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.  
   
  URC4-03 
   
    
  The Crossroads 
  Part One of the Lordmakers Finale 
   (Lordmaker 14) 
   
  A One Round D&D LIVING GREYHAWK®  
  County of Urnst Regional Adventure 
  for APL’s 6, 8, 10 & 12 
  Version 1.50 
   
  by David Morgan 
  Illustrations by Montgomery Borror 
   
   
   
  Soon the County of Urnst will be no more. The outer walls of Radigast City are under siege while the forces of Evil run 
  rampant through the streets within. The Countess has not been seen for months now. Why is nothing being done?  All 
  that is left now is to prepare for the end . . . 
  
  Crossroads 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  
  Crossroads 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. APLS are given in 
  even-numbered increments. If the 
  APL of your group falls on an odd 
  number, ask them before the 
  adventure begins whether they 
  would like to play a harder or easier 
  adventure. Based on their choice, 
  use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of 
  experience you may gain at the end of the adventure. If 
  your character is three character levels or more either 
  higher or lower than the APL this adventure is being 
  played at, that character will receive only half of the 
  experience points awarded for the adventure. This 
  simulates the face that either your character was not as 
  challenged as normal, or relied on help by higher-level 
  characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the County of Urnst. Characters native to the County of 
  Urnst pay one Time Unit per round, all others pay two 
  Time Units per round. Adventurer’s Standard Upkeep 
  costs 12gp per round. Rich 
  Upkeep costs 50gp per round. 
  Luxury Upkeep costs 100gp per 
  round. 
  Author’s Notes to the 
  DMs  
   
  You cannot over-prepare this 
  module. The initial boxed text is 
  overly long, but this is intended 
  to set the mood of the adventure 
  and to give the players time to 
  fill 
  out 
  some 
  necessary 
  paperwork. It also gives the 
  players information that has only 
  been available to the Triad, the 
  plot group, and the Dungeon 
  Masters running the games for 
  several years now. The boxed text throughout the module 
  is similarly important and should be read in their 
  entireties as well.  
   
  This module has the potential of running over four 
  hours if the DM doesn’t stay on top of things and keep 
  the storyline moving. The module greatly depends on the 
  Dungeon Master’s ability to run with the story, 
  presenting the players with a clear picture of their 
  surroundings and giving them the opportunity to 
  interact with the NPCs and enemies around them. 
   
  This is intended to be a tough module, but still 
  ultimately winnable. The players are given multiple 
  additional advantages to increase their already impressive 
  capabilities and even when they are outnumbered twenty 
  to one, they should still be firmly in control of most of 
  the situation. Lord Underley’s Warrant states that the 
  player characters are the most capable heroes in the city. 
  When everything is over and they are walking into the 
  final ceremony, if they feel that the “false praise” was 
  justified, the adventure will have been run as intended. 
  Acknowledgements   
   
   
  I’d like to thank my editors and playtesters for their 
  support, John Collins for his support and Nick Carnival 
  for his assistance with Captain Daronys. But I’d especially 
  like to thank all seven members of the County of Urnst 
  Triad, past and present, who gave me a green light on 
  writing the concluding four modules of the Lordmaker 
  saga. 
  
  Crossroads 
   
  Page 3 
  Adventure Summary  
  Introduction: in which the players learn the details of 
  the current situation, are given an opportunity to 
  introduce themselves, and are allowed to purchase a few 
  minor items.  
  Encounter One: in which the party is asked to perform a 
  service for the County and for House Underley. 
  Encounter Two: in which the party fights either a band 
  of cultists or a minor devil. In either case, they may find a 
  significant clue, a fortune-telling card with symbol of The 
  Crossroads printed upon it.  
  Encounter Three: in which the party meets Lord Nimar 
  and is asked to defend Countess Belissica’s tower until 
  she can return from her travels. 
  Encounter Four: in which the party is able to pick up 
  some 
  equipment 
  and 
  then 
  have 
  long 
  lasting 
  enhancement spells cast upon them.  
  Encounter Five: in which they travel to the tower and 
  prepare to defend it. Here they also meet Villiny, the 
  Countess’ groundskeeper/ butler/ servant. 
  Encounter Six: in which the Countess’ tower is attacked 
  by the yellow robed cultists of Vathris. 
  Encounter Seven: in which the Countess’ tower is 
  attacked by the army of the Lord of the East. 
  Encounter Eight: in which the Countess’ tower is 
  attacked by devils. 
  Encounter Nine: in which the Countess finally returns. 
  The 
  party 
  heads 
  back 
  to 
  the 
  Palace, 
  mission 
  accomplished. 
  Encounter Ten: in which the party meets with Nimar 
  once again and is offered the opportunity to undertake 
  the final mission 
  Encounter Ten-A: in which the party has their only 
  opportunity to purchase and make preparations for the 
  following module. 
  Encounter Ten: The conclusion, in which the party 
  prepares to be teleported to a location in the Brown Hills 
  when the Palace comes under attack. The module ends in 
  a cliffhanger, with the party uncertain as to its fate. 
  DM’s Background 
  The Background for this module is laid out in detail in 
  the introduction to be read to the players. Therefore it is 
  not restated here.  
  Concerning Winds of Change 
   
   
  In Lordmaker 11: The Winds of Change, characters are 
  asked to choose sides in the civil war between Countess 
  Belissica and Lord Terarde Duncombe, the Lord of the 
  East. Based on these choices they either received a tattoo 
  of a Swan, showing them loyal to the Countess or of a 
  Bull declaring them loyal to the Lord Duncombe.  
   
  This module can be played without any reference to 
  the tattoos, but this module is written from the 
  standpoint of forces loyal to the Countess and it is 
  possible that at least some of the players will have the 
  wrong tattoos (Bulls). 
   
  Before The Crossroads premiers, there will be a 
  teaser posted on the County of Urnst websites 
  graphically illustrating that the Lord of the East’s forces 
  are somehow directly allied with the infernal invasion. 
  After it’s posting on the Internet, this teaser will need to 
  be added as an Adventurers’ Handout 4 to be given to any 
  character with a Bull tattoo. It will also make known an 
  optional method of removing the tattoos, but this 
  procedure will not be available until after the module, 
  The Lordmakers is completed.  
   
  The roleplaying effects of the tattoos in this module 
  are as follows:   
   
  Any character with a Bull tattoo will gain a +4 
  circumstance bonus on any Charisma based skill checks 
  when dealing with the forces of the Lord of the East 
  (Captain Daronys and his army). They will not be able to 
  sway the Captain from his mission, but he will accord 
  them more respect even though they seem to be fighting 
  on the wrong side. 
   
  The tattoos radiate magically and are easily detected 
  as such. Tattoos may be covered up, but since they are an 
  identifying mark being used by the armies on both sides, 
  they are difficult to hide; Disguise DC 15.  
   
  If the Disguise check is failed, the DM should make 
  a note of it, but not tell the player that they didn’t 
  succeed.  
  The Household Wards and the War  
  The Household Wards 
   
  “the dimly flickering light glistens off the 
  delicate silver swirls of the latticework of the window 
  bracings, which contort into arcane sigils and glyphs 
  designed to keep the darkness away…” 
  Three of the meta-orgs of the County, the Cygnet 
  University of Arcane Arts, the Obsidian Conclave and 
  the Divine College pooled their resources and devised 
  
  Crossroads 
   
  Page 4 
  mildly enchanted lattice works of silver and cold iron 
  which don’t drive outsiders away, but cause them pain to 
  view, similar to the effect of holy symbols to vampires. A 
  home or building protected in this manner can safely be 
  protected from most of the weaker devils roaming the 
  countryside; 9 HD or weaker devils receive no SR against 
  the effect and must make a will save DC 21 to approach a 
  building protected in this fashion. Regrettably, the 
  sudden demand for silver and iron drove the prices and 
  scarcity of both far beyond normal levels. At the time of 
  the module, there are still plenty of buildings 
  unprotected, as well as quite a few devils that are capable 
  of ignoring the wards and breaking into buildings. So 
  these devices are only a stopgap, not a solution to the 
  problem. 
  The War 
  During the first part of this adventure, as the characters 
  move through the city, they should be given constant 
  reminders of the war-torn destruction all around them 
  and the strong sense of despair being felt by the common 
  folk. The streets and shops are mostly deserted. 
  Scavengers and looters, both human and animal roam the 
  streets unchecked. Any townsfolk the party sees will be 
  fearful of the characters and will avoid eye contact with 
  them. Any goods sought will have their prices inflated 
  two to three times. Occasional work parties will be seen 
  taking away bodies or clearing the rubble from buildings 
  destroyed during the devils’ attacks the previous night 
  but there is no new construction going on. The sounds of 
  distant fighting can be heard from beyond the walls.  
  Introduction 
  Have the players fill out the Previous Module Chart 
  (Appendix One).  Once you have read the introduction 
  box text, have the players read Adventurer Handout Five. 
   This should give any player not familiar with the 
  Lordmakers’ plot line enough information to understand 
  what is going on. 
  The common room of the Lady’s Inn is dark, lit only 
  by the dying embers of last night’s fire coming from 
  the fireplace. The wooden walls are draped in 
  shadows, as are the shapes of your companions, 
  sitting around the room silently waiting the dawn. 
  The crackle of the fire brings back memories of this 
  place; memories of songs sung, of the smell of sweat, 
  ale and wood smoke, of great feasts, and heroic tales 
  of heroes who boldly trod the land. But now the 
  dimly flickering light glistens off the delicate silver 
  swirls of the latticework of the window bracings, 
  which contort into arcane sigils and glyphs designed 
  to keep the darkness away. Outside, the sound of the 
  wind howls like a swarm of tortured souls tearing 
  across the sky. But unlike other storms that have 
  lashed the walls of Radigast City with their fury in 
  years past, this storm is different. For while there is 
  no gale blowing across the city tonight, the horrific 
  sounds coming from beyond the walls of the Inn 
  continue all the same. 
       The window shutters rattle briefly, but the wards 
  hold firm and whatever is outside moves on in search 
  of easier prey. Hands unclench from weapons and 
  you all relax again. How long ago it seems that this all 
  started when in truth it’s only been a couple of years. 
  Staring into the embers, the memories play out in 
  your mind again . . . 
  Give out Player Handout Four. 
  Last night as you waited for the night to come, a 
  madman came running into the inn screaming, “The 
  end is near!”  He was restrained and will be taken to 
  one of the temples later today. But in one respect he 
  may have been right. Even now with the coming of 
  the dawn, the fighting at the city walls is starting up 
  again. Today could well be the end, indeed! 
  It is a dark time for the County of Urnst and for Radigast 
  City. After the sun sets, devils roam the streets seeking to 
  cause disruption and terror for the inhabitants. After 
  sunrise, the invading armies of the Lord of the East 
  resume their assaults on the walls of the city. The only 
  reason that the Lord of the East’s troops haven’t already 
  taken the city is that most of his soldiers would refuse to 
  be allied with devils. Therefore there is a predictable 
  pattern of day assault / night assault that the defenders 
  are able to gear their defenses towards. 
   
  The adventure begins in the Lady’s Inn, an inn near the 
  Merchant’s Gate in the Southtown district of the city. 
  Players who need supplies can attempt to purchase them 
  from the innkeeper, Boral. He has a lot of supplies of all 
  varieties that he has stockpiled because of the current 
  situation. The players may buy any item from the PHB up 
  to 40gp in value, but Boral will ask for double the cost of 
  any items. He will stand firm on his prices and will not 
  negotiate. 
  Encounter One: A Plea for Aid 
  (EL 0) 
  The party will eventually get tired of waiting and will 
  decide to exit the inn and go out into the streets. As soon 
  as they state their intention to leave, the doors before 
  them will open and five guardsmen in the livery of one of 
  
  Crossroads 
   
  Page 5 
  the noble houses of the County will enter (Knowledge: 
  Nobility and Royalty, DC 14 to recognize House 
  Underley).  
   
  One of the guards will move over to the barred 
  window while the second guard will move over towards 
  the entrance to the adjoining kitchen. A third takes up 
  station near the fireplace while the last two guards will 
  take up posts flanking the entrance. (There are an 
  additional five guards stationed outside as well).  
   
  After the guardsmen take their positions, a middle-
  aged man dressed in somber but expensive looking blue 
  and gray clothing with a heavy fur cloak will enter the 
  inn. He will piercingly stare around the room till he spies 
  the party. Then he will stride purposefully towards them. 
   
  When he reaches them, the man (Lord Jacobis 
  Underley) will greet one or more of the characters by 
  name. Using the Chart that the players filled out during 
  the introduction, the character(s) chosen should follow 
  the following precedence: 
  1. 
  Any character that has been in at least 3 of the 
  preceding modules 
  2. 
  A member of one of the listed Meta-Organizations 
  3. 
  Any character that has been in at least one of the 
  preceding modules 
  4. 
  A paladin character 
  5. 
  A cleric character 
  6. 
  A fighter, ranger, or barbarian character 
  7. 
  A rogue character 
  For instances 1, 2, and 3 Lord Underley will know of the 
  characters by reputation from previous missions they 
  have performed in the service of the County. It is entirely 
  possible that he will know the entire party under these 
  conditions. 
   
  For instances 4 or 5, Lord Underley will have been 
  referred to them by higher level parties within their 
  respective churches or organizations. 
   
  For instance 6, Lord Underley is in a desperate 
  situation and was told by an informant that a powerful 
  warrior could be found in this part of the city. 
   
  For instance 7, Lord Underley is the leader of the 
  Underley Network, an organization of spies and agents 
  who serve the Countess directly. As such Lord Underley 
  will seek to co-opt the services of an able bodied rogue for 
  the current situation by promising whatever reward 
  seems suitable. 
   
  Note:  The players may actually have met Lord 
  Underley in several previous modules. These modules on 
  the list have a 6 next to them. 
   
  Lord Underley will express great satisfaction in 
  having located the character(s) and then will launch into 
  his plea.  
  When the hilt gem of the half-orc Thar Grimmaw was 
  taken by the Underley Network to Radigast City, 
  somehow it was diverted into the hands of the Lord of 
  the East. This caused me to fall from the Countess’ 
  favor and cast a shadow over my house and my 
  organization. It is only now, when things seem to be 
  at their darkest, that the opportunity to prove my 
  loyalty once more has arrived.  
  Lord Underley is desperately seeking a group of mighty 
  warriors who he knows can be depended upon to carry 
  out a top-secret mission that could affect the fate of the 
  realm for many years to come. Due to current 
  circumstances, he can offer no monetary award for this 
  service, only his gratitude. 
   
  Once the party accepts the mission, Lord Underley 
  will give them a warrant from his house (Adventurer 
  Handout One) and ask them to make their way as quickly 
  as possible to the palace on the other side of town. There 
  they are to present the warrant and ask to speak with 
  Lord Nimar immediately. Nimar will give them further 
  details of their mission. 
   
  If the party turns Lord Underley (or later Lord 
  Nimar) down, the adventure will end. 
  Encounter Two:  A Chance 
  Encounter (EL = APL-2) 
  As the party makes its way across town, the devastation 
  on the streets should hit them hard. The emptiness of the 
  streets, the sound of rats scurrying just out of sight, the 
  destruction of the homes and buildings should all be 
  described to them in sufficient detail that it is obvious 
  that the capitol of the County is in a very bad situation. 
   
  Note:  Even if the party is capable of flying over the 
  city, the DM should try to lure them into the encounter. 
   
  If the group takes the most direct route to the palace, 
  they will pass through the Bluesky Market area of 
  Southtown and pass several churches (of Zilchus, 
  Fharlanghn, and Ralishaz).  
   
  In the market, they may again attempt to make 
  purchases of standard items from the PHB or DMG 
  (potions or scrolls) up to 300gp in value. Not much time 
  should be spent doing this. The prices will be triple the 
  standard book prices. A successful Bluff, Diplomacy, or 
  
  Crossroads 
   
  Page 6 
  Intimidate (DC 18) will drop the prices to merely double 
  normal, but that’s as low as they’ll go. 
   
