleased and 
  offers to get you one of the following items at 25% off: 
  earthplate armor (MIC), tigerskin armor (MIC), blazing 
  skylance (MIC), crystal echoblade (MIC), the fist (MIC), 
  swordbow (MIC),  
   
  Major Enmity with the Slavers: You have proven to be a 
  major threat to the slavers. Therefore in any further 
  encounter with them, they no longer deal non-lethal 
  damage to you or any of your companions. Furthermore, 
  their hate for you confers to them a +2 attack and damage 
  bonus versus you (not your companions). They attempt 
  to kill you first targeting all spells and attacks that they 
  can at you. 
   
  Favor of Aldair: In helping to free the slaves and taking 
  them to safety. Aldair is extremely pleased and offers you 
  access to one of the following items (You must pay the 
  cost): amulet of emergency healing (MIC), angelhelm 
  (MIC), ring of arcane supremacy (CM), rod of arcane 
  precision (CM) 
   
  The Lady of Fate is pleased: By rescuing the slaves from 
  a fate worse than death the Lady of Fate (Istus) will repay 
  you in kind. Once in your life if you are dealt enough 
  damage to kill you (-10 hp) the lady will use her power to 
  keep you at -9 and stable. If the effect is from a spell 
  where you must save or die (example, finger of death) 
  you instead are brought to -9 and stable. If the cause of 
  death is a poison or disease your ability score (Con and/or 
  CHA) will be kept at 1 and the poison or disease will be 
  removed. The lady is fickle though and you may need to 
  repay her in some other way later. 
   
  ITEM ACCESS 
  APL 6: 
  Armband of elusive action (Adventure, MIC) 
  +1 Merciful whip (Adventure, 8301gp) 
  Wand magic missiles (3
  rd) -20 charges (Adventure, 900gp) 
  Meta-magic 
  rod 
  non-lethal 
  substitution, 
  lesser 
  (Adventure, 2700gp) 
  +1 Merciful spiked chain (Adventure, 8325gp) 
  Acid Bullet (Adventure, Arms and Equipment Guide) 
   
  APL 8 (all of APL 6 plus the following): 
  Bracers of arcane freedom (Adventure, MIC) 
  Belt of one mighty blow (Adventure, MIC) 
  Wand magic missiles (5
  th) -20 charges (Adventure, 
  1500gp) 
   
  APL 10 (all of APLs 6-8 plus the following): 
  Wand magic missiles (7
  th) -20 charges (Adventure, 
  2700gp) 
  +2 Silvered greatsword (Adventure 8430gp) 
  Meta-magic rod non-lethal substitution (Adventure, 
  10,500gp) 
   
  APL 12 (all of APLs 6-10 plus the following): 
  Wand of magic missiles (9
  th) -20 charges (Adventure, 
  2,700gp) 
  +2 Unholy lance (Adventure 18310gp) 
   
  ADVENTURE RECORD ITEMS: 
  OPTIONAL ENCOUNTER 
  Ritual of Blending: You have decided to blend with the 
  creature in your belly and survived. For that you gain the 
  following:  
   
  Immediately:  
  • 
  Ability to use Daylight 1/day 
  • 
  Natural Armor bonus +1 
  • 
  Smite Evil 1/day 
  • 
  Spell Like abilities Up to 4HD (refer to chart in 
  MM page 145) 
  • 
  Darkvision 60’ 
  • 
  Int increase +2 
   
  2 months from date of AR: 
  • 
  Spell Like abilities Up to 6HD (refer to chart in 
  MM page 145) 
  • 
  Immunity to disease 
  • 
  Wis +4 
  • 
  Considered Level +1 for APL determination. 
  Still receives XP & GP for actual character level 
   
  3 months from date of AR: 
  • 
  Spell Like abilities Up to 8HD (refer to chart in 
  MM page 145) 
  • 
  Damage reduction 5/magic (under 11HD) or 
  10/magic (12HD and over) 
  • 
  +4 racial bonus to saves vs. poison 
  • 
  Cha +4 
  • 
  Considered Level +2 for APL determination. 
  Still receives XP & GP for actual character level 
   
  4 months from date of AR: 
  • 
  Spell Like abilities Up to 10HD (refer to chart in 
  MM page 145) 
  • 
  Smite Evil 2/day 
  • 
  Resistance to acid 10 
  • 
  Dex +2 
  Zef7-06 Deliverance 
   
  Page 14 
  
  • 
  Considered Level +3 for APL determination. 
  Still receives XP & GP for actual character level 
   
  5 months from date of AR: 
  • 
  Spell Like abilities Up to 14HD (refer to chart in 
  MM page 145) 
  • 
  Resistance to cold 10 
  • 
  Con +4 
  • 
  Considered Level +4 for APL determination. 
  Still receives XP & GP for actual character level 
   
  6 months from date of AR: 
  • 
  Spell Like abilities Up to 16HD (refer to chart in 
  MM page 145) 
  • 
  Resistance to electricity 10 
  • 
  Spell Resistance HD+10 
  • 
  Str increase +4 
   
  Ritual: Removal – You chose this option and you did not 
  die, but you are still in a state of shock. Your Strength and 
  Wisdom is reduced by 6. For each adventure played you 
  gain 1 point back. There is no way other than a wish or 
  miracle to remove this affliction. As well, your alignment 
  shifts to Neutral (CN, N or LN) for their selfishness at 
  allowing a good creature to sacrifice itself for you. This 
  can be atoned as per the spell. 
  Zef7-06 Deliverance 
   
  Page 15 
  
  Zef7-06 Deliverance 
   
  Page 16 
  APPENDIX 1: APL 6
  1: SHELL GAME 
   
   
   
  Grinder LARGE EARTH ELEMENTAL CR 6 
  N Large elemental (earth, extraplanar) 
  Init -1; Senses darkvision 60 ft.; Listen +6, Spot +12 
  Languages terran 
  AC 18, touch 8, flat-footed 18 
       (-1 size, -1 Dex, +10 natural) 
  hp 127 (15 HD); DR 5/- 
  Fort +13, Ref +4, Will +5 
  Speed 20 ft. (4 squares) 
  Melee 2 slams +18 (2d8+8) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +11; Grp +23 
  Atk Options Cleave, Great Cleave, Power Attack 
  Special Actions Earth mastery, push 
  Abilities Str 26, Dex 8, Con 19, Int 6, Wis 11, Cha 11 
  SQ earth glide, elemental traits 
  Feats Cleave, Great Cleave, Power Attack 
  Skills Listen +6, Spot +12 
  Advancement 9-15 HD (Large) 
   
  2: BOUNCE 
  K E Z H G O R AD,  T H E  M AZ E  S T AL K E R 
  CR  5 
  Male githyanki rogue 3 / duskblade 1 
  LE Medium humanoid (extraplanar, psionic) 
  Init +4; Senses Listen -2, Spot +2; Darkvision 60 feet 
  Languages Common, Githyanki, Undercommon  
  AC 18, touch 14, flat-footed 14 
   (+4 Dex, +3 armor, +1 shield); +1 vs. traps; +1 vs. 
  Dodge opponent 
  hp 28 (4 HD) 
  Resist evasion; SR 9 
  Fort +5, Ref +7 (+8 vs. traps), Will +1; 
  Speed 30 ft. in masterwork studded leather (6 
  squares; 
  Ranged Touch acid bullet +7 (1 acid) or 
  Melee masterwork dagger +5 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Atk Options Point Blank Shot, sneak attack +2d6 
  Special Actions psionics 
  Combat Gear antitoxin (3 vials) 
  Duskblade Spells Known (CL 1st): 
   1st (3/day)—ray of enfeeblement, true strike 
   0 (3/day)—acid splash, ray of frost 
  Spell-Like Abilities (psionics) (CL 4th): 
   2nd—blur (3/day) 
   0—daze (3/day; DC 10), mage hand (3/day) 
  Spell-Like Abilities (CL 1st): 
   0—dancing lights, detect magic, flare (DC 10), 
  ghost sound (DC 10), read magic; (combined 
  total 5/day) 
  Abilities Str 13, Dex 18, Con 14, Int 14, Wis 6, Cha 
  10 
  SQ trapfinding, armored mage (light) 
  Feats Dodge, Point Blank Shot 
  Skills Balance +12, Bluff +6, Disguise +4, Escape 
  Artist +10, Hide +11, Jump +9, Knowledge 
  (architecture & engineering) +9, Move Silently +11, 
  Spot +2, Tumble +13 
  Possessions combat gear plus 20 corrosive acid 
  bullets*, masterwork dagger, masterwork studded 
  leather, masterwork buckler 
  Armored Mage (Ex) Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, 
  which can cause spells to fail if those spells have a 
  somatic component. The maze stalker’s limited 
  focus and specialized training, however, allow him 
  to avoid arcane spell failure so long as he sticks to 
  light armor and light shields. 
  * see Appendix 2: New Rules Items 
   
