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 
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  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, 
  and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the 
  copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is 
  prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR7-16 
   
   
   
   
   
   
   
  Divided We Stand 
   
  A One-Round Dungeons & Dragons®  
  Living Greyhawk™  
  Core Adventure 
  Version 1 
   
  by Donovan Hicks and Derek Schubert 
  Circle Reviewer: Creighton Broadhurst  
  Reviewer: Sam Weiss 
  Playtesters: Steve Huntsberry, Audrey Huntsberry, Jennifer Hicks, Shelton Yee, and Steve Kendall 
   
  The Tenh has been shattered by the might of armies, decimated by the voracity of Ether creatures, and subjugated to the 
  power of the Pale. Duke Labahlah now seeks to lead his land into a new era of greatness, but a formidable foe arising in 
  Stonehold could dash his hopes. Can you secure the realm long enough to grant it a chance to recover? A one-round 
  Core adventure set in the Duchy of Tenh for characters level 8-15 (APLs 10-14) who remember that the enemy of my 
  enemy might be my friend. The final part of “Legacy of Life”. 
   
  Resources for this adventure [and the authors of those works] include COR4-06 Duke of the Dust, COR4-10 Riddle of the 
  Dust, and COR4-15 War of the Dust [Paul Looby], COR6-07 From the Dust [Donovan Hicks and Derek Schubert], COR6-15 
  The Shrouded Shores of Abanfyl [Donovan Hicks and Derek Schubert], Greyhawk Adventures (TSR2023, c1988) [James M. 
  Ward], “Greyhawk: Regional Feats of Oerth” in Dragon 315 [Erik Mona], Living Greyhawk Gazetteer (TSR11743, c2000) 
  [Gary Holian, Erik Mona, Sean K Reynolds, and Frederick Weining], Magic Item Compendium [Andy Collins, Mike 
  Mearls, and Stephen Schubert], PAL1-07 Northern Brewings [Joe Cirillo], PAL4M-03 Demons in the Dust [Glyn Dewey], 
  PAL4-05S Taking Tenh [Donovan Hicks], PAL5-01 The Road Less Traveled [David M. LaMacchia], Spell Compendium 
  [Matthew Sernett, Jeff Grubb, and Mike McArtor], WGS1 Five Shall Be One [Carl Sargent], and WGR5 Iuz the Evil 
  (TSR9399, c1993) [Carl Sargent]. 
   
  
  COR7-16 Divided We Stand 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session 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 nonplayer 
  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. 
   
  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. All the information required to run 
  these characters is presented in this adventure. The DM 
  should double-check that he fully understands any new 
  rule items presented in this adventure before play begins. 
   
   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 calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals gained 
  from class abilities and one standard horse, warhorse, 
  or riding dog for a PC with Mounted Combat do not 
  affect APL). 
  2. Sum the results of step 1 and divide by the number of 
  characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 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. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in 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. 
  
  COR7-16 Divided We Stand 
   
  Page 2 
   
  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. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  Duchy of Tenh. All characters pay 2 Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep 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 avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ADVENTURE BACKGROUND 
  The Duchy of Tenh has undergone many hardships in 
  the past fifteen years, including conquest and ten years of 
  occupation by the armies of Iuz and Stonehold, and the 
  later devastation by hordes of ethereal creatures. In 594 
  CY, Duke Ehyeh III returned from exile in the County of 
  Urnst to his ruined nation, now called the Stonelands. 
  From an interim capital in the city of Redspan, Ehyeh 
  and his followers began to rebuild the land. A rebel 
  faction, however, intended to replace Ehyeh III with the 
  war-hero Marshal Laba, though Laba himself did not 
  know their plans. Further, the “Faithful Flan”—Tenha 
  converts to the deity Pholtus and now allies to the 
  Theocracy of the Pale, Tenh’s neighbor to the east—
  posed an additional rival to Ehyeh and the loyalists. 
  Among the Keepers of the Flan, sorcerers and sages who 
  are said to be allies of the Tenha Archmage Nystul, some 
  supported Ehyeh while others supported the rebels, but 
  all opposed the Pale. 
   
  Through a series of quests, heroes of Tenh (and 
  adventurers of less-than-heroic outlook) recovered the 
  accoutrements of the ancient ritual that would anoint the 
  nation’s rightful ruler. In Nevond Nevnend, Tenh’s 
  ruined capital, the three factions met. Ehyeh was proven 
  unworthy. Marshal Laba, it was revealed, had just killed 
  himself while in prison in Redspan for treason. The 
  followers of Pholtus decried the whole ritual as pagan 
  nonsense. Nevertheless, the rightful ruler of Tenh 
  emerged that day: Labahlah, Laba’s haggard fugitive son, 
  whom no one had invited (save, perhaps, Oerth Mother 
  Beory or Istus, Lady of Fate). As the ritual verified 
  Labahlah as the duke, a seeping wound opened on his 
  chest, reflecting the pain of the land. The Keepers of the 
  Flan believe that his wound will heal when the land itself 
  does. [The return of Ehyeh, the quests, and the elevation 
  of Labahlah took place in COR4-06 Duke of the Dust, COR4-
  10 Riddle of the Dust, and COR4-15 War of the Dust.] 
   
  Duke Labahlah rules only part of Tenh, though, 
  since the eastern half is occupied by the Faithful Flan and 
  the Pale’s armies. The Pale’s Prelatal Army advanced in 
  late 594 to liberate (as they claimed) the land from chaos, 
  evil, and even from the hold of apparently ineffectual 
  pagan deities. [The Pale Interactive PAL4S-05 Taking Tenh 
  dealt with this military campaign.] Pholtan pioneers are 
  resettling eastern Tenh. The territory has been formally 
  named the Pale’s tenth prelacy, with its seat in the 
  reconsecrated temple of Pholtus (once of Pelor) in the 
  city of Calbut. Whether the Pale will ever relinquish 
  eastern Tenh or will instead push farther west against 
  Duke Labahlah remains to be seen. For now, Labahlah 
  strives to unify the Tenha but remains wary of not only 
  the Pale on his eastern flank but also the Empire of Iuz 
  (Bandit Kingdoms) across the Zumker River to the west. 
   
  A powerful fiend still menaces Tenh, in the form of a 
  glabrezu demon, named Markazrak’nash’fin. Accidentally 
  released by adventurers shortly before the Palish advance 
  [in the Pale mini-mission PAL4M-03 Demons in the Dust], 
  the demon fled to the ruins of Nevond Nevnend. He and 
  his thralls turned it into a city of death. 
   
  In 596 CY, heroes from across the Flanaess were sent 
  into Nevond Nevnend to scout the city for resettlement 
  by the Tenha. During their expedition, the heroes 
  encountered the proud, skeptical Amadahy Silver Rain, 
  priestess of Beory and the winsome Sister Dhariel, a 
  “Faithful Flan” priestess of Pholtus. In the city itself, 
  Markazrak’nash’fin’s chief lieutenant, a macabre priestess 
  of Iuz, and her allies from the Abyss were found to have 
  turned the city into a charnel house of cannibalism 
  where the few survivors of Tenh still trying to survive 
  were being used as food by the Iuzians and undead alike. 
  These villains were defeated by the heroes and 
  mercenaries. After retaking Tolran Hill and learning of 
  the status of Nevond Nevnend from those who had 
  scouted the city, Duke Labahlah led the Tenha Host and 
  the Tenha people back to their capital. [These events 
  were detailed in COR6-07 From the Dust]. 
   
  Despite the apparent peace established after this, the 
  glabrezu was not destroyed. He made his way northward 
  and gathered new allies in Stonehold, who had lost some 
  
  COR7-16 Divided We Stand 
   
  Page 3 
  of their wariness of demons and the supernatural, despite 
  Iuz’s earlier deceit. Indeed, it was a group of ambitious 
  Stoneholders that first called the demon to Oerth, 
  offering the souls of many sacrificed Tenhas as payment. 
   
  Stonehold has sporadically harried the Pale over the 
  past few years of the LIVING GREYHAWK campaign. 
  One band, for example, overtook a Palish border-fort 
  until adventurers drove them out [in PAL1-07 Northern 
  Brewings]. That band was led by Rhelt Sevvord, 
  Redbeard’s niece, and a champion of Erythnul named 
  Dehzbah the Man-Ripper, whose girlish appearance 
  masked a ferocity and bloodlust that few Stoneholders 
  could match. Although she was killed in that escapade, 
  her countrymen recovered her remains and raised her 
  from the dead. She slew many Palish soldiers at Calbut 
  during the Pale’s campaign of 594, but escaped over 
  Rockegg Pass to return to Stonehold. 
   
  Dehzbah the Man-Ripper is trying to expand her 
  power in Stonehold, and she is willing to accept the aid of 
  Markazrak’nash’fin to do it. Since he was bound to the 
  Material Plane by Stoneholders in the first place, the 
  demon is going along with it, figuring he can at least 
  cause more bloodshed and chaos in that already bloody 
  and chaotic land. With the demon’s help, Dehzbah 
  attacked a family of mist dragons under the mist-
  shrouded Lake Abanfyl, high in the Griff Mountains. She 
  and the demon captured the wyrmling and are using it to 
  force its parents to do as they demand. Together, they 
  moved on to Stonehold, leaving some assistants to watch 
  over the dragons’ lair and pick through the hoard. 
   
  Heroes once again rose to action and set things right 
  at the lake. First, they thwarted an attack on the village of 
  Hodnet by a monster that had escaped from the lake, and 
  then they journeyed upriver to retake the stronghold 
  Prysteen before proceeding to the lake itself. Here they 
  discovered the presence of the Stoneholders and learned 
  of the actions of Markazrak’nash’fin and Dehzbah. After 
  defeating the minions of these two villains, the heroes 
  returned to Duke Labahlah and to their Palish contacts 
  and informed them of the new danger threatening all of 
  the Stonelands. 
   
  The golden banner of Tenh flies over half of the 
  Stonelands now, even if it is a tenuous hold. The Ducal 
  Palace has been mostly rebuilt, but Duke Labahlah rarely 
  inhabits it, as his mobile court travels the Stonelands 
  with the Tenha Host. Duke Labahlah is determined to rid 
  his land of evil before he settles into any residence. The 
  Keepers of the Flan (along with the Archmage Nystul) 
  are scouring the city and the rest of Tenh for any 
  remaining bits of magic or lore. Day by day, plants have 
  slowly returned to the area around Nevond Nevnend, as 
  they did around Redspan when the Duke based his 
  operations out of that city. Tenhas, whether “Faithful 
  Flan” or Loyalists, are resettling and restoring their 
  homeland. Still, the wound on Duke Labahlah’s chest is 
  not healing, probably a sign that Tenh cannot truly 
  recover if it is split politically.  
   
  Now, Duke Labahlah seeks to unify his people (if not 
  his land) through alliances, both political and domestic. 
  The Duke has entered into an alliance with the Arapahi 
  through their priestess Amadahy Silver Rain, with the 
  approval of chief Durishi Great Hound; Arapahi forces, 
  including the renowned Wardogs, now strengthen and 
  train the Tenha Host in the ways of mounted combat in 
  the hostile land of the Stonelands. Amadahy Silver Rain 
  herself has become a trusted advisor to the Duke, whom 
  she sees as Beory’s chosen, a man who will lead the Flan 
  to greatness once more. The Duke’s heart, though, has 
  been given to the Pholtan priestess Sister Dhariel and 
  they are due to be wed at the end of the month. This 
  domestic union is also meant to seal a hard-negotiated 
  alliance between the Pale and the Duke, and to cease the 
  rumors of war between the two nations—for the time 
  being, at least. Both sides have agreed that the threat of 
  the demon and Dehzbah is their paramount concern. An 
  enemy who commands dragons is the greatest threat.  
   
  It will still be many years before the land is healed, 
  but it is long past time for the Tenha people to come 
  together once more to rebuild their land. 
   
  ADVENTURE SUMMARY 
  This adventure begins with the PCs in Calbut in Palish 
  occupied Tenh. They have been invited to meet with 
  Sister Dhariel of Pholtus, a Faithful Flan, and Amadahy 
  Silver Rain, an Arapahi priestess of Beory. 
   
  In the introduction, the PCs meet at the Sun and 
  Stone. Soon they are met by a young lad who invites 
  them to the home of Sister Dhariel. 
   
  In Encounter One, the PCs meet with Sister Dhariel 
  and Amadahy Silver Rain. The two priestesses would like 
  the PCs to go and rescue the wyrmling captured in 
  COR6-15 The Shrouded Shores of Abanfyl from Dehzbah the 
  Man-Rippper and the fiend, Markazrak’nash’fin. 
   
  In Encounter Two, the PCs meet with the 
  Wandering Stars, a group of neutral- and good-aligned 
  orcs devoted to Celestian. The orcs can tell the PCs where 
  to find the wyrmling and save them some search time (if 
  their attitude is shifted to friendly). 
   
  Once the PCs have located the wyrmling’s location 
  in a cave, either from the orcs or by searching on their 
  own, they must fight Erilaes, a wizardess they have met 
  before, and some fiends. If the PCs are successful in 
  freeing the wyrmling, they have to decide what to do 
  with the wyrmling while they journey to Stonehold to 
  stop Dehzbah and Markazrak’nash’fin. 
   
  Encounter Four allows the PCs the chance to enter 
  the Stoneholder city of Vlekstaad. The easiest way for the 
  PCs to do this is through diplomacy. Any attempt to 
  battle their way into the city results in the PCs being 
  chased away or captured by the Stoneholders. 
   
  Once the PCs have gained entry into Vlekstaad, they 
  are able to make their way to the Rhelt’s Hall. Here they 
  must negotiate for entry into the hall of the Rhelt, which 
  includes a single combat contest between the chief guard 
  at the door and a PC. 
   
  Inside the hall, the PCs have to convince Rhelt 
  Sevvord I of the threat that Dehzbah poses as well as 
  convince him of the presence of the fiend somewhere in 
  his hall. If they succeed, they find themselves in combat 
  
  COR7-16 Divided We Stand 
   
  Page 4 
  against Dehzbah or Markazrak’nash’fin depending on 
  who they choose to stop. Any violence aimed at Sevvord 
  results in the PCs capture. 
   
  Finally, the PCs journey back to Calbut where they 
  attend the wedding ceremony of Sister Dhariel and Duke 
  Labahlah. Here they also witness the signing of a treaty 
  between the Pale and the Tenh halting all hostilities and 
  finally allowing the Tenh a chance to rebuild 
  independently but together. 
   
  CAST OF CHARACTERS 
  Duke Labahlah (“lah-BAH-lah”) – Duke of Tenh: 
  Labahlah, son of Laba, is a short but powerfully built man 
  in his mid-thirties. His skin is a deep coppery bronze, 
  while his wavy hair and deep-set eyes are black and his 
  countenance is grave. The wound on his chest, a sign of 
  his connection with the land, still oozes blood. He 
  chooses not to wear the ducal diadem until the land is 
  restored. 
   
  Labahlah is an effective, though grim leader; he 
  seeks to rebuild his land and reunite his people. He is 
  even willing to accept aid from the Pale for now, as he 
  puts the restoration of the land foremost. He has respect 
  and love for Sister Dhariel, and he understands the 
  personal and political benefits of their imminent 
  marriage.  
   
  Kereledh (“CARE-eh-led”) – Member of the 
  Keepers of the Flan and Annalist of Duke Labahlah: 
  Kereledh is an elderly Tenha man. His narrow face and 
  slight squint give him an eternally suspicious appearance. 
  He wears fine doublets and pants rather than wizardly 
  robes and refuses to carry a staff, but wears several 
  magical rings and other hidden magical items. 
   
  Kereledh is quiet but observant. Like many of his 
  fellows, he has delved deep into the history and lore of 
  Tenh and the Flan. Nonetheless, he is not a foolish sage 
  but a perceptive and shrewd judge of character. He seeks 
  to lead Duke Labahlah in the rebuilding of Tenh and 
  ensuring that the Flan culture remains intact in this 
  devastated land. 
   
  Sister Dhariel – Faithful Flan Priestess of 
  Pholtus: Dhariel is a short, light-skinned Flan woman 
  with brown eyes and wavy brown hair. She is twenty-six. 
  She forgoes her armor and travelling gear while in Calbut 
  and wears a white robe with the gold trim of a Tenha 
  noble. 
   
  Dhariel believes that the Tenhas must be reunited 
  under Pholtus, but only peacefully and willingly. She 
  came to Labahlah’s court on her own initiative, hoping to 
  convince him to recognize the validity of the converted 
  Pholtan Tenhas. In this she has succeeded and is now the 
  betrothed of Duke Labahlah. The prelates of the Pale 
  recently acknowledged her as their formal representative 
  until after the marriage between her and the Duke. She is 
  impressed by Labahlah’s dedication and truly loves the 
  man. 
   
  In an unlikely turn, she has become good friends 
  with Amadahy. She has a great respect for Amadahy’s 
  devotion to Beory and her desire to see the lands and 
  people of Tenh reunited under a common banner. 
   
  Amadahy (“ay-mah-DAH-hee”) Silver Rain – 
  Arapahi (Rover) Priestess of Beory: A Rover woman in 
  her late twenties, Amadahy wears her long black hair tied 
  back to keep it out of her dark eyes. She is lighter-
  skinned than most of her people, and she wears a 
  necklace with a symbol of Beory (a disk of green stone 
  with a raised circle in silver). She finds Tenha clothing 
  uncomfortable and insists on wearing her soft doeskin 
  cloak and other traditional Rover garb. 
   
  Amadahy is a proud voice for her battered people. 
  She is assigned as an advisor to Duke Labahlah with the 
  blessing of Durishi Great Hound, the ailing high chief of 
  the Rovers. She distrusts or resents most non-Flan, seeing 
  them as plunderers of the Oerth Mother. She has 
  recently acknowledged that Duke Labahlah is the chosen 
  of the Oerth Mother to rebuild and reunite Tenh and her 
  people.  
   
  She has become good friends with Sister Dhariel, 
  through a mutual respect for their devotion to their 
  deities and a shared desire to see the Tenha people 
  reunited. As a priestess of Beory, Amadahy takes a long 
  view of the situation, believing that the current Pholtan 
  ascendancy may be distasteful but will not last forever. 
   
  Rhelt 
  Sevvord 
  I 
  “Redbeard”, 
  Master 
  of 
  Stonehold: Sevvord Redbeard solidified his grip on 
  Stonehold years ago by declaring himself rhelt (monarch) 
  and ending the bloody trials that used to determine 
  leadership in the realm. He conquered Tenh in the 
  Greyhawk Wars while under the influence of Iuz, but 
  about ten years ago, he broke free and swore revenge. 
  When he withdrew from Tenh, he found his capital city 
  of Vlekstaad in ruins—raided by the Rovers of the 
  Barrens, but Sevvord blamed it on the Suel barbarians 
  and therefore swore revenge against them, too! Many say 
  that Sevvord is no longer fit to rule, but no one has dared 
  to move openly. 
   
  Markazrak’nash’fin (“mar-kazz-RACK-nash-FIN”) 
  – the glabrezu demon: This foe is responsible for much 
  misery in northern Tenh and the PCs will finally have a 
  chance to face-off against him. He was an influential 
  glabrezu demon in the Abyss, called to Oerth and 
  strengthened further when a group of Stoneholders 
  sacrificed many Tenha souls to him. He has a magical 
  amulet that allows him to take on a humanoid form, and 
  he typically travels in the guise of a burly Stonehold 
  warrior. 
   
  Dehzbah (“DEZZ-bah”) the Man-Ripper – niece 
  of Rhelt Sevvord Redbeard of Stonehold: Dehzbah is 
  the demon’s latest and most powerful mortal ally, and a 
  champion of Erythnul. She is compactly built and fair for 
  a Stoneholder, with light skin and dirty blonde hair; 
  those few who have witnessed her carnage describe her 
  with “skin the color of milk, hair the color of wheat, and 
  with warpaint the color of blood and ichor.” Her girlish 
  appearance disguises a ruthless killer: dozens or even 
  hundreds of men—Palites, Tenhas, Iuzites, fellow 
  Stoneholders—have died on her greatsword.  
  
  COR7-16 Divided We Stand 
   
  Page 5 
   
  She seeks to overthrow her uncle, Sevvord 
  Redbeard, and take his place as the Rhelt of Stonehold. 
  Her desire for power is overshadowed only by her 
  bloodlust. Markazrak’nash’fin has granted her four wishes 
  in their time together: three to enhance her physical 
  abilities, and one to enhance her armor. The PCs will 
  have the opportunity to put a permanent end to her life 
  in this adventure. 
   