  After the characters leave the market area and start 
  moving past the temples, read 
  Moving closer to the palace, it is readily apparent that 
  this part of town has drawn a great deal of the devils’ 
  recent fury. Once a beautiful avenue of the city, lined 
  with parks and flowers, this street led to the temples 
  of some of the faiths of the city. Now the once 
  beautiful path ahead is a devastated and defiled ruin. 
  Crushed stonework litters the street, the parks are 
  dead and lifeless, the doors and entryways gape open 
  and evil runes in Infernal are scrawled upon the 
  surrounding walls. Not a living soul can be seen or 
  heard. 
  Whether the party moves quickly through this area or 
  tries to go around, have them make a Listen check, DC 
  12. Anyone successful will hear a chittering cackle 
  coming from near the entrance to one of the temples. A 
  Knowledge: Religion or Knowledge: Local DC 14 will 
  identify it as the Temple of Ralishaz, Lord of Chance. 
  Nestled between what may once have been gambling 
  houses are the ruins of a once prosperous temple. 
  Sitting in the doorway of the temple is the body of a 
  man wearing the vestments of a high priest. The 
  body’s left arm is nowhere to be seen, but its right 
  arm is extended towards you, as if in supplication. 
  Fallen from the corpse’s right hand appear to be a 
  large deck of playing cards lying facedown with 
  ornate designs worked into their backings. Sitting in 
  the corpse’s lap is a small winged creature the height 
  of a gnome with tiny horns and a long snakelike tail 
  is perched there. As you watch, it plucks an eye from 
  the face of the corpse with its claws, wraps a forked 
  tongue around it, and gobbles the eye down with lots 
  of smacking sounds. Then it begins cackling again. 
  The dead cleric’s name was Febritz. He was slain last 
  night when the temple was assaulted by a determined 
  force of devils. The characters can bypass this scene or 
  they can attack the creature, a devilish imp that has been 
  set to watch for their passage. If the imp is approached, it 
  will try to escape into the temple proper. There its 
  guardians, yellow robed members of the Cult of Vathris 
  are lying in wait to ambush the party. 
  APL6: 
  � 1 Imp: hp 13, see Appendix C 
  � 4 Cultists: hp 10, see Appendix C 
  APL8: 
  � 1 Imp: hp 13, see Appendix C 
  � 8 Cultists: hp 10, see Appendix C 
  APL10: 
  � 1 Imp: hp 13, see Appendix C 
  � 8 Cultists: hp 14, see Appendix C 
  APL12: 
  � 1 Imp: hp 13, see Appendix C 
  � 12 Cultists: hp 21, see Appendix C 
  If the cult members are taken alive, they will refuse to 
  speak any language other than Flan. But even then, they 
  have no information of importance to the players. 
   
  If a player states that she looks at one or all of the 
  cards that were held by the dead cleric, give the players 
  Illustration One: The Crossroads and inform them that 
  this is the first card in the deck they see.  
   
  A Knowledge: Local or Bardic Knowledge check DC 
  12 will reveal that the deck is a fortune telling tool used 
  by the clerics of Ralishaz (similar to a Tarot deck).  
   
  A second Knowledge check (also DC 12) will reveal 
  that  
  The sign of the Crossroads represents a great choice 
  that must be made or a major paradigm (para-dime) 
  change coming soon in the viewer’s life. 
  The remaining journey to the Palace will be uneventful. 
  Encounter Two (second option) 
   
  If the party takes an indirect path to the Palace, instead of 
  finding the cleric they will spot a poor fortuneteller lying 
  dead in an alleyway, again with the cards lying in plain 
  sight. There will not be an imp lying in wait with cultists. 
  Instead a half-fiend will pounce on them from the 
  rooftops as they check the body and the cards. 
  APL6: 
  � ½-fiend Dire Wolf: hp 57, see Appendix C 
  APL8: 
  � ½-fiend Dire Tiger: hp 56, see Appendix C 
  APL10: 
  � ½-fiend Monstrous Gargantuan Centipede: hp 
  78, see Appendix C 
  APL12: 
  � ½-fiend Monstrous Gargantuan Spider: hp 120, 
  see Appendix C 
  
  Crossroads 
   
  Page 7 
  Encounter Three: Not the Nimar 
  We Knew (EL 0) 
  Upon arrival at the palace, the characters need only show 
  their warrant to be ushered upstairs into the presence of 
  Nimar Chrysale Gellor, Lord of Dosselford.  
  A tall man wearing wizard’s robes, Lord Nimar, greets 
  you at the door.  The office that Nimar is working 
  from is several floors up and lies near the Countess’ 
  personal chambers within the palace. The room is 
  tastefully decorated and is a large open 40 ft. wide 
  square. In addition to the door you entered from, 
  there are also doors to either side. The back wall of 
  this room has several large windows overlooking the 
  city, through which several pillars of smoke can be 
  seen, emerging from both inside and outside the city 
  walls. In the center of the room is a desk with a small 
  couch and several chairs pulled up in front of it and 
  one chair behind.  
  Nimar will ask that the characters be seated.  
  As you sit down, a cat jumps up onto the desk and 
  carefully stares directly into each of your eyes. As 
  Nimar sits down behind the desk, it occurs to those of 
  you who may have met him in previous days that the 
  grim wizard seated across from you has ruled this city 
  in all but name for several months now. There is 
  almost no resemblance to a goofy mage who stepped 
  out of a halfling’s fireplace with his robes on fire once 
  upon a time. In a quiet voice Lord Nimar begins 
  speaking. 
   
  “As you know, it is common knowledge that 
  Countess Belissica has been gone from the City for 
  several months now.  What is not common 
  knowledge is where she has been. 
   
  We now know that the two gemstones, the Crone 
  Amulet and the Hilt Gem, had independent spirits 
  trapped within them.  Both of these spirits were once 
  spellcasters in the time before the Suel invasion 
  millennia ago. One was a divine high priestess, the 
  other a powerful Ur-Flan wizard. When the two gems 
  were reunited, the spirits inhabiting them were 
  released and took possession of two individuals who 
  were standing nearby. The Hilt Spirit seized control 
  of Terard Duncombe and all of his actions from that 
  date to this have been the actions of the Hilt Gem 
  spirit. This spirit has since taken control of the Lord 
  of the East’s armies and has split the County from 
  within into civil war in an attempt to seize power.  
   
  On the other hand, the Crone spirit possessed 
  the Countess. I’ve recently discovered that the spirit 
  of the Crone opposes the Hilt spirit and has been 
  actively seeking a way to thwart him all this time. To 
  that end, several months ago, Belissica traveled to the 
  lands once controlled by the Lord of Tehn. There she 
  discovered a possible means by which to resolve the 
  current crisis.  
       Our problem now lies in the situation outside the 
  city. The forces of the Lord of the East prevent 
  anyone from leaving or entering and the emanations 
  of the Tovag are still blocking Teleports for Belissica’s 
  instant return to the city. So, the Obsidian Conclave 
  has researched the problem and has determined a 
  means to circumvent these emanations. We have 
  arranged to open an area to magical transport that is 
  well known to the Countess, the tower where she 
  lives and used to spend most of her time. What we 
  don’t have are the forces necessary to keep the area 
  secure until she will be able to Teleport back from 
  Tehn. 
   
  Can you help us with this?” 
  If an observant player should ask whom the other spirit 
  possessed, Nimar will pointedly ignore the question. 
  Encounter Four: The Industry of 
  a Nation (EL 0) 
  If the party accepts, Nimar will pull a small bell from the 
  desk and ring it. A halfling wearing leather armor with 
  one arm in a sling will emerge from the door to the right.  
  “Ronco, they have accepted the mission. Please escort 
  them to supply, then to the clerics and then on to the 
  Countess’ tower.” 
  Ronco Weathertoe is a halfling shopkeeper in 
  Dosselford that players may have met in the Crystal 
  Springs series of modules. He was wounded in the 
  fighting outside the East Gate and is waiting for a cleric 
  to be available to cast a Cure Critical Wounds on him 
  (anything less will be insufficient). If a player offers, he 
  will express his thanks but will suggest that they might 
  want to hold onto their spells for now. 
  Ronco leads the group down several flights of stairs 
  and into the main reception hall of the palace. This is 
  a huge vaulted stone chamber complete with grand 
  stairways, expansive stained glass windows, and huge 
  oaken double doors at the main entrance. But instead 
  of the stately chamber where the Countess sometimes 
  sat and held her court, it is now a major staging area 
  for the defense of the city. Large groups of men move 
  in orderly files around the room, guards stand at the 
  
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  Page 8 
  ready, and the entire chamber bristles with enough 
  supplies to outfit a small army. 
  Note: Don’t let the players spend too much time here, 
  but anything the party needs in the way of provisions, 
  ammunition, weapons, armor or magic (that they have 
  access to) will be readily made available to them, free of 
  charge, up to 100 gp in value per character. This is an 
  individual total: the party is not allowed to “pool” their 
  allowances to increase their “purchasing power”. 
   
  Important:  If any of the players have any of the 
  influence certificates from year one, year two or on year 
  three AR’s listed on Appendix A, these may now be 
  “cashed in”. Each influence point expended in this 
  fashion adds an additional 200 gp to the free equipment 
  they may now receive.  The equipment obtained in this 
  manner must be regularly available to the player 
  characters; anything from the Player’s Handbook, access 
  to items from previous AR’s with the frequencies of Any, 
  Regional or Adventure (as long as the adventure was in 
  the last three AR’s), or magic items that the character 
  would normally have access to. 
   
  Note: Additional copies of Adventurer’s Handout 2 
  should be made in advance to streamline this process.  
   
  This offer must be taken advantage of immediately, 
  before the game continues. 
   
  Next Ronco will lead them to a small side chamber. 
  Within wait several men and women dressed in clerical 
  vestments to Heironeous, Pelor, Celestian, Xerbo, 
  Olidammara, Tritherion, Yondalla, and others. Ronco will 
  suggest that each character kneel for a blessing. Then he 
  steps back. (A cleric for whichever deity a character asks 
  for should be present.)   
  As each cleric invokes his or her deity, two others 
  clerics step up flanking you to either side. After a 
  surreptitious nod from Ronco, they ask in unison for 
  the deity’s blessing upon the party’s venture and then 
  in an oddly disharmonious chant, they begin to cast a 
  group spell that seems both familiar to you and yet 
  unlike anything you’ve heard before. Then the 
  casting ends and the blessings are complete.  
  The clerics have cast a unique spell, Blessings of the 
  Deity, on the party. The effect of the casting is an 
  enhancement bonus in three of each character’s stats: one 
  increases by +5, one by +4, and one by +3. The receiving 
  characters may choose which of their three stats receive 
  which increases. However, unlike the standard 2
  nd level 
  3.5 enhancement spells, the duration of the blessing is for 
  the next 12 hours! 
   
  Note:  If raising a stat would grant additional bonus 
  spells, these spells can be chosen immediately. 
  Ronco signals two men and a half-orc dressed in robes 
  standing nearby to follow him and says to you, “This 
  way.” 
  Encounter Five: The Tower 
  Preparations (EL 0) 
  Ronco introduces the three wizards, Larendon, Moesius, 
  and Kurl and explains that they will be responsible for 
  the spell to allow the Countess’ return. Then Ronco leads 
  the party to the Countess’ Tower. The trip takes about 15 
  minutes moving through the back alleyways of the war-
  torn city. 
   
  If asked, Ronco will explain that if the forces of the 
  city were to station a large number of troops in the tower, 
  it would call too much attention to the area. So instead it 
  was decided to leave the defense to a small number of 
  “highly effective” operatives instead. The decision was 
  also made to give the Underley Network the opportunity 
  to correct its previous errors and prove the organization’s 
  worth once again. That’s why the party is here now. 
  � Larendon, Moesius and Kurl: Wiz9; hp 34, 42, 49.  
  These three wizards might occasionally toss a Magic 
  Missile at an approaching enemy, but will stay away from 
  combat as much as possible, making themselves 
  comfortable in the rooms of the Countess’ tower. The 
  party will need to keep an eye on them, but for the most 
  part they will remain in the background. When the time 
  comes, at the end of the day, Belissica will Scry them, 
  signaling her return. Detecting the Scry, they will go to 
  the courtyard and cast a special three-part Dispel Magic 
  that will free a 10 ft radius circle from the effects of the 
  Dimensional Anchor affecting the entire county. 
   
  DM’s Note:  This module is very combat driven. As 
  such, Ronco and Valliny (below) are the only true role-
  playing characters of the module, as they are the only 
  NPC’s that the players will really get to interact with for 
  more than a few minutes. They should therefore be 
  played up as much as possible as long as they don’t 
  detract from the rest of the adventure. Both of them are 
  actually quite friendly and should make positive 
  impressions on the players. 
   
  Ronco leads the party and the three wizards to the 
  Tower (give the players Adventurer Handout Three) and 
  rings a bell at the gate. After a few minutes an elderly 
  gnome will open the gates for them. Ronco introduces 
  the party to the gnome, Valliny (the emphasis is on the 
  second syllable, like vanilla), and then departs to return 
  to the palace. The defense of the area is now completely 
  in the players’ hands. (This should occur near the 1 
  hour, 15 min mark.) 
  
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  Page 9 
   
  Valliny is an elderly gnomish groundskeeper/ 
  butler/ servant that the Countess maintains to keep 
  everything looking nice and neat. He’s crotchety and set 
  in his ways, but he understands that the characters are 
  here to defend the tower and will cheerfully open locks 
  or give the players information on any part of the tower 
  except for the upper levels. He is fanatically loyal to the 
  County and the Countess.  
  � Valliny Gnome, LG, Exp12, 27 hp. 
  Valliny also has several “special” items that he’s kept 
  hidden in his room that he will make available to the 
  characters to be used in the defense of his lady’s Tower 
  (listed in Appendix B). 
  These items include 
  • 
  20 +2 arrows 
  • 
  an arcane scroll with Invisibility, Dispel Magic, and 
  Greater Magic Weapon, all scribed at 12
  th level 
  • 
  3 potions of Cure Serious Wounds 
  • 
  a ring of Feather Falling 
  • 
  a Robe of Useful Items with the following patches 
  remaining: 1 bullseye lantern, 2 sacks, 1 scroll of 
  color spray, 1 bag of 100 gp., 1 window, and 3 pits 
  • 
  a brass Trumpet of The Swan (see the AR), which 
  will summon 6 3
  rd level paladins: AC 18, 28 hp. +5 
  melee, damage 1d8+1. They can lay on hands for 12 
  points each and have all other abilities as 3
  rd level 
  paladins. They last until they are slain or until 1 hour 
  passes. (Note: the trumpet can only be used by a 
  character with familiarity with all martial weapons, 
  by a bard or by a character with 3 ranks in Perform, 
  Wind Instruments, similar to a Horn of Valhalla). 
  The command word to the Trumpet is Belissica. 
  Naturally, anything left after the Countess returns will 
  have to be given back, but Valliny will let them “borrow” 
  the stuff in the mean time. 
   
  Note to DM:  Valliny will not directly get into any 
  battles, although he should be present for the remainder 
  of the module. He really is getting too old for that kind of 
  thing. In each conflict he should be present just “off 
  stage”, running messages, being a lookout, or doing 
  whatever else the party requires of him. Also, Valliny is 
  not really Valliny. But he has sufficient non-detection 
  spells active and already in place on him before they 
  arrive that the players will have NO way of finding this 
  out until the boxed text at the Conclusion of the module. 
  It’s all about layers within layers within layers . . . 
  The Countess’ Tower and 
  Environs 
  1. The Grounds 
   
   
   
   
  The Countess’ Tower is an impressive rectangular tower 
  of white granite reaching 80 feet into the sky. From the 
  ground, several large open windows are easily visible 
  leading to the upper four floors. The tower also includes a 
  large walled interior courtyard. Between the inner 
  courtyard and the front gate is the Administrators Circle, 
  where many of the high level decisions regarding the 
  County take place. The rest of the outside grounds 
  surrounding the walled courtyard have multiple well-
  tended flowerbeds and several small groves of trees. 
  There are paths leading between many of the gardens and 
  around the tower and there is a large circular pond near 
  the entrance that has dozens of small multi-colored fishes 
  swimming within.   A 12 feet high, black iron fence 
  surrounds the edge of the grounds. The lethal looking 
  spikes at the top of the fence are offset by beautiful 8 feet 
  high rosebushes growing up around both sides of the 
  fence and dozens of ivy vines twisting through the upper 
  bars. In the front is a sturdy black metal latticework 
  double gate with a complex locking mechanism.  
   