  5: AND WE’RE OUTTA HERE! 
  S H O C K  T R O O P E R 
  CR  5 
  Male Githyanki Ftr4 
  CE Medium Humanoid (Extraplanar) 
  Init +0; Senses Darkvision 60ft, Listen -1, Spot -1 
  Aura Faint Evil 
  Languages Common, Githyanki, Undercommon 
  AC 15 (+5 armor), touch 10, flat-footed 15;  
  hp 40 (4 HD);  
  Resist; SR 9 
  Fort +7 Ref +1, Will +0Speed 20 ft. in Chainmail (4 
  squares), base movement 30 ft.;  
  Melee +1 Silver Greatsword +8 (2d6+4; 19-20/x2), or 
  +8 lance (1d8+3 x3) or +1 Merciful Whip +8 
  (1d3+1d6+1; 20/x2; non-lethal) or +7 spiked 
  gauntlets (1d6+3 20x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Atk Options Power Attack, Cleave, Improved Sunder 
  Special Actions Ride-by attack 
  Spell-Like Abilities (CL 4th DC=12 + Spell Level): 
   2nd— blur 3/day 
   1st— daze 3/day, mage hand 3/day 
  �Already cast 
  Abilities Str 16, Dex 10, Con 16, Int 10, Wis 9, Cha 
  14; 
  SQ Darkvision, Psionics,  
  Feats Mounted Combat, Ride-by attack, Power 
  Attack, Cleave, Improved Sunder.  
  Skills Hide -1, Knowledge (religion) +1, Ride +4. 
  Possessions 
  Masterwork 
  Chainmail, 
  +1 
  silver 
  greatsword, +1 lance, +1 merciful whip, armband of 
  elusive action* 
  * See Appendix 2: New Rules Items 
   
  
   
  MEGARAPTOR CR 6 
  Always N Large animal 
  Init +2; Senses low-light vision, scent; Listen +12, 
  Spot +12 
  Languages see text 
  AC 17, touch 11, flat-footed 15 
       (-1 size, +2 Dex, +6 natural) 
  hp 98 (10 HD) 
  Fort +12, Ref +9, Will +5 
  Speed 60 ft. (12 squares); Run 
  Melee talons +12 (2d6+5) and 
      2 foreclaws +6 (1d4+2) and 
      bite +6 (1d8+2) 
  Space 10 ft; Reach 5 ft. 
  Base Atk +7; Grp +16 
  Special Actions Pounce 
  Abilities Str 21, Dex 15, Con 21, Int 2, Wis 15, 
  Cha 10 
  Feats Improved Natural Attack (talon), Run, 
  Toughness, Track 
  Skills Hide +9, Jump +29, Listen +12, Spot +12, 
  Survival +12 
   
  S L AV E  C O N T R O L L E R 
  CR  
  5  
  G I TH Y AN K I  W I Z ARD 
  Male Githyanki Wizard 4 
  NE Medium Humanoid (Extraplanar) 
  Init +2; Senses Listen +2, Spot +2, Darkvision 60’ 
  Aura Faint Evil 
  Languages Common, Githyanki, Undercommon 
  AC 21, touch 13, flat-footed 19 
   (+2 Dex, +4 armor, +4 shield, +1 deflection) 
  Miss Chance20% (If Blur is active) 
  hp 34 (4 HD); False life (9 temp already included) 
  SR 9 
  Fort +4, Ref +5, Will +4 
  Speed 30 ft. (6 squares) 
  Melee dagger +3 (1d4/19-20) or +2 touch spell (per 
  spell) 
  Ranged ray attack +4 (per spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Special Actions Psionics 
  Combat Gear wand of magic missile (3rd level caster 
  22 charges) 
   Wizard Spells Prepared (CL 4th): 
   2nd—false life, see invisibility, web (DC16) 
   1st— chill touch, mage armor, ray of enfeeblement, 
  shield 
   0— detect magic, disrupt undead, flare, touch of 
  fatigue (2) 
  Spell-Like Abilities (CL 4th DC=12 + Spell Level): 
   2nd— blur 3/day 
   1st— daze 3/day, mage hand 3/day 
  �Already cast 
  Abilities Str 10, Dex 15, Con 16, Int 16, Wis 10, Cha 
  8  
  Feats Combat Casting, Extended Spell, Scribe Scroll 
  Skills Concentration +10 (+14), Knowledge (arcana) 
  +8, Knowledge (the planes) +7, Spellcraft +12, 
  Spot +3 
  Possessions combat gear, weasel familiar, +1 ring of 
  protection, masterwork dagger, bracers of arcane 
  freedom* 
  Spellbook spells prepared plus 0— acid spash, 
  arcane mark, dancing lights, detect poison, light, 
  mending, message, open/close, prestidigitation, ray 
  of frost, read magic, resistance; 1—magic missile, 
  obscuring mist, shocking grasp; 2 – gust of wind, 
  Melf’s acid arrow, protection from arrows, resist 
  energy;  
  * See Appendix 2: New Rules Items 
   
  Advanced UMBER HULK CR 7 
  Usually CE Large aberration 
  Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Listen +11, Spot +0 
  Languages Undercommon 
  AC 19, touch 10, flat-footed 18 
       (-1 size, +1 Dex, +9 natural) 
  hp 96 (11 HD) 
  Fort +9, Ref +4, Will +7 
  Speed 20 ft. (4 squares), burrow 20 ft. 
  Melee 2 claws +13 (2d4+6) and 
      bite +11 (2d8+3) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +8; Grp +18 
  Special Actions Confusing gaze 
  Abilities Str 23, Dex 13, Con 19, Int 11, Wis 11, Cha 
  13 
  Feats Great Fortitude, Improved Natural Armor, 
  Multiattack, Toughness 
  Skills Climb +15, Jump +8, Listen +11 
   
  S L AV E  D R I V E R 
  CR  5 
  Male githyanki rogue 3 / duskblade 1 
  LE Medium humanoid (extraplanar, psionic) 
  Init +4; Senses Listen -2, Spot +2; Darkvision 60 feet 
  Languages Common, Githyanki, Undercommon  
  AC 16, touch 14, flat-footed 14 
   (+4 Dex, +3 armor, +1 shield); +1 vs. traps; +1 vs. 
  Dodge opponent 
  hp 28 (4 HD) 
  SR 9 
  Fort +5, Ref +7 (+8 vs. traps), Will +1; 
  Speed 30 ft. in masterwork studded leather (6 
  squares; 
  Melee +1 merciful spiked chain +5 (2d4+2 + 1d6 non-
  lethal) 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +3; Grp +4 
  Atk Options sneak attack +2d6 
  Special Actions psionics 
  Duskblade Spells Known (CL 1st): 
   1st (3/day)—ray of enfeeblement, true strike 
  Zef7-06 Deliverance 
   
  Page 17 
  
   0 (3/day)—acid splash, ray of frost 
  Spell-Like Abilities (psionics) (CL 4th): 
   2nd—blur (3/day) 
   0—daze (3/day; DC 10), mage hand (3/day) 
  Spell-Like Abilities (CL 1st): 
   0—dancing lights, detect magic, flare (DC 10), 
  ghost sound (DC 10), read magic; (combined 
  total 5/day) 
  Abilities Str 13, Dex 18, Con 14, Int 14, Wis 6, Cha 
  10 
  SQ trapfinding, armored mage (light), evasion 
  Feats Combat Expertise, Exotic Weapon Proficiency 
  (Spiked Chain) 
  Skills Balance +12, Climb +7, Concentration +6, 
  Disguise +6, Escape Artist¹ +10, Hide¹ +10, 
  Intimidate¹ +6, Listen¹ +4, Move Silently¹ +10, 
  Spot¹ +4, Tumble +10. 
  Possessions combat gear, masterwork dagger, 
  masterwork studded leather, masterwork buckler, 
  belt of one mighty blow*, +1 merciful spiked chain 
  Armored Mage (Ex) Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, which 
  can cause spells to fail if those spells have a somatic 
  component. The maze stalker’s limited focus and 
  specialized training, however, allow him to avoid 
  arcane spell failure so long as he sticks to light armor 
  and light shields 
  * See Appendix 2: New Rules Items 
  Zef7-06 Deliverance 
   