  Erilaes (“air-ih-LIE-ess”) – Stonehold Arcanist: 
  Arcanists are rare among the folk of Stonehold; Erilaes is 
  a throwback to the Flan mystics of the old North. Not 
  quite thirty years old, she cultivates an eldritch 
  appearance: black robes over her skinny body, tan skin, 
  dark eyes, and unnaturally white hair (bleached in an 
  encounter with harrowing extraplanar forces). She wears 
  her hair in cornrow braids. Her familiar, a raven, speaks 
  in cryptic and archaic Flan.  
   
  Erilaes was born with a talent for sorcery, but her 
  intelligence and ambition inclined her more toward 
  wizardry. She is proud of her pursuit of ancient Flan lore 
  and looks down on the typically brutish men of 
  Stonehold. Still, she values their strength and accepts 
  their company, since she is so intrigued by the magic in 
  the places that Dehzbah and the demon have plundered.
   
  Erilaes escaped from Abanfyl, but Dehzbah punished 
  her for her failure to stop the heroes: the fresh scar on the 
  left side of her face, forehead to neck, adds to her dark 
  beauty. 
   
  Orgrain (“ORE-grain”) – Warden of the Rhelt’s 
  Hall: An experienced warrior and master of both armed 
  and unarmed combat, Orgrain is captain of the guard at 
  Sevvord’s hall. 
   
  Orgrain is a short, heavy set man. His dark bronze 
  skin marks him as an almost pure blooded Flan. His black 
  hair is kept in short dreadlocks and is often dyed using 
  the blood of his enemies. His brown eyes show a hint of 
  wisdom. He is absolutely loyal to Rhelt Sevvord I and 
  matters of importance to the Rhelt are important to him. 
  He prefers to kill with his bare hands even though he is 
  highly skilled with weapons of war. 
   
  The Mist Dragons: Mother, father, and wyrmling, 
  these guardians of Lake Abanfyl have been overcome by 
  Markazrak’nash’fin and Dehzbah the Man-Ripper. The 
  villains have bent the dragons to their will as part of 
  Dehzbah’s power play for the throne of Stonehold. Their 
  natural form is a misty, wingless dragon, but they can 
  take on a humanoid shape.  
   
  The Wandering Stars – orc followers of 
  Celestian: This unusual group left the orcish metropolis 
  of Garel Enkdal for various reasons and now wander the 
  Griff Mountains. A priest of Celestian, travelling in the 
  Griffs about a year ago, befriended these outcasts and 
  taught them the ways of his patron before moving on. 
  Celestian is Fharlanghn’s brother, a distant but generally 
  benevolent deity with dominion over the stars and 
  wanderers. (The Living Greyhawk Gazetteer suggests 
  Celestian as an appropriate patron for non-evil 
  humanoids.) The leader of these orcs, Ullagar (“ULL-a-
  gar”), is now himself a cleric of Celestian; the others are a 
  female ranger named Kralla, and two barbarians named 
  Brukk and Grash. 
   
  PREPARATION FOR PLAY 
  Before beginning play, you may wish to get the following 
  information from the players: 
  • 
  Did they play COR6-07 From the Dust or COR6-15 The 
  Shrouded Shores of Abanfyl with this PC? 
  • 
  Do any of the PCs hold the title(s) Hero of Tenh, 
  Saighden of Tenh, or Lord of Tenh? 
  • 
  Are any of the PCs loyal Palites or Faithful Flan who 
  side with the Pale in the Liberation of Tenh? (No PC 
  can be both a Hero, Saighden, or Lord of Tenh and a 
  loyal Palite or Faithful Flan. The two nations are 
  effectively enemies, though no formal declarations 
  of war have been made by either nation. This 
  political situation precludes a PC being loyal to the 
  Pale and minor nobility within Tenh.) 
  • 
  Did any PCs buy the nauskiree-bone spear in COR6-
  15 The Shrouded Shores of Abanfyl? Did they earn the 
  Favor of the Wandering Stars (orcs of Celestian) in 
  that adventure? 
  • 
  Determine if any PCs have faced Dehzbah in the 
  past. She has appeared in three Pale regionals and 
  specials in the past. This will allow for you to 
  customize the way she addresses the relevant PCs 
  when they finally meet. 
   
  INTRODUCTION 
  The adventure starts with the PCs in the city of Calbut in 
  the Inn of Sun and Stone. They have been invited here by 
  Sister Dhariel and Amadahy Silver Rain in an attempt to 
  have them deal with the threat of Markazhrak’nash’fin 
  and Dehzbah the Manripper once and for all. Give out 
  Player Handout 1: Letter of Invitation, and then read: 
   
  Sitting at the foot of the Griff Mountains, the city of 
  Calbut is renowned for its fifty-foot-high walls, built 
  centuries ago, as well as for the nearby platinum 
  mines. Those walls did not protect it when the 
  fearsome Fists of Stonehold swept southward 
  during the Greyhawk Wars, but many suspect 
  treachery for the fall of the city. Now that the 
  Stoneholders have withdrawn and the Ether Threat 
  has come and gone, the banner of the Theocracy of 
  the Pale flies over Calbut’s walls, and the platinum 
  mines bring wealth to the Theocrat’s coffers. A 
  Palish prelate—the only Flan on the Council—
  oversees the Prelacy of Tenh, splitting his time 
  between Calbut and the southern city of Atherstone. 
   
  Calbut 
  is 
  humming 
  with 
  activity 
  and 
  construction. Along the newly cobbled streets, you 
  have made your way to the Inn of Sun and Stone.  
  The common room is well kept and there are several 
  serving girls moving among the tables. The good oak 
  bar has a few open stools and a couple of the tables 
  have open chairs as well. 
  
  COR7-16 Divided We Stand 
   
  Page 6 
   
  Take a moment to allow the players to introduce their 
  PCs to each other. Once the introductions are done, read: 
   
  The dark-haired serving girl nimbly negotiates the 
  crowd to bring a second round of food and drink to 
  your table, as a chubby young Flan boy enters the 
  common room. He wears a light-colored wool tunic 
  and a small Pholtan holy symbol made of wood. 
   
  He looks around for a moment and then 
  approaches your table. He bows and recites, “I am 
  Tomas, Sister Dhariel sent me to bring you to her 
  home to speak with her and Lady Amadahy if you 
  will accompany me.” He smiles and blinks several 
  times, expectantly. 
   
  Tomas is an orphan, now cared for by the Church. If the 
  party chooses to follow, proceed to Encounter 1. If the 
  party chooses not to follow, the boy gives them directions 
  and they may proceed to Sister Dhariel’s home at their 
  leisure. If they do not go immediately, Amadahy Silver 
  Rain is not present when they arrive. If the party follows 
  the boy, he leads them across the Plaza of the Sun to a 
  small, nondescript house on the eastern side of the 
  courtyard. 
   
  At the city center stands an ancient temple, 
  commanding a large plaza. The temple is adorned 
  with frescoes of sunbursts and eagles, and its walls 
  and roof have obviously been cleaned recently. In 
  front of the temple's steps stands a large statue 
  depicting 
  a 
  solemn 
  robed 
  man, 
  one 
  hand 
  outstretched. Tomas explains that this is the Plaza 
  of the Sun, that is the Cathedral of Pholtus, and 
  here—as he leads you to a humble house east of the 
  plaza—is Sister Dhariel’s house.  
   
  Calbut: Should PCs ask about the current condition of 
  Calbut, you may use some of the following information as 
  a guide. Calbut was taken by the Pale at the end of CY 594 
  from Stonehold occupation. The assault destroyed a large 
  section of the front wall using magics, which has now 
  largely been rebuilt. The city itself has been completely 
  restored to its former glory over the last two years by the 
  Pale. Notable changes include the once-proud temple of 
  Pelor, which had been desecrated by the Stoneholders, 
  having been converted to a temple of Pholtus. There is 
  also a large presence of the Prelatal Army throughout the 
  city. The city recently (spring 597) came under attack by 
  fiends, who took over the platinum mines for several 
  weeks. More than a few buildings in the city are marred 
  by fire damage, but the platinum mines have been 
  retaken. No one on the street knows whether Stonehold 
  is involved or whether this is some new threat to the Pale 
  and her people. 
   
  1: PALISH ALLIANCES 
  The PCs are led into the common room of this small 
  house. Sister Dhariel and Amadahy Silver Rain are both 
  present in the room and Amadahy’s holy symbol (the 
  green disk of Oerth Mother Beory) is clearly visible 
  around her neck. 
   
  Many PCs may find themselves uncomfortable in 
  Palish territory, and Sister Dhariel will do all that she can 
  to ease their concerns. She is a more progressively 
  minded Pholtan and allows people to speak freely against 
  the Pale and Pholtus as long as they do not advocate 
  treason/war against the Pale or blaspheme against 
  Pholtus. Such impropriety causes both Sister Dhariel and 
  Amadahy Silver Rain to respond in anger; Sister Dhariel 
  due to her patriotism for the Pale and devotion to 
  Pholtus, and Amadahy due to her loyalty to Duke 
  Labahlah. 
   
  �Sister Dhariel: female human (Flan) Cleric 
  (Pholtus) 10. See Cast of Characters for more details. 
   
  �Amadahy Silver Rain: female human (Flan) 
  Cleric (Beory) 10. See Cast of Characters for more details. 
   
  Both women are standing as the PCs enter the room; 
  describe them as outlined in the “Cast of Characters” 
  section. Once the PCs are in the room, read: 
   
   
  As you enter the room, Sister Dhariel says in her 
  warm voice, “Welcome to Calbut, friends. I am 
  heartened to see that my missive reached you as 
  intended. Please be seated.” The two priestesses 
  settle into comfortable chairs on one side of the 
  room, and Sister Dhariel indicates other chairs and 
  divans in the room for you. Tomas brings in a tray of 
  drinks and cheeses and offers them to everyone.
   
  Amadahy Silver Rain then speaks, “It has been 
  several months since we learned of the plot by the 
  fiend and the Stoneholder woman. Agents of the 
  Pale believe they have found where the fiend is 
  keeping the young dragon he stole. We do not think 
  the older dragons are there. Sister Dhariel and I 
  want for you to go look at this place and see what 
  you can learn. Will you do this for us?” 
   
  Give the PCs a chance to respond to Amadahy Silver 
  Rain. Any PC who refuses now may reconsider later and 
  continue in the adventure with ant PCs who respond 
  positively, but otherwise the adventure is over for them. 
  Once all of the PCs have responded, read or paraphrase 
  the following as long as most are willing to undertake the 
  mission. 
   
  Sister Dhariel stands to retrieve a parchment from a 
  table against the wall. “Here is a map to the area, a 
  high valley with many caves,” she explains. “Once 
  there, watch carefully for any sign of fiends or other 
  indication that might allow us to locate the 
  wyrmling and remove the guardians of Abanfyl from 
  the thrall of the fiend. Do you have any other 
  questions?” 
   
  The map that Sister Dhariel gives the PCs shows a path 
  leading up to a large valley in the Griff Mountains. The 
  
  COR7-16 Divided We Stand 
   
  Page 7 
  valley has many caves according to the map and any one 
  of them could be used as a holding area for the wyrmling 
  kidnapped from his parents. 
   
  Use the following information as a guide for any 
  questions the PCs might ask. Dhariel or Amadahy can 
  answer most of the questions and will alternate 
  responding. The answers below are also provided in 
  Player Handout 2. Provide Player Handout 2 to the 
  players once they have finished here. If the handout 
  contains questions the PCs did not ask, Dhariel or 
  Amadahy mention it as the PCs are leaving. 
   
  Q: How far away is this location? It is about 
  twenty-five miles west into the Griffs from the 
  approximate midpoint of Rockegg Pass, which is nearly 
  two hundred miles long. Land-based travel off the pass 
  will be slow: probably two days’ worth. 
   
  Q: What do you know of the guardians of 
  Abanfyl? They are known to be dragons now, though we 
  are unsure of what type they are. 
   
  Q: What are the names of the guardians? We do 
  not know their names. 
   
  Q: What kind of support can you give us? We 
  could arrange for any typical items to be brought to you. 
   
  Q: Is this a secret mission or an official 
  mission? This mission is endorsed by the Duke of Tenh, 
  Labahlah and the Prelate of Tenh, Filias Farsonol. 
   
  Q: Is Amadahy aware of the laws of the Pale and 
  the implications of those laws on her holy symbol? I 
  am well aware of the laws of the Pale and of the Tenh. 
   
  Q: What divinations have you (or the religious 
  leaders of the Pale or Tenh) performed? Scrying on 
  the wyrmling always fails. Divinations about the dragon 
  can confirm the location, but tell the PCs that he is 
  hidden 
  from 
  magics. 
  Scrying 
  on 
  Dehzbah 
  or 
  Markazrak’nashfin shows a group of warriors in a tavern 
  in the city of Vlekstaad making plans. Divinations tell the 
  PCs that Dehzbah plans to strike against Rhelt Sevvord I 
  sometime within the next six weeks. Other divinations 
  and scryings should be answered based on the other 
  information in this adventure. Remember that the 
  wyrmling is hidden from magic by the chains with the 
  anti-magic field on it. 
   
  Also, Rhelt Sevvord I has divinations cast each day to 
  try and determine any threats that might come during 
  the day. Dehzbah has also had a divination cast to 
  determine the best time for her to strike at Sevvord and 
  what preparations she should utilize when she strikes at 
  him. 
   
  Q: Are there any allies that we might rely upon 
  in the area, should the need arise? The platinum 
  mines in Rockegg Pass are under the control of the 
  Prelatal Army of the Pale, who would grant aid to anyone 
  requesting it as long as they are not evil or enemies of the 
  Pale or Pholtus. 
   
  The Prelatal Army can offer any items that are 
  normally available to the PCs up to 750 gp, including 
  potions or scrolls that would be used for healing or 
  working in a mine. DMs should use their discretion on 
  what is actually available. 
   
  Q: What do you want us to do if we find the 
  wyrmling and/or its parents? Free the wyrmling if 
  possible, and find a way to make it safe while you then 
  journey to Stonehold and somehow find a way inside to 
  tell the dragons that their wyrmling is free. We believe 
  them to be accompanying Dehzbah the Man-Ripper to 
  overthrow her uncle. The rhelt, Sevvord, has not gone far 
  from the city of Vlekstaad in several months. 
   
  Q: How would you propose we gain entry into 
  Stonehold/Vlekstaad? First, avoid the notice of any 
  roving warbands along the way: a typical Fist contain 
  hundreds of skilled warriors and the support of skalds 
  and battle-priests. If you do see such a group, do not be 
  distracted by engaging it or even hurling long-range 
  spells. We trust you to be judicious.  
   
  Strange as it may seem, open diplomacy may be the 
  best way. If Sevvord were to know of his niece’s betrayal, 
  this could aid greatly in halting her as a threat to the 
  Tenh and all the Flanaess. Vlekstaad is not a closed city, 
  but its citizens are desperate and would probably accost 
  anyone they perceive as weak. Remember their enmity 
  for the northern Suel, Tenhas, Palites, and the forces of 
  Old Wicked. If you cannot talk your way into an 
  audience with the rhelt, one of you might be able to 
  challenge the leader of the gate’s guards to a duel for 
  entry to the halls of Sevvord. 
   
  Q: I am a paladin, yet you would have me 
  negotiate with evil rather than smite it? Sometimes, 
  we must fight the greater evil first. That is the fiend and 
  Dehzbah, not Stonehold. A wise paladin would 
  understand that there must be priorities. 
   
  Q: Will we be paid? How much will we be paid? I 
  would have thought that the favor of the Duke of Tenh 
  and a Prelate of the Pale would have been payment 
  enough, but as you desire gold more than to do what is 
  right, you shall each be paid appropriately for your time.  
   
  (The payment is 200 gp x APL if the PCs force the 
  women to give them an amount. If the PCs ask for any 
  portion of the gold up front, they get half up front but do 
  not receive the Favor of Tenh or the Favor of the Pale on 
  the AR.) Characters can only receive either the Favor of 
  Tenh or the Favor of the Pale; they cannot get both.  
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 10: Coin 0 or 1,000 gp; Total 1,000 gp. 
   
  APL 12: Coin 0 or 1,200 gp; Total 1,200 gp. 
   
  APL 14: Coin 0 or 1,400 gp; Total 1,400 gp. 
   
  Troubleshooting: If the PCs persist in insulting the Pale 
  or Pholtus during this meeting, Amadahy Silver Rain 
  calls an end to the meeting after the third such insult and 
  asks the PCs to leave. This ends the adventure for the PCs 
  in question. She says, “If you cannot put aside your 
  differences with other Flan people in order to unify the 
  Tenha and the Tenh, then I will not have you working for 
  the Chosen of Beory. Now get out!!” PCs may still recover 
  from this blunder by making a Diplomacy check DC 25 
  (changing her attitude from unfriendly to friendly). 
   
  
  COR7-16 Divided We Stand 
   
  Page 8 
  Development: If the PCs are continuing with the 
  adventure, give them the opportunity to do whatever 
  they choose to do in Calbut before they leave for the 
  valley. Once they are finished in Calbut, proceed to 
  Encounter 2: Shooting Stars. 
   
  2: SHOOTING STARS 
  In this encounter, the PCs meet (again, for some PCs) the 
  Wandering Stars, a small band of young, neutral- and 
  good-aligned orcs, who worship Celestian. 
   
  The PCs have journeyed into the valley they were 
  told to go to in the Griffs. It has gotten colder as the party 
  has moved further up into the mountains, but there have 
  been no clouds to be seen for miles. The party should 
  reach the valley in the evening and there is a small cave 
  right off the trail where the party can make camp for the 
  night. If they choose not to camp here, then there are 
  other locations they could choose to camp in. The 
  entrance to the valley is a smooth flat area. There is a cliff 
  up above the trail (approximately 30 feet up) that would 
  hold their campsite. The party could also continue down 
  to the floor of the valley and camp there as well. Once 
  they have decided on where to camp, read: 
   
  As indicated by the map, the valley stretches out 
  below as you come over a final rise on the mountain 
  trail. There are several mountain streams entering 
  the valley and the foliage is thick and green. Most of 
  the trees you can make out in the fading light are 
  coniferous, and you can even make out a few berry 
  bushes along the trail ahead. 
   
  Off to your left and slightly above the trail, there 
  is a small cave opening that you may be able to camp 
  in. A cliff rises about thirty feet up above the trail, 
  with a natural staircase leading up to it. A small 
  clearing is also evident at the foot of the trail as it 
  first enters the valley, a hundred or so feet below. 
   
  Use map 1 for the area at the top of the valley where the 
  cave and ledge are located. If the party chooses to go 
  down into the valley and camp, draw out a suitable 
  clearing surrounded by thick vegetation with several 
  animal trails leading into it and a small pond where one 
  of the mountain streams collects before flowing 
  underground. 
   
  Have the players place their miniatures in the 
  campsite as they would be right after having eaten the 
  evening meal. If the PCs have lit a fire for the night, the 
  approaching orcs notice them due to their fire. If the PCs 
  have not, the orcs are just coming down from the trail 
  that leads higher into the mountains from the cliff above. 
  Use Spot checks to determine the distance of the 
  encounter, to a maximum of 100 feet. The orcs are not 
  trying to hide. 
   
  Any PCs who had previous friendly contact with 
  these orcs from COR6-15 The Shrouded Shores of Abanfyl are 
  recognized immediately and should recognize them as 
  well. The orcs approach the party cautiously until invited 
  to join them around their campfire. The orcs were 
  camping in a cave even farther up the mountainside until 
  after the sun went down and are now setting out on their 
  journey again to see all of the Flanaess. 
   
  Describe the approach of the Wandering Stars as a 
  group of orcs moving cautiously toward their campsite. If 
  the PCs are in the cave, the orcs shout out a greeting 
  before approaching the cave. Their weapons are out, but 
  they held in defensive positions. Ullagar is wearing 
  studded leather armor and interspersed amongst the 
  studs on his chest are several larger colored studs 
  arranged in a circle. He is also wearing a silver holy 
  symbol of Celestian, a gift from an adventurer he met last 
  year. 
   
  A DC 20 Knowledge (religion) check allows a PC to 
  recognize the arrangement of colored studs as a symbol 
  of the deity Celestian, god of the stars and wanderers, 
  brother of Fharlanghn. A DC 15 Knowledge (religion) 
  check identifies the silver holy symbol. 
   
   
  �Ullagar: NG male orc cleric 6 (Celestian); 
  Appendix 1. 
   
  �Kralla: CG female orc ranger 5; Appendix 1. 
   
  �Brukk and Grash: N male orc barbarian 4; 
  Appendix 1. 
   
  The orcs once resided in the vast orcish city of Garel 
  Enkdal, 50 miles northeast of Lake Abanfyl, but were 
  exiled for various crimes about two years ago. (Garel 
  Enkdal is described in WSG1 Five Shall Be One, in which 
  northern barbarians raid the city and take the magical 
  sword Stalker, just before Iuz touches off the Greyhawk 
  Wars). Garel Enkdal is about to erupt into a power 
  struggle (orcs, hobgoblins, and various UnderOerth 
  creatures) and might hold the promise of future 
  adventures. 
   