  Any PC opening the gate without the key needs to 
  make an Open Locks check, DC 22. Failure to unlock the 
  gate engages several additional locks that increase future 
  Open Locks attempts to DC 32. In addition, an initial 
  failure also triggers two alarm bells, one on the Countess’ 
  library level in the tower, and the second in the Main 
  Reception Hall in the palace.  
   
  Invaders attempting to scale the perimeter fence 
  must make two Escape Artist checks at DC 20, and a 
  Climb check DC 18 to get past the rose bushes, the spikes 
  and then the rosebushes on the other side. Each failure 
  results in 1d6 points of damage from either thorns or 
  spikes and also has the culprit being entangled in the 
  bushes or hung up atop the (razor edged) fence. 
   
   
  The remainder of the grounds is peaceful and 
  relaxing to walk around in. They are intended as a place 
  for Belissica to relax in, rather than a fortification. 
  2. The Inner Courtyard 
   
   
   
  The walls surrounding the courtyard are 16 feet high and 
  are constructed of solid stone. The entrance to the 
  courtyard is a set of heavy, oaken doors engraved with the 
  seal of the House of Gellor. The two flanking towers (a) 
  are 20 feet high and have high enough external walls on 
  top to provide ¾ cover to archers or spell casters on the 
  top platforms. Inside the courtyard a 12 feet high stone 
  
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  catwalk borders the walls. There is a high enough 
  retaining wall around the edge of the catwalk (two foot) 
  that anyone on a catwalk has ¼ cover from ranged fire 
  from within the courtyard. Due to the outside walls, they 
  also have ½ cover from ranged fire from outside the 
  courtyard. At the ends of the catwalks are short stairways 
  leading up to the flank towers. 
   
  The ladders leading up to the catwalk are light 
  enough that they can be pulled up behind defenders to 
  prevent attackers from having easy access.  
   
  Beneath the catwalks are storage crates and multiple 
  racks designed to hold water casks or grain/food barrels 
  in case of siege. They are all currently empty, since the 
  Countess left the city long before the local situation 
  developed and never got around to filling them. 
   
  The two corner towers (b) are 50 feet high and have 
  no obvious means of entrance, although the upper two 
  levels have numerous arrow slits giving defenders 9/10 
  cover and a commanding view of the entire area. 
  3. The Tower Entrance 
   
   
   
  The door to the tower is ironwood. Beyond the door is a 
  10 ft. by 25 ft. chamber with large white marble floor 
  tiles. A grand white marble staircase lined with statues 
  leads up to the next level while doors lead to the common 
  areas on this floor. 
   
  The northwestern door is locked (DC 25) and leads 
  to a staircase down providing underground access to the 
  final two guard towers (area 6). The other two doors are 
  not typically locked, although they can be (also DC 25).  
  4. Meeting Room 
   
   
   
   
  This room has a large table surrounded by seven 
  comfortable chairs. It is the room used by the Countess 
  when she invites people to private meetings with her in 
  her home. Inset into the east wall is a fireplace for when 
  the evenings get chilly. Several personal knickknacks sit 
  upon the mantle; small illustrations of relatives, small 
  pewter animal figurines and the like. 
  5. Villiny’s Quarters  
   
   
  This comfortably accoutered room is the dwelling place 
  for the Belissica’s butler/servant Valliny. In addition to a 
  large cabinet where he keeps several ‘special’ magic items 
  (see above), there is also a comfortable bed, a desk 
  covered with paints and brushes, several small chairs, a 
  painting easel, a chest of drawers and several paintings of 
  landscapes hanging from the walls. Also hanging from 
  the walls are hooks where Valliny keeps his gardening 
  equipment stored. Everything in the room is neat and 
  well kept. 
  6. The Tunnel  
   
   
   
  The passage leading to the stairs has several dozen 
  weapons hanging from hooks on the walls. The stairs 
  down lead to a tunnel that runs 20 ft. below the 
  courtyard. The tunnel is 5 ft wide and 6 ft high and ends 
  in a 20 ft by 20 ft chamber underneath the two corner 
  towers. In the center of these chambers are staircases 
  spiraling upward through the center of two storage levels 
  and then through the two top levels with 6 arrow slits (6 
  inches wide providing 9/10 cover) each. The third level is 
  30 ft high and the top level is 40 ft high.  The walls and 
  floors of the towers are uniformly 3 ft thick. The two 
  corner towers also have solid stone ceilings, so that the 
  only access is through the tunnels.  
   
  This makes both towers good defensive positions 
  with excellent views over the entire area. However, if 
  attackers were to come through the tunnels, any tower 
  defenders would be trapped and unable to escape. 
  The Upper Levels 
   
   
   
   
  The second level of the Countess’ tower holds her main 
  dining hall and kitchen.  
   
  The staircase to the third level is blocked by a 
  stonewall and is guarded by a statue of a gargoyle. The 
  gargoyle will only reveal the passage upwards if the 
  password (the name of Belissica’s first lover) is whispered 
  in its ear. The players have no means of knowing this or 
  finding this information out within the space of the 
  module. In addition the upper windows are lethally 
  warded with Flesh to Stone spells (Fort save, DC 22) 
  against unauthorized entry, a point Valliny will be quick 
  to point out if necessary. 
   
  The players should be unable to gain further access, 
  but just in case. 
   
  The third level is Belissica’s library. 
   
  The fourth is her sewing room (hey, everybody 
  needs a hobby). 
   
  The fifth is her bedroom. 
   
  And the sixth and top floor is her casting chamber. 
  Beyond the Gate 
   
   
   
   
  The Countess’ tower is in a spacious, well to do 
  neighborhood. The nearest neighboring buildings are 60 
  ft distant or more from the iron gates. However, the 
  rosebushes and vine-covered fence will make it 
  
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  impossible for anyone to see incoming intruders unless 
  they are watching from the top floor of the corner towers 
  (b), or are flying overhead.  
  DM’s Notes on Encounters Six, Seven and Eight 
  The party has been given powerful magic items to use, 
  enhancements through the Blessings of the Deity spell, 
  and a strong defensive position to hold. 
   
  The Cultists are challenging, but are merely the 
  warm-up act for the two following main events. These 
  fights should be brutally tough but eventually winnable 
  contests that test the mettle of all the characters involved. 
  Encounter Six: The Tower 
  Defense, Part I – The Cult of 
  Vathris (EL 8) 
  The party should arrive at the tower at around 10 in the 
  morning. They should be given plenty of time to make 
  whatever plans or preparations they need to defend the 
  area.  
   
  At around noon the cultists will start coming over 
  the walls. They are wearing yellow robes and over 50 of 
  them will approach as stealthily as possible and will try to 
  make their way in through the fence in the southeast 
  corner.  Most of them get caught on the fence or in the 
  bushes, but a few actually make it past the fence, drink 
  Invisibility potions, and move into the outer grounds. 
  APL6:  
  � Cultists (12): hp 20, see Appendix C 
  APL8:  
  � Cultists (12): hp 20, see Appendix C 
  APL10:  
  � Cultists (12): hp 20, see Appendix C 
  APL12:  
  � Cultists (12): hp 20, see Appendix C 
  Tactics:  the cultists are only 2
  nd level opponents. But 
  they are hyped up on several powerful drugs that will 
  grant them significant advantages for a short time (one 
  hour). Therefore their characteristics are grossly 
  disproportional until they are slain or until they run out 
  of steam. At the end of an hour (if they survive) they will 
  fall unconscious for 2d6 hours as their bodies recover. 
   
  In addition, they all have poisons on their blades and 
  several of them have potions of Invisibility that they will 
  use to best effect. Allow PCs that are watching for 
  attackers a Spot Check (DC 20) to see the bushes moving 
  franticly as if someone was in caught in them. After all, 
  50 have come over the wall but only 12 get to the PCs.  
  Otherwise, the Cultists get the surprise. 
  Encounter Seven:  The Tower 
  Defense, Part II – But You’re the 
  Enemy! (1 hour fight – EL = 
  APL+2) 
  After the cultists are beaten off, the party will have a 
  short break of two hours game time.  
   
  Then a real problem arrives.  
  As the time passes the sounds of distant fighting 
  begin to grow louder and louder. It sounds like some 
  of the Lord of the East’s troops may have successfully 
  entered the city. Around 2:30 in the afternoon, a party 
  of armed foot soldiers dressed in plate mail approach 
  the front gate and demand entrance.  
  The squad of 6 soldiers are led by Captain Daronys, a 
  Champion of Heironeous, Paladin of the Right, Knight of 
  the Swan, and Commander of Terard Duncombe’s 
  personal guard.  A Knowledge, Nobility and Royalty 
  check DC 12 by any character asking will establish that 
  Daronys is whom he says he is. 
   
  Daronys will demand that the players relinquish 
  their post and surrender themselves to him. He will show 
  them mercy and see that they are escorted under guard to 
  a location where they will be able to safely await trial for 
  their crimes against the County.  
   
  If a player announces himself as a paladin or also a 
  worshiper of Heironeous, Captain Daronys will greet 
  them with respect and offer them parole and the safe 
  treatment of their companions. But he is under the lawful 
  orders of the true Lord of the County and the party must 
  surrender to him or face the consequences. 
   
  At this point the group faces a difficult choice. If 
  they surrender, they will be stripped of their items, 
  placed under heavy guard, and escorted from the city to 
  await trial, and the module will end immediately. On the 
  other hand, Daronys will not forsake his sworn duty 
  under any circumstances and with a stout heart and a 
  kind hand he will do his best to best the enemies of his 
  master. The choice is an easy one, from his perspective. 
  The party must surrender. Any other decision is wrong 
  and therefore criminal. 
   
  A cleric offering a Zone of Truth spell will be 
  informed that clerics of Heironeous will be available at 
  the trial, and that the truth will come out then. Until 
  then he will remind them that they are at war and he will 
  
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  not be deceived by a trick. Then he will insist on the 
  party’s surrender again.  
   
  One possible solution would be a duel between 
  Daronys and one of the party members. Daronys won’t 
  suggest this, but a “Trial by Combat” to unconsciousness 
  or to the death would be an acceptably honorable 
  solution for him. 
   
  Note:  Just before approaching the Countess’ tower, 
  Captain Daronys drank a potion of Heroism and applied 
  an oil of Keen Edge to his sword, just in case. The potions 
  will only last 50 minutes, but he chooses to err on the 
  side of caution, in case he’s attacked while parleying. 
   
  The honor guard is ceremonial and will avoid 
  fighting. 
   
  If the party refuses to surrender, Daronys will 
  attempt to depart, but will return 20 minutes later with a 
  large group of soldiers, a heavy catapult and a ram to 
  batter down Belissica’s doors.  
   
  Each round, the ram will do 2d6+10 damage per hit. 
  The stats of the gate and doors are: 
   
   
   
   
   
   
   
  Hardness 
  Hit Points 
  Outer Gate 
      10 
   
      30 
  Hvy Oaken doors     5 
   
      30 
  Ironwood door 
        5 
   
      40 
   
  Additionally, as the soldiers of the East go down, 1
  st level 
  expert types (medics with Heal skills of 4) will dart in and 
  try to pull the dying troops out of the fighting. There 
  they’ll administer Cure Light Wound potions and put the 
  troops back into the fight. This should give the players 
  another moral dilemma to face as well. Do they massacre 
  the non-combatant medics as well? 
   
  Note: The attacking army will break and retreat if 
  either Captain Daronys or all of his personal squad 
  leaders fall, therefore the EL is based on one or the other. 
  As each squad leader falls, his troops will fall back 
  until they can join up with a different leader. These 
  individuals should be the obvious leaders for the 
  attacking army and therefore they should be the party’s 
  obvious targets, not the dozens of pesky 1
  st level warriors 
  running all over, tearing the place apart. 
  The Lord of the East’s Forces  
   
  If the PCs attack Captain Daronys and his honor guard: 
  APL6: 
  � Captain Daronys: hp 51, see Appendix C 
  � Honor Guard (6): hp 12, see Appendix C 
  APL8: 
  � Captain Daronys: hp 68, see Appendix C 
  � Honor Guard (6): hp 12, see Appendix C 
  APL10: 
  � Captain Daronys: hp 93, see Appendix C 
  � Honor Guard (6): hp 12, see Appendix C 
  APL12:  
  � Captain Daronys: hp 122, see Appendix C 
  � Honor Guard (6): hp 12, see Appendix C 
   
  OR 
   
  If the PCs wait for the full attack: 
   
  APL6: 
  � Squad Leaders (6): hp 31, see Appendix C 
  � Infantry (40): hp 9, see Appendix C 
  � Medics (6): hp 8, see Appendix C 
  APL8: 
  � Squad Leaders (6): hp 52, see Appendix C 
  � Infantry (60): hp 9, see Appendix C 
  � Medics (6): hp 8, see Appendix C 
  APL10: 
  � Squad Leaders (6): hp 61, see Appendix C 
  � Infantry (80): hp 9, see Appendix C 
  � Medics (6): hp 8, see Appendix C 
  APL12: 
  � Squad Leaders (6): hp 70, see Appendix C 
  � Infantry (100): hp 9, see Appendix C 
  � Medics (6): hp 8, see Appendix C 
  Mass Unit Tactics: Instead of trying to maneuver 
  hundreds of miniatures (or jelly beans or M&Ms) in this 
  battle, the author recommends using 4x6 note cards to 
  represent units of 20 men each (3 rows of 6, with 2 more 
  in the 4
  th rank). Individual miniatures can be pulled out 
  when appropriate, but large troop movements will be 
  much easier to handle. 
  
  Crossroads 
   
  Page 13 
   
  In addition, rather than rolling dozens of d20’s every 
  round and trying to keep track of every single thing 
  occurring over the entire battle field, the DM should 
  focus on the fighting where the player characters are 
  present and tell the rest of the battle as a side note. 
   
  Finally, when a character is attacked by large 
  numbers of troops (using bows for example), determine 
  hits as follows; assume EXACTLY average dice rolls. If 
  the character has an AC of 18, then every 20 shots will 
  normally result in 3 hits. 40 shots will equal 6 hits, etc. If 
  the character has an AC of 20 or higher, then every 20 
  shots would normally result in a hit because natural 20’s 
  always hit.  
   
  But next, instead take the number of hits and roll 
  that type of die to determine how many hit. For example 
  40 archers fire at Ook the Barbarian who has an AC of 19. 
  Normally four would automatically hit. But instead, now 
  roll a four-sided die to determine the number of hits and 
  use that number instead. (The possibility of critical hits 
  should be ignored for these calculations.) 
   
  Determining hits in this manner will speed up the 
  combat but still keep an element of chance in the game as 
  well as let the DM roll some dice behind the screen 
  instead of just doing automatic damage every round to 
  the heroes. 
   
  The ground troops can be considered to have 
  whatever common siege equipment they might normally 
  need (scaling ladders, ropes and grappling hooks, etc) to 
  storm the walls on all sides. 
   
  Archers firing blindly into the courtyard will still 
  miss targets under good cover. In addition, archers will 
  not fire into the courtyard once their own troops have 
  broken in. Instead they will wait, holding their action, 
  until an enemy pokes his head out and then fire. 
   
  Note:  The army will react intelligently to the 
  actions and capabilities of the characters. After the first 
  fireball, the units will move into an extended formation 
  to reduce casualties and no more than one squad of 
  twenty should ever be hit by a given area effect spell. 
   
  Note on Timing:  An hour has been allocated to this 
  encounter. But it will need to move quickly or the fight 
  will quickly bog down. The DM will need to enforce 
  combat discipline on the players. When it is their 
  initiatives, the players must be ready with their actions or 
  risk being skipped over till the following round.  
   
  Specific Tactics: The EL of this encounter is based 
  on the initial encounter with Captain Daronys or on 
  defeating his Squad Leaders during a large-scale battle. 
  The smart move will be not to let Daronys reinforce, but 
  if they choose to let him walk away, the additional troops 
  are a role-playing consequence of the PC’s actions.  
   
  The Infantry are 1
  st level warriors in studded leather. 
  In addition to their melee weapons, the soldiers are also 
  armed with bows and will be firing massed volleys at 
  range to try and penetrate high PC armor classes. They 
  have 8 hit points each and will be cannon fodder before 
  the characters’ Great Cleave attacks and Fireballs. 
   