  Page 18 
  
  Zef7-06 Deliverance 
   
  Page 19 
  APL 8 
  1: SHELL GAME 
  Grinder HUGE EARTH ELEMENTAL CR 8 
  Usually N Huge elemental (earth, extraplanar) 
  Init -1; Senses darkvision 60 ft.; Listen +10, Spot +9 
  Languages terran 
  AC 18, touch 7, flat-footed 18 
       (-2 size, -1 Dex, +11 natural) 
  hp 190 (20 HD); DR 5/- 
  Fort +17, Ref +5, Will +8 
  Speed 30 ft. (6 squares) 
  Melee 2 slams +23 (2d10+10) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +15; Grp +33 
  Atk Options Cleave, Great Cleave, Improved Bull 
  Rush, Power Attack 
  Special Actions Earth mastery, push 
  Abilities Str 30, Dex 8, Con 21, Int 6, Wis 11, Cha 11 
  SQ earth glide, elemental traits 
  Feats Awesome Blow, Cleave, Great Cleave, Improved 
  Bull Rush, Iron Will, Power Attack 
  Skills Listen +10, Spot +9 
   
   
  2: BOUNCE 
  K E Z H G O R AD 
  AN D  
  M AH AB O E T H,  
  T H E  
  M AZ E  
  S T AL K E R S 
  CR  7 
  Male githyanki rogue 5 / duskblade 1 
  LE Medium humanoid (extraplanar, psionic) 
  Init +4; Senses Listen -2, Spot +3; Darkvision 60 feet 
  Languages Common, Githyanki, Undercommon  
  AC 18, touch 14, flat-footed 18 
   (+4 Dex, +3 armor, +1 shield); +1 vs. traps; +1 vs. 
  Dodge opponent; +4 Mobility 
  hp 40 (6 HD) 
  Resist evasion; SR 11 
  Fort +5, Ref +8 (+9 vs. traps), Will +1; 
  Speed 30 ft. in masterwork studded leather (6 
  squares; 
  Ranged Touch acid bullet +8 (1 acid) or 
  Melee masterwork dagger +6 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Atk Options Point Blank Shot, sneak attack +3d6 
  Special Actions psionics 
  Combat Gear antitoxin (3 vials) 
  Duskblade Spells Known (CL 1st): 
   1st (3/day)—ray of enfeeblement, true strike 
   0 (3/day)—acid splash, ray of frost 
  Spell-Like Abilities (psionics) (CL 6th): 
   4th—dimension door (3/day) 
   2nd—blur (3/day) 
   0—daze (3/day; DC 10), mage hand (3/day) 
  Spell-Like Abilities (CL 1st): 
   0—dancing lights, detect magic, flare (DC 10), 
  ghost sound (DC 10), read magic; (combined 
  total 5/day) 
  Abilities Str 13, Dex 18, Con 14, Int 14, Wis 6, Cha 
  10 
  SQ trapfinding, armored mage (light), uncanny dodge 
  Feats Dodge, Mobility, Point Blank Shot 
  Skills Balance +15, Bluff +9, Disguise +4, Escape 
  Artist +13, Hide +13, Jump +9, Knowledge 
  (architecture & engineering) +11, Move Silently 
  +13, Spot +3, Tumble +15 
  Possessions combat gear plus 20 acid bullets* (in 
  stone holster), masterwork dagger, masterwork 
  studded leather, masterwork buckler,  
  Armored Mage (Ex) Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, 
  which can cause spells to fail if those spells have a 
  somatic component. The maze stalker’s limited 
  focus and specialized training, however, allow him 
  to avoid arcane spell failure so long as he sticks to 
  light armor and light shields. 
  * see Appendix 2: New Rules Items 
   
  5: AND WE’RE OUTTA HERE! 
  S L AV E  S H I P  G UARDS 
  CR  7 
  Male Githyanki Ftr6 
  CE Medium Humanoid (Extraplanar) 
  Init +0; Senses Darkvision 60ft, Listen -1, Spot -1 
  Aura Faint Evil 
  Languages Common, Githyanki, Undercommon 
  AC 20 (+9 armor, +1 Deflection), touch 11, flat-footed 
  20;  
  hp 58 (6 HD);  
  SR 11 
  Fort +8 Ref +2, Will +1Speed 20 ft. in Full Plate (4 
  squares), base movement 30 ft.;  
  Melee +1 silver greatsword +11/+6 (2d6+6; 19-20/x2) 
  or +1 lance +9 (1d8+3 x3) +1 merciful whip +9/+4 
  (1d3+1d6+1; 20/x2; subdual) or +9 Spiked 
  Gauntlets (1d6+3 20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Power Attack, Cleave, Improved Sunder 
  Special Actions Ride by Attack 
  Spell-Like Abilities (CL 6th DC=12 + Spell Level): 
   3rd— Dimension Door 3/day  
   2nd— Blur 3/day 
   1st— Daze 3/day, Mage Hand 3/day 
  �Already cast 
  Abilities Str 16(+3), Dex 10(+0), Con 16(+3), Int 
  10(+0), Wis 9(-1), Cha 14(+2); 
  SQ Darkvision, Psionics,  
  Feats Mounted Combat, Ride-by Attack, Power 
  Attack, Cleave, Improved Sunder, Weapon Focus 
  (Greatsword), 
  Weapon 
  Specialization 
  (Greatsword).  
  Skills Hide -1, Knowledge (religion) +6, Ride +6. 
  
  Possessions +1 full plate, +1 silver greatsword, +1 
  merciful whip, +1 lance, armband of elusive action* 
  * See Appendix 2: New Rules Items 
   
  HALF-DRAGON MEGARAPTOR CR 8 
  Red Large dragon (augmented animal) 
  Init +2; Senses darkvision 60 ft., low-light vision, 
  scent; Listen +18, Spot +18 
  Languages see text 
  AC 21, touch 11, flat-footed 19 
       (-1 size, +2 Dex, +10 natural) 
  hp 118 (10 HD) 
  Immune paralysis, sleep; fire 
  Fort +13, Ref +9, Will +5 
  Speed 60 ft. (12 squares), fly 120 ft. (average); Run
  Melee talons +15 (2d6+9) and 
      2 foreclaws +10 (1d4+4) and 
      bite +10 (1d8+4) 
  Melee 2 claws +15 (1d6+9) and 
      bite +10 (1d8+4) 
  Space 10 ft; Reach 5 ft. 
  Base Atk +7; Grp +20 
  Special Actions Pounce, breath weapon (6d8 cone 
  3-‘ long REF 21) 1/day 
  Abilities Str 29, Dex 15, Con 23, Int 4, Wis 15, Cha 
  12 
  Feats Improved Natural Attack (talon), Run, 
  Toughness, Track 
  Skills Balance +6, Hide +9, Jump +57, Listen +18, 
  Spot +18, Survival +14 
   
  S L AV E  C O N T R O L L E R 
  CR  
  7  
  G I TH Y AN K I  W I Z ARD 
  Male Githyanki Wizard 6 
  NE Medium Humanoid (Extraplanar) 
  Init +2; Senses Listen +2, Spot +3, Darkvision 60’ 
  Aura Faint Evil 
  Languages Common, Githyanki, Undercommon 
  AC 21, touch 13, flat-footed 19 
   (+2 Dex, +4 armor, +4 shield, +1 deflection) 
  Miss Chance20% (If blur is active) 
  hp 48 (6 HD); false life (11 temp already included) 
  SR 11 
  Fort +5, Ref +6, Will +5 
  Speed 30 ft. (6 squares) 
  Melee dagger +3 (1d4/19-20) or +3 touch spell 
  Ranged ray attack +5 (per spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Atk Options None 
  Special Actions Psionics 
  Combat Gear wand of magic missile (5th level caster 
  22 charges),  
  Wizard Spells Prepared (CL 6th): 
   3rd – fireball (DC17), fly, haste 
  2nd— false life, scorching ray (DC 15), see 
  invisibility, Extended shield  
   1st— chill touch, mage armor, magic missile, ray of 
  enfeeblement,  
   0— detect magic, disrupt undead, flare, touch of 
  fatigue (2) 
  Spell-Like Abilities (CL 6th DC=9 + Spell Level): 
   3rd— dimension door 3/day  
   2nd— blur 3/day 
   1st— daze 3/day, mage hand 3/day 
  �Already cast 
  Abilities Str 10, Dex 15, Con 16, Int 16, Wis 10, Cha 
  8  
  Feats Combat Casting, Extend Spell, Scribe Scroll 
  Skills Concentration +10 (+14), Knowledge (arcana) 
  +8, Knowledge (the planes) +7, Spellcraft +12, 
  Spot +3 
  Possessions combat gear, +1 ring of protection, 
  masterwork dagger, meta-magic rod of substitution 
  (lesser), bracers of arcane freedom* 
  Spellbook spells prepared plus 0— acid splash, 
  arcane mark, dancing lights, detect poison, light, 
  mending, message, open/close, prestidigitation, ray 
  of frost, read magic, resistance; 1—magic missile, 
  obscuring mist, shocking grasp; 2 – gust of wind, 
  Melf’s acid arrow, protection from arrows, resist 
  energy; 3- displacement; 
  * See Appendix 2: New Rules Items 
   