  All in this group have abandoned the evil ways of 
  their upbringing, including the worship of Gruumsh and 
  the orc pantheon. They now worship Celestian, since the 
  moon and stars are gentle on their light-sensitive eyes. 
  They learned about this deity two years ago from a kind 
  but somewhat daft human cleric of Celestian, as the cleric 
  was travelling far from his home in the west. The orcs 
  have already taken a brief tour to distant lands and are 
  now exploring other areas of the Griffs before moving 
  into other lands. 
   
  The orcs are wary (unfriendly toward) those they 
  have not had friendly contact with in the past. Should 
  any PC in the party have met them in the past under 
  friendly circumstances, they start out as friendly towards 
  the party. They still have a short tolerance for insults, 
  though, so aggressive actions or unfriendly attitudes by 
  the PCs will quickly move the orcs toward unfriendly 
  and they will leave without speaking further. 
   
  If the PCs manage to move the orcs to friendly, they 
  can save the PCs several days of searching the valley, as 
  they have already seen the cave the PCs are searching for. 
  The Wandering Stars were actually attacked by the 
  guards there when the four orcs attempted to approach 
  the cave. They did not see any fiends present, but there 
  
  COR7-16 Divided We Stand 
   
  Page 9 
  were barbarians guarding the cave. If the PCs explain 
  their purpose in the mountains, the orcs share this 
  information and the location of the cave with the PCs. 
  The orcs heard some kind of creature screeching as if in 
  need of help as the attack on them began. Kralla can 
  imitate the sound if asked, and anyone who speaks 
  Draconic can recognize it as the word for help. 
   
  Ullagar is the only one that speaks Common, 
  although Kralla has begun to pick up the language and 
  can speak it haltingly. 
   
  Tactics: Should the PCs attack the Wandering Stars, the 
  orcs defend themselves and attempt to make a fighting 
  withdrawal back down the mountain trail that led up to 
  the valley. They try to use nonlethal tactics as much as 
  possible if forced to attack; they know that most people 
  do not understand that orcs can be good. 
   
  Troubleshooting: PCs may wish to scout the ledge and 
  the cave. Neither is dangerous in any way. The ledge 
  shows signs of having been used as a camping area by 
  others in the past, but none has been within the last 
  month. The cave also shows signs of being used in the 
  past for camping. 
   
  Development: If the PCs obtain the information from 
  the Wandering Stars for the location of the cave proceed 
  to Encounter 3, using the “Found” section. If the PCs do 
  not obtain the information from the Wandering Stars for 
  the location of the cave, proceed to Encounter 3 and start 
  with the beginning of the encounter. 
   
  3: CAVE OF CAPTIVITY 
  This encounter starts with the PCs searching for the cave 
  where the wyrmling is held captive. If the PCs did not 
  learn the location from the Wandering Star Orcs in 
  Encounter 2, they must make a Survival (Track) or Search 
  check (DC 20 and 30 respectively) to find the cave.  
   
  The Survival check made by someone with the Track 
  feat check locates the path that Dehzbah’s minions use to 
  travel to and from the cave for hunting.  
   
  The Search check finds things like discarded 
  waterskins, broken arrows, and the like in the valley that 
  slowly lead towards the cave. For each point by which the 
  PCs fail the Survival or Search check, the search for the 
  cave takes an extra hour up to a maximum of ten hours, 
  which puts the PCs finding the cave shortly before the 
  sun goes down. If the PCs fail the Survival or Search 
  check, read: 
   
  You have been unable to find any tracks or any 
  significant sign of other humanoids in the valley. 
  You have already investigated several of the caves 
  with no luck and the day is quickly wasting away as 
  you wander about the valley trying to find any sign 
  of your quarry. 
   
  Eventually, the PCs find the cave. Proceed to Found, 
  below. 
   
  FOUND 
  If the PCs succeed on the Survival or Search check or 
  they gained the location of the cave from the Wandering 
  Star Orcs, read the following (modify as necessary for 
  those who gained the information from the orcs or who 
  choose to approach the cave differently and at APL 10 
  where the barbarian guards are not present): 
   
  You have been tracking towards a cave for a few 
  hours now. Along the way, you have seen the tracks 
  of humanoids and perhaps even a few fiends. 
  Broken arrows on the ground assure you that at 
  least some of the creatures that have used this trail 
  fight with manufactured weapons. 
   
  A final turn in the trail reveals a cave opening. A 
  single barbarian guards the entrance, crossbow at 
  the ready, keeping a wary eye out for anyone 
  approaching. He wears crimson war paint on his 
  face.  
   
  The PCs may choose to approach the cave in any fashion 
  they choose. The guards are taking 10 on their Spot and 
  Listen checks as they are consciously on guard for 
  enemies approaching the cave; apply this to the Spot 
  checks against any PC’s Hide checks, and their Listen 
  check against any PC’s Move Silently checks. 
   
  Use Map 2 for the cave and the approach to the cave. 
  Give the players no more than 5 to 10 minutes to figure 
  out how they want to set up their approach to the cave. 
  The PCs may choose to wait until nightfall to approach 
  the cave, which might give them additional bonuses on 
  their approach. If the PCs watch the cave for any 
  substantial amount of time, they notice that the guard 
  changes every three hours. The guards and vrocks are 
  taking 10 on their Listen and Spot checks to notice any 
  approaching enemies. 
   
  Guards on the outside of the cave have a couple of 
  large rock formations they can use for cover during their 
  guard duty and if combat occurs. 
   
  Make sure to mention the wyrmling chained in the 
  cave when you describe what the PCs see. 
   
  APL 10 (EL 13) 
   
  �Erilaes, Stonehold Arcanist: female human 
  sorcerer 1/abjurer 9; hp 50; Appendix 1.  
   
  �Vrock (3): hp 115 each; MM 48. 
   
  APL 12 (EL 15) 
   
  �Erilaes, Stonehold Arcanist: female human 
  sorcerer 1/abjurer 11; hp 60; Appendix 1.  
   
  �Stoneholder Barbarians (2): female human 
  barbarian 10; hp 94 each; Appendix 1. 
   
  �Vrock (3): hp 115 each; MM 48. 
   
  APL 14 (EL 17) 
   
  �Erilaes, Stonehold Arcanist: female human 
  sorcerer 1/abjurer 13; hp 70; Appendix 1. 
  
  COR7-16 Divided We Stand 
   
  Page 10 
   
  �Stoneholder Barbarians (2): female human 
  barbarian 12; hp 123 each; Appendix 1. 
   
  �Advanced 14 HD Vrocks (3): hp 168 each; 
  Appendix 1. 
   
  Tactics: Erilaes casts greater invisibility in the first round 
  that the PCs are detected. This may include hearing the 
  PCs or actually seeing them. 
   
  If the vrocks or Erilaes detect the presence of the 
  PCs before they get to the cave, the vrocks begin their 
  dance of ruin on the first round after the PCs are detected 
  while Erilaes leaves the cave invisibly. 
   
  At APL 10, judges may wish to warn PCs that they 
  hear a strange chanting echoing from inside the cave and 
  allow them the chance to recognize what that means 
  using Knowledge (the Planes) checks. At higher APLs, 
  PCs can still make Listen checks to hear the chanting, but 
  judges should not ask for any Knowledge checks. 
   
  If possible, the vrocks continue their dance to its 
  conclusion. They hope to surprise the PCs with their 
  deadly burst as soon as they enter the cave. Erilaes 
  utilizes the most appropriate spells for fighting the PCs 
  based on the tactics they are using. 
   
  The vrocks have mirror image active at all times, as 
  they instinctively take an action to renew it every ten 
  minutes. The vrocks attempt to move in and release their 
  spores on the first fighter that engages them in melee 
  combat once they are no longer dancing. 
   
  If the combat is going badly, Erilaes attempts to 
  escape. 
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs recover from the guards’ bodies.  
   
  Development: Once the PCs defeat the guards, they can 
  rescue the wyrmling. The wyrmling is chained to the 
  wall of the cave with superior quality locks (DC 40 Open 
  Locks check) and chains. The arcanist, Erilaes, holds the 
  key to the locks. The chains radiate an anti-magic field 
  around the wyrmling, which prohibits her from being 
  detected by divinations or using her own magic. This 
  effect ends when the chains are removed (so the PCs do 
  not get to use them to their own advantage).  
   
  Once the wyrmling has been rescued, the PCs can 
  choose what they want to do next. They have to decide 
  what to do with the wyrmling as well. Such a young 
  dragon would be easily subdued or killed if left alone 
  again. The wyrmling recognizes the kindness of the PCs 
  when they free her, and although she wishes to be with 
  her parents accepts that the PCs are here to help her. The 
  wyrmling is as intelligent as a grown human but speaks 
  only Draconic and has a childlike outlook on the world. 
  Assume that she can avoid danger in any future combats 
  in this adventure. The wyrmling has been called Wisp 
  most often by her parents though her real name is much 
  longer. Once they have decided what to do with the 
  wyrmling, the PCs can proceed to Stonehold to try and 
  stop Dehzbah from using the wyrmling’s parents, or they 
  can abandon the rest of the adventure. If they choose to 
  proceed to Stonehold, proceed to Encounter 4. If they 
  choose to abandon the rest of the adventure, proceed to 
  Conclusion A. 
   
  4: HOUSE OF STONE 
  This encounter takes place at the gates of Stonehold. 
  Stoneholders are notoriously chaotic and evil in nature, 
  but the PCs are allowed to approach the gates only 
  because the outer guards want to see what would bring 
  six travellers right up to the gates of Stonehold when 
  they know it means certain death. It is a form of respect 
  by the Stoneholders to at least allow the PCs to speak 
  after showing such bravery.  
   
  GETTING TO VLEKSTAAD 
  On the southernmost shore of White Fanged Bay, 
  Vlekstaad lies about 250 miles from the cave. Travelling 
  this distance might require several days or several hours 
  of travel, depending on the PCs’ means of transport. 
  Read: 
   
  Stonehold is a harsh place where the strong rule and 
  the weak are crushed—and this is the gentler 
  southern part of the nation. Winds from the 
  mountains sculpt bushes and trees into twisted 
  forms. You have already seen the effect of this 
  terrain on the people who inhabit it. 
   
  As Sister Dhariel and Amadahy Silver Rain explained to 
  the PCs in Encounter 1, it would be a waste of the PCs’ 
  time to seek a battle with the warriors (or common 
  citizens) of Stonehold. If the PCs come up with a 
  reasonable way to avoid the notice of roving bands of 
  barbarians and relatively peaceable nomads, allow it to 
  succeed. In case the PCs try to talk with any people, the 
  Stoneholders have no useful information for them 
  besides general directions to Vlekstaad.  
   
  ENTERING THE VLEKSTAAD 
  The city of Vlekstaad watches over the southern end 
  of White Fanged Bay. Its walls enclose a small port.  
   
  As you approach the gates of the city, one of the 
  warriors manning them calls out in a dialect of Flan 
  inflected with sounds from the northern Suloise 
  barbarians not often heard in the rest of the 
  Flanaess . 
   
  Allow the PCs a chance to respond to the gate guards. 
  The guard speaks a typical challenge in Flan if the PCs all 
  appear to be Flan.  
   
  PCs who speak Flan understand what the guard says 
  with no problem. If no one speaks Flan, the guards 
  repeats himself in the Cold Tongue. If no one replies he 
  switches to Common but is more contemptuous of the 
  outlanders. The guard asks, “What brings you to 
  Vlekstaad?” Any reasonable answer for entering a city, 
  such as looking for supplies or  
  
  COR7-16 Divided We Stand 
   
  Page 11 
   
  The guards are typically indifferent to visitors, but 
  they should let clever PCs into the city with only a sneer 
  and minor harassing.  
   
  If, however, the PCs display symbols or markings 
  indicating allegiance to Iuz, Tenh, or the Pale, or if any of 
  them are Suel, the guards block their entry into the city, 
  due to the enmity between the Stoneholders and these 
  groups. Such PCs are denied entry to the city and told to 
  run if they value their lives; additional archers are 
  summoned to the gate. As long as the PCs flee from the 
  city now, there should be no further repercussions; the 
  PCs outrun the hail of arrows being fired at them and 
  escape into the countryside. Do what you can to prevent 
  outright conflict, since it is outside the scope of this 
  adventure. 
   
  Once the PCs have gained entry to the city, read: 
   
  One of Stonehold’s few permanent cities, Vlekstaad 
  houses a population of not more than 2,000. The city 
  was razed and completely emptied of people by the 
  bold Arapahi several years ago, but most of the 
  structures have been rebuilt, in typically simple but 
  effective forms. 
   
  The people of Vlekstaad watch you at every turn. 
  You are strangers in a land that respects strength 
  and is at war with every neighbor. Rough, shaggy 
  barbarians with the ritual brand of Rhelt Sevvord 
  Redbeard on their shoulder follow you, loping along 
  nearby, like wolves, eager for any sign of weakness.  
   
  The PCs can ask directions from any citizen here. You 
  might let the PCs make one of various checks—Gather 
  Information, Diplomacy, Bluff, or Intimidate. Let the 
  players choose their approach. Vlekstaad is small enough 
  that even simply walking around will quickly show the 
  PCs that the Hall of the Rhelt is the most important 
  building in town. 
   
  Small new temples and shrines have been dedicated 
  around town, not only to natural powers (Oerth Mother 
  Beory and Obad-Hai) but also to Erythnul the Many, 
  champion of slaughter. 
   
  THE HALL OF THE RHELT 
  With a courtyard before it, the low structure is built 
  of granite from the Griffs, sturdy and imposing with 
  ornaments of carved timber and hammered bronze 
  and the engraved tusks of great beasts. From the rear 
  of the hall rises a larger two-story structure of 
  bulkier construction, like a small keep. 
   
  At this point, the PCs must decide how to proceed. The 
  easiest thing for them to do would be to approach the 
  front of the hall and request entry, explaining why they 
  have come here. Use Map 3 for the hall itself. Try to 
  dissuade the players from having the PCs enter the keep, 
  as this is outside the scope of this adventure. 
   
  The captain of the Stoneholders at the hall’s doors is 
  called Orgrain (ORE-grain). He is as evil as they come, 
  but has a sense of honor. His initial attitude towards the 
  party is unfriendly, but he does not attack without 
  provocation.  
   
  If anyone attacks him, other guards blow warhorns 
  and the entire city answers the call to arms; the adventure 
  is over for the PCs at this point. Proceed to Conclusion B. 
   
  The Stoneholders believe they have the upper hand 
  here and Orgrain wonders (with some condescension) 
  what makes such a motley group think they can walk 
  into Sevvord’s hall. He therefore allows the PCs to speak 
  to him, so to determine what to do based on their words 
  and actions. 
   
  As the PCs approach the hall, Orgrain calls out in 
  Flan, “What brings ones such as this to the Vlekstaad? 
  What kind of fool’s errand could be worth your lives?” 
  From here, the PCs must negotiate with Orgrain for 
  entry into the hall, using Diplomacy or Intimidate. The 
  results of this check determine whether and how they 
  gain entry to the hall. Apply the following circumstance 
  modifiers, based on what information the PCs are willing 
  to share with Orgrain: 
   
  Circumstance Modifiers 
  • 
  +2: PCs mention that Dehzbah seeks to overthrow 
  Rhelt Sevvord I using any method that does not 
  include direct battle with other Stoneholders. 
  • 
  +2: PCs mention that Dehzbah has allied herself with 
  a demon 
  • 
  +2: PCs mention that Dehzbah plans on using good 
  dragons to overthrow Rhelt Sevvord I 
   
  You may apply other circumstance modifiers based on 
  the speaking PC’s appearance or the player’s roleplaying. 
  Penalize a PC that appears weak or “overcivilized” to the 
  Stonehold ethic, for example, since Orgrain (like most 
  men here) respects visible strength above all.  
   
  A PC bearing the nauskiree-bone spear from COR6-
  15 The Shrouded Shored of Abanfyl gets the modifiers listed 
  on that AR; Orgrain grimaces as he realizes that the PCs 
  are the ones who defeated the notorious captain, Vakrul 
  Frost-Eye.  
   
  Diplomacy Results: The following indicate if and how 
  the PCs gain entry into the Rhelt’s Hall. 
  • 
  DC 20 – Hostile to Unfriendly: Orgrain allows the 
  PCs to enter the hall if they surrender all of their 
  weapons and allow him to chain them as enemies of 
  Stonehold. 
  • 
  DC 25 – Hostile to Indifferent: Orgrain allows the 
  PCs to enter the hall freely if one of them can best 
  him in single combat with no magic*. The fight is to 
  the death. If the PC wins, the party can enter with 
  their weapons and unchained; if the PC loses, they 
  can enter without their weapons and unchained. 
  • 
  DC 35 – Hostile to Friendly: Orgrain allows the 
  PCs to enter the hall if one of them can best him in 
  single unarmed combat with no magic*. The fight is 
  until one of the two combatants is unconscious. If 
  the PC wins, the party can enter with their weapons 
  
  COR7-16 Divided We Stand 
   
  Page 12 
  and unchained; if the PC loses, they can enter 
  without their weapons and unchained. 
  • 
  DC 50 – Hostile to Helpful: As DC 35 (Orgrain 
  challenges a PC to single unarmed combat), except 
  the PCs are allowed to enter with their weapons and 
  unchained, no matter the outcome of the combat. 
   
  *No magic means without the use of spells, visible effects 
  on weapons, or activating magic items. 
   
  Alternatively, the PCs may attempt an opposed 
  Intimidate check against Orgrain. Apply any modifiers 
  listed above to this check as well. If successful, treat the 
  result as if the PC has succeeded on a DC 35 Diplomacy 
  check (see above). If he fails, treat the result as if the PC 
  had shifted Orgrain’s attitude to indifferent (see above).  
   
  Once the combat is over, Orgrain allows the PCs to 
  cast one spell to heal their companion and no more. A 
  nearby priest of Erythnul does the same for Orgrain. 
   
  APL 10 (EL 10) 
   
  �Orgrain: human barbarian 1/fighter 9; hp 95; 
  Appendix 1. 
   
  APL 12 (EL 12) 
   
  �Orgrain: human barbarian 1/fighter 11; hp 114; 
  Appendix 1. 
   
  APL 14 (EL 14) 
   
  �Orgrain: human barbarian 1/fighter 13; hp 132; 
  Appendix 1. 
   
  Tactics: Orgrain leads off with an unarmed Stunning Fist 
  attack, and then follows up according to the rules of the 
  duel. In armed combat, Orgrain tries to trip his enemy 
  and take advantage of their prone position. In unarmed 
  combat, Orgrain tries to grapple and pin his opponents 
  quickly, and then subdue them with nonlethal damage.  
   
  Development: Once the PCs have gained entry to the 
  hall, proceed to Encounter 5. If the PCs fail to gain entry 
  to the hall, proceed to Conclusion A.  
   
  5: MAN−RIPPER 
  The Hall of Rhelt Sevvord I is 100 feet in length and 60 
  feet in width. The PCs enter by the main door, with 
  Orgrain before them and his four subordinates to the side 
  and rear of the party, whether they are in chains or not. 
  Read: 
   
  The long hall of Rhelt Sevvord I is crowded with 
  Stoneholders seated at long tables. Many are 
  engaged in feats of strength either wrestling or arm-
  wrestling.  
   
  On the far side of the hall, a throne sits on a 
  dais, with a view over all the boisterous activities 
  Atop, sits Rhelt Sevvord I, known as Redbeard, 
  though the beard is streaked with grey. The rhelt 
  slouches in his bearskin mantle, but the feet 
  protruding at the bottom of the mantle are armor-
  shod, and a greataxe rests in his lap with one hand 
  on the hilt. The back of the throne rises into 
  scrimshaw spires capped with brass, and the rhelt’s 
  crown is designed with similarly fearsome shapes. 
  He glowers with wary eyes from under bushy brows 
  as he grasps a gem encrusted wooden scepter in his 
  hand. 
   
  A powerfully built woman with fair hair and 
  freckles stands near the rhelt’s seat, a greatsword 
  strapped across her back. Her breastplate is etched 
  in jagged runes, with leering faces adorning the 
  pauldrons. The woman is obviously Dehzbah the 
  Man-ripper, based on all that you know. Her 
  greatsword is in hand as she lazily sharpens the 
  blade while talking to the Rhelt.  
   
  All fall silent as you enter. 
   
  Markazrak’nash’fin and the two mist dragons are in the 
  crowd on the opposite side of the chair from Rhelt 
  Sevvord I. All of them have used spells to disguise their 
  appearance, which true seeing or similar magics allow the 
  PCs to penetrate. 
   
