TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  HIG5-s01 
   
   
   
   
   
   
  The Heroes’ Challenge 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Highfolk Regional Special Adventure 
  Version b1 
  by Brian Nowak 
   
   
  Do you think you have what it takes to win the title of 'Intrepid Hero'? The Temple of Norebo wants to know. 
  Participate in a series of challenges, be graded on super secret criteria, and see if you and your team can come out on top. 
  This event is limited to PCs of 6th level or lower! 
  
  HIG5-s01 Heroes’ Challenge 
   
  Page 1 
  Adventure Background 
  With all of the celebration going on in Highfolk Town, 
  Verbeeg Hill has grown slightly jealous. Not to be 
  outdone by the simpleton Temple of Change, the Shining 
  Halls of Norebo have put together the ultimate heroes’ 
  challenge. 
   
  Using an altered form of the dream spell and a magic 
  item recovered long ago from an illithid cabal, the priests 
  of the Temple have created a playing field of sorts for the 
  party to prove their worth. The advantage is that it’s a 
  completely controlled environment. 
   
  The disadvantage is that the mind of an illithid was 
  imprinted upon the magic item. It has lain dormant all 
  this time, but is ready to leap upon the helpless minds of 
  the heroes in an attempt to free his consciousness from 
  the magic item by taking over a hero’s body. 
  Adventure Synopsis 
  Introduction:  The party is recruited by Mercermillian, a 
  cleric of Norebo, to prove their mettle in the Heroes’ 
  Challenge. 
   
  The Check In:  The party arrives at Verbeeg Hill 
  and seeks out Urisius, a cleric of Norebo. Here, they learn 
  what they may not have asked in Highfolk and may pay 
  the entrance fee if they have not already. 
   
  The Long Wait:  Paying the entrance fee, the party 
  has a few days before their turn in the challenge. During 
  this time, they can place bets on different adventuring 
  groups, gather information and rumors about what’s 
  inside the challenge, and hear about the first – and only – 
  death of a hero inside the challenge. 
   
  The Deep Sleep:  The party is brought into the 
  challenge chamber and informed of the guidelines set 
  forth for the challenge. They are not, however, made 
  aware of the scoring criteria. 
   
  The Challenge:  The challenge consists of nine 
  rooms, three at each of three difficulty levels. The party 
  must choose one room of each difficulty level based only 
  upon the text description provided on the door. Once a 
  room has been chosen all other rooms of that difficulty 
  level become inaccessible. 
   
  As the party progresses through rooms, increasingly 
  weird events happen as the illithid tries to break free of 
  his bonds and invade a hero’s mind. He initially fails, but 
  becomes powerful enough to completely alter the 
  challenge. 
   
  The Invasion:  When the party moves through the 
  exit of the challenge, they find it has been replaced with a 
  disturbing laboratory setting. The illithid, Abra’xanoth, 
  has chosen this room for the final stand against the party. 
  Combat ensues. 
   
  The Escape:  Assuming the party defeats 
  Abra’xanoth, the challenge chambers begin to crumble. 
  The heroes must find a way out of the chambers, since 
  this was their only exit. The way to do this is to leave the 
  laboratory chamber and close the door. 
   
  The Aftermath:  The party receives the apologies of 
  the Temple of Norebo, and is lauded for their prowess 
  and skill. 
   
  Conclusion:  The party waits with bated breath for 
  the announcement of the winning team. The winners 
  will be announced on Sunday of Conflagration, during 
  Slot 9. 
  Preparation for Play 
  Legendary Deeds:  Legendary deeds cannot be used in 
  this scenario. 
   
  Before playing, ensure that no characters at the table 
  are higher than 6
  th level. This event is exclusively for 6
  th 
  level or lower heroes and may not be played, under any 
  circumstances, by a character 7
  th level or higher. 
   
  Scoring: 
   
  From 
  the 
  moment 
  they 
  meet 
  Mercermillian, the party is being graded and watched. 
  Each encounter contains a section labeled Scoring. This 
  section outlines the scoring criteria for the encounter or 
  room. Every judge is provided with a scoring sheet that 
  should be filled out to completion. 
   
  Party Sheet:  DMs are greatly encouraged to use the 
  Party Sheets provided for the special. They gather a few 
  bits of necessary information about each hero before the 
  adventure begins. While not a requirement, they will 
  make running the special adventure a bit easier for any 
  judge. 
  Introduction 
  When the players are ready to begin, read or paraphrase 
  the following: 
  Yet another day has passed in the spring of 595, 
  bringing with it a cool breeze, a quick spot of rain, 
  and a pink-tinged sky. No places to go, no people to 
  be saved… a sense of listlessness has permeated the 
  folk of the Highvale. 
   
  Up ahead, standing atop a crate, is a human man. 
  He stands brightly in his orange and yellow 
  vestments, a silvered holy symbol dangling from his 
  neck. The holy symbol, a pair of eight-sided dice, 
  bounces as he calls out to the passers-by. 
   
  “You!” he shouts, pointing at no one in 
  particular. “Do you have what it takes to face the 
  challenges of the Church of Norebo?! Are you 
  Highfolk’s next Intrepid Hero?!” 
  The man is Mercermillian, a cleric of Norebo. A 
  successful DC 5 Knowledge(religion) check recognizes 
  the holy symbol as that of Norebo, the god of gambling. 
  Mercermillian is an Oeridian male sporting a long 
  mustache. He is here in Highfolk to recruit participants 
  in the Heroes’ Challenge. 
  Mercermillian: Oeridian human male; Clr3 (Norebo); 
  Bluff +8, Sense Motive +8, Diplomacy +8. 
  The cleric is here to recruit participants. He calls out a 
  challenge to all the passer-by. He will challenge a 
  character’s strength of will, adventuring prowess, or any 
  
  HIG5-s01 Heroes’ Challenge 
   
  Page 2 
  other principle he believes will get the party into the 
  adventure. 
   
  Mercermillian is selling marker tokens to mark paid 
  entry fees. Entry is 25 gp per hero here in Highfolk 
  Town. The party does not have to register with 
  Mercermillian; however, registering in Verbeeg Hill 
  costs an additional 10 gp per hero. If the party maneuvers 
  Mercermillian into revealing the marker, it is a small 
  wooden chip marked with the holy symbol of Norebo 
  and some other markings. Unscrupulous heroes may 
  attempt a Forgery check to make a counterfeit marker. 
   
  Such forgeries are always identified by the staff at the 
  church, but they view it as a bonus for the purposes of the 
  challenge. Getting in without paying is a great use of 
  resources. 
   
  The competition has been going on for three days 
  now. Each day, approximately two teams of adventurers 
  complete the challenge. If the party enters here, 
  Mercermillian gives them a marker and instructs them to 
  see Urius at the Shining Halls of Norebo in Verbeeg Hill. 
  Urius is overseeing the competition. If they wish to wait 
  to enter, the party must see Urius to pay the increased 
  fee. 
   
  Mercermillian knows the following details about the 
  challenge, and relays them if prompted. 
  • 
  The challenge consists of three different tiers – low, 
  medium, and high. Parties are free to choose their 
  own tier of challenge. (This is equivalent to the APL 
  of the adventure. Encourage parties to select an 
  appropriate APL for the table make-up. However, 
  they are allowed to play at any APL [2-6] they wish.) 
  • 
  Each tier has three individual difficulty levels – easy, 
  rough, and tough. Each party must complete one 
  room at each difficulty level. 
  • 
  Each difficulty level has three options. 
  • 
  Parties are free to use whatever resources they have 
  at their disposal. Mercermillian encourages them to 
  pick up any last-minute supplies they might desire. 
  • 
  Each group is graded on a specific, secret set of 
  criteria. The criteria are the same for all groups at all 
  tiers. 
  • 
  The prize is a skim of the profits from bets placed on 
  their team. Also, one hero will be selected from 
  amongst the competitors and dubbed Highfolk’s 
  “Intrepid Hero” – a title which will surely follow 
  them through eternity. 
  • 
  Mercermillian does not know any details about the 
  specific challenge rooms. 
  If any players decide not to journey to Verbeeg Hill, the 
  adventure is over for them. 
   