  Advanced UMBER HULK CR 9 
  Usually CE Huge aberration 
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Listen +22, Spot +0 
  Languages Undercommon 
  AC 20, touch 8, flat-footed 20 
       (-2 size, +12 natural) 
  hp 240 (19 HD) 
  Fort +15, Ref +8, Will +11 
  Speed 20 ft. (4 squares), burrow 20 ft. 
  Melee 2 claws +23 (2d6+11) and 
      bite +21 (3d8+5) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +14; Grp +33 
  Atk Options Power Attack 
  Special Actions Confusing gaze 
  Abilities Str 32, Dex 11, Con 24, Int 11, Wis 11, Cha 
  13 
  Feats Great Fortitude, Improved Natural Armor, 
  Improved Toughness, Lightning Reflexes, 
  Multiattack,  Power Attack, Toughness 
  Skills Climb +18, Jump +10, Listen +22 
   
  S L AV E  D R I V E R 
  CR  7 
  Male githyanki rogue 5 / duskblade 1 
  LE Medium humanoid (extraplanar, psionic) 
  Init +4; Senses Listen -2, Spot +3; Darkvision 60 feet 
  Languages Common, Githyanki, Undercommon  
  AC 18, touch 14, flat-footed 18 
   (+4 Dex, +3 armor, +1 shield); +1 vs. traps; +1 vs. 
  Dodge opponent; +4 Mobility 
  Zef7-06 Deliverance 
   
  Page 20 
  
  Zef7-06 Deliverance 
   
  Page 21 
  hp 40 (6 HD) 
  Resist evasion; SR 11 
  Fort +5, Ref +8 (+9 vs. traps), Will +1; 
  Speed 30 ft. in masterwork studded leather (6 
  squares; 
  Melee +1 merciful spiked chain +6 (2d4+2 +1d6 non-
  lethal) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Atk Options sneak attack +3d6, Improved Disarm 
  (+16) 
  Special Actions psionics 
  Duskblade Spells Known (CL 1st): 
   1st (3/day)—ray of enfeeblement, true strike 
   0 (3/day)—acid splash, ray of frost 
  Spell-Like Abilities (psionics) (CL 6th): 
   4th—dimension door (3/day) 
   2nd—blur (3/day) 
   0—daze (3/day; DC 10), mage hand (3/day) 
  Spell-Like Abilities (CL 1st): 
   0—dancing lights, detect magic, flare (DC 10), 
  ghost sound (DC 10), read magic; (combined 
  total 5/day) 
  Abilities Str 13, Dex 18, Con 14, Int 14, Wis 6, Cha 
  10 
  SQ trapfinding, armored mage (light), uncanny dodge 
  Feats Combat Expertise, Exotic Weapon Proficiency 
  (Spiked Chain), Improved Disarm 
  Skills Balance +12, Climb +7, Concentration +6, 
  Disguise +6, Escape Artist +12, Hide¹ +12, 
  Intimidate¹ +8, Listen¹ +6, Move Silently¹ +12, 
  Spot¹ +6, Tumble +12, Use Magic Device +6 
  Possessions combat gear. masterwork dagger, 
  masterwork studded leather, masterwork buckler, 
  belt of one mighty blow*, +1 merciful spiked chain 
  Armored Mage (Ex) Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, 
  which can cause spells to fail if those spells have a 
  somatic component. The maze stalker’s limited 
  focus and specialized training, however, allow him 
  to avoid arcane spell failure so long as he sticks to 
  light armor and light shields. 
  * See Appendix 2: New Rules Items 
   
   
  
  APL 10 
  1: SHELL GAME 
  Grinder GREATER EARTH ELEMENTAL CR 9 
  Usually N Huge elemental (earth, extraplanar) 
  Init -1; Senses darkvision 60 ft.; Listen +14, Spot +14 
  Languages terran 
  AC 20, touch 7, flat-footed 20 
       (-2 size, -1 Dex, +13 natural) 
  hp 218 (23 HD); DR 10/- 
  Fort +18, Ref +6, Will +9 
  Speed 30 ft. (6 squares) 
  Melee 2 slams +25 (2d10+10) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +17; Grp +35 
  Atk Options Cleave, Great Cleave, Improved Bull 
  Rush, Improved Sunder, Power Attack 
  Special Actions Earth mastery, push 
  Abilities Str 31, Dex 8, Con 21, Int 8, Wis 11, Cha 11 
  SQ earth glide, elemental traits 
  Feats Alertness, Awesome Blow, Cleave, Great 
  Cleave, Improved Bull Rush, Improved Sunder, Iron 
  Will, 
       Power Attack 
  Skills Listen +14, Spot +14 
   
  Smasher HUGE EARTH ELEMENTAL CR 7 
  Usually N Huge elemental (earth, extraplanar) 
  Init -1; Senses darkvision 60 ft.; Listen +10, Spot +9 
  Languages terran 
  AC 18, touch 7, flat-footed 18 
       (-2 size, -1 Dex, +11 natural) 
  hp 180 (19 HD); DR 5/- 
  Fort +16, Ref +5, Will +8 
  Speed 30 ft. (6 squares) 
  Melee 2 slams +21 (2d10+9) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +14; Grp +31 
  Atk Options Cleave, Great Cleave, Improved Bull 
  Rush, Power Attack 
  Special Actions Earth mastery, push 
  Abilities Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11 
  SQ earth glide, elemental traits 
  Feats Awesome Blow, Cleave, Great Cleave, Improved 
  Bull Rush, Iron Will, Power Attack 
  Skills Listen +10, Spot +9 
   
  2: BOUNCE 
  K E Z H G O R AD,  M AH AB O E T H,  
  AND K E L Z I D I V E H  
  T H E  M AZE  S T AL K E R S 
  CR  8 
  Male githyanki rogue 5 / duskblade 1 / assassin 1 
  LE Medium humanoid (extraplanar, psionic) 
  Init +4; Senses Listen -2, Spot +3; Darkvision 60 feet 
  Languages Common, Githyanki, Undercommon  
  AC 18, touch 14, flat-footed 18 
   (+4 Dex, +3 armor, +1 shield); +1 vs. traps; +1 vs. 
  Dodge opponent; +4 Mobility 
  hp 47 (7 HD) 
  Resist evasion; SR 12 
  Fort +5, Ref +10 (+11 vs. traps), Will +1; 
  Speed 30 ft. in masterwork studded leather (6 
  squares; 
  Ranged Touch acid bullet +8 (1 acid) or 
  Melee masterwork dagger +6 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Atk Options Point Blank Shot, sneak attack +4d6, 
  death attack 
  Special Actions psionics 
  Combat Gear antitoxin (3 vials) 
  Assassin Spells Known (CL 1st; spell failure 5%): 
   1st (1/day)—jump, obscuring mist 
  Duskblade Spells Known (CL 1st): 
   1st (3/day)—ray of enfeeblement, true strike 
   0 (3/day)—acid splash, ray of frost 
  Spell-Like Abilities (psionics) (CL 7th): 
   4th—dimension door (3/day) 
   2nd—blur (3/day) 
   0—daze (3/day; DC 10), mage hand (3/day) 
  Spell-Like Abilities (CL 1st): 
   0—dancing lights, detect magic, flare (DC 10), 
  ghost sound (DC 10), read magic; (combined 
  total 5/day) 
  Abilities Str 13, Dex 18, Con 14, Int 14, Wis 6, Cha 
  10 
  SQ trapfinding, armored mage (light), uncanny dodge, 
  poison use 
  Feats Dodge, Mobility, Point Blank Shot 
  Skills Balance +15, Bluff +10, Disguise +4, Escape 
  Artist +14, Hide +14, Jump +9, Knowledge 
  (architecture & engineering) +12, Move Silently 
  +13, Spot +3, Tumble +16 
  Possessions combat gear plus 20 acid bullets* (in 
  stone holster), masterwork dagger, masterwork 
  studded leather, masterwork buckler 
  Armored Mage (Ex) Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, 
  which can cause spells to fail if those spells have a 
  somatic component. The maze stalker’s limited 
  focus and specialized training, however, allow him 
  to avoid arcane spell failure so long as he sticks to 
  light armor and light shields. This ability does not 
  apply to spells gained from levels of classes other 
  than duskblade. 
  * see Appendix 2: New Rules Items 
   