  Dehzbah says nothing at first as the PCs enter, but 
  merely gives them a predatory smile. Orgrain presents 
  the PCs to “His Most Grim and Terrible Might, Rhelt 
  Sevvord I, Master of Stonehold”, and then allows them to 
  speak freely with the Rhelt. 
   
  The rest of this is a roleplaying encounter where the 
  PCs must convince Rhelt Sevvord I of his niece’s betrayal 
  of him and her people’s beliefs. Rhelt Sevvord I starts as 
  unfriendly towards the PCs as long as they enter the hall 
  with Orgrain; otherwise, he starts as hostile but still 
  allows them to speak. As they speak, Dehzbah denies all 
  of their accusations. The PCs receive the following 
  circumstance bonuses to their Diplomacy check, 
  depending on what they say to Sevvord Redbeard. 
   
  Diplomacy Circumstance Modifiers 
  • 
  +2: “Dehzbah has allied herself with a demon.” 
  • 
  +2: “Remember when the demon-worshipping 
  Iuzians betrayed you? She seeks to do the same.” 
  • 
  +2: “Dehzbah seeks to overthrow you with magical 
  beasts, instead of beating you through her own skill 
  of arms.” 
  • 
  +5: Revealing the presence of the dragons to the 
  assemblage (the dragons will reveal themselves if the 
  safety of their wyrmling is mentioned) 
  • 
  Revealing the presence of Markazrak’nash’fin to the 
  assemblage results in the same actions as under the 
  DC 40 Diplomacy check below. 
   
  The results of the Diplomacy check to sway Rhelt 
  Sevvord against his niece are as follows: 
  • 
  DC 15 – Unfriendly to Indifferent: Sevvord says, 
  “Then you will fight my niece to prove your claims; 
  the last person standing I shall believe until they 
  
  COR7-16 Divided We Stand 
   
  Page 13 
  prove themselves dishonorable.” Dehzbah attacks 
  the PCs immediately. This is the only time that 
  Markazrak’nash’fin does not join the battle and 
  attempts to sneak out of the hall unnoticed. 
  • 
  DC 25 – Unfriendly to Friendly: Sevvord says, “All 
  of you leave my presence now—including you, 
  niece.” Sevvord then breaks his scepter activating a 
  refuge spell, which teleports him away. Dehzbah 
  moves to attack Sevvord at the same time as he 
  breaks the scepter while Markazrak’nash’fin makes 
  his way towards the door, killing everyone who gets 
  in his way, whether they attempt to stop him or not. 
  • 
  DC 40 – Unfriendly to Helpful: “Rhelt Sevvord I 
  stands and screams, “Allies of fiends have no right to 
  live within Stonehold!! Take my niece!” Sevvord 
  then breaks his scepter activating a refuge spell, 
  which teleports him away. Dehzbah moves to attack 
  Sevvord at the same time as he breaks the scepter 
  while Markazrak’nash’fin makes his way towards the 
  door, killing everyone who gets in his way, whether 
  they attempt to stop him or not. 
   
  With Sevvord gone, in the first round, Dehzbah turns her 
  attention to escape as well and makes her way towards 
  the doors leading to the keep. 
   
  The PCs have to decide whom they will fight. 
  Dehzbah has a small group of barbarians with her and is 
  attempting to fight her way to the keep’s entrance behind 
  Sevvord’s throne, while Markazrak’nash’fin (with a group 
  of fiends that dimension doors into the hall as Rhelt 
  Sevvord passes his judgement) is making his way toward 
  the front door and escape. The hall erupts into chaos at 
  the same time creating a barrier that will by the end of 
  the first round force the PCs to have to make a choice 
  between the two enemies or be separated in two fights, 
  which could easily defeat partial parties. 
   
  The PCs should face only one set of opponents 
  below: 
  Dehzbah 
  and 
  her 
  barbarian 
  allies, 
  or 
  Markazrak’nash’fin and his fiendish allies. No party 
  should face both sets; assume that the group not fought 
  escapes. You should make sure the players understand 
  that together the two groups are probably more than they 
  are capable of dealing with. 
   
  DEHZBAH AND HER MINIONS 
  APL 10 (EL 13) 
   
  �Dehzbah: female human barbarian 5/fighter 8; hp 
  124; Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Dehzbah: female human barbarian 5/fighter 8; hp 
  124; Appendix 1. 
   
  �Stoneholder Rogues (2): male human rogue 11; 
  hp 58 each; Appendix 1. 
   
  APL 14 (EL 17) 
   
  �Dehzbah: female human barbarian 5/fighter 10; 
  hp 142; Appendix 1. 
   
  �Stoneholder Rogues (2): male human rogue 11; 
  hp 58 each; Appendix 1. 
   
  �Stoneholder 
  Warriors 
  (3): 
  male 
  human 
  barbarian 10; hp 94 each; Appendix 1. 
   
  MARKAZRAK’NASH’FIN AND HIS FIENDS 
  APL 10 (EL 13) 
   
  �Markazrak’nash’fin: glabrezu; hp 174; MM 43. 
   
  APL 12 (EL 15) 
   
  �Markazrak’nash’fin: glabrezu; hp 174; MM 43. 
   
  �Advanced Bulezau (2): hp 165 each; Appendix 1. 
   
  APL 14 (EL 17) 
   
  �Markazrak’nash’fin: advanced 16 HD glabrezu; 
  hp 174; Appendix 1. 
   
  �Advanced Bulezau (4): hp 199 each; Appendix 1. 
   
  Tactics—Dehzbah: Dehzbah attacks with pure hatred. 
  She seeks to kill those who have ruined her plans 
  through the years. She immediately rages and engages 
  the strongest-looking fighter in the party. Dehzbah’s 
  minions move to take out any spellcasters they recognize 
  in the party first, although they may also target a PC in 
  light armor who is moving to flank Dehzbah or is 
  recognized as a rogue. (Dehzbah has improved uncanny 
  dodge at all APLs, but she is still vulnerable to sneak 
  attacks from high-level rogues.) 
   
  Throughout the room, Stonefists are moving to help 
  halt Dehzbah and the fiends, and mostly they are just in 
  the way. Dehzbah uses the barbarians for cover from all 
  ranged attacks pushing away just enough of them to 
  allow her to face PCs in melee combat. Dehzbah has also 
  been buffed by a cleric of Erythnul before coming to the 
  hall of Sevvord; these buffs are noted in her stat block. 
  She arrived only a few rounds before the PCs did; her 
  divinations indicated this would get her there early 
  enough for success, but she was delayed by the Captain of 
  the guard out front. 
   
  Tactics—Markazrak’nash’fin: Markazrak’nash’fin 
  cannot use the Stonefists for cover as he and his minions 
  slaughter them almost immediately. Where the other 
  fiends appear at the higher APLs, the group attempts to 
  work together using flanking attacks when possible. The 
  bulezau charge any spellcaster or rogue once they are 
  recognized. The group also attempts to protect each other 
  from flanking attacks by wily PCs. 
   
  At all APLs Markazrak’nash’fin wears a chunk of 
  etherstone around his neck, which acts as a dimensional 
  anchor and prohibits him from being banished or 
  dismissed. The stone also prohibits him from teleporting 
  away. 
   
  He was called to the Material Plane (through an 
  effect similar to gate), so protection from evil or similar 
  spells do not hedge him out. 
   
  When the PCs kill Markazrak’nash’fin, his material 
  body dissolves and the bound souls of the Tenhas are 
  released: 
  
  COR7-16 Divided We Stand 
   
  Page 14 
   
  The demon’s body recoils at the final blow and 
  freezes in its pose of death. Its russet hide blackens 
  and sizzles, as an otherworldly howl escapes its 
  mouth. Its skin begins to crack, like a dried lakebed, 
  revealing eerie blue-green light within. The howl is 
  drowned out by a chorus of anguished human 
  voices. The cracks widen until the body is just a 
  threadbare 
  husk, 
  silhouetted 
  against 
  the 
  brightening light. Dozens of motes escape into the 
  air with groans of relief. Soon, there are only black 
  ashes on the floor, and a hush in the hall. 
   
  Treasure: Refer to the Treasure Summary to determine 
  what treasure the PCs recover after the battle.  
   
  Troubleshooting: At these APLs, there will probably be 
  PCs who think they can take Rhelt Sevvord I in a fight. 
  Sevvord is at least a 20th-level NPC; assume that he can 
  survive anything the PCs would throw at him for a 
  round. Should any PCs move to attack Rhelt Sevvord I or 
  even threaten him, they are basically picking a fight with 
  the entire city of Vlekstaad, and find themselves quickly 
  defeated. Proceed to Conclusion B.  
   
  Development: 
  If 
  the 
  PCs 
  fight 
  and 
  defeat 
  Markazrak’nash’fin, Dehzbah escapes. She rallies many 
  supporters who believe it is time for Rhelt Sevvord I to be 
  replaced after his many failures. The bloody civil war that 
  follows eliminates Stonehold as a major threat to the 
  region until it is resolved. Proceed to Encounter 6, and 
  then Conclusion C. 
   
  If the PCs fight against Dehzbah, Markazrak’nash’fin 
  escapes and is free to continue to threaten the region 
  again. Dehzbah is unable to rally resistance against her 
  uncle, so Sevvord’s Stonehold remains as a simmering 
  threat in the North. Proceed to Encounter 6 and 
  Conclusion D. 
   
  6: DIVIDED WE STAND 
  This encounter occurs when the PCs arrive back at 
  Calbut after successfully foiling Dehzbah’s plans. It 
  includes the wedding of Duke Labahlah and Sister 
  Dhariel, as well as an attempt by the Empire of Iuz to 
  disrupt the ceremony. 
   
  If the PCs beg a little rest, saying they will catch up 
  with their own fast travel, they might offend some of the 
  Tenhas but it does not matter much. They will be missing 
  out on the chance to take part in a wedding of national 
  importance, and the ceremony will start at its appointed 
  hour, with or without them. Read: 
   
  Your return to Calbut from Vlekstaad affords you no 
  rest, however well-deserved it might be! Instead, you 
  are rushed from reporting to Sister Dhariel and 
  Amadahy Silver Rain to a tailor, where you are fitted 
  for clothing befitting one attending the wedding of 
  the Duke of Tenh. From there you are immediately 
  placed within a procession that rides out of Calbut 
  to an area along the Zumker River, a day’s ride east 
  of Nevond Nevnend. 
   
  Besides you, the assembled guests include a 
  company of Faithful Flan, a company of the Tenha 
  Host, the court of the Duchy of Tenh, several high-
  ranking priests of Pholtus. The old sage Kereledh is 
  here, as are the former duke Ehyeh and his 
  bodyguard, proud Ceannalah; Baron Turanalh 
  stands with an elegant young noblewoman on his 
  arm. The Pale’s guests include Colonel Kiana 
  Gunnhild, beaming a smile under her neatly coiffed 
  blonde hair, and Knight-Captain Louis-Philip 
  Gastón II, stocky and sober-faced, who watches over 
  a very serious teenage boy rumored to be the future 
  Champion of the Pale. 
   
  Here the wedding of Sister Dhariel and Duke 
  Labahlah is presided over by Amadahy Silver Rain 
  and Prelate Filias Farsonol of the Pale. Their prayers 
  invoke the blessings of the traditional Tenha gods—
  most notably Oerth Mother Beory, and Allitur, god 
  of Flan customs—as well as the blessings of the 
  Blinding Light.  They pray for the health of the land 
  and the regeneration of the Tenha people. 
   
  When the ceremony concludes, a small feast 
  from the fall’s first harvest is laid out for everyone 
  to enjoy.  
   
  About halfway through the meal, you hear the 
  whispered words of “assassin”. By the time you reach 
  the area near the happy couple’s table, the assassin 
  has already been killed by the bodyguards of Duke 
  Labahlah and Prelate Farsonol.  
   
  No matter what, the attendees begin to blame one 
  another for the presence of the assassin. In all cases, Duke 
  Labahlah, Prelate Farsonol, Sister Dhariel, and Amadahy 
  Silver Rain try to calm the crowd. The two sides each 
  accuse the other of sending an assassin to kill their 
  leader. You should play through the argument and allow 
  the PCs to participate as they choose based on the 
  amount of time you have left for the round. Once it 
  seems like the players are done with the role-play, 
  proceed with the next section of boxed text. 
   
  As the argument grows more intense, an elderly man 
  and woman make their way to the pulpit and speak. Read: 
   
  A hushed voice cuts through the din, “Be silent.” The 
  entire crowd turns to the pulpit, where an elderly 
  couple stands with quiet dignity, a young girl at 
  their side. All three have grey eyes, and their wispy 
  hair (as well as the old man’s long, trailing 
  moustaches) stirs as if in a breeze, though the wind 
  is still. 
   
  Arguments cease as the old man continues, “You 
  have cooperated over the last two years to halt a 
  threat to all of you. Yet, when the time comes for you 
  to solidify your relationship, you fall back to the old 
  ways of fighting amongst yourselves. This land 
  needs all of you to work together for its true rebirth. 
  You have saved us, and we will return to the 
  shrouded shores to keep balance in the northern 
  
  COR7-16 Divided We Stand 
   
  Page 15 
  lands again. You must defend this land from its 
  enemies, though. Do that and we will defend you 
  against the creatures of the Lake as we always have.” 
   
  His words trail off. All three of them grow hazy 
  and fade into a mist that drifts off on a sudden warm 
  gust from the south. 
   
  Soon afterward, the crowd returns to the 
  festivities and Prelate Farsonol and Duke Labahlah 
  sign a treaty entering the Pale and the Duchy of 
  Tenh into an uneasy truce and military alliance. You 
  may take a turn viewing a copy of the treaty just as 
  the other guests are allowed. 
   
  Give the players Handout 3. Proceed to Conclusion C or 
  D, depending on which group the PCs fought in 
  Vlekstaad. 
   
  CONCLUSION 
   
  CONCLUSION A: WYRMLING RESCUED; 
  DEHZBAH TRIUMPHANT 
  The PCs get this conclusion if they rescue the wyrmling 
  and did not continue on to Stonehold. They also receive 
  this conclusion if they did not gain entry into Rhelt 
  Sevvord I’s hall and speak to him. 
   
  The Duchy of Tenh and the Theocracy of the Pale 
  have formed an uneasy alliance with each other. 
  Duke Labahlah and Sister Dhariel are wed and 
  Amadahy Silver Rain watches over the Tenha in 
  occupied Tenh. From the north, rumors have made 
  their way into Tenh. Dehzbah the Manripper has 
  slain Sevvord Redbeard and become Rhelt of 
  Stonehold. Even now, it is said that she amasses an 
  army to march to war once more. 
   
  The alliance may be uneasy, but if these rumors 
  are true, Tenh and the Pale may soon have need of 
  their new allies. This may well be the start of the 
  second Greyhawk Wars—but this time, the Pale 
  cannot choose to remain outside the conflict with 
  any shred of honor. 
   
  CONCLUSION B: DEFEATED AT 
  STONEHOLD 
  The PCs get this conclusion if, for some reason, they end 
  up facing the entire city of Vlekstaad. They have been 
  captured by the Rhelt Sevvord Redbeard I. 
   
  You awake naked and tied to a tree, exposed to the 
  elements. You eventually work your way free and 
  assist your other companions in freeing themselves. 
   
  It takes weeks, or perhaps only seems that long, 
  but you make your way south to Rockegg Pass and 
  back into Tenh. Once back at the platinum mines, 
  you gain assistance from the Prelatal Army. They 
  arrange for transport for you back to Calbut in an 
  ore wagon, a humble means of transport for 
  destitute adventurers.  
   
  In the city, the Pale’s Church of the One True 
  Path and the Duke of Tenh see fit to equip you for 
  adventure again, though some of the gear you lost 
  will be irreplaceable. 
   
  As time passes, you hear rumors of Dehzbah 
  having slain her uncle, the late Rhelt Sevvord I. 
  Rumors speak of her building up the armies of 
  Stonehold to ravage the south anew. Now more than 
  ever, the recent alliance between Tenh and the Pale 
  must be upheld, or else war may again rage across 
  the Flanaess. 
   
  The PCs each gain the Captured in Stonehold AR item. 
   
  CONCLUSION C: DEMON DEFEATED 
  The PCs get this conclusion if they chose to fight against 
  Markazrak’nash’fin and Dehzbah escaped in Vlekstaad. 
   
  You defeated the fiend that has plagued the Tenh 
  and the Pale for the last three years. The demon is 
  dead, but Dehzbah escaped into the Stonehold. 
   
  You were witness to the signing of the treaty 
  between the Pale and the Tenh and if the rumors are 
  true, they will have time to strengthen these bonds. 
  From the north, you have heard that Dehzbah has 
  united those who feel Sevvord Redbeard is a failure 
  as Rhelt and no longer worthy to lead the Stonehold. 
  They say all of Stonehold is engulfed in civil war. 
   
  You have heard from Amadahy Silver Rain that 
  the Arapahi are worried the war may spread into the 
  Barrens and engulf her people as well. 
   
  The wedding of Duke Labahlah and Sister 
  Dhariel seems to have shown that the Tenha can be 
  united again at least. Now the Tenha people, both 
  Faithful Flan and Loyal Tenha must follow their 
  example and work together if the Tenh is to regain 
  its former glory. 
   
  Duke Labahlah and Prelate Filias Farsonol have 
  named you a Guardian of Tenh. 
   
  The PCs each gain the Guardian of Tenh AR item. PCs 
  that worked for Amadahy Silver Rain gain the Favor of 
  Tenh while PCs working for Sister Dhariel get the Favor 
  of the Pale; they cannot get both. 
   
  Conclusion D: Dehzbah Defeated 
  The PCs get this conclusion if they fought against 
  Dehzbah and Markazrak’nash’fin escaped in Vlekstaad. 
   
  You stopped Dehzbah from usurping Rhelt Sevvord 
  I, but the demon escaped from Vlekstaad. Sister 
  Dhariel and Amadahy Silver Rain worry that this 
  demon will continue to plague Tenh and hamper the 
  rebuilding of the land. Markazrak’nash’fin will 
  eventually have to be dealt with, but for now, the 
  Tenh has the chance to move forward. 
  
  COR7-16 Divided We Stand 
   
  Page 16 
   
  The wedding ceremony of Duke Labahlah and 
  Sister Dhariel has sealed the alliance of the Duchy of 
  Tenh and the Theocracy of the Pale. The alliance is 
  off to an uneasy start, but with the faith and pride of 
  both peoples, it will have the opportunity to grow 
  until both nations become more prosperous than 
  ever before. 
   
  Duke Labahlah and Prelate Filias Farsonol have 
  named you a Guardian of Tenh. 
   
  The PCs each gain the Guardian of Tenh AR item. PCs 
  that worked for Amadahy Silver Rain gain the Favor of 
  Tenh while PCs working for Sister Dhariel get the Favor 
  of the Pale; they cannot get both. 
   
  CAMPAIGN CONSEQUENCES 
  Please 
  e-mail 
  Donovan 
  Hicks 
  (rincewindtheweary@yahoo.com) or Derek Schubert 
  (derek.schubert@alumni.duke.edu) with the answers to 
  the following questions: 
  1. 
  Which conclusion (A through D) did the party 
  achieve? 
  2. 
  What was the APL? 
  3. 
  What other comments or notable moments 
  would you like to relate? 
   
  
  COR7-16 Divided We Stand 
   
  Page 17 
  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. 
   
  3: Cave of Captivity 
  Defeating Erilaes and the Vrocks 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  520 XP 
   
  4: House of Stone 
  Experience objective 
  APL 10 
  300 XP 
  APL 12 
  360 XP 
  APL 14 
  420 XP 
   
  5: Man-Ripper 
  Defeating Dehzbah or Markazrak’nash’fin and their allies 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  520 XP 
   
  Story Award 
  Rescuing the wyrmling and warning Rhelt Sevvord I 
  (both must be achieved) 
  APL 10 
  135 XP 
  APL 12 
  157 XP 
  APL 14 
  180 XP 
   
  Discretionary roleplaying award – for good role-
  playing at Stonehold without resorting to 
  combat with the whole city 
  APL 10  
  135 XP 
  APL 12  
  158 XP 
  APL 14  
  180 XP 
   
  Total Possible Experience 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 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.  
   
  1: Palish Alliances 
   
  APL 10: Coin 1,000 gp; Total 1,000 gp 
   
  APL 12: Coin 1,200 gp; Total 1,200 gp 
   
  APL 14: Coin 1,400 gp; Total 1,400 gp 
   
  3: Cave of Captivity 
   
  APL 10: Loot 653 gp; Magic 7,175 gp potion of cure 
  serious wounds (63 gp), scroll of dimension door (58 gp), scroll 
  of teleport (94 gp), wand of magic missile (9th), (135 gp) cloak 
  of resistance +3 (750 gp), headband of intellect +2 (333 gp); 
  Total 7,828 gp. 
   