  Shopping:  Shopping in Highfolk Town is the 
  party’s best bet for getting whatever their looking for. In 
  addition to all of the standard gear access outlined in the 
  LGCS, any items to which a hero has Highfolk Regional 
  access, Any access, or Adventure access may be purchased 
  here. 
   
  Scoring:  If the party attempts to make a Forgery of 
  the marker, they gain 5 points. If the party asks 
  Mercermillian questions, learning all of his bullet points, 
  they gain 5 points. 
   
  When the remaining players go to the Hill and the 
  Shining Halls, proceed to The Check In. 
  The Check In 
  The trip to Verbeeg Hill was short and uneventful. A 
  brief stop at Weeping Willow brought you a warm 
  night in the Pelorite shrine there. The smell of eel 
  jelly announced your destination long before ever 
  catching sight of it. 
   
  Now that the party has arrived, their goal is to find 
  Urius at the Shining Halls. The Halls are easy to find. A 
  successful DC 5 Knowledge(local) check can lead the 
  way, as can a DC 5 Gather Information check. 
   
  When the party goes to the Shining Halls, read or 
  paraphrase the following: 
  Making your way to the Shining Halls of Norebo, 
  you are quickly ushered into the Blessed Gaming 
  Floor. A gaggle of gamblers is already here, many of 
  them looking as if they haven’t left in quite some 
  time. Several adventurer-types can also be seen 
  about the red curtained room. An orange robed man 
  with the eight-sided dice about his neck makes his 
  way towards you. 
  The cleric is Ursius. As coordinator of the Heroes’ 
  Challenge, he has become adept at recognizing fledgling 
  adventuring companies. His goal here is to ascertain of 
  the party has already paid Mercermillian, or if they still 
  need to pay the entry fee. 
  Ursius: mixed human male; Clr2 (Norebo); Bluff +5, 
  Diplomacy +5, Sense Motive +6. 
  Ursius knows all of the things Mercermillian knew. See 
  the previous encounter for details. Ursius also knows the 
  rules and guidelines for the competition, but does not 
  divulge them until the party is about to enter the 
  challenge floor. Here in Verbeeg Hill the registration fee 
  is increased to 35 gp per hero.  
   
  Once Ursius has seen the party’s marker or received 
  their payment, he schedules their jaunt through the 
  challenge for three days from now. They are to report to 
  him at seven bells. Until then, they are free to take up a 
  room at the Gorgan’s Head Wayhouse. The Shining Halls 
  have reserved the hostel for participants in the challenge 
  – meals and lodging are provided up to the day following 
  a team’s turn at the challenge. 
   
  Scoring: Even though Ursius doesn’t know 
  anything 
  more 
  than 
  Mercermillian, 
  getting 
  the 
  information from him is worth 1 point. 
   
  Gambling: The party is free to gamble here at the 
  Smiling Halls. See Appendix Four for details on the most 
  common gambling game on the Floor. Note that a hero 
  cannot gain more gold than the scenario cap. However, 
  an unlucky hero can lose a fair amount. 
  
  HIG5-s01 Heroes’ Challenge 
   
  Page 3 
  The Long Wait 
  The party has two free days, not entering the challenge 
  until the morning of the third day. During this time they 
  can shop about, gather information, or gamble. 
   
  Many heroes will attempt to get information from 
  groups that have gone through the challenge already. 
  This is not going to be possible. While the groups enter 
  through an obvious entryway, they exit through a secret 
  passage. 
   
  Shopping:  Shopping in Verbeeg Hill is more 
  difficult than it is in Highfolk Town. In addition to the 
  standard gear access outlined in the LGCS, only items to 
  which a hero has Highfolk Regional access may be 
  purchased here. On day two, the city is out of scrolls and 
  potions of 3
  rd level or higher spells. 
   
  Gathering Information: The party can attempt to 
  gather information on day one or day two or both. Each 
  day has a different set of gatherable information. Each 
  Gather Information check takes 2d6 hours and costs 3d4 
  gold. The party can use more gold, achieving a +1 bonus 
  for every 10 gp above the required cost (to a maximum 
  +5). 
  Day One 
  The party receives all the information at and below the 
  DC they reach. 
  • 
  DC 10: “I heard that the whole Shining Hall is 
  haunted. And they’re sending adventurer’s in, telling 
  them it’s a challenge.” 
  • 
  DC 15: “It seems to me that a challenge such as this 
  should draw lots of attention. Always out to make a 
  little money, the Hall is. They got their hands on 
  some crazy magic item, and they were just waiting to 
  find a use for it.” 
  • 
  DC 20: “The Shadow Elves adventuring company 
  was done in four hours! Four hours! The clerics were 
  thinking of getting the next group ready and going.” 
  • 
  DC 25: “Rumors say there’s a room full of orcs! And 
  you gotta go in and kill all of them! With their 
  wicked swords and horrible green skin.” 
  • 
  DC 30: Read DC 25 first. “No! They’re all made of 
  stone. Yer supposed to find which one is filled with 
  treasure.” 
  Day Two 
  The party receives all the information at and below the 
  DC they reach. 
  • 
  DC 0: “Dead! Somebody died yesterday during the 
  challenge! He fell down a pit, and then they got to 
  him, he was run through.” 
  • 
  DC 10: “They say it wasn’t the fall that did him in, it 
  was the poison on the spikes that gutted him.” 
  • 
  DC 15: “The guy was a weak little wizard type. They 
  were going at the middle tier, and the guy was just 
  mastering magic missile! Big britches for little babies.” 
  • 
  DC 20: “Spikes?! Who puts poisoned spikes in a 
  friendly challenge? That church is out to get people.” 
  • 
  DC 25: “I saw a few of the clerics whispering 
  together on the Blessed Floor late last night. They 
  were talking about something crazy secret.” 
  • 
  DC 30: “I heard that somebody said something weird 
  happened yesterday. There’s not supposed to be any 
  pits in the room where that wizard died.” 
  Gambling: The party is free to gamble here at the 
  Smiling Halls. See Appendix Four for details on the 
  most common gambling game on the Floor. Note that a 
  hero cannot gain more gold than the scenario cap. 
  However, an unlucky hero can lose a fair amount. 
   
  When the third day has arrived, and the party makes 
  their way to Ursius once more, proceed to The Deep 
  Sleep. 
   