  Daronys will place the heavy catapult between two 
  other houses 300 yards away. It will not be able to target 
  specific individuals. Firing from over 800 ft away, it will 
  fire at obvious targets (like the towers) for the first half of 
  the battle and then stop firing. (In The Making of a Lord, 
  loyal forces attack the siege engine’s crew part way 
  through this very fight, taking it out.) 
   
  The catapult automatically fires once every five 
  rounds. It hits on a natural roll of 12 or better on a d20, 
  spraying rock fragments in a 10 ft radius and doing 4d6 
  damage (Reflex save DC 20 for half). Against the 
  structure of the fortress, the damage is halved, but it 
  automatically ignores hardness.  
   
  Author’s Note:  This is the fight that should justify 
  the blessing the party received from the clerics and 
  Underley’s faith in them. It should be a good, sustained, 
  wide-ranging battle, possibly adding additional low-level 
  troops into the fight as needed to present any party with a 
  sufficient challenge. It should also be a good opportunity 
  for 6
  th, 8
  th, 10
  th, or 12
  th level characters to really cut loose 
  on the invading army. Until the end of the battle, there 
  should always be more first-level enemies for them to 
  butcher. Eventually, the group will either take out 
  Captain Daronys, his squad leaders, or else the battle 
  should eventually wind down (and move to other parts of 
  the city as other forces arrive to take the pressure off the 
  tower). 
  Encounter Eight:  The Tower, 
  Part IV – Dusk (30 minute fight - 
  EL) 
  After the Lord of the East’s army is pushed back, a 
  messenger from the palace (alerted by the destruction of 
  the gate) will arrive.  
  “We’ve pushed the Lord of the East back out of the 
  city, but it seems that the Countess has been delayed. 
  But she’s on her way!  Please!  You must hold the 
  tower open at all costs!”  
   
  Several hours later, the sun begins to dip lower in 
  the sky. The countess still has not arrived. As the sun 
  edges closer and closer to the horizon the sounds of 
  
  Crossroads 
   
  Page 14 
  distant screams once more begin to be heard on the 
  wind as twisted shapes begin to fill the sky. 
  At this point the party should be giving serious thought 
  to moving inside either the main tower or to one of the 
  corner towers so they are not obvious targets. If they do 
  so, they will not be caught flatfooted by the final attack. A 
  player choosing to remain outside risks being attacked on 
  multiple sides as the devils come flying down to attack. 
  APL6: 
  � Advespas (3): hp 30, see Appendix C 
  APL8: 
  � Winged Bearded Devils (3): hp 45, see Appendix C 
  APL10: 
  � Winged Hellcats (3): hp 60, see Appendix C 
  APL12: 
  � Malebranche (3): hp 168, see Appendix C 
  Tactics:  this is the final battle of the module. As such, 
  the DM should force the battle indoors and do 
  everything possible to strain the remaining resources of 
  the group. While not as trying as the previous battle, it 
  should still be a stiff fight. 
  Encounter Nine:  Some 
  Comments Concerning Women 
  Being On Time (EL 0) 
  Just as the battle against the devils is ending, a 
  brilliant flash of light illuminates the courtyard. 
  “She’s here!” screams Valliny and he runs out into the 
  night. 
  If the party moves out into the courtyard, they will see 
  the following: 
  The three wizards seem to be putting candles and 
  other spell components away while Valliny is 
  kneeling before the Countess Belissica weeping tears 
  of joy. She is standing in the center of the courtyard, 
  surrounded by what seem to be a dozen heavily armed 
  mercenaries from Tehn. Even from here, it’s easy to 
  make out her shocking glare as she surveys the 
  carnage of her personal property.  
   
  In front of a column of troops, Nimar appears at 
  the gates and moves quickly over to the Countess. 
  She listens to him briefly and then begins to make 
  her way out the gate and head towards the palace, 
  trailed by Valliny and her entourage.  
   
  Nimar motions for you to follow and then moves 
  quickly to catch up with Belissica as she heads 
  towards the palace. 
  It is assumed that the party will quickly follow. After all, 
  there are devils roaming about the streets. 
  Encounter Ten:  The Final 
  Briefing (EL 0) 
   The trip back to the palace is strangely uneventful. 
  As the party arrives at the palace, the Reception Hall 
  is a beehive of activity. Everyone seems to be ignoring 
  you as some of the soldiers try to clear all the 
  equipment out of the place while others are setting 
  up candles and braziers near the center of the room.  
  If the party heads over to the center of the chamber, it 
  looks like a group of wizards and sorcerers are busy 
  inscribing a large 20 ft diameter casting circle in the 
  center of the room using chalks and pigments. Everyone 
  is too busy to give out any details other than the fact that 
  their orders came down from the top and that everything 
  has to be ready by morning. 
   
  Valliny has also been left to his own ends, so he will 
  tag along with the party until they find out what’s up. 
   
  After twenty minutes, a runner comes to bring the 
  characters before Nimar again. Once they’re gathered in 
  his office,  
  Lord Nimar speaks, “I want to thank you for a 
  difficult job well done. For what it’s worth, I’ve seen 
  the report of some of the opponents you faced. I am 
  proud to have you working for the county, the 
  Countess, and I.” 
   
  He pauses for a minute and looks at you, as if 
  trying to reach a decision.  
  Pause, and look each player in the eye. Then continue. 
  “It seems the County has need of you again. It will be 
  a very difficult task and some of you may not survive, 
  but we cannot continue as we are. If you should fail, 
  the County as it exists today will cease to be. What do 
  you say?”   
  This is the make or break point for part two of this 
  module The Lordmakers. Once they start down the path, 
  they are committed. If the party refuses the mission, 
  Nimar and Belissica will find someone else and the final 
  module should not be made available to the 
  players/characters. 
   
  After the party agrees to the next mission, Nimar 
  will begin the final briefing. 
  
  Crossroads 
   
  Page 15 
   
  Give out Adventurer Handout Five. 
   
  Again, Nimar will refuse to confirm the identity of 
  the person possessed by the Crone (although it may be 
  obvious to some of the players by now). He has no idea 
  how Ferben Grasch has managed to survive all this time. 
  Maybe the cleric used a suspended animation spell?  
  (This is because the Crone has kept this information a 
  secret till the very end). 
  Encounter Ten-A:  Shopping 
  Spree (EL 0) 
  At this point, hand out the AR’s and GP gained for this 
  adventure (but don’t sign them or fill in experience yet) 
  and allow the players to make standard purchases in 
  preparation for the final module, The Lordmakers. They 
  need to try to anticipate what they may need because 
  they will not get a chance to buy potions or scrolls in 
  preparation for the next module otherwise.  
   
  Then proceed to the final encounter. 
  The Great Ceremony (and 
  Conclusion) 
  The characters are able to rest, heal, re-learn spells, etc. 
  with no problems. The next morning they are brought to 
  the Main Reception Hall one final time. 
  As you enter the Reception Hall, it bears almost no 
  resemblance to what it looked like yesterday. The sun 
  gleams down through the multi-hued stained glass 
  window of a swan on a green field high overhead, 
  casting a rainbow of colors over the casting circle. 
  Ringed around the circle are Belissica, Nimar, and 
  sixteen other casters who all bow somberly at your 
  entrance. The rest of the large chamber is filled with 
  ranks upon ranks of the finest warriors of the County. 
  As you pass them down the center aisle, a command is 
  given. With a ring of steel, every weapon clears its 
  scabbard and is raised in salute.  
  As the party makes its way to the casting circle, the ring 
  of wizards will open up allowing them to step inside. 
  Then in a low murmur, the wizards will begin to chant. 
  From just beyond the circle, Valliny will give the group a 
  wave and a thumbs-up gesture.  
  As the eighteen wizards continue to chant, their 
  voices gradually rise in a great crescendo of magical 
  power. Sparks begin to swirl up from the glowing 
  sigils burned into the stone beneath your feet. In the 
  distance you start to make out a cavern with a 
  pedestal with strange symbols carved into the face 
  slowly becoming visible. 
       With a tremendous roar, the entrance doors to the 
  Great Hall suddenly Shatter into splinters!  To the 
  sounds of battle cries, the armies of the Lord of the 
  East begin rushing into the Hall, only to be stopped 
  by the massed troops of the Countess. Chaos erupts as 
  the sound of steel on steel threatens to drown out the 
  words of the spell being cast. 
       After a few moments, CRASH!  The great stained 
  glass window high above shatters into a million 
  pieces and all manner of flying infernal creatures 
  begin to pour through the opening.  
   
  Belissica and Nimar exchange a look. 
       Then Belissica shouts “Good hunting to you!” and 
  the Countess of Urnst steps backwards out of the 
  circle of casters. The ends of her staff begin to crackle 
  with power as she raises it and turns to face the wall 
  of incoming fiends alone. Lord Nimar also steps out 
  of the circle and turns to face a squad of knights in 
  heavy armor charging towards you with their swords 
  and axes raised high. The volume of the chanting 
  diminishes a bit, but then returns again at full 
  strength once more. A great wind begins blowing 
  around and around the circle and power charges the 
  air. 
  Ask for all the players to make a Spot check (DC 15) and a 
  Spellcraft check (DC 23). Make a note of any who 
  succeed at both. 
  You all see Valliny give you another thumbs up and a 
  smile. Then his face darkens to a deep red. Horns 
  sprout from his forehead while enormous bat-like 
  wings emerge from behind his shoulders and he 
  expands in size until he dominates the room. With 
  the cacophony of a thousand screaming souls Valliny 
  speaks a Word of Power and the Teleport goes off in a 
  blinding flash of light. 
       TO BE CONCLUDED in Lordmakers 15, “The 
  Lord Makers” . . . 
  After the module ends, quietly tell (or pass a note to) any 
  player who made the Spot check DC 15 combined with 
  the Spellcraft check, DC 23 that Belissica seemed to be 
  casting a high level divine spell, Horrid Wilting on the 
  devils. But ask them to keep it a secret until the 
  beginning of the next module. 
   
  Note to DM:  While this is not a 2-part module, any 
  character that finishes this module by being teleported 
  away, MUST complete the companion module The Lord 
  Makers before playing another adventure. With the 
  
  Crossroads 
   
  Page 16 
  conclusion of The Crossroads, the adventurers have been 
  transported off of Oerth entirely and have no means of 
  returning otherwise.  
   
  By doing it in this fashion this allows characters to 
  gain experience and possibly advance in level one final 
  time before going into the second half of the adventure. 
   
  If a player chose not to accept the mission, make a 
  note on their AR. They will never be able to play the final 
  adventure of this series. 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Two 
  Defeating the cultists or the devil. 
  APL6 120 xp; APL8 180 xp; APL10 240 xp; APL12 300 xp; 
   
  Encounter Six 
  Defeating the Cultists’ attack. 
  APL6 180 xp; APL8 180 xp; APL10 180 xp; APL12 180 xp; 
   
  Encounter Seven 
  Defeating the attack of the LOE’s army. 
  APL6 240 xp; APL8 300 xp; APL10 360 xp; APL12 420 xp;  
   
  Encounter Eight 
  Defeating the final devil attack. 
  APL6 180 xp; APL8 240 xp; APL10 300 xp; APL12 360 xp; 
   
  Discretionary roleplaying award 
  APL6 180 xp; APL8 225 xp; APL10 270 xp; APL12 315 xp; 
   
  Total possible experience:  
   
  APL6 900 xp; APL8 1125 xp; APL10 1350 xp; APL12 1575 
  xp; 
   
  Encounter 
  APL6 
  APL8 
  APL10 
  APL12 
  Two 
  120 
  180 
  240 
  300 
  Six 
  180 
  180 
  180 
  180 
  Seven 
  240 
  300 
  360 
  420 
  Eight 
  180 
  240 
  300 
  360 
  Roleplaying 
  180 
  225 
  270 
  315 
  Total 
   
   
   
   
  (Total 
  Possible) 
   
  900 
   
  1125 
   
  1350 
   
  1575 
   
  
  Crossroads 
   
  Page 17 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available. A normal adventuring 
  party can usually gather this wealth in a round or so. If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed. Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure. 
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it. Other times they may attempt to use 
  the item blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure. Write the total in the GP Gained field 
  of the adventure certificate. Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
   
  Encounter Two:  A Chance Encounter 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  APL 6: L: 50 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 50 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 50 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 50 gp; C: 0 gp; M: 0 gp 
   
  Encounter Six:  The Cult of Vathris 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  APL 6: L: 600 gp; C: 0 gp; M: 450 gp 
   
  APL 8: L: 600 gp; C: 0 gp; M: 450 gp 
   
  APL 10: L: 600 gp; C: 0 gp; M: 450 gp 
   
  APL 12: L: 600 gp; C: 0 gp; M: 450 gp 
   
  Encounter Seven:  But You’re the Enemy 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  APL 6: L: 1600 gp; C: 100 gp; M: 1200 gp 
   
  APL 8: L: 2000 gp; C: 1150 gp; M: 2000 gp 
   
  APL 10: L: 3400 gp; C: 2500 gp; M: 3500 gp 
   
  APL 12: L: 5800 gp; C: 2300 gp; M: 5800 gp 
   
  Encounter Eight: Dusk   
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: 0 gp 
  Total Possible Treasure 
  APL 6: 800 gp 
  APL 8: 1250 gp 
  
  Crossroads 
   
  Page 18 
  APL 10: 2100 gp 
  APL 12: 3000 gp 
   
   
   
  Special 
  On the Adventure Record 
   
  Circle one of these and cross out the other. 
  Volunteer:  This character has accepted a mission to save 
  the County from the devil infestation. The character 
  must play “The Lordmakers” immediately following this 
  module. 
   
  Refusal:  If the character chose not to undertake Lord 
  Nimar’s final mission, they may never play the 
  concluding module, “The Lord Makers”. 
   
  Magic Item:  The Trumpet of the Swan This rare 
  magical instrument is unique to the County of Urnst. It 
  appears to be normal until someone speaks its command 
  word and plays the Trumpet. Then it summons 2d4+1 3
  rd 
  level paladins to fight for the character who summoned 
  them. The Trumpet can be played just once every seven 
  days. To play the Trumpet, a character must be a Bard, 
  have proficiency with all martial weapons or have 3 ranks 
  in the skill Perform, Wind Instruments. If a character 
  attempts to use the Trumpet of the Swan but doesn’t have 
  the prerequisites, they are ignored and the Trumpet 
  cannot be used until seven more days elapse. 
   
  Summoned paladins are Lawful Good celestial 
  creatures, not normal humans (though they seem to be); 
  they arrive wearing half plate with light steel shields. 
  They are armed with long swords and have all the 
  abilities of 3
  rd level paladins. They attack anyone the 
  possessor of the Trumpet commands them to fight until 
  they or their opponents are slain or until 1 hour has 
  elapsed, whichever comes first. 
   
  Strong conjuration; CL 13
  th; Craft Wonderous Item, 
  Summon Monster VI; Price 50,000 gp; Weight 2 lb. 
   
  Trumpet Paladins (2d4+1): CR 3; Medium Outsider 
  (Celestial); HD 3d10+6; hp 28 each; Init +0; Spd 20 ft (4 
  squares); AC 18 (+7 armor, +1 shield) touch 10, flat-footed 
  18; Grapple +4; Atk Long sword +5 melee (1d8+1); Full 
  Atk Long sword +5 melee (1d8+1); SA Detect Evil, Lay on 
  Hands, Smite Evil; SQ Aura of Courage, Aura of Good, 
  Divine Grace, Divine Health; AL LG; SV Fort +9, Ref +5, 
  Will +7; Str 12, Dex 10, Con 14, Int 10, Wis 10, Cha 18;  
   
  Skills: Heal +4, Ride +4, Sense Motive +4; Feats: Iron 
  Will, Weapon Focus (long sword). 
   
  Item Availability: 
  At all APLs:  
  • 
  Ring of Feather Falling. Cost 2200 gp. 
  Frequency: Adventure. 
  • 
  Robe of Useful Items. Cost 7000 gp. Frequency: 
  Adventure. 
  • 
  +2 Arrows (x50). Cost 8350 gp. Frequency: Any. 
  • 
  The Trumpet of the Swan. Cost 50,000 gp. 
  Frequency: Adventure (or after any APL 12+ 
  Regional). 
  