  5: AND WE’RE OUTTA HERE! 
  S L AV E  S H I P  G UARDS 
  CR  10 
  Male Githyanki Ftr7/Blackguard 2 
  CE Medium Humanoid (Extraplanar) 
  Init +0; Senses Darkvision 60ft, Listen -1, Spot -1 
  Zef7-06 Deliverance 
   
  Page 22 
  
  Aura Strong Evil 
  Languages Common, Githyanki, Undercommon 
  AC 22 (+9 armor, +1 natural, +2 deflection), touch 12, 
  flat-footed 22;  
  hp 85 (9 HD);  
  Resist; SR 16 
  Fort +13, Ref +5, Will +4 
  Speed 20 ft. in Full Plate (4 squares), base movement 
  30 ft.;  
  Melee +2 silver greatsword +15/+10 (2d6+7; 19-
  20/x2) or +1 lance +13/+8 (1d8+4 x3) or Spiked 
  Gauntlet +13/+8 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Atk Options Power Attack, Cleave, Improved Sunder 
  Special Actions Ride-by Attack, Smite Good 
  Spell-Like Abilities (CL 10th DC=12 + Spell Level): 
   3rd— dimension door 3/day  
   2nd— blur 3/day 
   1st— daze 3/day, mage hand 3/day 
  �Already cast 
  Abilities Str 17, Dex 10, Con 16, Int 10, Wis 9, Cha 
  14; 
  SQ Darkvision, Psionics, Rebuke Undead (Su), 
  Poison Use, Aura of Evil (Ex), Detect Good (Sp), 
  Dark Blessing (Su), Smite Good (Su), Aura of 
  Despair (Su); 
  Feats Power Attack, Cleave, Improved Sunder, 
  Weapon 
  Focus 
  (Greatsword), 
  Weapon 
  Specialization 
  (Greatsword), 
  Ride-By 
  Attack, 
  Mounted Combat, Spirited Charge 
  Skills Hide +0, Knowledge (religion) +2, Ride +12 
  Possessions spiked gauntlet, +1 full plate, +2 silver 
  greatsword, +1 lance, ring of protection +2, amulet 
  of natural armor +1, armband of elusive action* 
  Rebuke Undead (Su): Can rebuke undead 5 times 
  per day. A rebuking check is made on 1d20+2; 
  rebuking damage is equal to 2d6+3 on a 
  successful check  
  Poison Use: You do not risk accidentally poisoning 
  yourself when applying poison to a blade. 
  Aura of Evil (Ex): You have a moderate aura of Evil. 
  Detect Good (Sp): At will, as the spell 
  Dark Blessing (Su): Add +2 to all saves. 
  Smite Good(Su): 1 time(s) per day, you can add +2 
  to your attack roll; if the creature you strike is good, 
  you inflict an extra 3 points of damage 
  Aura of Despair (Su): All enemies within 10 feet of 
  you suffer a –2 morale   penalty on all saving 
  throws 
  * See Appendix 2: New Rules Items 
   
  HALF-DRAGON MEGARAPTOR CR 10 
  Red Large dragon (augmented animal) 
  Init +2; Senses darkvision 60 ft., low-light vision, 
  scent; Listen +18, Spot +22 
  AC 21, touch 11, flat-footed 19 
       (-1 size, +2 Dex, +10 natural) 
  hp 219 (16 HD) 
  Immune paralysis, sleep; fire 
  Fort +17, Ref +12, Will +7 
  Speed 60 ft. (12 squares), fly 120 ft. (average); Run 
  Melee talons +21 (2d6+10) and 
      2 foreclaws +16 (1d4+5) and 
      bite +16 (1d8+5) 
  Melee 2 claws +21 (1d6+10) and 
      bite +16 (1d8+5) 
  Space 10 ft; Reach 5 ft. 
  Base Atk +12; Grp +30 
  Special Actions Pounce, breath weapon (6d8 cone 
  30’ REF 25) 1/day 
  Abilities Str 30, Dex 15, Con 24, Int 4, Wis 15, Cha 12
  Feats Improved Grapple, Improved Natural Attack 
  (talon), Improved Toughness, Run, Toughness, Track 
  Skills Balance +7, Hide +9, Jump +61, Listen +18, 
  Spot +22, Survival +22 
   
  S L AV E  C O N T R O L L E R 
  CR  
  9  
  G I TH Y AN K I  W I Z ARD 
  Male Githyanki Wizard 8 
  NE Medium Humanoid (Extraplanar) 
  Init +3; Senses Listen +2, Spot +5, Darkvision 60’ 
  Aura Faint Evil 
  Languages Common, Githyanki, Undercommon 
  AC 25, touch 15, flat-footed 22 
   (+3 Dex, +4 armor, +4 shield, +2 deflection, +2 
  Natural) 
  Miss Chance20% (If blur is active) 
  hp 62 (8 HD); false life (13 temp already included) 
  SR 13 
  Fort +5, Ref +7, Will +7 
  Speed 30 ft. (6 squares) 
  Melee dagger +5 (1d4/19-20)  
  Ranged ray attack +7 (per spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Special Actions Psionics 
  Combat Gear wand of magic missile (7th level caster 
  22 charges) 
  Wizard Spells Prepared (CL 8th DC=14+ Spell 
  Level): 
   4th— confusion (DC 18), enlarge person (mass), 
  Evard’s black tentacles,  
  3rd — displacement, fireball (DC 17), fly, haste 
  2nd— false life, scorching ray (DC 15), see 
  invisibility, Extended shield  
  1st— burning hands (DC 14), chill touch, mage 
  armor, ray of enfeeblement, magic missile 
   0— detect magic, disrupt undead, flare, touch of 
  fatigue (2) 
  Spell-Like Abilities (CL 9th DC=9 + Spell Level): 
   5th—telekinesis (3/day; ) 
   4th—dimension door (3/day) 
   2nd—blur (3/day) 
   0—daze, mage hand (3/day) 
  Zef7-06 Deliverance 
   
  Page 23 
  
  �Already cast 
  Abilities Str 10, Dex 16, Con 16, Int 18, Wis 10, Cha 
  8  
  Feats Combat Casting, Extend Spell, Scribe Scroll 
  Skills Concentration +14 (+18), Decipher Script +9, 
  Knowledge (arcana) +15, Knowledge (the planes) 
  +15, Spellcraft +17, Spot +3 
  Possessions combat gear, +2 ring of protection, +2 
  amulet of natural armor, headband of intellect +2, 
  meta-magic rod of substitution, masterwork dagger, 
  bracers of arcane freedom* 
  Spellbook spells prepared plus 0— acid spash, 
  arcane mark, dancing lights, detect poison, light, 
  mending, message, open/close, prestidigitation, ray 
  of frost, read magic, resistance; 1—magic missile, 
  obscuring mist, shocking grasp; 2 – gust of wind, 
  Melf’s acid arrow, protection from arrows, resist 
  energy; 3- displacement; 
  * See Appendix 2: New Rules Items 
   
  Advanced UMBER HULK CR 10 
  Usually CE Huge aberration 
  Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Listen +26, Spot +0 
  Languages Undercommon 
  AC 21, touch 9, flat-footed 20 
       (-2 size, +1 Dex, +12 natural) 
  hp 290 (23 HD) 
  Fort +16, Ref +10, Will +13 
  Speed 20 ft. (4 squares), burrow 20 ft. 
  Melee 2 claws +26 (2d6+11) and 
      bite +24 (3d8+5) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +17; Grp +36 
  Atk Options Cleave, Power Attack 
  Special Actions Confusing gaze 
  Abilities Str 32, Dex 12, Con 24, Int 11, Wis 11, Cha 
  13 
  Feats Cleave, Great Fortitude, Improved Natural 
  Armor, Improved Toughness, Lightning Reflexes, 
  Multiattack, Power Attack, Toughness 
  Skills Climb +20, Jump +12, Listen +26 
   