  Scoring:  The party earns 1 point for each attempt to 
  gather information, to a maximum of 4 points. 
  The Deep Sleep 
  Checking in, Ursius escorts your group through a 
  guarded door of the Smiling Halls of Norebo. The 
  room beyond is one of strange sights. A great yellow-
  linen-covered dome dominates the chamber. From 
  it, six thick black arms extend – each ending in four 
  tentacle-like protrusions. Six comfortable looking 
  chairs sit in a circle underneath the arms of the 
  mushroom-shaped thing. 
  A DC 35 Bardic Knowledge check recognizes the cloth-
  covered thing as an illithid artifact. Ursius invites the 
  party to take a seat, one in each chair. He relays the 
  following information without prompting: 
  • 
  The challenge takes place entirely in the minds of 
  the heroes through a modified version of the dream 
  spell. 
  • 
  While the challenge takes place in your mind, the 
  normal rules of the Prime Material apply. You can 
  only perform deeds you could normally perform in 
  life. You only have the items you would normally 
  have in life. (i.e. this place does not function as the 
  Fey Realm does) 
  • 
  Goin is the cleric in charge of monitoring events. He 
  will be attached to the device while the party is in 
  the challenge. (Many may remember Goin from 
  HIG3-01 As Luck Would Have It. He is a young, 
  pimple-faced cleric.) 
  • 
  The party will be ‘under’ for approximately eight 
  hours. In their heads, they will have a set number of 
  days, based on APL. At APL 2, three days; at APL 4, 
  two days; at APL 6, one day. 
  • 
  There are three categories – body, mind and soul. For 
  each category there are three rooms. Each room is at 
  one of three difficulties – easy, rough and tough. 
  
  HIG5-s01 Heroes’ Challenge 
   
  Page 4 
  • 
  The party must complete three rooms and then exit 
  through the door they entered. 
  The following information is only revealed if the party 
  asks the specific question. Use your judgement in doling 
  out this information. 
  • 
  Hey! That’s an illithid artifact! While it was 
  recovered some time ago from an illithid cabal, the 
  item is completely safe. The church has performed 
  numerous divination and detection spells just to be 
  sure. 
  • 
  How do we begin rooms? You begin a room by 
  entering it. All of the team must enter a room for it 
  to begin. 
  • 
  How do we complete rooms? You must figure that 
  out on your own. Each room is named, providing you 
  with a clue to its completion. 
  • 
  How do we know if we completed a room? You 
  should be able to locate a small marker with the holy 
  symbol of Norebo on one side. 
  • 
  How do we know which rooms are easy, rough, 
  and/or tough? Easy rooms are marked with a sun 
  inscription. Tough rooms are marked with an eight-
  sided die. Rough rooms are not marked. 
  • 
  How do we know which rooms are Mind, Body, 
  and/or Soul? Above the doors will be a brass 
  placard, with a symbol indicating the type of room. It 
  is up to you to decipher those placards. 
  • 
  What can we expect in the rooms? Each room 
  varies from the others. Body rooms are combat 
  oriented. Mind rooms are puzzle oriented. Soul 
  rooms test your strength of will. 
  • 
  Do we have to complete one room of each 
  category? Each difficulty? You must complete 
  three rooms. I can’t really say anything more. 
  • 
  What happens if we die? As you are aware, should 
  the mind die, so too will the body. However, in such 
  instances, the High Roller will raise you for half the 
  cost of the diamond. 
  When the party is ready to continue with the challenge, 
  proceed to The Challenge. 
   
  Scoring: For asking questions, the party receives 1 
  point. For each of the 9 questions above they ask, they 
  receive an additional 1 point. 
  The Challenge 
  Settling comfortably in the plush chair provided, it 
  poses you tilted backwards slightly. Directly above 
  your head, the oddly-tentacled arm is spread 
  menacingly. “Relax,” Goin says, his voice cracking. 
  The stark black stone of the arm above you is 
  contrasted by the small pink splotches that form on 
  its tentacle-tips. Growing in size, the splotches 
  become globs, and then become bubbles. Melting 
  together, one large pink translucent bubble floats 
  down. Landing on your head it envelops you, and 
  you sleep. 
   
  You awaken in a room, your companions beside 
  you. The room is grey and square. Several doors line 
  three of the four walls, with a single door sitting 
  lonely on the fourth wall. On each wall, a brass 
  placard is pinned high up. 
  This is the central room of the challenge. See DM’s Aid 
  #1 for an image of this room. To the left are the Mind 
  challenges. To the right are the Soul challenges. Straight 
  ahead are the Body challenges. The challenges are 
  described further in their respective encounter. 
   
  The doors are inscribed with the title of the 
  Challenge. This information can be seen on the image, 
  and found in the header for each challenge. 
   
  Nothing here radiates magic. 
   
  Each door has a locking mechanism on it. When the 
  party begins, all doors are unlocked. When the party 
  opens a door, several other doors lock. The doors of the 
  same difficulty and the doors of the same category all 
  lock. For instance, if the first door opened by the party is 
  “On the Level”, a Body challenge room marked with a 
  sun, then all the remaining Body challenge doors and all 
  the remaining sun inscribed doors lock. 
  Wooden Doors: 2 in. thick; hardness 5; hp 20; AC 5; 
  Break DC 18. When locked, the Break DC increases to 
  22. 
  The lone door is the exit door, and cannot be opened 
  until all of the challenges have been completed. 
   
  When the party opens a door, all the appropriate 
  doors lock. When the party enters a room, the door to 
  that room closes and locks until they party has completed 
  the challenge, or their time runs out. 
   
  The specific challenges are sorted by category and 
  then by difficulty. After the first room, Abra’xanoth 
  begins to exert his control over the challenge arena. Odd 
  things happen, which are described in each challenge. 
  Challenges of the Mind 
  Spin to Fit (Easy) 
  A deep impression is here in the floor of this 30 by 
  30 room. Three pedestals are immediately through 
  the doorway, each sporting a simple black blindfold. 
  The room is silent. 
   
  The room is under the effects of a silence spell. The 
  party may not speak to each other for the time being. 
   
  This challenge is one of teamwork. At least one party 
  member must put on the blindfold to succeed. Once this 
  is done, they see a number of small blocks lying about the 
  room. They were invisible. The blindfold functions as a 
  see invisibility spell. 
   
  Floating in the center of the room are the words 
  “Pick a companion by touching them.” Once this is done, 
  the words morph into a new shape. “He is your charge. 
  Speak to him.” The hero wearing the blindfold can now 
  speak to his chosen companion. Only the companion can 
  hear the hero speak, and the hero cannot hear the 
  
  HIG5-s01 Heroes’ Challenge 
   
  Page 5 
  companion speak. The words morph once more. “Place 
  the blocks into the mold.” 
   
  See DM’s Aid #2 for the pieces, DM’s Aid #3 for the 
  mold, and DM’s Aid #4 for the solution. The party must 
  place the pieces of the puzzle into the depression. 
  However, there is a twist. The people who can see the 
  pieces cannot touch them. Doing so activates a shocking 
  grasp trap. Instead, the person who sees the pieces must 
  instruct his charge, who cannot see the pieces, on how to 
  place them properly. This requires the player of the 
  charge to close his eyes. If the hero with the blindfold 
  touches the charge, the blindfold ceases to work for any 
  of the party. 
  Shocking Grasp Trap:  CR 1; magical; touch trigger; 
  automatic reset; spell effect (1d6 electricity damage, 
  shocking grasp); Search DC 26; Disable Device DC 26. 
  Must be performed on every piece of the puzzle. 
  Solving the puzzle appropriately causes a small yellow 
  marker to appear. The marker has the holy symbol of 
  Norebo on one side and the head engraving on the other. 
   
  Second Room Alterations: If this is the second 
  challenge room the heroes are attempting, occasionally 
  inform the heroes handling the pieces that they feel as 
  though the undersides of their hands are being licked by 
  something wet and slimy. 
   