  Crossroads 
   
  Page 19 
   Appendix A:  The Prior Adventure/Meta-Org/Cert chart 
   
   
  1
  2
  3
  4
  5
  6
  Modules
  ?
  LM 1
  Mean and Devious
  URC1-06
  Ogre Island
  URC2-01
  6
  LM 2
  Deserted Dominion
  URC2-02
  LM 3
  Operation Ixworth
  URC2-05
  6
  LM 4
  Servant of the Prophet
  URC2-06
  LM 5
  Over Hill and Dale
  URC2-07
  LM 6
  Once an Eagle
  URC2-08
  LM 7
  Brotherhood of the Oath
  URC3-01
  LM 8
  Mystery of Mystmoor
  URC3-02
  LM 9
  Flames of Ventnor
  URC3-06
  6
  LM 10
  Good Intentions
  URC3-07
  LM 11
  Winds of Change
  URC3-08
  LM 12
  Beneath the Crossroads
  URC4-01
  6
  LM 13
  The Making of a Lord
  URC4-02
  6
  and
  MoCS 1 Mystery of the Crystal Springs 
  URC1- 
  MoCS 2 Mystery of the Crystal Springs 2 URC1-
  MoCS 3 Mystery of the Crystal Springs 3 URC1-
  MoCS 4 Mystery of the Crystal Springs 4 URC2-04
  Are you a Member of the…
  Are you a…
  Rogue
  Character Names
  The Cignet University of Arcane Arts
  The Obsidian Conclave
  Divine College
  Paladin
  Good Aligned Cleric
  Fighter, Ranger, or Barbarian
  
  Crossroads 
   
  Page 20 
   Appendix B: Valliny’s Equipment 
   
  • 
  20 +2 arrows 
   
  • 
  an arcane scroll with Invisibility, Dispel Magic, and Greater Magic Weapon, all scribed at 12
  th level 
   
  • 
  3 potions of Cure Serious Wounds 
   
  • 
  a ring of Feather Falling 
   
  • 
  a Robe of Useful Items with the following patches remaining: 1 bullseye lantern, 2 sacks, 1 scroll of color 
  spray, 1 bag of 100 gp., 1 window, and 3 pits 
   
  • 
  a brass Trumpet of The Swan which will summon 2d4+1 (6) 3
  rd level paladins: AC 18, 28 hp. +5 melee, damage 
  1d8+1. They can lay on hands for 12 points each and have all other abilities as 3
  rd level paladins. They last until 
  they are slain or until 1 hour passes. (Note: the trumpet can only be used by a character with familiarity with 
  all martial weapons, by a bard or by a character with 3 ranks in Perform, Wind Instruments, similar to a Horn 
  of Valhalla). The command word to the Trumpet is ”Belissica”. 
  
  Crossroads 
   
  Page 21 
  Appendix C: Encounters 
  APL 6 
  Encounter 2 
  Imp (1): CR 2; Tiny Outsider (Evil, Extraplanar, 
  Lawful); HD 3d8; 13 hp; Init +3 (Dex); Spd 20 ft (4 
  squares), fly 50 ft (perfect); AC 20 (+2 size, +3 Dex, +5 
  natural) touch 15, flat-footed 17; Grapple -5; Atk Sting 
  +8 melee (1d4+poison); Full Atk Sting +8 melee 
  (1d4+poison); SA Posion; Spell-Like Abilities; SQ 
  Alternate Form, Damage Reduction 5/good or silver, 
  Darkvision 60 ft, Fast Healing 2, Immunity to poison, 
  Resistance to fire 5; AL LE; SV Fort +3, Ref +6, Will +4; 
  Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14;  
   
  Skills: Diplomacy +8, Hide +17, Knowledge: 
  Arcane +6, Listen +7, Move Silently +9, Search +6, 
  Spellcraft +6, Spot +7, Survival +1 (+3 following tracks); 
  Feats: Dodge, Weapon Finesse. 
  SA Poison (Ex): Injury, Fort DC 13, 1d4 Dex/2d4 Dex. 
  The save is Constitution based and includes a +2 racial 
  bonus. 
  SA Spell-Like Abilities: At will – Detect Good, Detect 
  Magic, Invisibility (self only); 1/day – Suggestion (DC 
  15), Caster level 6
  th. The save DC is Charisma-based. 
  SQ Alternate Form (Su): An imp can assume other 
  forms at will as a standard action. This ability functions 
  as a polymorph spell cast on itself (caster level 12
  th), 
  except that an imp does not regain hit points for 
  changing form. This imp can assume the form of a rat. 
   
  Cultists (4); Rog1: CR 1; Medium Humanoids 
  (Human); HD 1d6+4; hp 10; Init +6 (Dex, Imp Init); 
  Spd 30 ft (6 squares); AC 14 (+2 Dex, +2 armor) touch 
  12, flat-footed 12; BAB/Grapple: +0/+2; Atk Dagger +2 
  melee (1d4+2); Full Atk +2 melee (1d4+2); SA Sneak 
  Attack +1d6; AL LN; SV Fort +1, Ref +4, Will +0; Str 14, 
  Dex 14, Con 12, Int 10, Wis 10, Cha 12;  
   
  Skills: Balance +4, Bluff +3, Climb +6, Craft (misc) 
  +2, Escape Artist +6, Hide +6, Jump +6, Listen +2, Move 
  Silently +6, Search +2, Spot +2, Tumble +6; Feats: 
  Toughness, Improved Initiative. 
   
  Possessions: Leather armor (beneath their robes), 2 
  daggers 
   
  Encounter 2a 
  Half-Fiend Dire Wolf (1): CR 4; Large Outsider 
  (Augmented Animal); HD 6d8+24; hp 51; Init +4 (Dex); 
  Spd 50 ft (10 squares), fly 50 ft (average); AC 17 (-1 size, 
  +4 Dex, +4 natural) touch 13, flat-footed 13; 
  BAB/Grapple +4/+17; Atk Claw +12 melee (1d6+9); 
  Full Atk 2 claws +12 melee (1d6+9) and bite +8 melee 
  (1d8+9); Space/Reach 10 ft/ 5 ft; SA Smite Good, Trip; 
  Spell-Like Abilities: Darkness 3/day; 1/day-Desecrate, 
  Unholy Blight; SQ Damage Reduction 5/magic, 
  Darkvision 60 ft, Elemental Resistances, Immunity to 
  Poison, Scent, SR 16; AL LE; SV Fort +9, Ref +9, Will 
  +6; Str 29, Dex 19, Con 19, Int 6, Wis 12, Cha 12;  
   
  Skills: Hide +0, Listen +7, Move Silently +4, Spot 
  +7, Survival +2*; Feats: Alertness, Run, Track, Weapon 
  Focus (bite). 
  SA Smite Good (Su): Once per day the half-fiend can 
  make a normal melee attack to deal +6 extra damage to 
  a good foe. 
  SA Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
  SQ Elemental Resistances (Su): The half-fiend has 
  resistance to Acid 10, Cold 10, Electricity 10 and Fire 
  10. 
  SQ Scent (Ex): *Wolves gain a +4 racial bonus when 
  tracking by scent 
   
  Encounter 6 
  Cultists (12); Rog1/Ftr1: CR 1; Medium Humanoids 
  (Human); HD 1d6+d10+8; hp 20; Init +5 (Dex); Spd 40 
  ft* (8 squares); AC 18* (+5 Dex, +2 armor, +1 Misc.) 
  touch 15, flat-footed 12; BAB/Grapple: +1/+6; Atk 
  Dagger +8 melee (1d4+5+poison); Full Atk 2 Daggers 
  +6 melee (1d4+5+poison); SA Poison, Sneak Attack 
  +1d6, Invisibility; SQ Drugs; AL LN; SV Fort +5*, Ref 
  +7*, Will +2*; Str 20 (14), Dex 21 (15), Con 18 (14), Int 
  10, Wis 14 (10), Cha 12;  
   
  Skills Balance +7, Bluff +3, Climb +10, Craft (misc) 
  +2, Escape Artist +9, Hide +9, Jump +10, Listen +4, 
  Move Silently +9, Search +2, Spot +4, Tumble +9; Feats: 
  Two Weapon Defense, Two Weapon Fighting, Weapon 
  Focus (dagger). 
  
  Crossroads 
   
  Page 22 
   
  Possessions: Leather armor (beneath their robes), 2 
  masterwork daggers, 2 vials of poison. 4 cultists have 
  Potions of Invisibility, which they will have already 
  taken before going over the fence. 
  SA Poison (Ex): Each cultist has poison on the blades 
  of his daggers. One dagger is coated with large 
  scorpion venom (Injury, Fort DC 18, 1d6 Str/1d6 Str) 
  while the other is dripping giant wasp poison (Injury, 
  Fort DC 18, 1d6 Dex/1d6 Dex).  
  SQ Drugs (Ex): The cultists have ingested a variety of 
  herbs and poisons that will grant them powerful 
  increases to their stats (+6 Str, +6 Dex, +4 Con, +4 Wis) 
  for a short time (one hour). Therefore their 
  characteristics are grossly disproportional until they 
  are slain or until they run out of steam. At the end of an 
  hour (if they survive) they will fall unconscious for 2d6 
  hours as their bodies recover. 
   
   
  Encounter 7 
  Captain Daronys, Ftr4/Mnk1/Pal2: CR 7; Medium 
  Humanoid; 5'/5'; HD 1d8+6d10+7; hp 52; Init +1; Spd 
  20 ft/x3; AC 26 (+9 armor, +5 shield, +1 Dex, +1 misc), 
  touch 12, flat-footed 25; BAB/Grapple: +6/+13; Atk +10 
  melee (1d8+6,17-20/x2, Longsword +1); Full Atk 
  +10/+5 melee (1d8+6,17-20/x2, Longsword +1); AL LG; 
  SV Fort +12, Ref +8, Will +10; Str 16*, Dex 12, Con 12, 
  Int 13, Wis 12, Cha 14; 
   
  Skills: Climb +7, Diplomacy +9, Handle Animal 
  +7, Intimidate +10, Jump +9, Ride +8, Sense Motive +9, 
  Spot +7, Tumble +6; Feats: Combat Expertise, 
  Endurance, Diehard, Iron Will, Quick Draw, Weapon 
  Focus 
  (Longsword), 
  Weapon 
  Specialization 
  (Longsword), Improved Unarmed Strike, Improved 
  Grapple  
   
  Possessions: Potion of Heroism*, Oil of Keen 
  Edge*, longsword +1, full plate +1, tower shield +1, 
  Ring of Protection +1, Gauntlets of Ogre Power 
  Special: During the parley, the potion of Heroism adds 
  an additional +2 to attack rolls, saving throws, and skill 
  checks. The oil of Keen Edge increases the threat range 
  to 17-20.  This has already been included in the above 
  stats   
   
  Capt Daronys’ Honor Guard (6), Ftr1; CR 1; Medium 
  Humanoid; 5'/10'; HD 1d10+2; hp 12; Init +2; Spd 20 
  ft/x3; AC 20 (+8 armor, +2 shield); Atk +4 (1d8+2,20/x3, 
  Longsword); SV Fort +4, Ref +0, Will +0; AL LN; Str 14, 
  Dex 10, Con 14, Int 13, Wis 10, Cha 10. 
   
  Skills: Climb +4, Intimidate +4, Jump +4; Feats: 
  Combat Expertise, Weapon Focus (Longsword) 
   
   
  Possessions: plate mail, heavy steel shield, 
  masterwork longsword 
   
  or 
   
  Squad Leaders (6), Ftr3: CR 3; Medium Humanoids; 
  HD 3d10+9; hp 31 ea; Init +1 (Dex); Spd 20 ft (4 
  squares); AC 20* (+1 Dex, +6 Armor, +2 Shield, +1 
  Dodge), touch 11, flat-footed 16; Grapple +5; Atk +7 
  melee (1d8+1) longsword; Full Atk +7 melee (1d8+1) 
  longsword; AL LG; SV Fort +6, Ref +4, Will +4; Str 14, 
  Dex 12, Con 16, Int 9, Wis 12, Cha 11;  
  Skills: Climb +4, Jump +0, Ride +2, Tumble +0; 
  Feats: Dodge*, Iron Will, Lightning Reflexes, Weapon 
  Focus (longsword). 
   
  Possessions: 
  +1 
  breastplate, 
  large 
  shield, 
  masterwork longsword, 
   
  Infantry (40), War1: CR 1/2; Medium Humanoids; 
  HD 1d8+1; hp 9 ea; Init +1 (Dex); Spd 30 ft (6 squares); 
  AC 14 (+1 Dex, +3 Armor), touch 11, flat-footed 16; 
  BAB/Grapple +1/+2; Atk +3 melee (1d8+1) spear or +2 
  ranged (1d6) shortbow; Full Atk +3 melee (1d8+1) 
  spear or +3* ranged (1d6) shortbow; AL (various good 
  and neutral); SV Fort +3, Ref +1, Will +0; Str 13, Dex 12, 
  Con 13, Int 9, Wis 11, Cha 8;  
  Skills: Climb +4, Jump +4; Feats: Point Blank Shot, 
  Weapon Focus (spear). 
   
  Possessions: studded leather, spear, short bow, 20 
  arrows 
   
  Medics (6), Exp1; CR 1/3; Medium Humanoid; HD 
  1d6+2; hp 8 ea; Init +1 (Dex); Spd 30 ft (4 squares); AC 
  13 (+1 Dex, leather armor), touch 11, flat-footed 12; 
  BAB/Grapple: +0/+1; Atk +1 melee (1d6+1) rapier; Full 
  Atk +1 melee (1d6+1) rapier; AL NG; SV Fort +2, Ref 
  +3, Will +3; Str 12, Dex 13, Con 14, Int 12, Wis 12, Cha 
  13;  
  Skills: Climb +3, Decipher Script +3, Diplomacy 
  +7, Escape Artist +5, Forgery +3, Gather Information 
  +5, Heal +5, Hide +3, Sense Motive +7, Survival +5; 
  Feats: Lightning Reflexes, Negotiator. 
  
  Crossroads 
   
  Page 23 
   
  Possessions: leather armor, rapier, 
   
  Encounter 8 
  Advespas (3): CR 3; Large Outsider (Evil, Extraplanar, 
  Lawful, Baatezuu); HD 4d8+12; 30 hp; Init +5 (Dex, 
  Improved Init); Spd 30 ft (6 squares), fly 40 ft (good); 
  AC 17 (-1 size, +1 Dex, +7 natural) touch 10, flat-footed 
  16; BAB/Grapple: +4/+13; Atk Claw +8 melee (1d6+5); 
  Full Atk 4 Claws +8 melee (1d6+5) and Sting +3 melee 
  (1d4+2+poison); Face/Reach 10 ft/ 5 ft; SA Improved 
  Grab, Poison; Spell-Like Abilities, Summon Baatezu; 
  SQ Damage Reduction 5/good or silver, Darkvision 60 
  ft, Regeneration 2, Immunity to poison and fire, 
  Resistance to acid 20 and cold 20, SR 15; AL LE; SV 
  Fort +7, Ref +5, Will +4; Str 20, Dex 13, Con 17, Int 8, 
  Wis 11, Cha 10;  
   
  Skills: Balance +10,Hide +4, Jump +7, Listen +7, 
  Move Silently +8, Search +6, Spot +7, Tumble +7;Feats: 
  Flyby Attack, Improved Initiative. 
  Improved Grab (Ex): If an advespa hits an opponent 
  that is at least one size category smaller than itself with 
  both claws, it deals normal damage and may start a 
  grapple without provoking an attack of opportunity. If 
  it gets a hold, it automatically hits with its sting. 
  Thereafter the advespa has the option to continue the 
  grapple doing claw damage normally, or just use its 
  claws to hold its opponent (but the advespa is not 
  considered to be in a grapple).  
  SA Poison (Ex): Injury, Fort DC 15, 1d4 Str/1d4 Str. 
  The save is Constitution based. 
  SA Spell-Like Abilities: 3/day – Disguise Self, 
  Command, Flaming Sphere, Pyrotechnics, Caster level 
  4
  th. The save DC is Charisma-based. 
  Regeneration (Ex): An advespa takes normal damage 
  from acid, fromholy weapons, and from attacks that 
  deal holy damage. 
  Summon Baatezu (Sp): Once per day, an advespa can 
  attempt to summon 1d2 additional advespas with a 30% 
  chance of success. 
   