  APL 12: Loot 664 gp; Magic 3,048 gp 2 potions of cure 
  serious wounds (63 gp each), scroll of dimension door (58 gp), 
  scroll of teleport (94 gp), wand of magic missile (9th), (135 gp) 
  cloak of resistance +3 (750 gp), headband of intellect +2 (333 
  gp), 2 potions of cure moderate wounds (25 gp each), 2 +2 
  breastplates (363 gp each), 2 +1 greataxes (193 gp each), 2 +1 
  heavy crossbows (195 gp each); Total 3,712 gp. 
   
  APL 14: Loot 513 gp; Magic 10,071 gp; 2 potions of 
  cure serious wounds (63 gp each), scroll of dimension door (58 
  gp), scroll of teleport (94 gp), wand of magic missile (9th), (135 
  gp), +1 dagger (191 gp), black robe of the archmagi (6,250 gp), 
  headband of intellect +2 (333 gp), 2 potions of cure moderate 
  wounds (25 gp each), 2 amulets of natural armor +2 (666 gp 
  each), 2 +2 breastplates (363 gp each), 2 +1 greataxes (193 gp 
  each), 2 +1 heavy crossbows (195 gp each);Total 10,584 gp. 
   
  5: Man-Ripper 
   
  APL 10: Loot 5 gp; Magic 3,998 gp; 2 potions of cure 
  serious wounds (63 gp each), +3 breastplate of darksoul 
  
  COR7-16 Divided We Stand 
   
  Page 18 
  protection (1,362 gp), amulet of natural armor +2 (666 gp), +1 
  adamantine weakening greatsword (1,779  gp), brooch of 
  shielding (125 gp); Total 4,003 gp. 
   
  APL 12: Loot 115 gp; Magic 7,600 gp 2 potions of cure 
  serious wounds (63 gp each), +3 breastplate of darksoul 
  protection (1,362 gp), amulet of natural armor +2 (666 gp), +1 
  adamantine weakening greatsword (1,779 gp), brooch of 
  shielding (125 gp), 2 vanisher cloaks (208 gp each), 2 +2 
  leather armors (346 gp each), 2 +1 rapiers (193 gp each), 2 
  whips of webs (525 gp each), 2 rings of protection +1 (166 gp 
  each), 2 gloves of Dexterity (333 gp each); Total 7,715 gp. 
   
  APL 14: Loot 126 gp; Magic 11,316 gp; 2 potions of 
  cure serious wounds (63 gp each), +3 breastplate of darksoul 
  protection (1,362 gp), amulet of natural armor +2 (666 gp), +1 
  adamantine weakening manticore greatsword (2,225 gp), 
  brooch of shielding (125 gp),  anklet of translocation (116 gp), 
  belt of battle (1,000 gp), ring of protection +2 (333 gp), 2 
  vanisher cloaks (208 gp each), 2 +2 leather armors (346 gp 
  each), 2 +1 rapiers (193 gp each), 2 whips of webs (525 gp 
  each), 2 rings of protection +1 (166 gp each), 2 gloves of 
  Dexterity (333 gp each); 2 potions of cure moderate wounds (25 
  gp each), 2 +2 breastplates (363 gp each), 2 amulets of natural 
  armor +1 (166 gp each), 2 +1 greataxes (193 gp each), 2 +1 
  heavy crossbows (195 gp each); Total 11,442 gp. 
   
  Treasure Cap 
   
  APL 10: 
  2,300 gp 
   
  APL 12: 
  3,300 gp 
   
  APL 14:  
  6,600 gp 
   
   
  Total Possible Treasure 
   
  APL 10: 
  12,831 gp. 
   
  APL 12: 
  12,627 gp. 
   
  APL 14: 
  23,426 gp. 
   
  ADVENTURE RECORD ITEMS 
  �Favor of Western Tenh (Duke Labahlah): You have 
  performed a valuable service for the Duke of Tenh and 
  the Tenha people. You may make a one-time purchase of 
  boots of the battle charger (Magic Item Compendium; 2,000 
  gp). This item may not be crafted. 
   
  �Favor of Eastern Tenh (the Church of the One 
  True Path): You have performed a valuable service for 
  the Church of Pholtus and the Faithful Flan. You may 
  make a one time purchase of an armband of maximized 
  healing (Magic Item Compendium; 7,200 gp). This item may 
  not be crafted. 
   
  �Guardian of Tenh: You have received a special 
  insignia marking you as a Guardian of Tenh. The insignia 
  is the golden rune of Tenh with a silver crescent framing 
  it on one side. You may receive free Standard Upkeep in 
  any adventure set in the Duchy of Tenh (Pale Regional or 
  Core). You may also make a one-time purchase of an 
  amulet of emergency healing (Magic Item Compendium; 6,000 
  gp). This item may not be crafted. 
   
  �Captured in Stonehold: You were defeated at 
  Stonehold and left with no worldly possessions as a 
  result. The Duchy of Tenh and the Church of the One 
  True Path have chosen to support you in your efforts to 
  regain your former fortunes. You may exercise the 
  Charity of Friends Clause from the LGCS with a 20% 
  increase in gold. You may also regain any single favor that 
  granted you one time access to a single item (not 
  including special mounts, animal companions, or other 
  creatures). 
   
  ITEM ACCESS 
  APL 10: 
  • 
  Wand of magic missile (9th) (Adventure; DMG) 
  • 
  Counterstrike bracers (Adventure; CL 5; MIC; 2,500 gp) 
  • 
  Weakening weapon enhancement (Adventure; CL 5; 
  MIC) 
  • 
  Brooch of shielding (Adventure; DMG) 
   
  APL 12 (all of APL 10 plus the following): 
  • 
  Whip of webs (Adventure; CL 6; MIC; 6,301 gp) 
  • 
  Vanisher cloak (Adventure; CL 3; MIC; 2,500 gp) 
   
  APL 14 (all of APLs 10-12 plus the following): 
  • 
  Belt of one mighty blow (Adventure; CL 5; MIC; 1,500 
  gp) 
  • 
  Boots of the battle charger (Adventure; CL 3; MIC; 2,000 
  gp) 
  • 
  manticore greatsword (Adventure; CL 10; MIC; 5,350 
  gp) 
  • 
  Anklet of translocation (Adventure; CL 7; MIC; 1,400 
  gp) 
  • 
  Belt of battle (Adventure; CL 9; MIC; 12,000 gp) 
   
   
   
  
  COR7-16 Divided We Stand 
   
  Page 19 
  APPENDIX 1: APL ALL
  2: SHOOTING STARS  
   
   
  ULLAGAR 
  CR 6 
  Male orc cleric 6 
  NG Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Common, Orc 
  AC 15, touch 11, flat-footed 15 
   (+3 armor, +1 shield, +1 deflection) 
  hp 48 (6 HD) 
  Fort +7, Ref +2, Will +7 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee mwk shortspear +6 (1d6+1) 
  Ranged light crossbow +4 (1d8/19-20) 
  Base Atk +4; Grp +5  
  Special Actions Silent Spell, ignore magical 
  impediments to movement up to 6 rounds/day, 
  protective ward 1/day, spontaneous casting, turn 
  undead 3/day (+2, 2d6+6, 6th),  
  Combat Gear wand of cure light wounds (35 charges) 
  Cleric Spells Prepared (CL 6th): 
   3rd—flyD, prayer, protection from energy 
   2nd—shield otherD, bull’s strength, resist energy, 
  silence (DC 14), spiritual weapon 
   1st—longstriderD, bless, magic weapon, protection 
  from evil, remove fear 
   0—create water, guidance, mending 
  D: Domain Spell. Deity: Celestian. Domains: Protection, 
  Travel. 
  Abilities Str 12, Dex 10, Con 14, Int 10, Wis 14, Cha 11 
  Feats Endurance, Self-Sufficient, Silent Spell  
  Skills Concentration +6, Diplomacy +1, Heal +9, 
  Knowledge (religion) +5, Survival +8 
  Possessions combat gear plus masterwork studded 
  leather, light wooden shield, masterwork shortspear, 
  dagger, light crossbow with 20 bolts, ring of 
  protection +1, silver holy symbol of Celestian, cold 
  weather outfit, healer’s kit, miscellaneous wilderness 
  gear, platinum ring worth 50 gp. 
  Light Sensitivity (Ex) Ullagar is dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  KRALLA 
  CR 5 
  Female orc ranger 5 
  CG Medium humanoid (orc) 
  Init +7; Senses darkvision 60 ft.; Listen +8, Spot +8 
  Languages Common, Orc  
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +4 armor, +1 shield) 
  hp 40 (5 HD) 
  Fort +6, Ref +7, Will +1 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee mwk battleaxe +9 (1d8+3/x3) 
  Ranged mwk composite longbow +9 (1d8+3/x3) 
  Atk Options favored enemy giants +2, favored enemy 
  goblinoids +4 
  Base Atk +5; Grp +8  
  Combat Gear potion of cure light wounds 
  Abilities Str 16, Dex 16, Con 14, Int 8, Wis 11, Cha 6 
  SQ owl animal companion, wild empathy +3 
  Feats Alertness, EnduranceB, Point Blank Shot, Rapid 
  ShotB, TrackB   
  Skills Craft (bowmaking) +9, Listen +8, Move Silently 
  +9, Spot +8, Survival +8 
  Possessions combat gear plus +1 studded leather, 
  buckler, masterwork battleaxe, 2 daggers, 2 
  handaxes, masterwork composite longbow (+3 Str), 
  40 arrows, wooden holy symbol of Celestian, cold 
  weather outfit, masterwork bowmaking tools, 
  miscellaneous wilderness gear, platinum ring worth 
  50 gp. 
  Light Sensitivity (Ex) Kralla is dazzled in bright sunlight 
  or within the radius of a daylight spell. 
   
  BRUKK AND GRASH 
  CR 4 
  Male orc barbarian 4 
  N Medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen +6, Spot +0 
  Languages Common, Orc  
  AC 13, touch 9, flat-footed 13; uncanny dodge 
   (+1 Dex, +4 armor, -2 rage) 
  hp 52 (4 HD) 
  Fort +8, Ref +2, Will +3 
  Weakness light sensitivity 
  Speed 40 ft. (8 squares) 
  Melee mwk greataxe +13 (1d12+10/x3) 
  Ranged composite longbow +5 (1d8+4/x3) 
  Base Atk +4; Grp +11  
  Atk Options rage 2/day 
  Combat Gear potion of cure light wounds 
  Abilities Str 24, Dex 13, Con 18, Int 8, Wis 10, Cha 6 
  Feats Endurance, Weapon Focus (greataxe)  
  Skills Climb +12, Craft (leatherworking for Brukk, 
  woodworking for Grash) +3, Jump +10, Listen +6, 
  Survival +5  
  Possessions combat gear plus masterwork chain shirt, 
  masterwork greataxe, composite longbow (+4 Str), 40 
  arrows, wooden holy symbol of Celestian, cold 
  weather outfit, 100 ft. hemp rope, grappling hook, 
  tent, miscellaneous wilderness gear, platinum ring 
  worth 50 gp.  
  Light Sensitivity (Ex): Brukk and Ghash are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  When not raging, Brukk and Grash have the following 
  changed statistics: 
  AC 15, touch 11, flat-footed 15; uncanny dodge 
   
  (+1 Dex, +4 armor) 
  HP 44 (4 HD) 
  Fort +6 Will +1 
  Melee mwk greataxe +11 (1d12+7/x3) 
  Grp +9 
  Abilities Str 20, Con 14 
  Skills Climb +10, Jump +8 
  
  COR7-16 Divided We Stand 
   
  Page 20 
  APL 10
  3: CAVE OF CAPTIVITY 
   
   
  ERILAES 
  CR 10 
  Female human (Flan) sorcerer 1/abjurer 9 
  CE Medium humanoid (human) 
  Init +5 (roll twice and take the better roll for this 
  combat); Senses Listen +2, Spot +2 
  Languages Abyssal Cold Tongue, Common, Flan, 
  empathic link 
  AC 11, touch 11, flat-footed 11 
   (+1 Dex) 
  hp 48 (10 HD) 
  Fort +8, Ref +10, Will +11 
  Speed 30 ft. (6 squares) 
  Melee mwk dagger +4 (1d4-1/19-20)  
  Melee touch +3  (varies by spell) 
  Ranged touch +5 (varies by spell) 
  Base Atk +4; Grp +3  
  Combat Gear 2 potions of cure serious wounds, scroll 
  of dimension door, scroll of teleport, wand of magic 
  missile (9th) 
  Wizard Spells Prepared (CL 9th, abjuration spells CL 
  11 for dispelling)  
   5th—reciprocal gyre (DC 19), telekinesis (DC 19) 
   4th—dimension door, enervation, greater invisibility, 
  stoneskin 
   3rd—dispel magic, fly, magic circle against good (A), 
  protection from energy, vampiric touch 
   2nd—blur (3), false life, resist energy  
   1st—alarm�, comprehend languages, mage armor, 
  shield, true strike (2) 
   0—acid splash, mage hand, mending, read magic, 
  resistance  
  A: Abjuration spell (CL 11th for purposes of dispelling). 
  Sorcerer Spells Known (CL 1st): 
   1st (4/day)—disguise self, ray of enfeeblement 
   0 (5/day)—daze, detect magic, ghost sound, 
  prestidigitation 
  �Already cast 
  Abilities Str 8, Dex 12, Con 14, Int 17 (19), Wis 10, Cha 
  13 
  SQ raven familiar, share spells 
  Feats AlertnessB (if familiar within 5 ft.), Combat 
  Casting, Craft Wondrous ItemB, Danger Sense, 
  Insightful Reflexes, Improved Initiative, Lays of the 
  Northern Adepts, Scribe ScrollB. 
  Skills Appraise +7, Concentration +15 (+19 casting 
  defensively), Decipher Script +7, Knowledge (arcana) 
  +17, Knowledge (history) +12, Knowledge (the 
  planes) +11,  Spellcraft +19 (+21 abjuration, +14 
  enchantment or evocation), Tumble +7 
  Possessions combat gear plus masterwork dagger, 
  cloak of resistance +3, headband of intellect +2, spell 
  component pouch, spellbook, 4 uses of material 
  component for stoneskin 
  Spellbook (enchantment and evocation prohibited 
  schools) spells prepared plus 0—all PH. 
  Power-Up Suite: Mage armor and false life should be 
  up for most her waking hours. Erilaes casts the 
  following spells on herself if time permits in this order: 
  greater invisibility, magic circle against good, shield, 
  stoneskin, protection from energy (electricity), resist 
  energy (fire), blur, mage hand 
   
  RAVEN FAMILIAR (ERILAES) 
  CR 0 
  Tiny magical beast 
  N Animal (raven) 
  Init +2; Senses Listen +5, Spot +7 
  Languages Common, Flan, empathic link 
  AC 19, touch 12, flat-footed 19 
   (+2 Dex, +2 size, +5 natural armor adjustment 
  (familiar)) 
  hp 24 (10 HD) 
  Resist Improved Evasion 
  Fort +3, Ref +5, Will +10 
  Speed 10 ft. (2 squares); fly 40 ft. (average) (8 squares) 
  Melee 2 claws +4 (1d2-5)  
  Melee touch -5  (varies by spell) 
  Base Atk +0; Grp -13  
  Abilities Str 1, Dex 15, Con 10, Int 10 , Wis 14, Cha 6 
  SQ familiar, share spells, empathic link, speak with 
  master, speak with animals of its kind (birds) 
  Feats Alertness, Weapon Finesse. 
  Skills Listen +5, Spot +7 NOTE Stays with Erilaes 
  during combat 
   
  4: HOUSE OF STONE  
   
  ORGRAIN 
  CR 10 
  Male human (Flan) barbarian 1/fighter 9 
  NE Medium humanoid (human) 
  Init +5; Senses Listen +10, Spot +0 
  Languages Common, Flan  
  AC 15, touch 9, flat-footed 14; Dodge, Mobility 
   (+1 Dex, +5 armor, +1 natural, -2 rage) 
  hp 115 (10 HD) 
  Fort +12, Ref +4, Will +5 
  Speed 30 ft. in breastplate (6 squares), base speed 40 
  ft., Spring Attack 
  Melee +1 greataxe +16/+11 (1d12+7/x3) or 
  Melee unarmed strike +15/+10 (1d3+5) 
  Ranged heavy crossbow +11 (1d10/19-20) 
  Base Atk +10; Grp +19  
  Atk Options Combat Expertise, Improved Grapple, 
  Improved Trip, Improved Unarmed Strike, Power 
  Attack, Stunning Fist 2/day (DC 15),  
  Combat Gear counterstrike bracers  
  Abilities Str 20, Dex 13, Con 18, Int 13, Wis 10, Cha 8 
  SQ rage 1/day 
  Feats Combat ExpertiseB, Dodge, Improved GrappleB, 
  Improved InitiativeB, Improved Trip, Improved 
  Unarmed StrikeB, Mobility, Power Attack, Spring 
  AttackB, Stunning Fist 
  Skills Climb +12, Handle Animal +10, Intimidate +9, 
  Jump +12, Listen +10, Survival +4  
  
  COR7-16 Divided We Stand 
   
  Page 21 
  Possessions combat gear plus +2 breastplate, +1 
  amulet of natural armor, +1 greataxe, heavy 
  crossbow, 20 bolts, fur cloak, fur clothing 
  When not raging, Ograin has the following changed 
  statistics: 
  AC 17, touch 11, flat-footed 16 
  HP 95 (10 HD) 
  Fort +10 Will +3 
  Melee +1 greataxe +14/+9 (1d12+5/x3) 
  Grp +17 
  Abilities Str 16, Con 14 
  Skills Climb +10, Jump +10 
   
  5: MAN−RIPPER 
  DEHZBAH 
  CR 13 
  Female human barbarian 5/fighter 8 
  CE Medium humanoid (human) 
  Init +6; Senses Listen +17, Spot +1 
  Languages Common, Flan 
  AC 20, touch 10, flat-footed 20; improved uncanny 
  dodge, uncanny dodge, +1 against traps 
   (+2 Dex, +8 armor, +2 natural, -2 rage) 
  hp 150 (13 HD) 
  Resist half damage from effects specific to evil 
  creatures (darksoul protection) 
  Immune magic missiles (brooch of shielding) 
  Fort +15, Ref +6 (+7 against traps), Will +7 
  Speed 30 ft. in breastplate (6 squares), base speed 40 
  ft. 
  Melee +1 adamantine weakening greatsword 
  +26/+21/+16 (2d6+16/17-20 and -4 Str on a critical 
  hit)  
  Base Atk +13; Grp +21  
  Atk Options Improved Bull Rush, Improved Grapple, 
  Improved Unarmed Strike, Power Attack, rage 2/day 
  (7 rounds) 
  Combat Gear 2 potions of cure serious wounds 
  Abilities Str 23 , Dex 14, Con 19, Int 10, Wis 12, Cha 
  14 
  Feats Cleave, Combat ReflexesB, Great CleaveB, 
  Improved Bull Rush, Improved Critical (greatsword), 
  Melee Weapon Mastery (slashing)B, Improved 
  Initiative, Instantaneous Rage, Power Attack, 
  Weapon Focus (greatsword)B, Weapon Specialization 
  (greatsword)B  
  Skills Climb +19, Intimidate +17, Jump +19, Listen +17 
  Possessions combat gear plus +3 breastplate of 
  darksoul protection (see Appendix 2), amulet of 
  natural armor +2, +1 adamantine weakening 
  greatsword (in locked gauntlet) (see Appendix 2), 
  dagger, brooch of shielding, fur cloak, fur clothing 
  Buff spells cast on Dehzbah by a cleric 13: shield of 
  faith (+4 deflection bonus to AC), entropic shield 
  (20% miss chance against ranged attacks), bull’s 
  strength (+4 Str), shield other (Dehzbah effectively 
  takes half damage from all attacks as the cleric 
  stands outside the building and heals himself each 
  round), and spell immunity (hold person, lightning 
  bolt, and scorching ray). 
  When not raging, Dehzbah has the following changed 
  statistics: 
  AC 22, touch 12, flat-footed 22 
  HP 95 (10 HD) 
  Fort +10 Will +3 
  Melee +1 adamantine weakening greatsword 
  +24/+19/+14 (2d6+14/17-20 and -4 Str on a critical 
  hit) 
  Grp +17 
  Abilities Str 19, Con 15 
  Skills Climb +17, Jump +17 
   
   
   