  Third Room Alterations: If this is the third 
  challenge room the heroes are attempting, once piece of 
  the puzzle grows tentacles and begins floating. It attacks 
  the first character to put on a blind fold. It attacks for two 
  rounds, with a +6 melee attack bonus for 1d4+1 points of 
  damage. The block cannot be damaged. 
  Orcish Hordes (Rough) 
  The beige sandstone room spread beyond the door is 
  filled with orcs. Thirty-five of them, to be exact. 
  Luckily, they all appear to be made of the same stone 
  as the walls and floor. Before the statues, however, a 
  stone pedestal is engraved with two phrases. 
  Leaning against the pedestal is a great silver 
  warhammer. 
   
  There are thirty-five orc statues in this chamber. See 
  DM’s Aid #5 for a map of the chamber and a layout of the 
  orcish horde. See DM’s Aid #6 for the phrases on the 
  stone and found in the appropriate statues. Do not read 
  the phrases aloud. Give them to the party to decipher on 
  their own. 
   
  Each orc is numbered, 1 through 35. The orc statues 
  must be broken by the magical warhammer or nothing 
  happens. If the hero breaks a statue other than 4, 13, 15, 
  17, 24 or 33, the statue falls away to reveal a real orc. It 
  attacks. 
  Orc: hp 4; see Monster Manual. 
  If the hero breaks one of the above statues (4, 13, 15, 17, 
  or 33), then they find the appropriate clue. Breaking 
  statue #24 solves the puzzle and reveals a small orange 
  marker. The marker has the holy symbol of Norebo on 
  one side, and a head engraved on the other. 
   
  The clues function as follows: 
  • 
  The Pedestal: (7 x 3) leads to orc #33, seven rows up, 
  three columns over 
  • 
  Clue #1: (8 + 5) leads to orc #13, eight plus five is 
  thirteen 
  • 
  Clue #2:  (+ 4) leads to orc #4, “Remember your 
  beginnings…” plus four 
  • 
  Clue #3:  (3 x 5) leads to orc #15, three rows up, five 
  columns over 
  • 
  Clue #4:  (4 x 2) leads to orc #17, four rows up, two 
  columns over – from the beginning of the row, 
  which is on the right instead of the left 
  • 
  Clue #5:  (10 + 4
  2) leads to orc #24, using the scheme 
  of the puzzle, 4
  2 converts to 4 x 4. Beginning at 10 
  and going four columns up and four rows over up 
  leads to orc #24 
  Second Room Alterations: If this is the second 
  challenge room the heroes are attempting, a 5 ft. wide pit 
  10 ft. deep randomly opens up in the chamber. Where 
  and when it appears is soley at the discretion of the judge. 
  Tentacle Pit Trap (10 ft deep):  CR 2; mechanical; 
  touch trigger; no reset; falling (1d6 plus tentacles, 
  Reflex DC 15 negates); tentacles (1d4 tentacles attack 
  each round, +3 melee, 1d4 damage); Search DC none; 
  Disable Device DC none; This trap cannot be found or 
  disabled, as it does not come into existence except 
  under a hero. 
  Third Room Alerations: If this is the third challenge 
  room the heroes are attempting, several of the orcs are 
  replaced with illithid statues. Note, none of the key 
  statues for solving the puzzle are changed. When an 
  illithid statue is broken with the warhammer, it reveals a 
  tentacled orc. The orc attacks. 
  Tentacled Orc: hp 4; see Monster Manual. Additionally, 
  gets 2 tentacle attacks at best attack bonus for 1d3 
  points of damage. 
  A Knightly Knot (Tough) 
  This simple gray room has no adornment or 
  furnishings. It simply contains an engraved wall. 
  See DM’s Aid #7 for the engravings on the wall. Next to 
  each knightly name are four rods. The Greyhawk knight 
  has grey rods; the Heironean knight yellow rods; the 
  Vesve knight green rods; and the Bloody knight red rods. 
  Next to each of the remaining options, there is a single 
  hole. The party must place the appropriately colored rod 
  into the proper spot on the wall. 
   
  The party may move rods about, until the final one is 
  placed. Once the final rod is placed, failure or success is 
  determined. 
   
  The conditions for success are as follows: 
  • 
  Grey Rods in pine, unicorn, jewels, and ostrich. 
  • 
  Yellow rods in birch, phoenix, silk, and camel. 
  • 
  Green rods in maple, eagle, gold, and horse. 
  • 
  Red rods in oak, dragon, silver, and elephant. 
  
  HIG5-s01 Heroes’ Challenge 
   
  Page 6 
  If the party is successful, a red marker appears. The 
  marker has the holy symbol of Norebo on one side, and a 
  head engraved on the other. 
   
  Second Room Alterations: If this is the second 
  room the heroes are attempting, the rods become 
  tentacles each time they are removed from the wall. The 
  tentacles writhe and slither, but serve no other purpose 
  except to frighten the party. 
   
  Third Room Alterations:  If this is the third room 
  the heroes are attempting, rods are occasionally ejected 
  from the wall and become tentacles, as above. Those who 
  touch the tentacles hear a whisper in their heads – “You 
  will die” or “I will be free” or the like. These heroes must 
  succeed a DC 15 Will saving throw or be shaken for the 
  remainder of the scenario. This is a fear effect. 
  Challenges of the Body 
  On the Level (Easy) 
  This rectangular chamber has no floor that you can 
  see. Instead, a series of poles rise up from the 
  darkness to the floor level. 
  See DM’s Aid #8 for a map of this room. Moving from 
  pole to pole requires a DC 20 Jump check. Staying on a 
  pole requires a DC 10 Balance check. A hero who fails 
  one of these checks by 5 or more must make a DC 15 
  Reflex save or fall 30 feet to the bottom, taking 3d6 points 
  of damage. A hero who makes a successful Reflex save has 
  grapped onto the edge of the pole he was standing on, 
  and may use a move action to pull himself up. 
   
  When all the heroes have entered the chamber, the 
  door closes and Monk appears. 
  APL 2 
  Monk: hp 16; see Appendix One 
  APL 4 
  Monk: hp 26; see Appendix Two 
  APL 6 
  Monk: hp 34; see Appendix Three 
  Tactics: Monk is skilled at moving from pole to pole. He 
  has very little chance of falling. He moves about, using 
  his quarterstaff or unarmed attacks on the party. He 
  makes good use of his Stunning Attack as well. 
   
  Once defeated, the yellow marker with a flexed arm 
  on one side can be found in Monk’s pockets. 
   
  Second Room Alterations:  If this is the second 
  room the party is exploring, the room is occasionally 
  filled with a slimy, fetid wind. Every 1d6 rounds the wind 
  appears, and gives a -2 penalty to Balance checks and a -4 
  penalty to Jump checks. 
   
  Third Room Alterations: If this is the third room 
  the party is exploring, one of the poles a hero is standing 
  on morphs into a set of tentacles and grapples that hero 
  with a +8 grapple check (1d4+1 points of damage, 
  constrict). 
  Down Under (Rough) 
  This circular room has a small ledge winding around 
  its outer edge. The center is a great pool of water. 
  This room is a water combat. The party must all get into 
  the pool to begin the challenge. When this happens, they 
  are attacked by a number of water elementals. The pool of 
  water is a 50 ft. diameter cylinder that is 50 ft. deep. 
   
  The judge should familiarize himself with the 
  alterations to combat provided in the Dungeon Master’s 
  Guide on pages 92 and 93. The Swim check DC is initially 
  10, but becomes 15 once combat begins. 
  APL 2 
  Small Water Elementals (2): see Monster Manual 
  APL 4 
  Small Water Elementals (3): see Monster Manual 
  Medium Water Elemental: see Monster Manual 
  APL 6 
  Medium Water Elementals (3): see Monster Manual 
  Tactics: The water elementals play a straight forward 
  fight under the water. They do not go out of the water for 
  any reason. Heroes who flee the water cannot effect the 
  elementals in any way. The elementals do not use their 
  vortex ability during this combat. 
   