   
   
  APL 8 
  Encounter 2 
  Imp (1): CR 2; Tiny Outsider (Evil, Extraplanar, 
  Lawful); HD 3d8; 13 hp; Init +3 (Dex); Spd 20 ft (4 
  squares), fly 50 ft (perfect); AC 20 (+2 size, +3 Dex, +5 
  natural) touch 15, flat-footed 17; Grapple -5; Atk Sting 
  +8 melee (1d4+poison); Full Atk Sting +8 melee 
  (1d4+poison); SA Posion; Spell-Like Abilities; SQ 
  Alternate Form, Damage Reduction 5/good or silver, 
  Darkvision 60 ft, Fast Healing 2, Immunity to poison, 
  Resistance to fire 5; AL LE; SV Fort +3, Ref +6, Will +4; 
  Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14;  
   
  Skills: Diplomacy +8, Hide +17, Knowledge: 
  Arcane +6, Listen +7, Move Silently +9, Search +6, 
  Spellcraft +6, Spot +7, Survival +1 (+3 following tracks); 
  Feats: Dodge, Weapon Finesse. 
  SA Poison (Ex): Injury, Fort DC 13, 1d4 Dex/2d4 Dex. 
  The save is Constitution based and includes a +2 racial 
  bonus. 
  SA Spell-Like Abilities: At will – Detect Good, Detect 
  Magic, Invisibility (self only); 1/day – Suggestion (DC 
  15), Caster level 6
  th. The save DC is Charisma-based. 
  SQ Alternate Form (Su): An imp can assume other 
  forms at will as a standard action. This ability functions 
  as a polymorph spell cast on itself (caster level 12
  th), 
  except that an imp does not regain hit points for 
  changing form. This imp can assume the form of a rat. 
   
  Cultists (8); Rog1: CR 1; Medium Humanoids 
  (Human); HD 1d6+4; hp 10; Init +6 (Dex, Imp Init); 
  Spd 30 ft (6 squares); AC 14 (+2 Dex, +2 armor) touch 
  12, flat-footed 12; BAB/Grapple: +0/+2; Atk Dagger +2 
  melee (1d4+2); Full Atk +2 melee (1d4+2); SA Sneak 
  Attack +1d6; AL LN; SV Fort +1, Ref +4, Will +0; Str 14, 
  Dex 14, Con 12, Int 10, Wis 10, Cha 12;  
   
  Skills: Balance +4, Bluff +3, Climb +6, Craft (misc) 
  +2, Escape Artist +6, Hide +6, Jump +6, Listen +2, Move 
  Silently +6, Search +2, Spot +2, Tumble +6; Feats: 
  Toughness, Improved Initiative. 
   
  Possessions: Leather armor (beneath their robes), 2 
  daggers 
   
  Encounter 2a 
  Half-Fiend Tiger (1): CR 5; Large Outsider 
  (Augmented Animal); HD 6d8+24; hp 56; Init +4 (Dex); 
  Spd 40 ft (8 squares), fly 40 ft (average); AC 17 (-1 size, 
  
  Crossroads 
   
  Page 24 
  +4 Dex, +4 natural) touch 11, flat-footed 13; 
  BAB/Grapple: +4/+16; Atk Claw +11 melee (1d8+8); 
  Full Atk 2 claws +11 melee (1d8+8) and bite +6 melee 
  (2d6+4); Space/Reach 10 ft/ 5 ft; SA Smite Good, 
  Improved Grab, Pounce, Rake 1d8+4; Spell-Like 
  Abilities: Darkness 3/day; 1/day-Desecrate, Unholy 
  Blight; SQ Damage Reduction 5/magic, Darkvision 60 
  ft, Elemental Resistances, Immunity to Poison, Scent, 
  SR 16; AL LE; SV Fort +9, Ref +10, Will +3; Str 27, Dex 
  19, Con 19, Int 6, Wis 12, Cha 8;  
   
  Skills: Balance +6, Hide +3, Listen +3, Move 
  Silently +9, Spot +3, Swim +11; Feats: Alertness, 
  Improved Natural Attack (bite), Improved Natural 
  Attack (claw). 
  SA Smite Good (Su): Once per day the half-fiend can 
  make a normal melee attack to deal +6 extra damage to 
  a good foe. 
  SA Improved Grab (Ex): If the tiger hits with a bite or 
  claw attack it may start a grapple as a free action 
  without provoking an attack of opportunity. If it wins 
  the grapple, it establishes a hold and can rake. 
  SA Pounce (Ex): If a tiger charges a foe, it can make a 
  full attack including 2 rake attacks. 
  SA Rake (Ex): Attack bonus +11 melee, damage 1d8+4. 
  SQ Elemental Resistances (Su): The half-fiend has 
  resistance to Acid 10, Cold 10, Electricity 10 and Fire 
  10. 
  SQ Scent (Ex):  Tigers gain a +4 racial bonus when 
  tracking by scent 
   
   
  Encounter 6 
  Cultists (12); Rog1/Ftr1: CR 1; Medium Humanoids 
  (Human); HD 1d6+d10+8; hp 20; Init +5 (Dex); Spd 40 
  ft* (8 squares); AC 18* (+5 Dex, +2 armor, +1 Misc.) 
  touch 15, flat-footed 12; BAB/Grapple: +1/+6; Atk 
  Dagger +8 melee (1d4+5+poison); Full Atk 2 Daggers 
  +6 melee (1d4+5+poison); SA Poison, Sneak Attack 
  +1d6, Invisibility; SQ Drugs; AL LN; SV Fort +5*, Ref 
  +7*, Will +2*; Str 20 (14), Dex 21 (15), Con 18 (14), Int 
  10, Wis 14 (10), Cha 12;  
   
  Skills Balance +7, Bluff +3, Climb +10, Craft (misc) 
  +2, Escape Artist +9, Hide +9, Jump +10, Listen +4, 
  Move Silently +9, Search +2, Spot +4, Tumble +9; Feats: 
  Two Weapon Defense, Two Weapon Fighting, Weapon 
  Focus (dagger). 
   
  Possessions: Leather armor (beneath their robes), 2 
  masterwork daggers, 2 vials of poison. 4 cultists have 
  Potions of Invisibility, which they will have already 
  taken before going over the fence. 
  SA Poison (Ex): Each cultist has poison on the blades 
  of his daggers. One dagger is coated with large 
  scorpion venom (Injury, Fort DC 18, 1d6 Str/1d6 Str) 
  while the other is dripping giant wasp poison (Injury, 
  Fort DC 18, 1d6 Dex/1d6 Dex).  
  SQ Drugs (Ex): The cultists have ingested a variety of 
  herbs and poisons that will grant them powerful 
  increases to their stats (+6 Str, +6 Dex, +4 Con, +4 Wis) 
  for a short time (one hour). Therefore their 
  characteristics are grossly disproportional until they 
  are slain or until they run out of steam. At the end of an 
  hour (if they survive) they will fall unconscious for 2d6 
  hours as their bodies recover. 
   
  Encounter 7 
  Captain Daronys, Ftr6/Mnk1/Pal2; CR 9; Medium 
  Humanoid; 5'/5'; HD 1d8+8d10+9+3; hp 68; Init +1; 
  Spd 20 ft/x3; AC 26 (+9 armor, +5 shield, +1 Dex, +1 
  Deflection), touch 12, flat-footed 25; BAB/Grapple: 
  +8/+11; Atk +13 melee (1d8+6+1d6 electricity,17-20/x2, 
  Longsword +1); Full Atk +13/+8 melee (1d8+6+1d6 
  electricity,17-20/x2, Longsword +1); AL LG; SV Fort 
  +16, Ref +10, Will +12; Str 16*, Dex 12, Con 13, Int 13, 
  Wis 12, Cha 16*; 
   
  Skills: Climb +9, Diplomacy +9, Handle Animal 
  +9, Intimidate +12, Jump +9, Ride +10, Sense Motive 
  +9, Spot +7, Tumble +6; Feats: Combat Expertise, 
  Endurance, Diehard, Iron Will, Quick Draw, Weapon 
  Focus 
  (Longsword), 
  Weapon 
  Specialization 
  (Longsword), Chink In The Armor, Toughness, 
  Improved Unarmed Strike, Improved Grapple 
   
   
   
   
  Possessions: Potion of Heroism*, Oil of Keen 
  Edge*, shocking longsword +1, full plate +1, tower 
  shield +1, Ring of Protection +1, Brooch of Shielding, 
  Gauntlets of Ogre Power, Cloak of Charisma +2. 
  Special: During the parley, the potion of Heroism adds 
  an additional +2 to attack rolls, saving throws, and skill 
  checks. The oil of Keen Edge increases the threat range 
  to 17-20.  This has already been included in the above 
  stats   
   
  Capt Daronys’ Honor Guard (6), Ftr1; CR 1; Medium 
  Humanoid; 5'/10'; HD 1d10+2; hp 12; Init +2; Spd 20 
  
  Crossroads 
   
  Page 25 
  ft/x3; AC 20 (+8 armor, +2 shield); Atk +4 (1d8+2,20/x3, 
  Longsword); SV Fort +4, Ref +0, Will +0; AL LN; Str 14, 
  Dex 10, Con 14, Int 13, Wis 10, Cha 10. 
   
  Skills: Climb +4, Intimidate +4, Jump +4; Feats: 
  Combat Expertise, Weapon Focus (Longsword) 
   
   
  Possessions: plate mail, heavy steel shield, 
  masterwork longsword 
  or 
   
  Squad Leaders (6), Ftr5: CR 5; Medium Humanoids; 
  HD 5d10+18; hp 52 ea; Init +1 (Dex); Spd 20 ft (4 
  squares); AC 20* (+1 Dex, +6 Armor, +2 Shield, +1 
  Dodge), touch 11, flat-footed 16; BAB/Grapple: +5/+7; 
  Atk +9 melee (1d8+5) longsword; Full Atk +9 melee 
  (1d8+5) longsword; AL LG; SV Fort +7, Ref +5, Will +5; 
  Str 14, Dex 12, Con 16, Int 9, Wis 12, Cha 12;  
  Skills: Climb +5, Jump +3, Ride +5, Tumble +0; 
  Feats: Dodge*, Iron Will, Lightning Reflexes, 
  Toughness, Weapon Focus (longsword), Weapon 
  Specialization (longsword). 
   
  Possessions: +1 breastplate, cloak of resistance +1, 
  large shield, +1 longsword, brooch of shielding. 
   
   
  Infantry (60), War1: CR 1/2; Medium Humanoids; 
  HD 1d8+1; hp 9 ea; Init +1 (Dex); Spd 30 ft (6 squares); 
  AC 14 (+1 Dex, +3 Armor), touch 11, flat-footed 16; 
  Grapple +4; Atk +3 melee (1d8+1) spear or +2 ranged 
  (1d6) shortbow; Full Atk +3 melee (1d8+1) spear or +3* 
  ranged (1d6) shortbow; AL (various good and neutral); 
  SV Fort +3, Ref +1, Will +0; Str 13, Dex 12, Con 13, Int 
  9, Wis 11, Cha 8;  
  Skills: Climb +4, Jump +4; Feats: Point Blank Shot, 
  Weapon Focus (spear). 
   
  Possessions: studded leather, spear, short bow, 20 
  arrows 
   
  Medics (6), Exp1; CR 1/3; Medium Humanoid; HD 
  1d6+2; hp 8 ea; Init +1 (Dex); Spd 30 ft (4 squares); AC 
  13 (+1 Dex, leather armor), touch 11, flat-footed 12; 
  Grapple +1; Atk +1 melee (1d6+1) rapier; Full Atk +1 
  melee (1d6+1) rapier; AL NG; SV Fort +2, Ref +3, Will 
  +3; Str 12, Dex 13, Con 14, Int 12, Wis 12, Cha 13;  
  Skills: Climb +3, Decipher Script +3, Diplomacy 
  +7, Escape Artist +5, Forgery +3, Gather Information 
  +5, Heal +5, Hide +3, Sense Motive +7, Survival +5; 
  Feats: Lightning Reflexes, Negotiator. 
   
  Possessions: leather armor, rapier, 
   
  Encounter 8 
  Winged Bearded Devils (3): CR 6; Medium Outsider 
  (Evil, Extraplanar, Lawful); HD 6d8+18; 45 hp; Init +6 
  (Dex, Improved Init); Spd 40 ft (8 squares), fly 40 ft 
  (good); AC 19 (+2 Dex, +7 natural) touch 12, flat-footed 
  17; BAB/Grapple: +6/+8; Atk Glaive +9 melee 
  (1d10+3+infernal wound); Full Atk Glaive +9/+4 melee 
  (1d10+3+infernal wound); Face/Reach 10 ft/ 10 ft; SA 
  Infernal Wound, Battle Frenzy, Summon Baatezu; SQ 
  Damage Reduction 5/good or silver, Darkvision 60 ft, 
  Immunity to poison and fire, Resistance to acid 10 and 
  cold 10, SR 17, Telepathy; AL LE; SV Fort +8, Ref +7, 
  Will +5; Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10;  
   
  Skills: Climb +11, Diplomacy +2, Hide +11, Listen 
  +9, Move Silently +9, Sense Motive +9, Spot +9; Feats: 
  Flyby Attack, Improved Initiative, Weapon Focus 
  (glaive). 
  Spell-Like Abilities: At will – greater teleport (self 
  plus 50 lbs). 
  Infernal Wound (Su): the damage from a bearded 
  devil’s glaive causes a persistent wound. An injured 
  creature continues to lose 2 additional hit points per 
  round. The wound does not heal naturally and resists 
  healing spells. The continuing hit point loss can be 
  stopped by a DC 16 Heal check, a cure spell, or a heal 
  spell. However, a character attempting to cast a cure or 
  heal spell must succeed on a DC 16 caster level check 
  or the spell has no effect on the injured character. The 
  infernal wound is a supernatural ability of the devil, 
  not the glaive it carries. 
  Battle Frenzy (Ex): Twice per day, the devil can work 
  itself into a frenzy similar to a barbarian’s rage (+4 
  Strength, +4 Constitution, +2 morale bonus to Will 
  saves, -2 AC penalty). The frenzy lasts 6 rounds, after 
  which the devil suffers no ill effects. 
  Summon Baatezu (Sp): Once per day, a bearded devil 
  can attempt to summon another bearded devil with a 
  35% chance of success. 
  APL 10 
  Encounter 2 
  Imp (1): CR 2; Tiny Outsider (Evil, Extraplanar, 
  Lawful); HD 3d8; 13 hp; Init +3 (Dex); Spd 20 ft (4 
  squares), fly 50 ft (perfect); AC 20 (+2 size, +3 Dex, +5 
  
  Crossroads 
   
  Page 26 
  natural) touch 15, flat-footed 17; Grapple -5; Atk Sting 
  +8 melee (1d4+poison); Full Atk Sting +8 melee 
  (1d4+poison); SA Posion; Spell-Like Abilities; SQ 
  Alternate Form, Damage Reduction 5/good or silver, 
  Darkvision 60 ft, Fast Healing 2, Immunity to poison, 
  Resistance to fire 5; AL LE; SV Fort +3, Ref +6, Will +4; 
  Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14;  
   
  Skills: Diplomacy +8, Hide +17, Knowledge: 
  Arcane +6, Listen +7, Move Silently +9, Search +6, 
  Spellcraft +6, Spot +7, Survival +1 (+3 following tracks); 
  Feats: Dodge, Weapon Finesse. 
  SA Poison (Ex): Injury, Fort DC 13, 1d4 Dex/2d4 Dex. 
  The save is Constitution based and includes a +2 racial 
  bonus. 
  SA Spell-Like Abilities: At will – Detect Good, Detect 
  Magic, Invisibility (self only); 1/day – Suggestion (DC 
  15), Caster level 6
  th. The save DC is Charisma-based. 
  SQ Alternate Form (Su): An imp can assume other 
  forms at will as a standard action. This ability functions 
  as a polymorph spell cast on itself (caster level 12
  th), 
  except that an imp does not regain hit points for 
  changing form. This imp can assume the form of a rat. 
   