  
  COR7-16 Divided We Stand 
   
  Page 22 
  APL 12 
  3: CAVE OF CAPTIVITY 
   
   
  ERILAES 
  CR 12 
  Female human (Flan) sorcerer 1/abjurer 11 
  CE Medium humanoid (human) 
  Init +5 (roll twice and take the better roll for this 
  combat); Senses Listen +2, Spot +2 
  Languages Abyssal, Cold Tongue, Common, Flan,  
  empathic link 
  AC 11, touch 11, flat-footed 11 
   (+1 Dex) 
  hp 60 (12 HD) 
  Fort +10, Ref +11, Will +12 
  Speed 30 ft. (6 squares) 
  Melee mwk dagger +5 (1d4-1/19-20)  
  Melee touch +4  (varies by spell) 
  Ranged touch +6 (varies by spell) 
  Base Atk +5; Grp +4  
  Combat Gear 2 potions of cure serious wounds, scroll 
  of dimension door, scroll of teleport, wand of magic 
  missile (9th) 
  Wizard Spells Prepared (CL 11th, CL 13th abjuration 
  spell)  
   6th—disintegrate (DC 20), greater dispel magic 
   5th—reciprocal gyre (DC 19) (2), quickened shield, 
  telekinesis (DC 19), quickened true strike  
   4th—dimension door, enervation, greater invisibility, 
  lesser globe of invulnerability, stoneskin 
   3rd—dispel magic, fly, magic circle against good, 
  protection from energy (2), vampiric touch 
   2nd—blur (2), false life, Melf’s acid arrow, resist 
  energy (2)  
   1st—alarm�, comprehend languages, mage armor 
  (2), shield, true strike (2) 
   0—acid splash, mage hand, mending, read magic, 
  resistance  
  Sorcerer Spells Known (CL 1st): 
   1st (4/day)—disguise self, ray of enfeeblement 
   0 (5/day)—daze, detect magic, ghost sound, 
  prestidigitation 
  �Already cast 
  Abilities Str 8, Dex 12, Con 14, Int 18 (20), Wis 10, Cha 
  13 
  SQ raven familiar, share spells 
  Feats AlertnessB (if familiar within 5 ft.), Combat 
  Casting, Craft Wondrous ItemB, Danger Sense, Great 
  Fortitude , Insightful Reflexes, Improved Initiative, 
  Lays of the Northern Adepts, Quicken Spell , Scribe 
  ScrollB. 
  Skills Appraise +8, Concentration +17 (+21 casting 
  defensively), Decipher Script +8, Knowledge (arcana) 
  +20, Knowledge (history) +15, Knowledge (the 
  planes) +14,  Spellcraft +22 (+24 abjuration, +17 
  enchantment or evocation) , Tumble +8 
  Possessions combat gear plus masterwork dagger, 
  cloak of resistance +3, headband of intellect +2, spell 
  component pouch, spellbook, 4 uses of material 
  component for stoneskin 
  Spellbook (enchantment and evocation prohibited 
  schools) spells prepared plus 0—all Player’s 
  Handbook spells 
  Power-Up Suite: Mage armor should be up throughout 
  the day, as well as false life for most her waking 
  hours. Erilaes casts the following spells on herself if 
  time permits in this order: greater invisibility and 
  quickened shield, magic circle against good, 
  stoneskin, protection from energy (electricity), resist 
  energy (fire), blur, mage hand 
   
  RAVEN FAMILIAR (ERILAES) 
  CR 0 
  Tiny magical beast 
  N Animal (raven) 
  Init +2; Senses Listen +5, Spot +7 
  Languages Common, Flan, empathic link 
  AC 20, touch 12, flat-footed 20 
   (+2 Dex, +2 size, +6 natural armor adjustment 
  (familiar)) 
  hp 30 (12 HD) 
  Resist Improved Evasion; SR 17 
  Fort +3, Ref +5, Will +11 
  Speed 10 ft. (2 squares); fly 40 ft. (average) (8 squares) 
  Melee 2 claws +4 (1d2-5)  
  Melee touch -5  (varies by spell) 
  Base Atk +0; Grp -13  
  Abilities Str 1, Dex 15, Con 10, Int 11, Wis 14, Cha 6 
  SQ familiar, share spells, empathic link, speak with 
  master, speak with animals of its kind (birds) 
  Feats Alertness, Weapon Finesse. 
  Skills Listen +5, Spot +7  
  NOTE Stays with Erilaes during combat 
   
  STONEHOLDER BARBARIAN 
  CR 10 
  Female human (Flan) barbarian 10 
  NE Medium humanoid (human) 
  Init +5; Senses Listen +10, Spot +0 
  Languages Common, Flan 
  AC 18, touch 10, flat-footed 18; Dodge, Mobility, 
  improved uncanny dodge, uncanny dodge, +3 against 
  traps 
   (+2 Dex, +7 armor, +1 natural, -2 rage) 
  hp 114 (10 HD); DR 2/— 
  Fort +10, Ref +5 (+8 against traps), Will +6 
  Speed 30 ft. in breastplate (6 squares), base speed 40 
  ft., Spring Attack 
  Melee +1 greataxe +16/+11 (1d12+7/x3)  
  Ranged +1 heavy crossbow +12 (1d10+1/19-20) 
  Base Atk +10; Grp +15  
  Atk Options Power Attack, rage 3/day (6 rounds) 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 21, Dex 14, Con 17, Int 10, Wis 12, Cha 8 
  Feats Cleave, Dodge, Mobility, Power Attack, Spring 
  Attack 
  Skills Climb +15, Handle Animal +14, Jump +16, Listen 
  +14, Survival +14  
  
  COR7-16 Divided We Stand 
   
  Page 23 
  Possessions combat gear plus +2 breastplate, +1 
  amulet of natural armor, +1 greataxe, dagger, +1 
  heavy crossbow, 20 bolts, fur cloak, fur clothing 
   
  When not raging, the Stoneholder Barbarian has the 
  following changed statistics: 
  AC 20, touch 12, flat-footed 20 
  HP 94 (10 HD) 
  Fort +8 Will +4 
  Melee +1 greataxe +14/+9 (1d12+5/x3) 
  Grp +13 
  Abilities Str 17, Con 13 
  Skills Climb +13, Jump +14 
   
  4: HOUSE OF STONE  
   
  ORGRAIN 
  CR 12 
  Male human (Flan) barbarian 1/fighter 11 
  LE Medium humanoid (human) 
  Init +5; Senses Listen +12, Spot +0 
  Languages Common, Flan  
  AC 15, touch 9, flat-footed 14; Dodge, Mobility 
   (+1 Dex, +5 armor, +1 natural, -2 rage) 
  hp 138 (1d12+4 and 11d10+44 HD) 
  Fort +13, Ref +4, Will +5 
  Speed 30 ft. in breastplate (6 squares), base speed 40 
  ft., Spring Attack 
  Melee +1 greataxe +18/+13 (1d12+7/x3) or 
  Melee unarmed strike +17/+12 (1d3+5) 
  Ranged +1 heavy crossbow +13 (1d10+1/19-20) 
  Base Atk +12; Grp +21  
  Atk Options Combat Expertise, Improved Grapple, 
  Improved Trip, Improved Unarmed Strike, Power 
  Attack, Stunning Fist 3/day (DC 16), rage 1/day (7 
  rounds) 
  Combat Gear counterstrike bracers  
  Abilities Str 21, Dex 13, Con 18, Int 13, Wis 10, Cha 8 
  Feats CleaveB, Combat ExpertiseB , Dodge, Improved 
  Bull Rush, Improved GrappleB , Improved InitiativeB , 
  Improved Trip, Improved Unarmed StrikeB , Mobility, 
  Power Attack, Spring AttackB, Stunning Fist 
  Skills Climb +13, Handle Animal +10, Intimidate +10, 
  Jump +13, Listen +12, Survival +4  
  Possessions combat gear plus +3 breastplate, +2 
  amulet of natural armor, +1 greataxe, dagger, +1 
  heavy crossbow, 20 bolts, fur cloak, fur clothing 
   
  When not raging, Ograin has the following changed 
  statistics: 
  AC 17, touch 11, flat-footed 16 
  HP 114 (12 HD) 
  Fort +11 Will +3 
  Melee +1 greataxe +16/+11 (1d12+5/x3) 
  Melee unarmed strike +15/+10 (1d3+3) 
  Grp +19 
  Abilities Str 17, Con 14 
  Skills Climb +11, Jump +11 
   
  5: MAN−RIPPER (DEHZBAH) 
  DEHZBAH 
  CR 13 
  Female human barbarian 5/fighter 8 
  CE Medium humanoid (human) 
  Init +6; Senses Listen +17, Spot +1 
  Languages Common, Flan  
  AC 20, touch 10, flat-footed 20; improved uncanny 
  dodge, uncanny dodge, +1 against traps 
   (+2 Dex, +8 armor, +2 natural, -2 rage) 
  hp 150 (13 HD) 
  Resist half damage from effects specific to evil 
  creatures (darksoul protection) 
  Immune magic missiles (brooch of shielding) 
  Fort +14, Ref +5 (+6 against traps), Will +6 
  Speed 30 ft. in breastplate (6 squares), base sped 40 ft. 
  Melee +1 adamantine weakening greatsword 
  +26/+21/+16 (2d6+16/17-20 and -4 Str on a critical 
  hit) OR 
  Base Atk +13; Grp +21  
  Atk Options Improved Bull Rush, Improved Grapple, 
  Improved Unarmed Strike, Power Attack, rage 2/day 
  (7 rounds) 
  Combat Gear 2 potions of cure serious wounds 
  Abilities Str 23 , Dex 14, Con 19, Int 10, Wis 12, Cha 
  14 
  Feats Cleave, Combat ReflexesB, Great CleaveB, 
  Improved Bull Rush, Improved Critical (greatsword), 
  Melee Weapon Mastery (slashing)B, Improved 
  Initiative, Instantaneous Rage, Power Attack, 
  Weapon Focus (greatsword)B, Weapon Specialization 
  (greatsword)B    
  Skills Climb +19, Intimidate +18, Jump +19, Listen +17 
  Possessions combat gear plus +3 breastplate of 
  darksoul protection, amulet of natural armor +2, +1 
  adamantine weakening greatsword (in locked 
  gauntlet), dagger, brooch of shielding, fur cloak, fur 
  clothing  
  Buff spells cast on Dehzbah by a Cleric 13 shield of 
  faith (+4 deflection bonus to AC), entropic shield 
  (20% miss chance against ranged attacks), bull’s 
  strength (+4 Str), shield other (Dehzbah effectively 
  takes half damage from all attacks as the cleric 
  stands outside the building and heals himself each 
  round), and spell immunity (hold person, lightning 
  bolt, and scorching ray). 
   
  When not raging, Dehzbah has the following changed 
  statistics: 
  AC 22, touch 12, flat-footed 22 
  HP 124 (13 HD) 
  Fort +12 Will +4 
  Melee +1 adamantine weakening greatsword 
  +24/+19/+14 (2d6+14/17-20 and -4 Str on a critical 
  hit) 
  Grp +19 
  Abilities Str 19, Con 15 
  Skills Climb +17, Jump +17 
   
  STONEHOLDER ROGUE 
  CR 11 
  Male human rogue 11 
  CE Medium humanoid (human) 
  Init +4; Senses Listen +14, Spot +14 
  
  COR7-16 Divided We Stand 
   
  Page 24 
  Languages Cold Tongue, Common, Flan 
  AC 19, touch 15, flat-footed 19; improved uncanny 
  dodge, uncanny dodge, +3 against traps 
   (+4 Dex, +4 armor, +1 deflection) 
  hp 58 (11 HD) 
  Resist evasion 
  Fort +4, Ref +11 (+14 against traps), Will +3  
  Speed 30 ft. (6 squares) 
  Melee +1 rapier +13 (1d6+1/18-20) 
  Melee whip of webs +9/+4 (1d3+1) 
  Reach 5 ft. (15 ft. with whip of webs) 
  Base Atk +8; Grp +9 (+18 to break grapple)  
  Atk Options Combat Expertise, Improved Disarm, 
  Improved Faint, sneak attack +6d6 (plus crippling 
  strike) 
  Combat Gear vanisher cloak (1 charge remaining 
  today) 
  Abilities Str 12, Dex (19), Con 13, Int 14, Wis 10, Cha 8 
  SQ trapfinding 
  Feats Combat Expertise, Dodge, Improved Disarm, 
  Improved Feint, Weapon Finesse 
  Skills Balance +20, Bluff +13, Decipher Script +16, 
  Disable Device +18, Disguise +13, Escape Artist +18, 
  Gather Information +13, Jump +17, Listen +14, Spot 
  +14, Tumble +20 
  Possessions combat gear plus +2 leather armor, +1 
  rapier, whip of webs, ring of protection +1, gloves of 
  Dexterity +2, silk cloak, adventurer’s clothing, 
  masterwork thieves’ tools 
   
  5: MANRIPPER (MARKAZRAK’NASH’FIN) 
  ADVANCED 14 HD BULEZAU 
  CR 11 
  CE Large outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +2; Senses darkvision 60 ft.; Listen +14, Spot +14 
  Languages Abyssal, Common; telepathy 30 ft. 
  AC 21, touch 11, flat-footed 19 
   (-1 size, +2 Dex, +10 natural) 
  hp 165 (14 HD); DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 20 
  Fort +16, Ref +11, Will +10 
  Speed 30 ft. (6 squares) 
  Melee* Huge +1 ranseur +17/+12 (3d6+21/19-20/x3) 
  and 
  tail +13 (1d8+7) or 
  Melee* gore +15 (3d6+10) and 
  2 claws +13 (1d6+7) and 
  tail +13 (1d8+7) 
  *Include 4-point Power Attack  
  Space 10 ft.; Reach 10 ft. (20 ft. with ranseur) 
  Base Atk +14; Grp +24 
  Atk Options Power Attack, blood frenzy, powerful 
  charge, wield oversized weapon 
  Special Actions summon tanar’ri 
  Spell-Like Abilities (CL 14th): 
   At will—command (DC 11), greater teleport (self plus 
  50 pounds of objects only), see invisibility, solid fog, 
  telekinesis 
   3/day—fear (DC 14) 
   1/day—shout (DC 14) 
  Abilities Str 23, Dex 14, Con 24, Int 6, Wis 12, Cha 10  
  SQ tanar’ri traits 
  Feats Improved Critical (ranseur), Improved Natural 
  Attack (gore), Multiattack, Power Attack, Weapon 
  Focus (ranseur)  
  Skills Climb +23, Intimidate +17, Jump +23, Listen +18, 
  Spot +18, Swim +23 
  Possessions Huge +1 ranseur  
  Blood Frenzy (Ex) A bulezau that takes damage in 
  combat can fly into a frenzy in the following round, 
  attacking madly until either it or its opponent is dead. 
  It gains +2 Strength and Constitution, and it takes a -
  2 penalty to Armor Class. A bulezau cannot end its 
  frenzy voluntarily. 
  Powerful Charge (Ex) A bulezau typically begins a 
  battle by charging at an opponent. In addition to the 
  normal benefits and hazards of a charge, this allows 
  the bulezau to make a single gore attack with a +2 
  attack bonus that deals 4d6+9 points of damage. 
  Summon Tanar’ri (Sp) Once per day, a bulezau can 
  attempt to summon 1d6 dretches or 1d4 rutterkin 
  [see Fiendish Codex I: Hordes of the Abyss] with a 
  50% chance of success. This ability is the equivalent 
  of a 3rd-level spell (CL 10th). 
  Wield Oversized Weapon (Ex) A bulezau is skilled at 
  wielding weapons one size category larger than itself 
  and does not take any penalties when fighting with 
  such weapons. 
   
    
  
  COR7-16 Divided We Stand 
   
  Page 25 
  APL 14 
  3: CAVE OF CAPTIVITY 
   
   
  ERILAES 
  CR 14 
  Female human (Flan) sorcerer 1/abjurer 13 
  CE Medium humanoid (human) 
  Init +5 (roll twice and take the better roll for this 
  combat); Senses Listen +2, Spot +2 
  Languages Abyssal Cold Tongue, Common, Flan, 
  empathic link 
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 armor) 
  hp 70 (14 HD) 
  SR 18 
  Fort +12, Ref +12, Will +14 
  Speed 30 ft. (6 squares) 
  Melee +1 dagger +6 (1d4/19-20) 
  Melee touch +5  (varies by spell) 
  Ranged touch +7 (varies by spell) 
  Base Atk +6; Grp +5  
  Combat Gear 2 potions of cure serious wounds, scroll 
  of dimension door, scroll of teleport, wand of magic 
  missile (9th) 
  Wizard Spells Prepared (CL 13th, CL 15th abjuration 
  spells for dispelling)  
   7th—finger of death (DC 22), spell turning 
   6th—disintegrate (DC 21), greater dispel magic, 
  mass bear’s endurance 
   5th—dismissal (DC 20), nightmare (DC 20), 
  reciprocal gyre (DC 20), telekinesis (DC 20), 
  quickened true strike  
   4th—dimension door, enervation, Evard’s black 
  tentacles, greater invisibility, stoneskin (2)  
   3rd—dispel magic, fly, haste, magic circle against 
  good , protection from energy , vampiric touch 
   2nd—blur (2), false life, Melf’s acid arrow, resist 
  energy (2)  
   1st—alarm�, comprehend languages, mage armor 
  (2), reduce person (DC 16), shield, true strike 
   0—acid splash, mage hand, mending, read magic, 
  resistance  
  Sorcerer Spells Known (CL 1st): 
   1st (4/day)—disguise self, ray of enfeeblement 
   0 (5/day)—daze, detect magic, ghost sound, 
  prestidigitation 
  �Already cast 
  Abilities Str 8, Dex 12, Con 14, Int 18 (20), Wis 10, Cha 
  13 
  SQ raven familiar share spells 
  Feats AlertnessB (if familiar within 5 ft.), Combat 
  Casting, Craft Wondrous ItemB, Danger Sense, Great 
  Fortitude, Insightful Reflexes, Improved Initiative, 
  Lays of the Northern Adepts, Quicken Spell, Scribe 
  ScrollB. 
  Skills Appraise +8, Concentration +19 (+23 casting 
  defensively), Decipher Script +9, Knowledge (arcana) 
  +22, Knowledge (history) +16, Knowledge (the 
  planes) +16,  Spellcraft +24 (+26 abjuration, +19 
  enchantment or evocation),  Tumble +9 
  Possessions combat gear plus +1 dagger, robe of the 
  archmagi (black), headband of intellect +2, spell 
  component pouch, spellbook, 4 uses of material 
  component for stoneskin 
  Spellbook (enchantment and evocation prohibited 
  schools) spells prepared plus 0—all Player’s 
  Handbook spells 
  Power-Up Suite: Mage armor should be up throughout 
  the day, as well as false life for most her waking 
  hours. Erilaes casts the following spells on herself if 
  time permits in this order: greater invisibility, magic 
  circle against good, shield, stoneskin, spell turning, 
  protection from energy (electricity), resist energy 
  (fire), blur, mage hand. 
   