  When the party has one elemental remaining, a DC 
  10 Spot check notices an orange marker floating inside of 
  it. Once killed, the challenge is completed and the party 
  may claim the marker. 
   
  Second Room Alterations: If this is the second 
  room the party is exploring, the pool fills with murky 
  blood. This provides concealment to all creatures (20% 
  miss chance). 
   
  Third Room Alterations: If this is the third room 
  the party is exploring, the water becomes thick acid every 
  1d3 rounds. This acid deals 1d4 points of damage to all 
  engulfed in it, and imposes a +2 bonus on Swim checks. 
  Straight Up (Tough) 
  Before you is a sheer wall that goes some sixty feet 
  up to the ceiling. It is pocked with hand holds and 
  ledges, making it look like an easy climb. A red 
  marker is floating against the wall by the ceiling. 
  This is a vertical combat. Climbing the wall requires a DC 
  10 Climb check. Once a hero is 20 feet up the wall, the 
  hunter spiders materialize and attack. 
  APL 2 
  Medium Monstrous Spiders (2): see Monster Manual; 
  hunter version gains +10 base and climb speed, cannot 
  use webs. 
  APL 4 
  Medium Monstrous Spiders (4): see Monster Manual; 
  hunter version gains +10 base and climb speed, cannot 
  use webs. 
  
  HIG5-s01 Heroes’ Challenge 
   
  Page 7 
  APL 6 
  Medium Monstrous Spiders (4): see Monster Manual; 
  hunter version gains +10 base and climb speed, cannot 
  use webs. 
  Large Monstrous Spiders (2): see Monster Manual; 
  hunter version gains +10 base and climb speed, cannot 
  use webs. 
  Tactics: The spiders are straightforward combatants, 
  attacking the hero who has achieved the highest position 
  on the wall – or attacking whomever dealt the most 
  damage to them. The spiders are skilled at maneuvering 
  on the wall and gain a +4 cover bonus to their AC against 
  ranged attacks and spells originating from the ground. 
   
  The floating marker is, in fact, an illusion (DC 15 
  Will save to disbelieve, after interaction). The real marker 
  is inside one of the spiders, who must be gutted if the 
  party wishes to pass this challenge and find the red 
  marker for this room. 
   
  Second Room Alterations:  If this is the second 
  room the party is exploring, the room is occasionally 
  filled with a slimy, fetid wind. Every 1d3 rounds the wind 
  appears, and gives a -2 penalty to Climb checks. 
   
  Third Room Alterations: In addition to the wind 
  explained above, the wall is occasionally smeared with a 
  slimy substance. These spots of sliminess require a DC 15 
  Climb check to bypass. The spots are 10 ft. by 10 ft. and 
  appear every 1d4 rounds under a random creature on the 
  wall. Note, these spots do not affect the spiders who have 
  a climb speed. 
  Challenges of the Soul 
  The soul rooms do not have alterations perpetrated by 
  Abra’xanoth. 
  The Gauntlet (Easy) 
  Six orcs sit in this chamber, across a short chasm 
  from the door. As you enter, they begin shouting 
  obscenities and insults directed at each of you. 
  This is a test of will. Each round, every hero must succeed 
  a DC 12 Will save or succumb to the orcish goading and 
  attack the orcs. Each round beyond the first, the DC of 
  this save increases by 1. The party must last 2 + APL 
  rounds before a yellow marker appears. 
  All APLs 
  Orcs (6):  see Monster Manual. 
  No Boundaries (Rough) 
  This circular room has a great one-eyed tyrant 
  floating in its center. Made of stone, the beholder 
  statue hovers, bobbing slightly, watching the door. 
  The point of this room is to recognize that not all 
  boundaries are as they appear. The walls of this room are a 
  silent image spell (Will DC 20, disbelieve). This room 
  cannot be circumvented by blindsight. Instead, such an 
  ability gives the hero an automatic Will save upon 
  entering the chamber as if he interacted with the walls. 
   
  Walking through the walls, the party will find a 
  small pedestal with an orange marker resting on it. 
  Leap of Faith (Tough) 
  A great crevasse tears this chamber in two. It is 
  bridged by a thin arch of stone. On the far side of the 
  chasm, a dial of some sort can be seen on the wall. 
  The point of this room is to leap off the edge of the 
  crevasse with no fallback for safety (ropes, spells, magic 
  items, etc). The chasm is bottomless. The dial is a red 
  herring to consume the heroes’ time. 
   
  Jumping into the crevasse with no fallback for safety 
  subjects the hero(es) to a flamestrike spell cast at 15
  th level. 
  This is not real, but part of the challenge. Those heroes 
  who have not yet jumped will see their companion 
  consumed in holy fire, making them more hesitant to 
  jump. 
   
  Jumping with a fallback causes the hero to either fall 
  until they use that fallback or until they reach 4000 feet, 
  whichever comes first. In the instance of reaching 4000 
  feet, the hero reappears at the doorway to this room, 
  having experienced no adverse effects. 
   
  The red marker appears in the hand of the last hero 
  to make the leap of faith. The party only succeeds if all of 
  the heroes make the leap. 
  Invasion 
  This encounter occurs after the heroes have completed 
  three rooms, or have run out of time. Going through the 
  exit door leads them to this horrible laboratory chamber. 
  Opening the door does not provide the exit as 
  expected. Instead, it reveals a darkened chamber 
  some 50 feet long and 40 feet wide. A blood red glow 
  only barely illuminates the room. Hooked chains 
  hang from the ceiling, swaying slightly. An oddly 
  shaped worktable dominates the center of the room. 
  This is Abra’xanoth’s laboratory. He is present, hiding in 
  one corner of the room, waiting for the right time to 
  strike. 
   
  The room contains two large fluid filled glass vats. 
  The fluid is a thick red color, providing the bloody glow 
  to the room. 
   
  The worktable is humped slightly, so that any subject 
  laying on it would have their midsection raised above the 
  rest of their body. Restraints are found at each corner. 
   
  One corner of the room has a bookshelf of sorts, 
  filled with books written in a sharp, alien tongue. 
  Comprehend languages or similar spells reveal the books to 
  be mostly anatomical in nature. 
   
  The room is provided with shadowy illumination 
  unless the party has darkvision, low-light vision, or 
  provides its own light. Characters with darkvision can see 
  normally to the extent of their vision. Characters with 
  low-light vision can see with normal acuity, as if it were 
  daylight. Light sources function normally. 
   
  Creatures: Abra’xanoth, the illithid, attacks at the 
  most opportune time. He attacks from the ceiling, where 
  
  HIG5-s01 Heroes’ Challenge 
   
  Page 8 
  the chains provide him with concealment (20% miss 
  chance). 
  APL 2 
  Abra’xanoth: see Appendix One 
  APL 4 
  Abra’xanoth: see Appendix Two 
  APL 6 
  Abra’xanoth: see Appendix Three 
  Tactics:  Abra’xanoth uses his levitate ability to stay above 
  the party as long as he can. He snipes from amongst the 
  chains, shooting and then Hiding. He targets spellcasters 
  and archers first. He is not above closing to melee, but 
  prefers to wait. If at the appropriate APL, Abra’xanoth 
  uses his charm monster ability on the most well armored 
  figure not wearing a holy symbol. 
   