  S L AV E  D R I V E R 
  CR  10 
  Male githyanki rogue 5 / duskblade 1 / assassin 3 
  LE Medium humanoid (extraplanar, psionic) 
  Init +4; Senses Listen -2, Spot +3; Darkvision 60 feet 
  Languages Common, Githyanki, Undercommon  
  AC 18, touch 14, flat-footed 18 
   (+4 Dex, +3 armor, +1 shield); +1 vs. traps; +1 vs. 
  Dodge opponent; +4 Mobility 
  hp 58 (9 HD) 
  Resist evasion; SR 14 
  Fort +6 (+7 vs. poison), Ref +11 (+12 vs. traps), Will 
  +2; 
  Speed 30 ft. in masterwork studded leather (6 
  squares; 
  Melee +1 merciful spiked chain +9/+4 (2d4+3 +1d6 
  non-lethal) 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +6; Grp +8 
  Atk Options sneak attack +5d6, death attack, 
  Improved Disarm (+19), Improved Feint 
  Special Actions psionics 
  Assassin Spells Known (CL 3rd; spell failure 5%): 
   2nd (1/day) — invisibility, spider climb 
   1st (3/day)—feather fall, jump, obscuring mist 
  Duskblade Spells Known (CL 1st): 
   1st (3/day)—ray of enfeeblement, true strike 
   0 (3/day)—acid splash, ray of frost 
  Spell-Like Abilities (psionics) (CL 9th DC=12 + Spell 
  Level) 
   7th—plane shift (1/day; DC 17) 
   5th—telekinesis (3/day; DC 15) 
   4th—dimension door (3/day) 
   2nd—blur (3/day) 
   0—daze (3/day; DC 10), mage hand (3/day) 
  Spell-Like Abilities (CL 1st): 
   0—dancing lights, detect magic, flare (DC 10), 
  ghost sound (DC 10), read magic; (combined 
  total 5/day) 
  Abilities Str 14, Dex 18, Con 14, Int 14, Wis 6, Cha 
  10 
  SQ trapfinding, armored mage (light), uncanny dodge, 
  poison use, improved uncanny dodge 
  Feats Combat Expertise, Improved Disarm, Improved 
  Feint, Exotic Weapon Proficiency (Chain, Spiked). 
  Skills Balance +12, Climb +8, Concentration +6, 
  Disguise +6, Escape Artist +15, Hide +15, 
  Intimidate +11, Listen +6, Move Silently +15, Spot 
  +9, Tumble +15, Use Magic Device +6. 
  Possessions combat gear masterwork dagger, 
  masterwork studded leather, masterwork buckler, 
  belt of one mighty blow*, +1 merciful spiked chain 
  Armored Mage (Ex) Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, 
  which can cause spells to fail if those spells have a 
  somatic component. The maze stalker’s limited 
  focus and specialized training, however, allow him 
  to avoid arcane spell failure so long as he sticks to 
  light armor and light shields. This ability does not 
  apply to spells gained from levels of classes other 
  than duskblade. 
  Death Attack (EX): If you study your victim for 3 
  rounds, attack that target within another 3 rounds, 
  and then make a sneak attack with a melee weapon 
  that successfully deals damage, you can paralyze 
  or kill the target if they fail a Fortitude save (DC 15) 
  * See Appendix 2: New Rules Items 
  Zef7-06 Deliverance 
   
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  Zef7-06 Deliverance 
   
  Page 25 
  APL 12 
  1: SHELL GAME 
  Grinder ELDER EARTH ELEMENTAL CR 11 
  Usually N Huge elemental (earth, extraplanar) 
  Init -1; Senses darkvision 60 ft.; Listen +29, Spot 
  +29 
  Languages Undercommon 
  AC 22, touch 7, flat-footed 22 
       (-2 size, -1 Dex, +15 natural) 
  hp 256 (27 HD); DR 10/- 
  Fort +20, Ref +8, Will +11 
  Speed 30 ft. (6 squares) 
  Melee 2 slams +30 (2d10+12) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +20; Grp +40 
  Atk Options Cleave, Great Cleave, Improved Bull 
  Rush, Improved Sunder, Power Attack 
  Special Actions Earth mastery, push 
  Abilities Str 34, Dex 8, Con 21, Int 10, Wis 11, Cha 
  11 
  SQ earth glide, elemental traits 
  Feats Alertness, Awesome Blow, Cleave, Great 
  Cleave, Improved Bull Rush, Improved Critical 
  (slam), 
       Improved Sunder, Iron Will, Power Attack 
  Skills Listen +29, Spot +29 
   
   
  Smasher GREATER EARTH ELEMENTAL    CR 9 
  Usually N Huge elemental (earth, extraplanar) 
  Init -1; Senses darkvision 60 ft.; Listen +14, Spot 
  +14 
  Languages Undercommon 
  AC 20, touch 7, flat-footed 20 
       (-2 size, -1 Dex, +13 natural) 
  hp 218 (23 HD); DR 10/- 
  Fort +18, Ref +6, Will +9 
  Speed 30 ft. (6 squares) 
  Melee 2 slams +25 (2d10+10) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +17; Grp +35 
  Atk Options Cleave, Great Cleave, Improved Bull 
  Rush, Improved Sunder, Power Attack 
  Special Actions Earth mastery, push 
  Abilities Str 31, Dex 8, Con 21, Int 8, Wis 11, Cha 
  11 
  SQ earth glide, elemental traits 
  Feats Alertness, Awesome Blow, Cleave, Great 
  Cleave, Improved Bull Rush, Improved Sunder, Iron 
  Will,  Power Attack 
  Skills Listen +14, Spot +14 
   
  2: BOUNCE 
  K E Z H G O R AD,  M AH AB O E T H,  
  AND K E L Z I D I V E H  
  T H E  M AZE  S T AL K E R S 
  CR  10 
  Male githyanki rogue 5 / duskblade 1 / assassin 3 
  LE Medium humanoid (extraplanar, psionic) 
  Init +4; Senses Listen -2, Spot +3; Darkvision 60 feet 
  Languages Common, Githyanki, Undercommon  
  AC 18, touch 14, flat-footed 18 
   (+4 Dex, +3 armor, +1 shield); +1 vs. traps; +1 vs. 
  Dodge opponent; +4 Mobility 
  hp 58 (9 HD) 
  Resist evasion; SR 14 
  Fort +6 (+7 vs. poison), Ref +11 (+12 vs. traps), Will 
  +2; 
  Speed 30 ft. in masterwork studded leather (6 
  squares; 
  Ranged Touch acid bullet +10 (1 acid) or 
  Melee masterwork dagger +9/+4 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 
  Atk Options Point Blank Shot, sneak attack +5d6, 
  death attack 
  Special Actions psionics, Shot on the Run 
  Combat Gear antitoxin (3 vials) 
  Assassin Spells Known (CL 3rd; spell failure 5%): 
   2nd (1/day)— invisibility, spider climb 
   1st (3/day)—feather fall, jump, obscuring mist 
  Duskblade Spells Known (CL 1st): 
   1st (3/day)—ray of enfeeblement, true strike 
   0 (3/day)—acid splash, ray of frost 
  Spell-Like Abilities (psionics) (CL 9th): 
   7th—plane shift (1/day; DC 17) 
   5th—telekinesis (3/day; DC 15) 
   4th—dimension door (3/day) 
   2nd—blur (3/day) 
   0—daze (3/day; DC 10), mage hand (3/day) 
  Spell-Like Abilities (CL 1st): 
   0—dancing lights, detect magic, flare (DC 10), 
  ghost sound (DC 10), read magic; (combined 
  total 5/day) 
  Abilities Str 14, Dex 18, Con 14, Int 14, Wis 6, Cha 
  10 
  SQ trapfinding, armored mage (light), uncanny dodge, 
  poison use, improved uncanny dodge 
  Feats Dodge, Mobility, Point Blank Shot, Shot on the 
  Run 
  Skills Balance +15, Bluff +12, Disguise +4, Escape 
  Artist +16, Hide +16, Jump +10, Knowledge 
  (architecture & engineering) +14, Move Silently 
  +13, Spot +3, Tumble +18 
  Possessions combat gear plus 20 acid bullets* (in 
  stone holster), masterwork dagger, masterwork 
  studded leather, masterwork buckler 
  Armored Mage (Ex) Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, 
  which can cause spells to fail if those spells have a 
  somatic component. The maze stalker’s limited 
  focus and specialized training, however, allow him 
  to avoid arcane spell failure so long as he sticks to 
  light armor and light shields. This ability does not 
  
  apply to spells gained from levels of classes other 
  than duskblade. 
  * see Appendix 2: New Rules Items 
   