  RAVEN FAMILIAR (ERILAES) 
  CR 0 
  Tiny magical beast 
  N Animal (raven) 
  Init +2; Senses Listen +5, Spot +7 
  Languages Common, Flan, empathic link 
  AC 21, touch 12, flat-footed 21 
   (+2 Dex, +2 size, +7 natural armor adjustment 
  (familiar)) 
  hp 35 (14 HD) 
  Resist Improved Evasion; SR 19 
  Fort +4, Ref +6, Will +12 
  Speed 10 ft. (2 squares); fly 40 ft. (average) (8 squares) 
  Melee 2 claws +4 (1d2-5)  
  Melee touch -5  (varies by spell) 
  Base Atk +0; Grp -13  
  Abilities Str 1, Dex 15, Con 10, Int 12 , Wis 14, Cha 6 
  SQ familiar, share spells, empathic link, speak with 
  master, speak with animals of its kind (birds), familiar 
  can scry on familiar 
  Feats Alertness, Weapon Finesse. 
  Skills Listen +5, Spot +7 NOTE Stays with Erilaes 
  during combat 
   
  STONEHOLDER BARBARIAN 
  CR 12 
  Male human (Flan) barbarian 12 
  NE Medium humanoid (human) 
  Init +5; Senses Listen +10, Spot +0 
  Languages Common, Flan  
  AC 19, touch 10, flat-footed 19; Dodge, Mobility, 
  improved uncanny dodge, uncanny dodge, +4 against 
  traps 
   (+2 Dex, +7 armor, +2 natural, -2 rage) 
  hp 159 (12 HD); DR 2/— 
  Fort +11, Ref +6 (+10 against traps), Will +7 
  Speed 30 ft. in breastplate (6 squares), base speed 40 
  ft., Spring Attack 
  Melee +1 greataxe +16/+11 (1d12+7/x3) 
  Ranged +1 heavy crossbow +12 (1d10+1/19-20) 
  Base Atk +12; Grp +18  
  Atk Options Cleave, Improved Sunder, Power Attack, 
  greater rage 4/day (7 rounds) 
  Combat Gear potion of cure moderate wounds 
  
  COR7-16 Divided We Stand 
   
  Page 26 
  Abilities Str 22, Dex 14, Con 17, Int 10, Wis 12, Cha 8 
  Feats Cleave, Dodge, Improved Sunder, Mobility, Power 
  Attack, Spring Attack 
  Skills Climb +18, Handle Animal +16, Jump +18, Listen 
  +16, Survival +16  
  Possessions combat gear plus +2 breastplate, +2 
  amulet of natural armor, +1 greataxe, dagger, +1 
  heavy crossbow, 20 bolts, fur cloak, fur clothing 
  When not raging, the Stoneholder Barbarian has the 
  following changed statistics: 
  AC 21, touch 12, flat-footed 21 
  HP 123 (12 HD) 
  Fort +9 Will +5 
  Melee +1 greataxe +14/+9 (1d12+5/x3) 
  Grp +16 
  Abilities Str 18, Con 13 
  Skills Climb +16, Jump +16 
   
  ADVANCED 14 HD VROCKS 
  CR 13 
  CE Large outsider (chaotic, extraplanar, evil, tanar’ri) 
  Init +2; Senses darkvision 60 ft.; Listen +26, Spot +26 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 22, touch 11, flat-footed 20 
   (-1 size, +2 Dex, +11 natural) 
  Miss Chance mirror image (1d4+5 images) 
  hp 168 (14 HD); DR 10/good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 17 
  Fort +16, Ref +11, Will +12 
  Speed 30 ft. (6 squares), fly 50 ft. (average) 
  Melee 2 claws each +20 (3d6+7) and  
  bite +18 (1d8+3) and  
  2 talons each +18 (1d6+3)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +14; Grp +25  
  Atk Options Cleave, Combat Reflexes, Power Attack 
  Special Actions dance of ruin, spores, stunning 
  screech 
  Spell-Like Abilities (CL 16th): 
   At will—mirror image, telekinesis (DC 18), greater 
  teleport (self +50 pounds of objects only) 
   1/day—heroism 
  Abilities Str 24, Dex 15, Con 25, Int 14, Wis 16, Cha 16 
  Feats Cleave, Combat Reflexes, Improved Natural 
  Attack (claw), Multiattack, Power Attack  
  Skills Concentration +22, Diplomacy +5, Hide +13, 
  Intimidate +18, Knowledge (religion) +17, Listen +26, 
  Move Silently +17, Search +17, Sense Motive +18, 
  Spellcraft +17, Spot +26, Survival +3 (+5 following 
  tracks) 
  Dance of Ruin (Su) To use this ability, a group of at 
  least three vrocks must join hands in a circle, dancing 
  wildly and chanting. At the end of 3 rounds of 
  dancing, a wave of crackling energy flashes outward 
  in a 100-foot radius. All creatures except for demons 
  within the radius take 20d6 points of damage (Reflex 
  DC 18 half). Stunning, paralyzing, or slaying one of 
  the vrocks stops the dance. The save DC is 
  Charisma-based. 
  Spores (Ex) A vrock can release masses of spores from 
  its body once every 3 rounds as a free action. The 
  spores automatically deal 1d8 points of damage to all 
  creatures adjacent to the vrock. They then penetrate 
  the skin and grow, dealing an additional 1d4 points of 
  damage each round for 10 rounds. At the end of this 
  time, the victim is covered with a tangle of viny 
  growths. (The vines are harmless and wither away in 
  1d4 days.) A delay poison spell stops the spores’ 
  growth for its duration. Bless, neutralize poison, or 
  remove disease kills the spores, as does sprinkling 
  the victim with a vial of holy water. 
  Stunning Screech (Su) Once per hour a vrock can emit 
  a piercing screech. All creatures except for demons 
  within a 30-foot radius must succeed on a DC 24 
  Fortitude save or be stunned for 1 round. The save 
  DC is Constitution-based. 
   
  4: HOUSE OF STONE  
   
  ORGRAIN 
  CR 14 
  Male human (Flan) barbarian 1/fighter 13 
  LE Medium humanoid (human) 
  Init +5; Senses Listen +14, Spot +0 
  Languages Common, Flan  
  AC 15, touch 9, flat-footed 14; Dodge, Mobility 
   (+1 Dex, +5 armor, +1 natural, -2 rage) 
  hp 160 (14 HD) 
  Fort +15, Ref +6, Will +7 
  Speed 30 ft. in breastplate (6 squares), base sped 40 
  ft., Spring Attack 
  Melee +2 greataxe +22/+17/+12 (1d12+8/19-20/x3) or 
  Melee unarmed strike +20/+15/+10 (1d3+5) 
  Ranged +1 heavy crossbow +15 (1d10+1/19-20) 
  Base Atk +14; Grp +24  
  Atk Options Combat Expertise, Improved Grapple, 
  Improved Trip, Improved Unarmed Strike, Power 
  Attack, Stunning Fist 3/day (DC 17), rage 1/day (7 
  rounds) 
  Combat Gear belt of one mighty blow, boots of the 
  battle charger, counterstrike bracers  
  Abilities Str 23, Dex 13, Con 18, Int 13, Wis 10, Cha 8 
  Feats CleaveB, Combat ExpertiseB, Dodge, Improved 
  Bull Rush, Improved Critical (greataxe) B, Improved 
  GrappleB, Improved InitiativeB, Improved Trip, 
  Improved Unarmed StrikeB, Mobility, Power Attack, 
  Spring AttackB, Stunning Fist 
  Skills Climb +15, Handle Animal +11, Intimidate +10, 
  Jump +16, Listen +14, Survival +4  
  Possessions combat gear plus +3 breastplate, +2 
  amulet of natural armor, ring of protection +2, +2 
  greataxe, dagger, +1 heavy crossbow, 20 bolts, cloak 
  of resistance +1, gauntlets of ogre power, fur cloak, 
  fur clothing 
  When not raging, Ograin has the following changed 
  statistics: 
  AC 17, touch 11, flat-footed 16 
  HP 132 (14 HD) 
  Fort +13 Will +5 
  Melee +2 greataxe +20/+15/+10 (1d12+6/x3) 
  Melee unarmed strike +18/+13/+8 (1d3+3) 
  
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  Grp +22 
  Abilities Str 19, Con 14 
  Skills Climb +13, Jump +14 
   
  5: MAN−RIPPER (DEHZBAH) 
   
   
  DEHZBAH 
  CR 15 
  Female human barbarian 5/fighter 10 
  CE Medium humanoid (human) 
  Init +8; Senses Listen +19, Spot +1 
  Languages Common, Flan  
  AC 20, touch 10, flat-footed 20; improved uncanny 
  dodge, uncanny dodge, +1 against traps 
   (+2 Dex, +8 armor, +2 natural, -2 rage) 
  hp 172 (15 HD) 
  Resist half damage from effects specific to evil 
  creatures (darksoul protection) 
  Immune magic missiles (brooch of shielding) 
  Fort +15, Ref +6 (+7 against traps), Will +9 
  Speed 30 ft. in breastplate (6 squares), base speed 40 
  ft. 
  Melee +1 adamantine weakening manticore greatsword 
  +29/+24/+19 (2d6+15/17-20 and -4 Str on a critical 
  hit) or 
  Ranged 1or 6 manticore spikes each +18 (1d6+1, 20 
  feet range) 
  Base Atk +15; Grp +27  
  Atk Options Combat Reflexes, Great Cleave, Improved 
  Bull Rush, Improved Grapple, Improved Initiative, 
  Improved Unarmed Strike, Instantaneous Rage, 
  Power Attack, rage 2/day (7 rounds) 
  Combat Gear anklet of translocation, belt of battle, 2 
  potions of cure serious wounds 
  Abilities Str 23 , Dex 14, Con 19, Int 10, Wis 12, Cha 
  14 
  Feats Cleave, Combat ReflexesB, Great CleaveB, 
  Greater Weapon Focus (greatsword) B, Improved Bull 
  Rush, Improved Critical (greatsword), Melee Weapon 
  Mastery (slashing)B, Improved Initiative, 
  Instantaneous Rage, Iron Will, Power Attack, 
  Weapon Focus (greatsword)B, Weapon Specialization 
  (greatsword)B   
  Skills Climb +19, Intimidate +20, Jump +21, Listen +19 
  Possessions combat gear plus +3 breastplate of 
  darksoul protection , amulet of natural armor +2, ring 
  of protection +2, +1 adamantine weakening 
  manticore greatsword (in locked gauntlet) , dagger, 
  brooch of shielding, fur cloak, fur clothing 
  Buff spells cast on Dehzbah by a cleric 13 shield of 
  faith (+4 deflection bonus to AC), entropic shield 
  (20% miss chance versus ranged attacks), bull’s 
  strength (+4 Str), shield other (Dehzbah effectively 
  takes half damage from all attacks as the cleric 
  stands outside the building and heals himself each 
  round), and spell immunity (hold person, lightning 
  bolt, and scorching ray). 
   
  When not raging, Dehzbah has the following changed 
  statistics: 
  AC 22, touch 12, flat-footed 22 
  HP 142 (15 HD) 
  Fort +13 Will +7 
  Melee +1 adamantine weakening manticore greatsword 
  +27/+22/+17 (2d6+13/17-20 and -4 Str on a critical 
  hit) 
  Grp +25 
  Abilities Str 19, Con 15 
  Skills Climb +17, Jump +19 
   
  STONEHOLDER ROGUE 
  CR 11 
  Male human rogue 11 
  CE Medium humanoid (human) 
  Init +4; Senses Listen +14, Spot +14 
  Languages Cold Tongue, Common, Flan  
  AC 19, touch 15, flat-footed 19; improved uncanny 
  dodge, uncanny dodge, +3 against traps 
   (+4 Dex, +4 armor, +1 deflection) 
  hp 58 (11 HD) 
  Resist evasion 
  Fort +4, Ref +11 (+14 against traps), Will +3 
  Speed 30 ft. (6 squares) 
  Melee +1 rapier +13 (1d6+1/18-20) 
  Melee whip of webs +9/+4 (1d3+1) 
  Reach 5 ft. (15 ft. with whip of webs) 
  Base Atk +8; Grp +9 (+18 to break grapple)  
  Atk Options Combat Expertise, Improved Disarm, 
  Improved Faint, sneak attack +6d6 (plus crippling 
  strike) 
  Combat Gear vanisher cloak (1 charge remaining 
  today) 
  Abilities Str 12, Dex (19), Con 13, Int 14, Wis 10, Cha 8 
  SQ trapfinding 
  Feats Combat Expertise, Dodge, Improved Disarm, 
  Improved Feint, Weapon Finesse 
  Skills Balance +20, Bluff +13, Decipher Script +16, 
  Disable Device +18, Disguise +13, Escape Artist +18, 
  Gather Information +13, Jump +17, Listen +14, Spot 
  +14, Tumble +20 
  Possessions combat gear plus +2 leather armor, +1 
  rapier, whip of webs, ring of protection +1, gloves of 
  Dexterity +2, silk cloak, adventurer’s clothing, 
  masterwork thieves’ tools 
   
  
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  STONEHOLDER BARBARIAN 
  CR 10 
  Male human (Flan) barbarian 10 
  NE Medium humanoid (human) 
  Init +5; Senses Listen +10, Spot +0 
  Languages Common, Flan 
  AC 18, touch 10, flat-footed 18; Dodge, Mobility, 
  improved uncanny dodge, uncanny dodge, +3 against 
  traps 
   (+2 Dex, +7 armor, +1 natural, -2 rage) 
  hp 114 (10 HD); DR 2/— 
  Fort +10, Ref +5 (+8 against traps), Will +6 
  Speed 30 ft. in breastplate (6 squares), base speed 40 
  ft., Spring Attack 
  Melee +1 greataxe +16/+11 (1d12+7/x3)  
  Ranged +1 heavy crossbow +12 (1d10+1/19-20) 
  Base Atk +10; Grp +15  
  Atk Options Power Attack, rage 3/day (6 rounds) 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 21, Dex 14, Con 17, Int 10, Wis 12, Cha 8 
  Feats Cleave, Dodge, Mobility, Power Attack, Spring 
  Attack 
  Skills Climb +15, Handle Animal +14, Jump +16, Listen 
  +14, Survival +14  
  Possessions combat gear plus +2 breastplate, +1 
  amulet of natural armor, +1 greataxe, dagger, +1 
  heavy crossbow, 20 bolts, fur cloak, fur clothing 
   
  When not raging, the Stoneholder Barbarian has the 
  following changed statistics: 
  AC 20, touch 12, flat-footed 20 
  HP 94 (10 HD) 
  Fort +8 Will +4 
  Melee +1 greataxe +14/+9 (1d12+5/x3) 
  Grp +13 
  Abilities Str 17, Con 13 
  Skills Climb +13, Jump +14 
   
  5: MANRIPPER (MARKAZRAK’NASH’FIN) 
  MARKAZRAK’NASH’FIN 
  CR 15 
  CE Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri) 
  Init +0; Senses darkvision 60 ft., true seeing; Listen 
  +34, Spot +34 
  Languages Common; telepathy 100 ft.  
  AC 27, touch 8, flat-footed 27 
   (-2 size, +0 Dex, +19 natural) 
  hp 199 (14d8+140 HD); DR 10/good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 21 
  Fort +19, Ref +9, Will +12 
  Speed 40 ft. (8 squares) 
  Melee 2 pincers each +21 (3d8+11) and  
  2 claws each +19 (1d6+6) and  
  bite +19 (1d8+6) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +14; Grp +33  
  Atk Options Power Attack 
  Special Actions Improved grab 
  Spell-Like Abilities (CL 18th): 
   At will—chaos hammer (DC 19), confusion (DC 19), 
  dispel magic, mirror image, reverse gravity (DC 22), 
  greater teleport (self plus 50 pounds of objects 
  only), unholy blight (DC 19) 
   1/day—power word stun, summon demon 
   1/month—fulfill a mortal humanoid’s wish 
  Abilities Str 32, Dex 10, Con 31, Int 16, Wis 16, Cha 20 
  Feats Cleave, Great Cleave, Improved Natural Attack 
  (pincers), Multiattack, Persuasive, Power Attack  
  Skills Bluff +36, Concentration +31, Diplomacy +9, 
  Disguise+5 (+7 acting), Intimidate +28, Knowledge 
  (religion) +22, Knowledge (arcana) +14, Listen +30, 
  Move Silently +22, Search +22, Sense Motive +22, 
  Spellcraft +24, Spot +30, Survival +3 (+5 following 
  tracks) 
  Improved Grab (Ex) To use this ability, a glabrezu must 
  hit a Large or smaller opponent with a pincer attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. 
  Summon Demon (Sp) Once per day a glabrezu can 
  attempt to summon 4d10 dretches or 1d2 vrocks with 
  a 50% chance of success, or another glabrezu with a 
  20% chance of success. This ability is the equivalent 
  of a 4th-level spell. 
  True Seeing (Su) Glabrezu continuously use true 
  seeing as the spell (caster level 22nd) 
   
  ADVANCED 14 HD BULEZAU 
  CR 11 
  CE Large outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +2; Senses darkvision 60 ft.; Listen +14, Spot +14 
  Languages Abyssal, Common; telepathy 30 ft. 
  AC 21, touch 11, flat-footed 19 
   (-1 size, +2 Dex, +10 natural) 
  hp 165 (14 HD); DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 20 
  Fort +16, Ref +11, Will +10 
  Speed 30 ft. (6 squares) 
  Melee* Huge +1 ranseur +17/+12 (3d6+21/19-20/x3) 
  and 
  tail +13 (1d8+7) or 
  Melee* gore +15 (3d6+10) and 
  2 claws +13 (1d6+7) and 
  tail +13 (1d8+7) 
  *Include 4-point Power Attack  
  Space 10 ft.; Reach 10 ft. (20 ft. with ranseur) 
  Base Atk +14; Grp +24 
  Atk Options Power Attack, blood frenzy, powerful 
  charge, wield oversized weapon 
  Special Actions summon tanar’ri 
  Spell-Like Abilities (CL 14th): 
   At will—command (DC 11), greater teleport (self plus 
  50 pounds of objects only), see invisibility, solid fog, 
  telekinesis 
   3/day—fear (DC 14) 
   1/day—shout (DC 14) 
  Abilities Str 23, Dex 14, Con 24, Int 6, Wis 12, Cha 10  
  SQ tanar’ri traits 
  
  COR7-16 Divided We Stand 
   
  Page 29 
  Feats Improved Critical (ranseur), Improved Natural 
  Attack (gore), Multiattack, Power Attack, Weapon 
  Focus (ranseur)  
  Skills Climb +23, Intimidate +17, Jump +23, Listen +18, 
  Spot +18, Swim +23 
  Possessions Huge +1 ranseur  
  Blood Frenzy (Ex) A bulezau that takes damage in 
  combat can fly into a frenzy in the following round, 
  attacking madly until either it or its opponent is dead. 
  It gains +2 Strength and Constitution, and it takes a -
  2 penalty to Armor Class. A bulezau cannot end its 
  frenzy voluntarily. 
  Powerful Charge (Ex) A bulezau typically begins a 
  battle by charging at an opponent. In addition to the 
  normal benefits and hazards of a charge, this allows 
  the bulezau to make a single gore attack with a +2 
  attack bonus that deals 4d6+9 points of damage. 
  Summon Tanar’ri (Sp) Once per day, a bulezau can 
  attempt to summon 1d6 dretches or 1d4 rutterkin 
  [see Fiendish Codex I: Hordes of the Abyss] with a 
  50% chance of success. This ability is the equivalent 
  of a 3rd-level spell (CL 10th). 
  Wield Oversized Weapon (Ex) A bulezau is skilled at 
  wielding weapons one size category larger than itself 
  and does not take any penalties when fighting with 
  such weapons. 
   
  
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  Page 30 
  APPENDIX 2: NEW RULES ITEMS
  FEATS 
  Danger Sense [General] 
  You are one twitchy individual. 
   
  Prerequisite: Improved Initiative. 
   
  Benefit: Once per day, you can reroll an initiative 
  check you have just made. You use the better of your two 
  rolls. You must decide to reroll before the round starts. 
   
  Source: Complete Adventurer 
   
  Insightful Reflexes [General] 
  Your keen intellect allows you an uncanny knack for 
  evading dangerous effects. 
   
  Benefit: You add your Intelligence modifier 
  (instead of your Dexterity modifier) to Reflex saves. 
   
  Source: Complete Adventurer 
   
  Instantaneous Rage 
  You activate your rage instantly. 
   
  Benefit: Your rage begins at any time you wish, even 
  when it’s not your turn or when you’re surprised. You can 
  activate your age as a free action in response to another’s 
  action. Thus, you can gain the benefits of rage in time to 
  prevent or ameliorate an undesirable event. For example, 
  you can choose to enter a rage when an enemy attack you, 
  or casts a spell at you (to gain the benefits of a higher 
  Constitution or your bonus on Will saves) before you 
  know the results of the attack. You must be aware of the 
  attack, but you may be flat-footed. 
   
  Normal: You enter a rage only during your turn. 
   
  Source: Complete Warrior 102. 
   
  Lays of the Northern Adepts [General]  
  You know the poems of ancient Ur-Flan sorcerers. These 
  poems contain lost secrets that strengthen your 
  protective magic. 
   
  Regions: Blackmoor, Flan. 
   
  Benefit: When someone attempts to dispel your 
  abjuration spells, the dispel check DC is 13 + the spell’s 
  caster level. 
   
  Normal: The dispel check DC to dispel any spell is 
  11 + the spell’s caster level. 
   
  Source: Dragon 315 
   
  Melee Weapon Mastery 
  You have mastered a wide range of weapons. Your 
  training with one specific weapon now extends to other 
  weapons of a similar sort.  
   
  Prerequisites: Proficiency with selected weapon, 
  Weapon 
  Focus 
  with 
  selected 
  weapon, 
  Weapon 
  Specialization with selected weapon, base attack bonus 
  +8. 
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing, or slashing. You must have 
  Weapon Focus and Weapon Specialization with a melee 
  weapon that deals this type of damage. When using any 
  melee weapon that has the damage type you selected, you 
  gain a +2 bonus on attack rolls and a +2 bonus on damage 
  rolls. 
   
  Special: You can select this feat more than once. 
  Each time, you can select a new damage type. A fighter 
  can choose Melee Weapon Mastery as one of his fighter 
  bonus feats. 
   
  Source: Players Handbook II 81 
   
  MAGIC ITEMS 
  Anklet of Translocation 
  A pewter chime hangs from this simple leather ankle-band. 
   
  An anklet of translocation allows you to make short 
  dimensional hops. When it is activated, you can instantly 
  teleport (with no chance of error) up to 10 feet. The new 
  space must be within line of sight and line of effect. 
   