  When the party has defeated Abra’xanoth, proceed to 
  The Escape. 
  The Escape 
  The chains above you begin to rattle and shake as the 
  mind flayer collapses in death. Rubble falls heavily 
  from the ceiling as the books are shaken off their 
  shelves. The place is falling apart! 
  The whole challenge arena is being destroyed. To escape, 
  the party must leave the laboratory chamber and close the 
  door connecting it to the challenge arena. Once this is 
  done, the rumbling stops and opening the door once 
  more leads to the exit. 
   
  The party must do this in 10 – APL rounds, or else 
  the arena collapses upon them. They do not die here, but 
  instead suffer 2 points of Intelligence damage as their 
  minds are painfully shunted back into their bodies. 
  The Aftermath 
  Your eyes fly open, and from his seat Goin smiles at 
  you. “You’ve done well,” says his companion, the 
  cleric Ursius. “Take a moment and rest.” 
  The clerics are very tense. A DC 20 Sense Motive check 
  reveals this. They witness what occurred to the party, and 
  cannot explain it. Instead, since most of the party 
  survived, they are going to explain it away as a part of the 
  challenge. See Ursius information in The Check In. 
   
  Conclusion 
  With bated breath, you wait for the High Roller to 
  come from the Temple and announce the winner of 
  the challenge. Your pockets are already full of the 
  gold from your portion of the bets placed on your 
  team, but that doesn’t really matter… it’s the title 
  you want. 
  The winning team and Intrepid Hero will be announced 
  near the end of Conflagration. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
  In Region – One TU / Out of Region – Two TUs 
   
  APL2 225 xp; APL4 337 xp; APL6 450 xp 
  In Region – Two TUs / Out of Region – Four 
  TUs 
   
  APL2 450 xp; APL4 674 xp; APL6 900 xp; 
  Treasure Summary 
  The church of Norebo pays the party for defeating the 
  illithid in the magic item. They receive maximum gp based 
  on the APL and number of TUs they spend. 
  In Region – One TU / Out of Region – Two TUs 
   
  APL2 225 gp; APL4 325 gp; APL6 450 gp 
  In Region – Two TUs / Out of Region – Four 
  TUs 
   
  APL2 450 gp; APL4 650 gp; APL6 900 gp; 
  
  HIG5-s01 Heroes’ Challenge 
   
  Page 9 
  Appendix One – APL 2
  On the Level 
  Monk: mixed human male Mnk2; CR 2; Medium 
  Humanoid (Human); HD 2d8+2; hp 16; Init +1; Spd 30 ft.; 
  AC 13, touch 13, flat-footed 12; Base Atk: +1; Grp: +3;  Atk 
  +3 melee (1d6+3, quarterstaff) or +3 melee (1d6+2, 
  unarmed); Full Atk +3 melee (1d6+3, quarterstaff), or +3 
  melee (1d6+2, unarmed), or +1/+1 melee (1d6+2, 
  quarterstaff), or +1/+1 melee (1d6+2, unarmed), or +1 
  melee (1d6+2, quarterstaff) and +1 melee (1d6+2, 
  unarmed); SQ Evasion; AL LN; SV Fort +4, Ref +4, Will 
  +5; Str 15, Dex 13, Con 12, Int 10, Wis 14, Cha 8.  
   
  Skills and Feats: Balance +11, Climb +7, Escape Artist 
  +6, Jump +17, Tumble +8; Combat Reflexes
  B, Improved 
  Unarmed Strike
  B, Skill Focus (Balance), Skill Focus 
  (Jump)
  B, Stunning Fist
  B. 
   
  Evasion (Ex): Whenever Monk is exposed to an 
  effect which allows a Reflex saving throw for half damage 
  he takes no damage on a successful saving throw. 
   
  Languages:  None. Does make grunts and kiai shouts 
  and stuff. 
   
  Possessions: quarterstaff, ring of jumping, yellow marker 
  Invasion 
  Abra’xanoth: underdeveloped illithid; CR 4; Medium 
  Aberration; HD 4d8+8; hp 30; Init +2; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 14; Base Atk: +3; Grp: +4;  Atk +4 
  melee (1d4+1, tentacle) or +6 ranged (1d6+1/19-20, +1 
  light crossbow); Full Atk +4 melee (1d4+1, 3 tentacles) or +6 
  ranged (1d6+1/19-20, +1 light crossbow); SA Improved grab, 
  mind blast, psionics; SQ Darkvision 60 ft., telepathy 60 ft., 
  SR 18; AL LE; SV Fort +3, Ref +3, Will +4; Str 12, Dex 14, 
  Con 15, Int 18, Wis 10, Cha 18.  
   
  Skills and Feats: Concentration +9, Hide +12, 
  Knowledge (arcana) +7, Listen +9, Move Silently +11, 
  Spot +9; Alertness, Stealthy. 
   
  Improved Grab (Ex): Abra’xanoth can use this 
  ability if it hits a Small, Medium, or Large creature with a 
  tentacle attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of opportunity. If 
  it wins the grapple check, it establishes a hold and 
  attaches the tentacle to the opponent’s head. 
   
  If it begins its turn with at least one tentacle 
  attached, Abra’xanoth may attempt to attach its 
  remaining tentacles with a single grapple check. The 
  opponent can escape all tentacles with a single grapple 
  check or an Escape Artist check, but Abra’xanoth gets a 
  +2 circumstance bonus for every tentacle that was 
  attached at the beginning of the opponent’s turn. 
   
  Mind Blast (Sp):  3/day – This psionic attack is a 
  cone 10 ft. long. Anyone caught in this cone must 
  succeed a DC 16 Will save or be stunned for 1d4 rounds. 
  The save DC is Charisma-based. This ability is the 
  equivalent of a 4
  th-level spell. 
   
  Psionics (Sp):  At will – charm monster (DC 18), detect 
  thoughts (DC 16), levitate, suggestion (DC 17). Effective 
  caster level 4
  th. The save DCs are Charisma-based. 
   
  Languages:  Undercommon, Infernal, Abyssal, 
  Draconic (prefers to use telepathy). 
   
  Possessions: +1 light crossbow, bolts (10), bracers of armor 
  +1, cloak of elvenkind, elixir of fire breath, elixir of sneaking, 
  potion of cure light wounds (2), ring of protection +1, vial of 
  drow sleep poison. 
   
  
  HIG5-s01 Heroes’ Challenge 
   
  Page 10 
  Appendix Two – APL 4
  On the Level 
  Monk: mixed human male Mnk4; CR 4; Medium 
  Humanoid (Human); HD 4d8+4; hp 26; Init +5; Spd 40 ft.; 
  AC 14, touch 13, flat-footed 13; Base Atk: +3; Grp: +6;  Atk 
  +7 melee (1d6+4, quarterstaff) or +6 melee (1d8+3, 
  unarmed); Full Atk +7 melee (1d6+4, quarterstaff), or +6 
  melee (1d8+3, unarmed), or +5/+5 melee (1d6+3, 
  quarterstaff), or +4/+4 melee (1d8+3, unarmed), or +5 
  melee (1d6+3, quarterstaff) and +5 melee (1d8+3, 
  unarmed); SQ Evasion, ki strike (magic), slow fall, still 
  mind; AL LN; SV Fort +5, Ref +5, Will +6; Str 16, Dex 13, 
  Con 12, Int 10, Wis 14, Cha 8.  
   
  Skills and Feats: Balance +13, Climb +10, Escape Artist 
  +8, Jump +20, Tumble +10; Combat Reflexes
  B, Improved 
  Initiative, Improved Unarmed Strike
  B, Skill Focus 
  (Balance), Skill Focus (Jump)
  B, Stunning Fist
  B. 
   