  5: AND WE’RE OUTTA HERE! 
  S L AV E  S H I P  G UARDS 
  CR  12 
  Male Githyanki Ftr7/Blackguard 3 
  CE Medium Humanoid (Extraplanar) 
  Init +4; Senses Darkvision 60ft, Listen -1, Spot -1 
  Aura Strong Evil 
  Languages Common, Githyanki, Undercommon 
  AC 22 (+9 armor, +1 natural, +2 deflection), touch 12, 
  flat-footed 22;  
  hp 100 (11 HD);  
  SR 16 
  Fort +13, Ref +5, Will +4Speed 20 ft. in Full Plate (4 
  squares), base movement 30 ft.;  
  Melee +2 silver greatsword +16/+11 (2d6+7; 19-
  20/x2), or +1 unholy lance +14/+9 (1d8+ 4 x3 +2d6 
  vs. good) or +1 merciful whip +14/+9 (1d3+1d6+1; 
  20/x2; non-lethal) or +13/+8 Spiked gauntlets 
  (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +13 
  Atk Options Power Attack, Cleave, Improved Sunder 
  Special Actions Ride- By Attack, Spirited Charge, 
  Smite Good 
  Spell-Like Abilities (CL 10th DC=12 + Spell Level): 
   7th—plane shift (1/day; DC 17) 
   5th—telekinesis (3/day; DC 15) 
   4th—dimension door (3/day) 
   2nd—blur (3/day) 
   0—daze (3/day; DC 10), mage hand (3/day) 
  �Already cast 
  Abilities Str 17, Dex 10, Con 16, Int 10, Wis 9, Cha 
  14; 
  SQ Darkvision, Psionics, Rebuke Undead (Su), 
  Poison Use, Aura of Evil (Ex), Detect Good (Sp), 
  Dark Blessing (Su), Smite Good (Su), Aura of 
  Despair(Su); 
  Feats Improved Initiative, Power Attack, Cleave, 
  Improved Sunder, Weapon Focus (Greatsword), 
  Weapon 
  Specialization 
  (Greatsword), 
  Ride-By 
  Attack, Spirited Charge 
  Skills Hide +0, Knowledge (religion) +2, Ride +12 
  Possessions +1 full plate, +2 silver greatsword, +1 
  lance, +1 merciful whip, ring of protection +2, 
  amulet of natural armor +1, armband of elusive 
  action* 
  Rebuke Undead (Su): Can rebuke undead 5 times 
  per day. A rebuking check is made on 1d20+2; 
  rebuking damage is equal to 2d6+3 on a 
  successful check  
  Poison Use: You do not risk accidentally poisoning 
  yourself when applying poison to a blade. 
  Aura of Evil (Ex): You have a moderate aura of Evil. 
  Detect Good (Sp): At will, as the spell 
  Dark Blessing (Su): Add +2 to all saves. 
  Smite Good(Su): 1 time(s) per day, you can add +2 
  to your attack roll; if the creature you strike is good, 
  you inflict an extra 3 points of damage 
  Aura of Despair (Su): All enemies within 10 feet of 
  you suffer a –2 morale   penalty on all saving 
  throws 
  * See Appendix 2: New Rules Items 
   
  HALF-DRAGON MEGARAPTOR CR 12 
  Same as dragon variety Huge dragon (augmented 
  animal) 
  Init +2; Senses darkvision 60 ft., low-light vision, 
  scent; Listen +18, Spot +26 
  Languages see text 
  AC 23, touch 10, flat-footed 21 
       (-2 size, +2 Dex, +13 natural) 
  hp 344 (22 HD) 
  Immune paralysis, sleep; additional immunities 
  Fort +22, Ref +15, Will +11 
  Speed 60 ft. (12 squares), fly 120 ft. (average); Run 
  Melee talons +28 (3d6+14) and 
      2 foreclaws +26 (1d6+7) and 
      bite +26 (2d6+7) 
  Melee 2 claws +28 (2d6+14) and 
      bite +26 (3d6+7) 
  Space 15 ft; Reach 10 ft. 
  Base Atk +16; Grp +42 
  Special Actions Pounce, breath weapon 
  Abilities Str 38, Dex 14, Con 28, Int 4, Wis 15, Cha 
  12 
  Feats Improved Grapple, Improved Natural Attack 
  (talon), Improved Toughness, Iron Will, Multiattack, 
  Run, Toughness, Track 
  Skills Balance +11, Hide +5, Jump +67, Listen +18, 
  Spot +26, Survival +22 
   
  S L AV E  C O N T R O L L E R 
  CR  11  
  G I TH Y AN K I  W I Z ARD 
  Male Githyanki Wizard 10 
  NE Medium Humanoid (Extraplanar) 
  Init +3; Senses Listen +2, Spot +5, Darkvision 60’ 
  Aura Faint Evil 
  Languages Common, Githyanki, Undercommon 
  AC 25 touch 15, flat-footed 22;(+4 armor, +4 shield, 
  +3 dex, +2 natural, +2 deflection) 
  Miss Chance20% (If blur is active) 
  hp 76 (10 HD); false life (15 temp already included) 
  SR 15 
  Fort +9, Ref +11, Will +10 
  Speed 30 ft. (6 squares) 
  Melee dagger +6 (1d4/19-20)  
  Ranged ray attack +8 (per spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Special Actions Psionics 
  Combat Gear wand of magic missile (9th level caster 
  22 charges) 
  Zef7-06 Deliverance 
   
  Page 26 
  
  Wizard Spells Prepared (CL 10th DC=15 +Spell 
  Level): 
  5th— cone of cold (DC 20), dominate person (DC 
  20), Explosive fireball  (DC 18) 
  4th— confusion (DC 19), enlarge person (mass), 
  Evard’s black tentacles, Split Ray scorching ray  
  3rd — fireball (DC 18), fly, haste, SPLIT RAY ray of 
  enfeeblement  
  2nd— bear’s endurance false life, scorching ray, see 
  invisibility, Extended shield  
  1st— burning hands (DC 15), chill touch, mage 
  armor, ray of enfeeblement, magic missile x2 
   0— detect magic, disrupt undead, flare, touch of 
  fatigue (2) 
  Spell-Like Abilities (CL 9th DC=12 + Spell Level): 
   7th—plane shift (1/day; DC 17) 
   5th—telekinesis (3/day; DC 15) 
   4th—dimension door (3/day) 
   2nd—blur (3/day) 
   0—daze (3/day; DC 10), mage hand (3/day) 
  �Already cast 
  Abilities Str 10, Dex 16, Con 16, Int 20, Wis 10, Cha 
  8  
  Feats Combat Casting, Scribe Scroll, Extend Spell, 
  Explosive Spell*, Split Ray*, Sudden Empower*, 
  Sudden Maximize*. 
  Skills Concentration +16(+20), Decipher Script +12, 
  Knowledge (arcana) +18, Knowledge (the planes) 
  +18, Spellcraft +20 
  Possessions combat gear +2 amulet of natural 
  armor, +4 headband of intellect, +2 ring of 
  protection, masterwork dagger. meta-magic rod of 
  substitution, bracers of arcane freedom* 
  Spellbook spells prepared plus 0— acid spash, 
  arcane mark, dancing lights, detect poison, light, 
  mending, message, open/close, prestidigitation, ray 
  of frost, read magic, resistance; 1—magic missile, 
  obscuring mist, shocking grasp; 2 – gust of wind, 
  Melf’s acid arrow, protection from arrows, resist 
  energy;  
  * See Appendix 2: New Rules Items 
   
  FIENDISH UMBER HULK CR 12 
  Always E (any) Huge aberration 
  Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Listen +26, Spot +0 
  Languages Undercommon 
  AC 21, touch 9, flat-footed 20 
       (-2 size, +1 Dex, +12 natural) 
  hp 290 (23 HD); DR 10/magic 
  Resist cold 10, fire 10; SR 25 
  Fort +16, Ref +10, Will +13 
  Speed 20 ft. (4 squares), burrow 20 ft. 
  Melee 2 claws +26 (2d6+11) and 
      bite +24 (3d8+5) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +17; Grp +36 
  Atk Options Cleave, Power Attack 
  Special Actions Confusing gaze, smite good 
  Abilities Str 32, Dex 12, Con 24, Int 11, Wis 11, Cha 
  13 
  Feats Cleave, Great Fortitude, Improved Natural 
  Armor, Improved Toughness, Lightning Reflexes, 
  Multiattack, Power Attack, Toughness 
  Skills Climb +20, Jump +12, Listen +2 
   