  Cultists (8); Rog1/Ftr1: CR 1; Medium Humanoids 
  (Human); HD 1d6+1d10+2; hp 14; Init +2 (Dex); Spd 30 
  ft (6 squares); AC 14 (+2 Dex, +2 armor) touch 12, flat-
  footed 12; BAB/Grapple: +1/+3; Atk Dagger +4 melee 
  (1d4+2); Full Atk +4 melee (1d4+2); SA Sneak Attack 
  +1d6; AL LN; SV Fort +3, Ref +4, Will +0; Str 14, Dex 
  14, Con 12, Int 10, Wis 10, Cha 12;  
   
  Skills: Balance +4, Bluff +3, Climb +7, Craft (misc) 
  +2, Escape Artist +6, Hide +6, Jump +7, Listen +2, Move 
  Silently +6, Ride +3, Search +2, Spot +2, Tumble +6; 
  Feats: Acrobatic, Combat Reflexes, Weapon Focus 
  (dagger). 
   
  Possessions: Leather armor (beneath their robes), 2 
  daggers 
   
  Encounter 2a 
  Half-Fiend Monstrous Gargantuan Centipede (1): 
  CR 9; Gargantuan Outsider (Augmented Vermin); HD 
  12d8+24; hp 78; Init +4 (Dex); Spd 40 ft (8 squares), 
  climb 40 ft, fly 40 ft (average); AC 21 (-4 size, +4 Dex, 
  +11 natural) touch 8, flat-footed 16; BAB/Grapple: 
  +9/+29; Atk Claw +13 melee (2d6+8); Full Atk 2 claws 
  +13 melee (2d6+8) and Bite +8 melee (3d6+4+poison); 
  Space/Reach 20 ft/ 15 ft; SA Smite Good, Poison; Spell-
  Like Abilities: Darkness 3/day; 1/day-Blasphemy, 
  Contagion, Desecrate, Unholy Blight; SQ Damage 
  Reduction 10/magic, Darkvision 60 ft, Elemental 
  Resistances, Immunity to Poison, Scent, SR 22, Vermin 
  Traits; AL LE; SV Fort +10, Ref +8, Will +4; Str 27, Dex 
  19, Con 14, Int -, Wis 10, Cha 4;  
   
  Skills: Climb +14, Hide –2, Spot +4; Feats: -. 
  SA Smite Good (Su): Once per day the half-fiend can 
  make a normal melee attack to deal +12 extra damage 
  to a good foe. 
  Poison (Ex): Injury, Fort DC 18, 1d8 Dex/1d8 Dex. 
  The save is Constitution based. 
  SQ Elemental Resistances (Su): The half-fiend has 
  resistance to Acid 10, Cold 10, Electricity 10 and Fire 
  10. 
  Vermin Traits (Ex):  Vermin are mindless and are 
  immune to all mind-affecting effects. 
   
  Encounter 6 
  Cultists (12); Rog1/Ftr1: CR 1; Medium Humanoids 
  (Human); HD 1d6+d10+8; hp 20; Init +5 (Dex); Spd 40 
  ft* (8 squares); AC 18* (+5 Dex, +2 armor, +1 Misc.) 
  touch 15, flat-footed 12; BAB/Grapple: +1/+6; Atk 
  Dagger +8 melee (1d4+5+poison); Full Atk 2 Daggers 
  +6 melee (1d4+5+poison); SA Poison, Sneak Attack 
  +1d6, Invisibility; SQ Drugs; AL LN; SV Fort +5*, Ref 
  +7*, Will +2*; Str 20 (14), Dex 21 (15), Con 18 (14), Int 
  10, Wis 14 (10), Cha 12;  
   
  Skills Balance +7, Bluff +3, Climb +10, Craft (misc) 
  +2, Escape Artist +9, Hide +9, Jump +10, Listen +4, 
  Move Silently +9, Search +2, Spot +4, Tumble +9; Feats: 
  Two Weapon Defense, Two Weapon Fighting, Weapon 
  Focus (dagger). 
   
  Possessions: Leather armor (beneath their robes), 2 
  masterwork daggers, 2 vials of poison. 4 cultists have 
  Potions of Invisibility, which they will have already 
  taken before going over the fence. 
  SA Poison (Ex): Each cultist has poison on the blades 
  of his daggers. One dagger is coated with large 
  scorpion venom (Injury, Fort DC 18, 1d6 Str/1d6 Str) 
  while the other is dripping giant wasp poison (Injury, 
  Fort DC 18, 1d6 Dex/1d6 Dex).  
  SQ Drugs (Ex): The cultists have ingested a variety of 
  herbs and poisons that will grant them powerful 
  increases to their stats (+6 Str, +6 Dex, +4 Con, +4 Wis) 
  for a short time (one hour). Therefore their 
  characteristics are grossly disproportional until they 
  are slain or until they run out of steam. At the end of an 
  
  Crossroads 
   
  Page 27 
  hour (if they survive) they will fall unconscious for 2d6 
  hours as their bodies recover. 
  Encounter 7 
  Captain Daronys, Ftr8/Mnk1/Pal2; CR 11; Medium 
  Humanoid; 5'/5'; HD 1d8+10d10+22+3; hp 93; Init +1; 
  Spd 20 ft/x3; AC 27 (+9 armor, +5 shield, +1 Dex, +2 
  Deflection), touch 13, flat-footed 26; BAB/Grapple: 
  +10/+17; Atk +15 melee (1d8+6+1d6 electricity, 17-
  20/x2, Longsword +1); Full Atk +15/+10 melee 
  (1d8+6+1d6 electricity,19-20/x2, Longsword +1); AL 
  LG; SV Fort +18, Ref +10, Will +12; Str 16*, Dex 12, 
  Con 15*, Int 13, Wis 12, Cha 16*; 
   
  Skills: Climb +9, Diplomacy +9, Handle Animal 
  +10, Intimidate +12, Jump +9, Knowledge (Religion) 
  +9, Ride +11, Sense Motive +9, Spot +7, Tumble +6; 
  Feats: Combat Expertise, Endurance, Diehard, Iron 
  Will, Quick Draw, Weapon Focus (Longsword), 
  Weapon Specialization (Longsword), Chink In The 
  Armor, 
  Toughness, 
  Improved 
  Unarmed 
  Strike, 
  Improved Grapple 
   
   
   
  Possessions: Potion of Heroism*, Oil of Keen 
  Edge*, shocking longsword +1, full plate +1, tower 
  shield +1, Ring of Protection +2, Brooch of Shielding, 
  Gauntlets of Ogre Power, Cloak of Charisma +2, 
  Amulet of Health +2. 
  Special: During the parley, the potion of Heroism adds 
  an additional +2 to attack rolls, saving throws, and skill 
  checks. The oil of Keen Edge increases the threat range 
  to 17-20.  This has already been included in the above 
  stats 
   
  Capt Daronys’ Honor Guard (6), Ftr1; CR 1; Medium 
  Humanoid; 5'/10'; HD 1d10+2; hp 12; Init +2; Spd 20 
  ft/x3; AC 21 (+8 armor, +2 shield, +1 misc); Atk +4 
  (1d8+2,20/x3, Longsword); SV Fort +4, Ref +0, Will +0; 
  AL LN; Str 14, Dex 10, Con 14, Int 13, Wis 10, Cha 10. 
   
  Skills: Climb +4, Intimidate +4, Jump +4; Feats: 
  Combat Expertise, Weapon Focus (Longsword) 
   
   
  Possessions: plate mail, heavy steel shield, 
  masterwork longsword 
   
  or 
   
  Squad Leaders (8), Ftr6: CR 6; Medium Humanoids; 
  HD 6d10+18; hp 61 ea; Init +1 (Dex); Spd 20 ft (4 
  squares); AC 20* (+1 Dex, +8 Armor, Dodge), touch 11, 
  flat-footed 16; Grapple +8; Atk +10 melee (1d8+5) 
  longsword; Full Atk +10/+5 melee (1d8+5) longsword; 
  AL LG; SV Fort +7, Ref +6, Will +6; Str 14, Dex 12, Con 
  16, Int 9, Wis 12, Cha 12;  
  Skills: Climb +7, Jump +3, Ride +5, Tumble +0; 
  Feats: Diehard, Dodge*, Endurance, Iron Will, 
  Lightning 
  Reflexes, 
  Toughness, 
  Weapon 
  Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Possessions: +1 breastplate, cloak of resistance +1, 
  large shield, +1 longsword, brooch of shielding. 
   
  Infantry (80), War1: CR 1/2; Medium Humanoids; 
  HD 1d8+1; hp 9 ea; Init +1 (Dex); Spd 30 ft (4 squares); 
  AC 16 (+1 Dex, +5 Armor), touch 11, flat-footed 16; 
  Grapple +4; Atk +3 melee (1d6+1) shortsword or +2 
  ranged (1d6) shortbow; Full Atk +3 melee (1d6+1) 
  shortsword or +3* ranged (1d6) shortbow; AL (various 
  good and neutral); SV Fort +3, Ref +1, Will +0; Str 13, 
  Dex 12, Con 13, Int 9, Wis 11, Cha 8;  
  Skills: Climb +4, Jump +4; Feats: Point Blank Shot, 
  Weapon Focus (shortsword). 
   
  Possessions: studded leather, heavy wooden 
  shield, shortsword, short bow, 20 arrows 
   
  Medics (6), Exp1; CR 1/3; Medium Humanoid; HD 
  1d6+2; hp 8 ea; Init +1 (Dex); Spd 30 ft (4 squares); AC 
  13 (+1 Dex, leather armor), touch 11, flat-footed 12; 
  Grapple +1; Atk +1 melee (1d6+1) rapier; Full Atk +1 
  melee (1d6+1) rapier; AL NG; SV Fort +2, Ref +3, Will 
  +3; Str 12, Dex 13, Con 14, Int 12, Wis 12, Cha 13;  
  Skills: Climb +3, Decipher Script +3, Diplomacy 
  +7, Escape Artist +5, Forgery +3, Gather Information 
  +5, Heal +5, Hide +3, Sense Motive +7, Survival +5; 
  Feats: Lightning Reflexes, Negotiator. 
   
  Possessions: leather armor, rapier, 
   
  Encounter 8 
  Winged Hellcats (3): CR 8; Large Outsider (Evil, 
  Extraplanar, Lawful); HD 8d8+24; 60 hp; Init +9 (Dex, 
  Improved Init); Spd 40 ft (8 squares), fly 40 ft (good); 
  AC 21 (-1 size, +5 Dex, +7 natural) touch 14, flat-footed 
  16; Grapple +18; Atk Claw +13 melee (1d8+6); Full Atk 
  2 Claws +13 melee (1d8+6) and Bite +8 melee (2d8+3); 
  Face/Reach 10 ft/ 5 ft; SA Improved Grab, Pounce, 
  Rake 1d8+3, Summon Baatezu; SQ Damage Reduction 
  5/good, Darkvision 60 ft, Immunity to poison, 
  Resistance to acid 10 cold 10 and fire 10, Scent, SR 19, 
  
  Crossroads 
   
  Page 28 
  Telepathy 100 ft; AL LE; SV Fort +9, Ref +11, Will +8; 
  Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 10;  
   
  Skills: Balance +16, Climb +17, Hide +13, Jump 
  +21, Listen +17, Move Silently +20, Spot +13, Swim 
  +17; Feats: Flyby Attack, Improved Initiative, Track. 
  SA Improved Grab (Ex): If the hellcat hits with its 
  bite attack it may start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple, it establishes a hold and can rake. 
  SA Pounce (Ex): If a hellcat charges a foe, it can make 
  a full attack including 2 rake attacks. 
  SA Rake (Ex): Attack bonus +13 melee, damage 1d8+5. 
  Invisible in Light (Ex): A hellcat is invisible in any 
  area lit well enough for a human to see. In a darkened 
  area, it shows up as afaintly flowing outline visible up 
  to 30 feet away (60 feet if the viewer has low-light 
  vision). Magical darkness smothers the glow and 
  conceals the outline. 
   
   
   
  APL 12 
  Encounter 2 
  Imp (1): CR 2; Tiny Outsider (Evil, Extraplanar, 
  Lawful); HD 3d8; 13 hp; Init +3 (Dex); Spd 20 ft (4 
  squares), fly 50 ft (perfect); AC 20 (+2 size, +3 Dex, +5 
  natural) touch 15, flat-footed 17; Grapple -5; Atk Sting 
  +8 melee (1d4+poison); Full Atk Sting +8 melee 
  (1d4+poison); SA Posion; Spell-Like Abilities; SQ 
  Alternate Form, Damage Reduction 5/good or silver, 
  Darkvision 60 ft, Fast Healing 2, Immunity to poison, 
  Resistance to fire 5; AL LE; SV Fort +3, Ref +6, Will +4; 
  Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14;  
   
  Skills: Diplomacy +8, Hide +17, Knowledge: 
  Arcane +6, Listen +7, Move Silently +9, Search +6, 
  Spellcraft +6, Spot +7, Survival +1 (+3 following tracks); 
  Feats: Dodge, Weapon Finesse. 
  SA Poison (Ex): Injury, Fort DC 13, 1d4 Dex/2d4 Dex. 
  The save is Constitution based and includes a +2 racial 
  bonus. 
  SA Spell-Like Abilities: At will – Detect Good, Detect 
  Magic, Invisibility (self only); 1/day – Suggestion (DC 
  15), Caster level 6
  th. The save DC is Charisma-based. 
  SQ Alternate Form (Su): An imp can assume other 
  forms at will as a standard action. This ability functions 
  as a polymorph spell cast on itself (caster level 12
  th), 
  except that an imp does not regain hit points for 
  changing form. This imp can assume the form of a rat. 
   
  Cultists (12); Rog1/Ftr2: CR 1; Medium Humanoids 
  (Human); HD 1d6+2d10+9; hp 27; Init +2 (Dex); Spd 30 
  ft (6 squares); AC 14 (+2 Dex, +2 armor) touch 12, flat-
  footed 12; BAB/Grapple: +2/+4; Atk Dagger +5 melee 
  (1d4+2); Full Atk +5 melee (1d4+2); SA Sneak Attack 
  +1d6; AL LN; SV Fort +4, Ref +4, Will +0; Str 14, Dex 
  14, Con 12, Int 10, Wis 10, Cha 12;  
   
  Skills: Balance +4, Bluff +3, Climb +8, Craft (misc) 
  +2, Escape Artist +6, Hide +6, Jump +8, Listen +2, Move 
  Silently +6, Ride +4, Search +2, Spot +2, Tumble +6; 
  Feats: Acrobatic, Combat Reflexes, Toughness (x2), 
  Weapon Focus (dagger). 
   
  Possessions: Leather armor (beneath their robes), 2 
  daggers 
   
  Encounter 2a 
  Half-Fiend Monstrous Gargantuan Spider (1): CR 
  11; Gargantuan Outsider (Augmented Vermin); HD 
  16d8+48; hp 120; Init +5 (Dex); Spd 30 ft (6 squares), 
  climb 20 ft, fly 30 ft (average); AC 22 (-4 size, +5 Dex, 
  +11 natural) touch 9, flat-footed 16; BAB/Grapple: 
  +12/+33; Atk Claw +17 melee (2d6+9); Full Atk 2 claws 
  +17 melee (2d6+9) and Bite +12 melee (3d6+4+poison); 
  Space/Reach 20 ft/ 15 ft; SA Smite Good, Poison, Web; 
  Spell-Like Abilities: 3/day- Darkness, Unhallow, 
  Unholy Aura; 1/day-Blasphemy, Contagion, Desecrate, 
  Horrid Wilting, Unholy Blight; SQ Damage Reduction 
  10/magic, Darkvision 60 ft, Elemental Resistances, 
  Immunity to Poison, SR 26, Tremorsense 60 ft, Vermin 
  Traits; AL LE; SV Fort +13, Ref +10, Will +5; Str 29, Dex 
  21, Con 16, Int -, Wis 10, Cha 4;  
   
  Skills: Climb +16, Hide –3, Jump +9, Spot +4; 
  Feats: -. 
  SA Smite Good (Su): Once per day the half-fiend can 
  make a normal melee attack to deal +16 extra damage 
  to a good foe. 
  Poison (Ex): Injury, Fort DC 21, 2d6 Str/2d6 Str. The 
  save is Constitution based. 
  SQ Elemental Resistances (Su): The half-fiend has 
  resistance to Acid 10, Cold 10, Electricity 10 and Fire 
  10. 
  Vermin Traits (Ex):  Vermin are mindless and are 
  immune to all mind-affecting effects. 
  