  Evasion (Ex): Whenever Monk is exposed to an 
  effect which allows a Reflex saving throw for half damage 
  he takes no damage on a successful saving throw. 
   
  Ki Strike (Su):  Monk’s unarmed attacks are treated 
  as magic weapons for the purpose of dealing with DR. 
   
  Slow Fall (Ex):  Monk takes damage from a fall as if 
  it were 20 feet shorter than it actually is if he is within 
  arm’s reach of a wall. 
   
  Still Mind (Ex):  Monk gains a +2 bonus on saving 
  throws against enchantment spells and effects. 
   
  Languages:  None. Does make grunts and kiai shouts 
  and stuff. 
   
  Possessions: 
  bracers 
  of 
  armor 
  +1, 
  masterwork 
  quarterstaff, ring of jumping, yellow marker 
  Invasion 
  Abra’xanoth: underdeveloped illithid; CR 6; Medium 
  Aberration; HD 6d8+12; hp 43; Init +2; Spd 30 ft.; AC 21, 
  touch 13, flat-footed 19; Base Atk: +4; Grp: +5;  Atk +5 
  melee (1d4+1, tentacle) or +7 ranged (1d6+1/19-20, +1 
  seeking light crossbow); Full Atk +5 melee (1d4+1, 4 
  tentacles) or +7 ranged (1d6+1/19-20, +1 seeking light 
  crossbow); SA Extract, improved grab, mind blast, psionics; 
  SQ Darkvision 60 ft., telepathy 100 ft., SR 22; AL LE; SV 
  Fort +4, Ref +4, Will +6; Str 12, Dex 14, Con 15, Int 20, 
  Wis 12, Cha 20.  
   
  Skills and Feats: Concentration +11, Hide +11, 
  Knowledge (arcana) +10, Listen +12, Move Silently +16, 
  Spellcraft +8, Spot +12; Alertness, Armor Proficiency 
  (light), Blind-Fight. 
   
  Extract (Ex):  If Abra’xanoth begins its turn with all 
  four tentacles attached and makes a successful grapple 
  check automatically extracts the opponent’s brain, 
  instantly killing the creature. 
   
  Improved Grab (Ex): Abra’xanoth can use this 
  ability if it hits a Small, Medium, or Large creature with a 
  tentacle attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of opportunity. If 
  it wins the grapple check, it establishes a hold and 
  attaches the tentacle to the opponent’s head. 
   
  If it begins its turn with at least one tentacle 
  attached, Abra’xanoth may attempt to attach its 
  remaining tentacles with a single grapple check. The 
  opponent can escape all tentacles with a single grapple 
  check or an Escape Artist check, but Abra’xanoth gets a 
  +2 circumstance bonus for every tentacle that was 
  attached at the beginning of the opponent’s turn. 
   
  Mind Blast (Sp):  3/day – This psionic attack is a 
  cone 30 ft. long. Anyone caught in this cone must 
  succeed a DC 18 Will save or be stunned for 2d4 rounds. 
  The save DC is Charisma-based. This ability is the 
  equivalent of a 4
  th-level spell. 
   
  Psionics (Sp):  At will – charm monster (DC 19), detect 
  thoughts (DC 17), levitate, suggestion (DC 18). 1/day – plane 
  shift. Effective caster level 6
  th. The save DCs are Charisma-
  based. 
   
  Languages:  Undercommon, Infernal, Abyssal, 
  Draconic (prefers to use telepathy). 
   
  Possessions: +1 shadow mithral chain shirt, +1 seeking 
  light crossbow, bead of force, bolts (10), boots of elvenkind, elixir 
  of fire breath, necklace of fireballs (Type I), potion of cure light 
  wounds (2), potion of cure moderate wounds, ring of protection 
  +1, screaming bolts (3), vial of drow sleep poison, 99 gp. 
  
  HIG5-s01 Heroes’ Challenge 
   
  Page 11 
  Appendix Three – APL 6 
  On the Level 
  Monk: mixed human male Mnk6; CR 6; Medium 
  Humanoid (Human); HD 6d8+6; hp 36; Init +5; Spd 50 ft.; 
  AC 16, touch 15, flat-footed 15; Base Atk: +4; Grp: +7;  Atk 
  +8 melee (1d6+4, quarterstaff) or +8 melee (1d8+3, 
  unarmed); Full Atk +8 melee (1d6+4, quarterstaff), or +8 
  melee (1d8+3, unarmed), or +7/+7 melee (1d8+3, 
  unarmed), or +7/+7 melee (1d6+3, quarterstaff), or +7 
  melee (1d6+3, quarterstaff) and +7 melee (1d8+3, 
  unarmed); SQ Evasion, ki strike (magic), purity of body, 
  slow fall, still mind; AL LN; SV Fort +6, Ref +6, Will +7; 
  Str 16, Dex 13, Con 12, Int 10, Wis 14, Cha 8.  
   
  Skills and Feats: Balance +15, Climb +12, Escape Artist 
  +10, Jump +22, Tumble +12; Combat Reflexes
  B, Improved 
  Initiative, Improved Trip
  B, Improved Unarmed Strike
  B, 
  Skill Focus (Balance), Skill Focus (Jump)
  B, Stunning Fist
  B, 
  Weapon Focus (unarmed strike). 
   
  Evasion (Ex): Whenever Monk is exposed to an 
  effect which allows a Reflex saving throw for half damage 
  he takes no damage on a successful saving throw. 
   
  Ki Strike (Su):  Monk’s unarmed attacks are treated 
  as magic weapons for the purpose of dealing with DR. 
   
  Purity of Body (Ex):  Monk is immune to all 
  diseases except supernatural and magical diseases. 
   
  Slow Fall (Ex):  Monk takes damage from a fall as if 
  it were 30 feet shorter than it actually is if he is within 
  arm’s reach of a wall. 
   
  Still Mind (Ex):  Monk gains a +2 bonus on saving 
  throws against enchantment spells and effects. 
   
  Languages:  None. Does make grunts and kiai shouts 
  and stuff. 
   
  Possessions: 
  bracers 
  of 
  armor 
  +1, 
  masterwork 
  quarterstaff, Quaal’s feather token (fan), ring of jumping, ring 
  of protection +1, yellow marker 
  Invasion 
  Abra’xanoth: illithid; CR 8; Medium Aberration; HD 
  8d8+32; hp 72; Init +3; Spd 30 ft.; AC 23, touch 15, flat-
  footed 20; Base Atk: +6; Grp: +7;  Atk +7 melee (1d4+1, 
  tentacle) or +10 ranged (1d6+1/19-20, +1 seeking light 
  crossbow); Full Atk +7 melee (1d4+1, 4 tentacles) or +10 
  ranged 
  (1d6+1/19-20, 
  +1 
  seeking 
  light 
  crossbow); 
  Space/Reach 5 ft./10 ft.; SA Extract, improved grab, mind 
  blast, psionics; SQ Darkvision 60 ft., telepathy 100 ft., SR 
  25; AL LE; SV Fort +6, Ref +5, Will +8; Str 12, Dex 16, Con 
  18, Int 22, Wis 14, Cha 22.  
  Skills and Feats: Concentration +14, Hide +13, 
  Intimidate +12, Knowledge (arcana) +11, Listen +13, 
  Move Silently +19, Spellcraft +9, Spot +13; Armor 
  Proficiency (light), Blind-Fight, Extended Reach*. 
  Extract (Ex):  If Abra’xanoth begins its turn 
  with all four tentacles attached and makes a successful 
  grapple check automatically extracts the opponent’s 
  brain, instantly killing the creature. 
  Improved Grab (Ex): Abra’xanoth can use this 
  ability if it hits a Small, Medium, or Large creature with a 
  tentacle attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of opportunity. If 
  it wins the grapple check, it establishes a hold and 
  attaches the tentacle to the opponent’s head. 
  If it begins its turn with at least one tentacle 
  attached, Abra’xanoth may attempt to attach its 
  remaining tentacles with a single grapple check. The 
  opponent can escape all tentacles with a single grapple 
  check or an Escape Artist check, but Abra’xanoth gets a 
  +2 circumstance bonus for every tentacle that was 
  attached at the beginning of the opponent’s turn. 
  Mind Blast (Sp):  At will – This psionic attack 
  is a cone 60 ft. long. Anyone caught in this cone must 
  succeed a DC 20 Will save or be stunned for 3d4 rounds. 
  The save DC is Charisma-based. This ability is the 
  equivalent of a 4
  th-level spell. 
  Psionics (Sp):  At will – charm monster (DC 20), 
  detect thoughts (DC 18), levitate, plane shift, suggestion (DC 
  19). Effective caster level 8
  th. The save DCs are Charisma-
  based. 
   