   
  S L AV E  D R I V E R 
  CR  12 
  Male githyanki rogue 5 / duskblade 1 / assassin 5 
  LE Medium humanoid (extraplanar, psionic) 
  Init +4; Senses Listen -2, Spot +3; Darkvision 60 feet 
  Languages Common, Githyanki, Undercommon  
  AC 18, touch 14, flat-footed 18 
   (+4 Dex, +3 armor, +1 shield); +1 vs. traps; +1 vs. 
  Dodge opponent; +4 Mobility 
  hp 70 (11 HD) 
  Resist evasion; SR 16 
  Fort +6 (+8 vs. poison), Ref +12 (+13 vs. traps), Will 
  +2; 
  Speed 30 ft. in masterwork studded leather (6 
  squares; 
  Melee +2 Merciful Spiked Chain +10/+5 (2d4+4 + 1d6 
  non-lethal) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +9 
  Atk Options sneak attack +5d6, death attack, 
  Improved Disarm (+20), Improved Feint 
  Special Actions psionics 
  Assassin Spells Known (CL 5th; spell failure 5%): 
   2nd (3/day) — invisibility, pass without trace, spider 
  climb 
   1st (4/day)—disguise self, feather fall, jump, 
  obscuring mist 
  Duskblade Spells Known (CL 1st): 
   1st (3/day)—ray of enfeeblement, true strike 
   0 (3/day)—acid splash, ray of frost 
  Spell-Like Abilities (psionics) (CL 11th): 
   7th—plane shift (1/day; DC 17) 
   5th—telekinesis (3/day; DC 15) 
   4th—dimension door (3/day) 
   2nd—blur (3/day) 
   0—daze (3/day; DC 10), mage hand (3/day) 
  Spell-Like Abilities (CL 1st): 
   0—dancing lights, detect magic, flare (DC 10), 
  ghost sound (DC 10), read magic; (combined 
  total 5/day) 
  Abilities Str 14, Dex 18, Con 14, Int 14, Wis 6, Cha 
  10 
  SQ trapfinding, armored mage (light), uncanny dodge, 
  poison use, improved uncanny dodge 
  Zef7-06 Deliverance 
   
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  Zef7-06 Deliverance 
   
  Page 28 
  Feats Combat Expertise, Improved Disarm, Improved 
  Feint, Exotic Weapon Proficiency (Chain, Spiked). 
  Skills Balance +12, Climb +8, Concentration +6, 
  Disguise +6, Escape Artist +17, Hide +17, 
  Intimidate +13, Listen +6, Move Silently +17, Spot 
  +11, Tumble +17, Use Magic Device +6. 
  Possessions 
  masterwork 
  dagger, 
  masterwork 
  studded leather, masterwork buckler, belt of one 
  mighty blow*, +2 merciful spiked chain 
  Armored Mage (Ex) Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, 
  which can cause spells to fail if those spells have a 
  somatic component. The maze stalker’s limited 
  focus and specialized training, however, allow him 
  to avoid arcane spell failure so long as he sticks to 
  light armor and light shields. This ability does not 
  apply to spells gained from levels of classes other 
  than duskblade. 
  Death Attack (EX): If you study your victim for 3 
  rounds, attack that target within another 3 rounds, 
  then make a sneak attack with a melee weapon  
  that successfully deals damage, you can paralyze 
  or kill the target if they fail a Fortitude save (DC 17)
  * See Appendix 2: New Rules Items 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  List alphabetically. Include source and page reference 
  like so: 
   
  Explosive Spell 
  You can cast spells that blast creatures off their feet 
   
  Benefit: On a failed Reflex save, an explosive spell 
  ejects any creature caught in its area, sending it to a 
  location outside the nearest edge of that area, dealing 
  additional damage and further knocking creatures 
  prone.  
   
  For example, all creatures in the area of an 
  explosive fireball that fail their saving throws not only 
  take full damage but are pushed to the closest square 
  outside the perimeter of the spell’s 20-foot-radius 
  spread. Likewise, an explosive lightning bolt moves 
  targets that fail their saves to outside the area defined 
  by the squares the bolt’s line passes through. Any 
  creature moved in this manner also takes an additional 
  1d6 points of damage per 10 feet moved (no additional 
  damaged if moved less than 10 feet by the effect) and is 
  knocked prone. If some obstacle prevents a blasted 
  creature from being moved to the edge of the effect, 
  the creature is stopped and takes 1d6 points of damage 
  from striking the barrier (in addition to any damage 
  taken from the distance moved before then). In any 
  event, this movement does not provoke attacks of 
  opportunity. 
   
  Explosive Spell can be applied to spells that allow 
  Reflex saves and affects an area (a cone, cylinder, line 
  or burst). An explosive spell uses up a spell slot two 
  levels higher than the spell’s actual level. 
   
  Source: Complete Arcane 79 
   
  Split Ray 
  Your ray spells can affect an additional target. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: You can cause any ray spell to fire one 
  additional ray beyond the number normally allowed. 
  The additional ray requires a separate ranged touch 
  attack roll to hit and deals damage as normal. It can be 
  fired at the same target as the first ray of a different 
  target, but all rays must be aimed at targets within 30 
  feet of each other and fired simultaneously. 
   
  A split ray spell uses a spell slot two levels higher 
  than the spell’s actual level. 
   
  Source: Complete Arcane 83 
   
  Sudden Empower 
  You can cast one spell per day to greater effect without 
  special preparation. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you may apply the 
  Empower Spell feat to any spell you cast, without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You may still use the Empower Spell 
  feat normally, if you have it. 
   
  Source: Complete Arcane 83 
   
  Sudden Maximize  
  You can cast a spell to maximum effect without special 
  preparation. 
  Prerequisites: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effect of 
  the Maximize Spell Feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time.  You can still use Maximize Spell 
  normally if you have it. 
   
  Source: Complete Arcane 83 
   
  MAGIC ITEMS 
  Armband of Elusive Action 
  This solid gold band is polished to a bright shine 
  Price (Item Level): 800gp (3
  rd) 
  Body Slot:  Arms 
  Caster Level: 3
  rd 
  Aura: Faint; (DC16) transmutation 
  Activation: Immediate (mental) 
   
  An armband of elusive action allows you to protect 
  yourself from the hazards of battlefield chaos. When it 
  is activated, the band allows you to avoid provoking a 
  single attack of opportunity that your action would 
  otherwise incur. 
   
  An armband of elusive action functions once per 
  day. 
   
  Source: Magic Item Compendium pg.72 
   
  Belt of One Mighty Blow 
  The buckle of this wide leather belt is set with a single 
  blood-red carbuncle 
  Price (Item Level): 1500gp (5th) 
  Body Slot:  Waist 
  Caster Level: 5th 
  Aura: Faint; (DC17) transmutation 
  Activation: Swift (command) 
   
  Activating a belt of one mighty blow grants extra 
  damage on your next melee attack made before the end 
  of your turn. A light weapon deals 1d8 extra points of 
  damage, a one-handed weapon deals 2d6 extra points of 
  damage, and a two-handed weapon deals an extra 3d6 
  points of damage. 
   
  A belt of one mighty blow functions once per day. 
  Zef7-06 Deliverance 
   
  Page 29 
  
   
  Source: Magic Item Compendium pg.74 
   
  Bracers of Arcane Freedom 
  These ornate blue leather armbands are stitched with 
  depiction of golden eagles in flight 
  Price (Item Level): 2300gp (6th) 
  Body Slot:  Arms 
  Caster Level: 6th 
  Aura: Moderate; (DC18) abjuration 
  Activation: Swift (command) 
   
  Bracers of arcane freedom allow you to cast arcane 
  spells without the normal complex gestures required. 
  When you activate these bracers, you omit the somatic 
  component of the next arcane spell you cast before the 
  end of your turn (as if applying the Still Spell feat to it, 
  but without altering the spell’s effective level or casting 
  time). 
   
  This effect functions two times per day. 
   
  Source: Magic Item Compendium pg.80 
   
  MUNDANE EQUIPMENT 
  Bullet, Acid: These hollow glass sling bullets 
  are filled with acid. When they strike a target 
  they shatter, dealing 1d4 points of acid damage 
  in addition to the normal damage of a sling 
  bullet. To hold sufficient acid, these bullets must 
  be larger than normal. The increased size 
  makes the bullets awkward to launch, imposing 
  a -2 penalty on the attack roll (when used in a 
  sling). As these bullets are incased in a rubber 
  ball, the ball must bounce at least 3 times. On 
  the 4th bounce, the acid shatters and eats the 
  rubber ball causing splash damage instead of 
  direct damage. This causes 1 point of splash 
  damage to its intended target. Cost 10gp. 
   
  Source: Arms and Equipment Guide 
   
  Zef7-06 Deliverance 
   
  Page 30 
  
  DM MAPS: MIRROR MAZE 
   
  Zef7-06 Deliverance 
   
  Page 31 
  
  DM MAP 2: THE SLAVER AREA 
   
  Zef7-06 Deliverance 
   
  Page 32 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Zeif/597/Normal Scenarios/ZEF7-06 - Deliverance (APL 6-12)/ZEF7-06 - Deliverance.pdf