  You can’t use the anklet to move into a space 
  occupied by another creature, nor can you teleport into a 
  solid object; if you attempt to do so, the anklet’s 
  activation is wasted. You can bring along objects 
  weighing up to a maximum load, but you can’t bring 
  another creature with you. 
   
  An anklet of translocation functions two times per day. 
   
  Prerequisites: Craft Wondrous Item, dimension door. 
   
  Cost to Create: 700 gp, 56 XP, 2 days. 
   
  Source: Magic Item Compendium 
   
  Belt of Battle 
  This leather belt bears a platinum buckle set with three small 
  black pearls. 
   
  A belt of battle helps you avoid being caught off guard 
  in combat and allows occasional bursts of extra activity. 
  While worn, it grants you a +2 competence bonus on 
  initiative checks. This is a continuous effect and requires 
  no activation. 
   
  In addition, a belt of battle has 3 charges, which are 
  renewed each day at dawn. Each time you activate the 
  belt, one of the black pearls set into its buckle turns 
  white. The pearls return to normal when the belt’s 
  charges renew. Spending 1 or more charges grants you an 
  extra action, which must be taken immediately (before 
  you take any other action). Activating the belt is a swift 
  action. 
   
  1 charge: 1 move action 
   
  2 charges: 1 standard action 
   
  3 charges: 1 full-round action 
   
  Prerequisites: Craft Wondrous Item, haste. 
   
  Cost to Create: 6,000 gp, 480 XP, 12 days. 
   
  Source: Magic Item Compendium 
   
  Belt of One Mighty Blow 
  The buckle of this wide leather belt is set with a single blood-red 
  carbuncle. 
   
  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 an extra 1d8 points of 
  damage, a one-handed weapon deals an extra 2d6 points 
  
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  Page 31 
  of damage, and a two-handed weapon deals an extra 3d6 
  points of damage. 
   
  A belt of one mighty blow functions once per day and is 
  activated with a swift action. 
   
  Prerequisites: Craft Wondrous Item, bull’s strength. 
   
  Cost to Create: 750 gp, 60 XP, 2 days. 
   
  Source: Magic Item Compendium 
   
  Boots of the Battle Charger 
  These heavy leather boots bear thick copper bands just above the 
  ankle. 
   
  When activated, boots of the battle charger allow you to 
  make a charge attack as a standard action (rather than a 
  full-round action), though the charge only includes 
  movement up to your speed (rather than double your 
  speed). You must make the charge attack in the round 
  you activate the boots, or the effect is lost. The boots are 
  activated as a swift action. 
   
  If you also wear a magic item that grants an 
  enhancement bonus to Dexterity score, you can move 
  across difficult terrain and through squares occupied by 
  allies when making a charge after activating the boots. 
   
  You can use this ability two times per day. 
   
  Prerequisites: Craft Wondrous Item, cat’s grace, 
  longstrider. 
   
  Cost to Create: 1,000 gp, 80 XP, 2 days. 
   
  Source: Magic Item Compendium 
   
  Counterstrike Bracers 
  Each of these steel bracers bears the image of a stacked pair of 
  daggers pointed in opposite directions. 
   
  Counterstrike bracers allow you to answer an 
  unsuccessful melee attack against you with an 
  unexpected riposte. You can activate the bracers 
  immediately after an enemy has missed you with a melee 
  attack. Doing this grants you a free attack of opportunity 
  against that enemy (even if you have already used up your 
  allotted attacks of opportunity for the round). You must 
  activate the bracers before your enemy takes any other 
  attacks or actions. 
   
  This ability functions two times per day and is an 
  immediate action to activate. 
   
  Prerequisites: Craft Wondrous Item, haste. 
   
  Cost to Create: 1,250 gp, 100 XP, 3 days. 
   
  Source: Magic Item Compendium 
   
  Darksoul Protection Armor Enhancement 
  +1 bonus  
  The wearer of this armor, if of evil alignment, takes only 
  half damage from spells or effects that cause greater 
  damage to evil creatures, such as a holy smite spell, the 
  smite evil ability of a paladin, or the extra damage dealt by 
  a holy weapon.  
   
  Faint abjuration [Evil]; CL 7th; Craft Magic Arms 
  and Armor, protection from good. 
   
  Source: Book of Vile Darkness 
   
  Manticore Greatsword 
  This greatsword has a wavy blade and an oversized hilt adorned 
  with six spikes. 
   
  Manticore greatswords were designed to mimic the 
  spike-throwing ability of their namesake creature. Such a 
  weapon functions as a +1 greatsword. When you activate 
  this weapon, you can launch either one (a standard 
  action) or all six spikes (a full-round action) from its hilt 
  as a ranged attack that provokes attacks of opportunity. 
  Treat the spikes as thrown weapons. Each spike deals 1d6 
  points of piercing damage and has a range increment of 
  20 feet. The spikes have an enhancement bonus equal to 
  that of the weapon, and are treated as being made of the 
  same material and having the same alignment (if any) as 
  the weapon. The spikes crumble to dust 1 round after 
  they are launched from the weapon. A manticore 
  greatsword regenerates any thrown spikes at dawn each 
  day. 
   
  Prerequisites: Craft Magic Arms and Armor, magic 
  missile. 
   
  Cost to Create: 2,500 gp (plus 350 gp for masterwork 
  greatsword), 200 XP, 5 days 
   
  Source: Magic Item Compendium 
   
  Vanisher Cloak 
  This silk cloak is seamless—a single sheet of gossamer, gray 
  fabric. 
   
  A vanisher cloak allows you and nearby allies to 
  briefly disappear from sight. A cloak has 3 charges, which 
  are renewed each day at dawn. Spending 1 or more 
  charges turns you (and perhaps one or more allies) 
  invisible, as the invisibility spell, for 1 or more rounds. 
   
  1 charge: You become invisible for 4 rounds. 
   
  2 charges: You and up to one adjacent ally become 
  invisible for 3 rounds. 
   
  3 charges: You and up to three adjacent allies become 
  invisible for 2 rounds. 
   
  Prerequisites: Craft Wondrous Item, invisibility. 
   
  Cost to Create: 1,250 gp, 100 XP, 3 days. 
   
  Source: Magic Item Compendium 
   
  Weakening Weapon Enhancement 
  +1 bonus 
  Macabre ornamentation and stretched bits of leather make this 
  weapon look as though it were made from a shriveled limb. 
   
  When you score a critical hit with a weakening 
  weapon, the target takes a -4 penalty to its Strength score 
  (to a minimum score of 1) for 10 minutes. Multiple 
  strikes aren’t cumulative. 
   
  Projectile weapons bestow this property upon their 
  ammunition. 
   
  Prerequisites: Craft Magic Arms and Armor, ray of 
  enfeeblement. 
   
  Cost to Create: Varies. 
   
  Source: Magic Item Compendium 
   
  Whip of Webs 
  Complex strands of tightly braided spider webs have been woven 
  together to create this unusual whip. Tiny, multilegged black 
  shapes skitter up and down its length, hiding amid its countless 
  knots. 
   
  When you strike a creature with this +1 whip, you 
  can activate it as a free action to wrap the target in a web 
  
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  of tough, leathery filaments. The creature is entangled as 
  if by a net (Player’s Handbook 119) for 3 rounds or until it 
  escapes. Multiple strikes by a whip of webs aren’t 
  cumulative. 
   
  This ability functions three times per day. 
   
  Prerequisites: Craft Magic Arms and Armor, web. 
   
  Cost to Create: 3,000 gp (plus 301 gp for masterwork 
  whip), 240 XP, 6 days. 
   
  Source: Magic Item Compendium 
   
  SPELLS 
  Reciprocal Gyre 
  Abjuration 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will half, then Fortitude negates; see text 
  Spell Resistance: No 
  You finger the tiny loop of wire in your hands as you complete 
  the spell. You manipulate the magical aura of the target, 
  creating a damaging feedback reaction, and the target explodes 
  with white sparks. 
   
  The subject takes 1d12 points of damage per 
  functioning spell or spell-like ability currently affecting it 
  (maximum 25d12). In addition, any creature so affected 
  that fails its Will save must then succeed on a Fortitude 
  save or be dazed for 1d6 rounds. 
   
  Only spells specifically targeted on the creature in 
  question can be used to create the backlash of a reciprocal 
  gyre, so spells that affect an area cannot be used to deal 
  reciprocal damage to creatures within their area. 
  Likewise, persistent or continuous effects from magic 
  items cannot be used to deal reciprocal damage, but 
  targeted spell effects can be. 
   
  Material Component: A tiny closed loop of copper 
  wire. 
   
  MONSTERS 
  Bulezau 
  For statistics, see Appendix 1. 
   
  The demon’s flesh festers with open sores. Its tall, gaunt frame is 
  festooned with patches of short bristles. It has the head of a large, 
  sickly ram with massive curved horns, rheumy eyes, and froth-
  caked lips stretched over thin, needlelike fangs. Its snakelike tail 
  writhes, the tip a twisted tangle of metallic spines. Despite its 
  emaciated form, the best wields a great ranseur far too large for 
  its size, and with unnerving grace. 
   
  Bulezau demons are the heavy infantry of the Abyss, 
  potent and powerful melee specialists who delight in 
  rending flesh and spilling blood. 
   
  Strategy and Tactics 
  A bulezau excels in melee combat. Always under the 
  effect of see invisibility, a bulezau usually begins combat 
  with a shout directed at the densest cluster of enemies. It 
  prefers to engage foes in areas where its victims have 
  nowhere to run; if it attacks in an open area, a bulezau 
  typically uses solid fog to block easy escape routes. 
   
  A bulezau starts melee combat with a charge, 
  following up in succeeding rounds with full attacks, 
  using the reach of its Huge +1 ranseur. It uses the Power 
  Attack feat as a matter of course (already reflected in its 
  statistics). Against targets that get inside of this reach, it 
  switches to its claw, gore, and tail attacks, dropping its 
  ranseur. It generally saves uses of its fear spell-like ability 
  for desperate situations, since it prefers to keep its 
  enemies within reach of its weapons. 
   
  Ecology 
  Rumor holds that the first bulezaus were created by 
  Baphomet, who sought to create a powerful army of 
  warriors to crush Yeenoghu’s forces. Unfortunately, 
  Baphomet’s creations proved too bestial in their nature to 
  control on a large scale. He eventually grew tired of 
  losing favored generals to their uprisings and released the 
  demons into the Abyss, where they flourished. 
   
  Environment: Bulezaus are found most often on 
  the layers of the Abyss dedicated to war. They can also be 
  found on any layer ruled by a particularly warlike demon 
  lord, such as Baphomet, Kostchtchie, or Yeenoghu. 
   
  Typical Physical Characteristics: An average 
  bulezau stands just over 8 feet tall and weighs 250 
  pounds. Although a bulezau appears diseased and sickly, 
  its appearance is deceiving, masking its strength and 
  ferocity. 
   
  Society 
  Bulezaus are quarrelsome, bullying creatures. When not 
  fighting against others, they fight among themselves. 
  Demonic commanders of bulezau units often post 
  powerful demons nearby with orders to attack any 
  bulezau that starts a fight—the threat of sure death is one 
  of the few things that can keep a group of bulezaus in line 
  for any length of time. When not at war, bulezau bands 
  quickly fall apart into bloody chaos. 
   
  Typical Treasure 
  Most bulezaus own a Huge +1 ranseur. Others wield Huge 
  spears, tridents, or morningstars of similar magical 
  enhancement. Aside from this, a bulezau owns treasure 
  standard for a creature of its CR. 
   
  Standard Treasure: Huge +1 ranseur, oil of keen edge, 
  potion of haste, 2 potions of cure moderate wounds, 100 gp. 
   
  Bulezau Lore 
  Characters with ranks in Knowledge (the planes) can 
  learn more about bulezaus. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. 
  DC 15: Bulezaus serve as the heavy infantry of the 
  Abyss and are notoriously difficult to control. 
  DC 20: A bulezau can wield oversized weapons. Its 
  weapon of choice is the ranseur. 
  
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  DC 25: Bulezaus enjoy charging and using their 
  horns to gore their opponents. 
  DC 30: A wounded bulezau is a terror to behold. It 
  can fly into a berserk frenzy and become much 
  stronger and harder to slay. 
  Source: Fiendish Codex I: Hordes of the Abyss 
   
   
  
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  DM MAPS 
  STONEHOLD AND THE DUCHY OF TENH  
  1 hex = 30 miles 
   
   
  
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  MAP 1: SHOOTING STARS 
   
   
  
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  MAP 2: CAVE OF CAPTIVITY 
   
   
   
  
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  MAP 3: MAN−RIPPER 
   
   
   
  D = Dehzbah’s starting position 
  M = Markazrak’nash’fin’s starting position 
  Party is roughly the area the party should start in due to where they are escorted to and surrounded by the Stonefists 
  1 square = 5 ft. 
  
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  PLAYER HANDOUT 1: LETTER OF INVITATION 
  Dearest Friends, 
   
  I bid you come to the city of Calbut in the northeastern Stonelands. Once here, 
  please go to the Sun and Stone tavern, where I will send a messenger boy for 
  you. Amadahy and I have need of you in service to my beloved Duke Labahlah 
  and all the people of Tenh. 
   
   
  We believe we have located the wyrmling that was kidnapped from Lake 
  Abanfyl, and if we are right, you could possibly halt the plans of the fiend and 
  his Stoneholder ally once and for all. 
   
  Go with the light, 
   
  Sister Dhariel 
  
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  PLAYER HANDOUT 2: QUESITONS AND ANSWERS 
  Q: How far away is this location? It is about twenty-five miles west into the Griffs from the approximate midpoint of 
  Rockegg Pass, which is nearly two hundred miles long. Land-based travel off the pass will be slow: probably two days’ 
  worth. 
   
  Q: What do you know of the guardians of Abanfyl? They are known to be dragons now, though we are unsure 
  of what type they are. 
   
  Q: What are the names of the guardians? We do not know their names. 
   
  Q: What kind of support can you give us? We could arrange for any typical items to be brought to you. 
   
  Q: Is this a secret mission or an official mission? This mission is endorsed by the Duke of Tenh, Labahlah and 
  the Prelate of Tenh, Filias Farsonol. 
   
  Q: Is Amadahy aware of the laws of the Pale and the implications of those laws on her holy symbol? I am 
  well aware of the laws of the Pale and of the Tenh. 
   
  Q: What divinations have you (or the religious leaders of the Pale or Tenh) performed? Scrying on the 
  wyrmling always fails. Divinations about the dragon can confirm the location, but tell the PCs that he is hidden from 
  magics. Scrying on Dehzbah or Markazrak’nashfin shows a group of warriors in a tavern in the city of Vlekstaad making 
  plans. Divinations tell the PCs that Dehzbah plans to strike against Rhelt Sevvord I sometime within the next six weeks. 
  Other divinations and scryings should be answered based on the other information in this adventure. Remember that 
  the wyrmling is hidden from magic by the chains with the anti-magic field on it. 
   
  Also, Rhelt Sevvord I has divinations cast each day to try and determine any threats that might come during the 
  day. Dehzbah has also had a divination cast to determine the best time for her to strike at Sevvord and what preparations 
  she should utilize when she strikes at him. 
   
  Q: Are there any allies that we might rely upon in the area, should the need arise? The platinum mines in 
  Rockegg Pass are under the control of the Prelatal Army of the Pale, who would grant aid to anyone requesting it as long 
  as they are not evil or enemies of the Pale or Pholtus. 
   
  The Prelatal Army can offer any items that are normally available to the PCs up to 750 gp, including potions or 
  scrolls that would be used for healing or working in a mine. DMs should use their discretion on what is actually 
  available. 
   
  Q: What do you want us to do if we find the wyrmling and/or its parents? Free the wyrmling if possible, and 
  find a way to make it safe while you then journey to Stonehold and somehow find a way inside to tell the dragons that 
  their wyrmling is free. We believe them to be accompanying Dehzbah the Man-Ripper to overthrow her uncle. The 
  rhelt, Sevvord, has not gone far from the city of Vlekstaad in several months. 
   
  Q: How would you propose we gain entry into Stonehold/Vlekstaad? First, avoid the notice of any roving 
  warbands along the way: a typical Fist contain hundreds of skilled warriors and the support of skalds and battle-priests. 
  If you do see such a group, do not be distracted by engaging it or even hurling long-range spells. We trust you to be 
  judicious.  
   
  Strange as it may seem, open diplomacy may be the best way. If Sevvord were to know of his niece’s betrayal, this 
  could aid greatly in halting her as a threat to the Tenh and all the Flanaess. Vlekstaad is not a closed city, but its citizens 
  are desperate and would probably accost anyone they perceive as weak. Remember their enmity for the northern Suel, 
  Tenhas, Palites, and the forces of Old Wicked. If you cannot talk your way into an audience with the rhelt, one of you 
  might be able to challenge the leader of the gate’s guards to a duel for entry to the halls of Sevvord. 
   
  Q: I am a paladin, yet you would have me negotiate with evil rather than smite it? Sometimes, we must fight 
  the greater evil first. That is the fiend and Dehzbah, not Stonehold. A wise paladin would understand that there must be 
  priorities. 
   
  Q: Will we be paid? How much will we be paid? I would have thought that the favor of the Duke of Tenh and a 
  Prelate of the Pale would have been payment enough, but as you desire gold more than to do what is right, you shall 
  each be paid appropriately for your time.  
   
  (The payment is 200 gp x APL if the PCs force the women to give them an amount. If the PCs ask for any portion of 
  the gold up front, they get half up front but do not receive the Favor of Tenh or the Favor of the Pale on the AR.) 
  Characters can only receive either the Favor of Tenh or the Favor of the Pale; they cannot get both.  
  
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  PLAYER HANDOUT 3: TREATY OF THE STONELANDS 
  Let it be known to all residents of the Stonelands, formerly known as the Duchy of Tenh and 
  now held by the Duke of Tenh, Labahlah, and the Theocracy of the Pale, that these two nations 
  hereby enter into a formal truce and alliance. 
   
  The following terms of agreement are hereby in effect as of this date, CY 597. 
  1. The Theocracy of the Pale shall hold the eastern Stonelands they have liberated in 
  stewardship for 7 years to ensure the Faithful Flan have the proper opportunity to 
  establish their religion within the Duchy of Tenh. At this time, all former lands of the 
  Duchy of Tenh shall be ceded back to the Tenha people and the Duke of Tenh. 
  2. The Duchy of Tenh and Duke Labahlah shall build temples of Pholtus in the cities of 
  Redspan and Nevond Nevnend with supervision from the Church of the One True Path 
  to ensure they are up to current standards as a site for the worship of Pholtus by the 
  Faithful Flan throughout the Duchy of Tenh. 
  3. The Palish liberated lands of the Tenh shall be ruled over by the appointed Prelate Filias 
  Farsonol of the Theocracy of the Pale and the appointed representative of Duke 
  Labahlah (Amadahy Silver Rain to begin with). 
  4. In the event of an attack on either nation residing in the Duchy of Tenh, each side 
  pledges to aid the other as necessary and proper based on the threat posed to either side. 
  5. The Duchy of Tenh agrees to sell the Pale all its surplus food stuffs for a period of ten 
  years at a discounted rate of 60% of market value after the end of the 7 year stewardship 
  as a show of good faith that the Duchy of Tenh wishes to remain allied with the 
  Theocracy of the Pale for the mutual success of both nations. 
  6. The Duchy of Tenh also agrees to purchase cattle and other livestock other than horses 
  from the Theocracy of the Pale for the initial 5 years of the stewardship of eastern Tenh 
  at market value. 
  7. Each side agrees that all hostilities between their people will cease immediately. All 
  Tenha and Faithful Flan will work together to help the governments of both nations 
  rebuild the lands of the Tenha. 
  8. The Theocracy of the Pale and the Duchy of Tenh agree to allow the establishment of 
  emissaries and diplomats within each nation’s capital to ensure better communications 
  and further relations. 
  9. The Platinum Mines of Calbut shall remain under the stewardship of the Theocracy of 
  the Pale during the seven years of stewardship to allow for its profits to be used to 
  rebuild the Eastern Tenh and to pay for those resources used by the Theocracy of the 
  Pale in liberating the eastern Duchy of Tenh. The Theocracy of the Pale agrees to give 5% 
  of the profits to the Duchy of Tenh to aid the western Duchy of Tenh in rebuilding. The 
  Theocracy of the Pale may deliver this in the form of livestock or other trade goods for 
  the Duchy of Tenh. At the end of the stewardship, the control of the mines shall revert to 
  Tenha control with 20% of the profits to be paid to the Theocracy of the Pale for another 
  5 years after. 
   
  Signed this day by the will of Pholtus and Beory 
   
  Duke Labahlah I of Tenh 
   
   
  Prelate Filias Farsonol of the Pale 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/597/COR7-16 Divided We Stand (APL 10-14)/COR7-16 Divided We Stand.pdf