  Languages:  Undercommon, Infernal, Abyssal, 
  Draconic (prefers to use telepathy). 
   
  Possessions: +1 shadow mithral chain shirt of light 
  fortification, +1 seeking light crossbow, bead of force, bolts (10), 
  boots of elvenkind, dust of disappearance, elixir of fire breath, 
  ioun stone (pink rhomboid), minor circlet of blasting, necklace of 
  fireballs (Type I), potion of cure light wounds (2), potion of cure 
  moderate wounds (2), potion of cure serious wounds (2), potion 
  of resist cold 10, potion of resist fire 10, ring of protection +2, ring 
  of the ram (15 charges), screaming bolts (3), vial of drow 
  sleep poison,139 gp. 
  
  HIG5-s01 Heroes’ Challenge 
   
  Page 12 
   
  Appendix Four – Gambling at the Shining Halls 
  Heroes may play a form of craps (using two eight-sided dice): 
  1.  Rolling a 2 always loses 
  2.  Rolling a 9 or a 15 on the first roll wins 
  3.  Rolling anything else (not 2, 9, or 15) requires you to roll that number again before rolling a 2, 9, or 15 to win 
  4.  The shooter (rolling the dice) can only bet for himself and doubles his money if he wins 
  5.  Others at the table can bet for the Shooter to win and double their money if he does, or bet that the shooter will lose 
  (betting for the house) but they only get 1.5x their money if they take this option. 
  6.  You cannot, ever, use your own dice! The temple provides all lucky dice!! 
   
  Profession(gambler) – In the instance in which someone has ranks in Profession (gambler), they are allowed to attempt 
  a skill check. A DC 20 or higher check allows the hero to reroll any one of the d8s one time during a given shooting 
  session. 
   
  For instance, Darius has a +5 Profession (gambler) modifier. He gets a 23 on his skill check. He throws the 2d8 and 
  gets a 1 and 1, or 2. He has lost; however, he can reroll either die. Choosing one, he rerolls it, getting a 5. His number is 
  now 6. Three rolls later, Darius has still not rolled a second 6. On his fourth roll, he throws a 4 and 5, or 9. He has lost, as 
  Darius cannot reroll one of the dice – he did so on his first throw. 
  Appendix Five – New Rules Items
  Extended Reach [Monstrous] 
  from Savage Species, pg 34 
  Your flexible body allows you to reach farther than 
  normal. 
   
  Prerequisite: Small or larger size, nonrigid body or 
  nonrigid attack form such as a tentacle, feeler or 
  pseudopod. 
   
  Benefit: Your body or a part of your body with 
  which you can deliver a melee attack is boneless and 
  flexible, allowing you to threaten a larger than normal 
  area with melee attacks. Add +5 feet to your normal reach. 
   
  
  HIG5-s01 Heroes’ Challenge 
   
  Page 13 
  DM’s Aid #2 
  Puzzle Pieces for Spin to Fit. These need to be cut out and provided to the party. 
  
  HIG5-s01 Heroes’ Challenge 
   
  Page 14 
  DM’s Aid #3 
  The mold for Spin to Fit. This page should be provided for the party so that they may maneuver the pieces in it. 
  
  HIG5-s01 Heroes’ Challenge 
   
  Page 15 
  DM’s Aid #4 
  The solution to Spin to Fit. Do not show this to the players. 
  
  HIG5-s01 Heroes’ Challenge 
   
  Page 16 
  DM’s Aid #5 
  Map of Orcish Hordes. You may choose to show this to the party if you would rather not draw it out.
  
  HIG5-s01 Heroes’ Challenge 
   
  Page 17 
  DM’s Aid #6 
  Clues for Orcish Hordes. These should be cut apart and handed to the party as they discover them. Remember, do not 
  read the clues aloud. Simply hand them to the party. The difference between “seven by three” and “seven times three” 
  can throw a party off. 
   
  The Pedestal 
   
  7 x 3 
  Remember your beginnings… 
   
   
  Clue #1 (found in orc #33) 
   
  8 + 5 
   
  Clue #2 (found in orc #13) 
   
   
  + 4 
   
   
  Clue #3 (found in orc #4) 
   
   
  3 x 5 
  Clue #4 (found in orc #15) 
   
   
  4 x 2 
   
   
  Clue #5 (found in orc #17) 
   
   
  10 + 42 
  
  HIG5-s01 Heroes’ Challenge 
   
  Page 18 
  DM’s Aid/Player Handout #7 
  This is a representation of the engravings and holes found on the wall in Knight Knot. Give this to the players when 
  they enter that room. 
  Four Knights were training for the annual Jousting Tournament. They were hurrying to the 
  blacksmith to get new shields. Unfortunately, they all ran into each other. It was quite a knot! You 
  will need to determine each of these: 
  • 
  Knight  
  • 
  Steed  
  • 
  Type of Wood  
  • 
  Symbol on the shield  
  • 
  What form of payment  
  The Clues 
  1. 
  The Greyhawk Knight, who did not want the eagle on his shield, rode in on an animal with two legs.  
  2. 
  The Heironean Knight never liked gold or jewels, and wanted a picture of a bird on his shield.  
  3. 
  The horse carried gold and maple for her knight's shield.  
  4. 
  The Bloody Knight was seen on his elephant carrying a bag of silver and oak.  
  5. 
  The Vesve Knight loved eagles.  
  6. 
  The oak shield has a picture of a dragon.  
  7. 
  The pine shield has a unicorn picture, and the Forest Knight paid with gold. 
   
   
  Knights 
  Greyhawk 
  o o o o 
  Heironean 
  o o o o 
  Vesve 
   
  o o o o 
  Bloody  
  o o o o 
   
  Material 
  Oak  
  o 
  Birch 
   
  o 
  Pine  
  o 
  Maple 
   
  o 
   
  Mounts 
  Horse 
   
  o 
  Ostrich 
   
  o 
  Elephant  
   
  o 
  Camel 
   
  o 
   
  Payment 
  Gold 
   
  o 
  Silver 
   
  o 
  Jewels 
   
  o 
  Silk  
   
  o 
   
  Shield Heraldry 
  Dragon 
   
  o 
  Phoenix 
   
  o 
  Eagle 
   
  o 
  Unicorn 
   
  o 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/595/Special Missions/HIG5-s01 - The Heroes' Challenge (APL 2-6)/HIG5-s01 - The Heroes' Challenge.pdf