  Crossroads 
   
  Page 29 
  Web (Ex): Web spinners can throw a web 8 times a day 
  up to 50 ft. An entangled creature can escape with a 
  successful Escape Artist check DC 20 or Strength 
  check DC 24. Both are standard actions. A spider can 
  move across its own web at its climb speed and can 
  pinpoint the location of any creature touching its web. 
   
  Encounter 6 
  Cultists (12); Rog1/Ftr1: CR 1; Medium Humanoids 
  (Human); HD 1d6+d10+8; hp 20; Init +5 (Dex); Spd 40 
  ft* (8 squares); AC 18* (+5 Dex, +2 armor, +1 Misc.) 
  touch 15, flat-footed 12; BAB/Grapple: +1/+6; Atk 
  Dagger +8 melee (1d4+5+poison); Full Atk 2 Daggers 
  +6 melee (1d4+5+poison); SA Poison, Sneak Attack 
  +1d6, Invisibility; SQ Drugs; AL LN; SV Fort +5*, Ref 
  +7*, Will +2*; Str 20 (14), Dex 21 (15), Con 18 (14), Int 
  10, Wis 14 (10), Cha 12;  
   
  Skills Balance +7, Bluff +3, Climb +10, Craft (misc) 
  +2, Escape Artist +9, Hide +9, Jump +10, Listen +4, 
  Move Silently +9, Search +2, Spot +4, Tumble +9; Feats: 
  Two Weapon Defense, Two Weapon Fighting, Weapon 
  Focus (dagger). 
   
  Possessions: Leather armor (beneath their robes), 2 
  masterwork daggers, 2 vials of poison. 4 cultists have 
  Potions of Invisibility, which they will have already 
  taken before going over the fence. 
  SA Poison (Ex): Each cultist has poison on the blades 
  of his daggers. One dagger is coated with large 
  scorpion venom (Injury, Fort DC 18, 1d6 Str/1d6 Str) 
  while the other is dripping giant wasp poison (Injury, 
  Fort DC 18, 1d6 Dex/1d6 Dex).  
  SQ Drugs (Ex): The cultists have ingested a variety of 
  herbs and poisons that will grant them powerful 
  increases to their stats (+6 Str, +6 Dex, +4 Con, +4 Wis) 
  for a short time (one hour). Therefore their 
  characteristics are grossly disproportional until they 
  are slain or until they run out of steam. At the end of an 
  hour (if they survive) they will fall unconscious for 2d6 
  hours as their bodies recover. 
   
   
  Encounter 7 
  Captain Daronys, Ftr9/Mnk1/Pal2/Tplr1; CR 13; 
  Medium Humanoid; 5'/5'; HD 1d8+12d10+39+3; hp 
  122; Init +1; Spd 20 ft/x3; AC 29 (+10 armor, +6 shield, 
  +1 Dex, +2 misc), touch 13, flat-footed 28; 
  BAB/Grapple: +12/+19; Atk +17 melee (1d8+6+1d6 
  electricity,17-20/x2, Longsword +1); Full Atk +17/+12 
  melee (1d8+6+1d6 electricity,17-20/x2, Longsword +1); 
  SQ Mettle; AL LG; SV Fort +22, Ref +12, Will +14; Str 
  16*, Dex 12, Con 16*, Int 13, Wis 12, Cha 16*; 
   
  Skills: Climb +9, Diplomacy +10, Handle Animal 
  +10, Heal +5, Intimidate +12, Jump +9, Knowledge 
  (Religion) +10, Ride +11, Sense Motive +9, Spot +7, 
  Tumble +6; Feats: Combat Expertise, Endurance, 
  Diehard, Iron Will, Lightning Reflexes, Power Attack, 
  Quick Draw, Weapon Focus (Longsword), Weapon 
  Specialization (Longsword), Chink In The Armor, 
  Giant's 
  Toughness, 
  Improved 
  Unarmed 
  Strike, 
  Improved Grapple, Improved Critical (longsword) 
   
  Possessions: Potion of Heroism*, Oil of Keen 
  Edge*, shocking longsword +1, full plate +2, tower 
  shield +2, Ring of Protection +2, Brooch of Shielding, 
  Gauntlets of Ogre Power, Cloak of Charisma +2, 
  Amulet of Health +2, Necklace of Fireballs (Type VI: 
  1x10d6, 2x8d6, 2x6d6, 4x4d6). 
  Mettle (Su): the Captain can shrug off magical effects 
  that would otherwise harm him. If he makes a 
  successful Will or Fortitude saving throw that would 
  normally reduce the spell’s effect, he suffers no effect 
  from the spell at all. Only spells with a saving throw 
  entry of “Will partial” or “Fortitude half” or the like can 
  be negated this way. 
  Special: During the parley, the potion of Heroism adds 
  an additional +2 to all Captain Daronys’ attack rolls, 
  saving throws, and skill checks. This has already been 
  included in the above stats 
   
  Capt Daronys’ Honor Guard (6), Ftr1; CR 1; Medium 
  Humanoid; 5'/10'; HD 1d10+2; hp 12; Init +2; Spd 20 
  ft/x3; AC 20 (+8 armor, +2 shield); Atk +5 (1d8+2,20/x3, 
  Longsword); SV Fort +4, Ref +0, Will +0; AL LN; Str 14, 
  Dex 10, Con 14, Int 13, Wis 10, Cha 10. 
   
  Skills: Climb +4, Intimidate +4, Jump +4; Feats: 
  Combat Expertise, Weapon Focus (Longsword) 
   
   
  Possessions: plate mail, heavy steel shield, 
  masterwork longsword, 
   
  or 
   
  Squad Leaders (10), Ftr7: CR 7; Medium Humanoids; 
  HD 7d10+21; hp 70 ea; Init +1 (Dex); Spd 20 ft (4 
  squares); AC 21* (+1 Dex, +6 Armor, +3 shield, +1 
  Dodge), touch 11, flat-footed 16; BAB/Grapple: +7/+9; 
  Atk +11 melee (1d8+5) longsword; Full Atk +11/+6 
  
  Crossroads 
   
  Page 30 
  melee (1d8+5) longsword; AL LG; SV Fort +8, Ref +6, 
  Will +6; Str 14, Dex 12, Con 16, Int 9, Wis 12, Cha 12;  
  Skills: Climb +7, Jump +5, Ride +5, Tumble +0; 
  Feats: Diehard, Dodge*, Endurance, Iron Will, 
  Lightning 
  Reflexes, 
  Toughness, 
  Weapon 
  Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Possessions: +1 breastplate, cloak of resistance +1, 
  +1 large shield, +1 longsword, brooch of shielding. 
   
  Infantry (100), War1: CR 1/2; Medium Humanoids; 
  HD 1d8+1; hp 9 ea; Init +1 (Dex); Spd 30 ft (4 squares); 
  AC 16 (+1 Dex, +5 Armor), touch 11, flat-footed 16; 
  Grapple +4; Atk +3 melee (1d6+1) shortsword or +2 
  ranged (1d6) shortbow; Full Atk +3 melee (1d6+1) 
  shortsword or +3* ranged (1d6) shortbow; AL (various 
  good and neutral); SV Fort +3, Ref +1, Will +0; Str 13, 
  Dex 12, Con 13, Int 9, Wis 11, Cha 8;  
  Skills: Climb +4, Jump +4; Feats: Point Blank Shot, 
  Weapon Focus (shortsword). 
   
  Possessions: studded leather, heavy wooden 
  shield, shortsword, short bow, 20 arrows 
   
  Medics (6), Exp1; CR 1/3; Medium Humanoid; HD 
  1d6+2; hp 8 ea; Init +1 (Dex); Spd 30 ft (4 squares); AC 
  13 (+1 Dex, leather armor), touch 11, flat-footed 12; 
  Grapple +1; Atk +1 melee (1d6+1) rapier; Full Atk +1 
  melee (1d6+1) rapier; AL NG; SV Fort +2, Ref +3, Will 
  +3; Str 12, Dex 13, Con 14, Int 12, Wis 12, Cha 13;  
  Skills: Climb +3, Decipher Script +3, Diplomacy 
  +7, Escape Artist +5, Forgery +3, Gather Information 
  +5, Heal +5, Hide +3, Sense Motive +7, Survival +5; 
  Feats: Lightning Reflexes, Negotiator. 
   
  Possessions: leather armor, rapier, 
   
  Encounter 8  
  Malebranche (3): CR 9; Huge Outsider (Evil, 
  Extraplanar, Lawful, Baatezu); HD 16d8+96; 168 hp; 
  Init -1 (Dex); Spd 40 ft (8 squares), fly 120 ft (average); 
  AC 24 (-2 size, -1 Dex, +17 natural) touch 7, flat-footed 
  24; BAB/Grapple: +9/+26; Atk MW Trident +25 melee 
  (2d8+15); Full Atk Trident +25/+20/+15/+10 melee 
  (2d8+15) and either Gore +22 melee (2d6+5) or Bite +22 
  melee (2d6+5); Face/Reach 15 ft/ 15 ft; SA Charge, Fear 
  Aura, Improved Grab; SQ Damage Reduction 10/good, 
  Darkvision 60 ft, Regeneration 8, Immunity to poison 
  and fire, Resistance to acid 10 and cold 10, SR 20; AL 
  LE; SV Fort +16, Ref +9, Will +9; Str 30, Dex 9, Con 23, 
  Int 10, Wis 9, Cha 10;  
   
  Skills: Balance +1, Bluff +19, Climb +13, 
  Diplomacy +2, Intimidate +21, Jump +32, Listen +18, 
  Move Silently +18, Search +19, Spot +18, Tumble +20; 
  Feats: Cleave, Flyby Attack, Great Cleave, Improved 
  Sunder, Multi Attack, Power Attack. 
  Charge (Ex): A malebranche typically begins a battle 
  with a flying charge at an opponent. In addition to the 
  normal attack, it also gets a Gore attack (+24 melee) 
  doing 6d6+15 points of damage. 
  SA Improved Grab (Ex): If a malebranche hits an 
  opponent that is at least one size category smaller than 
  itself with a claw, it deals normal damage and may start 
  a grapple without provoking an attack of opportunity. 
  If it succeeds, it has the option to continue the grapple 
  doing claw damage normally, or just use its claws to 
  hold its opponent (but the malebranche is not 
  considered to be in a grapple).  
  Fear Aura (Su): As a free action, a malebranche can 
  produce a fear effect. This functions exactly the same as 
  a Fear spell (Save DC18), except it affects all creatures 
  within 15 ft of the malebranche. Once a creature makes 
  a successful saving throw, it cannot be affected by that 
  malebranche’s fear effect for 24 hours.  All devils are 
  immune to malebranche fear effects. 
   
  Regeneration (Ex): A malebranche takes normal 
  damage from acid, from holy weapons, and from 
  attacks that deal holy damage. 
  
  Crossroads 
   
  Page 31 
  Player Handout – Tarot Card 
   
  
  Crossroads 
   
  Page 32 
  Adventurer Handout One 
   
   
   
   
   
   
   
   
   
   
   
   
   
  ‘04 
  To the Guardians of the Palace of Countess Belissica, 
  True Ruler of the County of Urnst, 
   
   
  By my warrant I, Jacobis Underley do affirm that the 
  holders of this document are the greatest and most capable 
  heroes that can be found within the city at this time. They 
  will be my agents for this critical mission and are to be 
  shown courtesy and respect. They must be conveyed to the 
  presence of Lord Nimar Chrysale Gellor with all due haste 
  concerning a matter of gravest urgency. 
   
   
  By my hand written, 
   
  Lord Underley, Lord Mage of Radigast City, and Baron of Ventnor. 
   
  
  Crossroads 
   
  Page 33 
  Adventurer Handout Two: Influence Point Redemption Worksheet 
  Player_________________________________________________________________ 
   
  Character____________________________________________________________ 
   
  RPGA#_______________________________________________________________ 
  Check off certs used 
  Regional Influence — Year 1  
   
  URC1-02 MOCS-1    
  ____Influence 
  Point 
  with 
  Mayor 
  Nimar 
  of 
  Dosselford. This Influence Point will be redeemable in 
  future scenarious. The mayor of Dosselford remembers 
  what you did for him, and is willing to do you a favor in 
  the future. 
  URC1-05 MOCS-2 
  ____Influence Point with Nimar, Mayor of 
  Dosselford. This point will be useful in future 
  adventures that feature Nimar, Mayor of Dosselford. 
  He remembers what your character did, and is willing 
  to do you a favor in the future. 
  URC1-06 Mean and Devious 
  ____Influence Point Influence with the Knight of the 
  County of Urnst. 
  ____Influence Point This Influence is with the County 
  of Urnst Ambassador to Nyrond. 
  Regional Influence — Year 2  
   
  URC2-01 Ogre Island 
  ____Influence Point with Ventnor Prison The Ironfist 
  of Ventnor admires the success you’ve displayed in 
  ridding Ogre island of its evil humanoids. Your success 
  ensures his rise in political favor with the Countess 
  Belissica and the warden of “the Cat” owes you a favor. 
  URC2-02 Deserted Dominion 
  ____Influence Point with Captain Tarn Lightfleck 
  and Lord Mayor Wier Gellor This point can be useful 
  in future adventures in and around the Dominion area. 
  They remember what your character did and are 
  willing to do you a favor in the future. This kind of 
  activity is beneath the notice of the Countess, however. 
  URC2-05 Operation Ixworth 
  ____Influence Point with the Underly Network 
  headed by the archmage Jacobis Underly.  
  Regional Influence — Year 3  
   
  URC3-07 Good Intentions 
  ____Influence Point with the Underley Network: The 
  named adventurer has earned the respect and favor of 
  Lord Jacobis Underley. This favor can be used to 
  petition for membership into the Underley Network. 
  Such a request must be made to the County of Urnst 
  Triad. 
  URC3-08 Winds of Change 
  ____Influence Point with the Countess. This 
  Adventurer has come to the aid of the Countess’ forces 
  during the uprising of the Lord of the East. This point 
  can be used to influence any county official loyal to the 
  Countess into the player’s favor regardless of the 
  situation. 
   
  Total Used  
  ________________ x200 gp each +100 gp base =  
  ________________ value exchanged. 
  Equipment taken in Exchange: 
  ___________________________________________________________________________ 
  ___________________________________________________________________________ 
  ___________________________________________________________________________ 
  ___________________________________________________________________________ 
   
  Total Value: ____________________________________________________ 
   
  Date___________________________________________________________________ 
   
  DM____________________________________________________________________ 
   
  RPGA #________________________________________________________________
  
  Crossroads 
   
  Page 34 
   
   
   S
  4
  5
  3
  2
  (6)
  a
  a
  N
  1
  b
  b
  
  Crossroads 
   
  Page 35 
  Adventure Handout Four: Background Information 
       Lucius Grakon was once a servant of Iuz. But he learned of an ancient relic that incorporated a gem called dweornite 
  which would allow him to seize power here in the County. So he broke away from the Old One and began plotting. 
  Fortunately, his initial plans were foiled by a group of adventurers who attacked him in his home and he was taken and 
  imprisoned in the dungeons below Ventnor Castle. But the legends of the relic began to be told and like all good stories, 
  they had a strong basis in fact.  
       One half of the relic in the form of an amulet was retrieved from the Hells themselves and wound up in the keeping 
  of forces loyal to Countess Belissica. The other half was taken from an old half orc and fell into the hands of the Lord of 
  the East. Belissica and Terard Duncombe have always been at odds concerning the proper direction the leadership of 
  the County should take and the decision of who was to control the artifact had ramifications none could foresee. 
  Grakkon, acting through agents, had the lord of the town of Dryburgh assassinated and then attempted to have a 
  puppet, loyal to him alone, set up as the replacement. Meanwhile efforts were put in motion by Grakkon to bring the 
  two halves of the relic together. Grakkon’s pawn, the sheriff of Dryburg, failed in his bid for power, but the gems were 
  still brought together. If only we had known. 
       Before this, elsewhere in the County, huge stone monoliths had recently been unearthed which seemed to have 
  strange powers. Today it’s understood that these stones are actually gates to the lower planes, but when they were first 
  discovered they were a source of great interest and concern. There were scattered incidents of devils appearing near the 
  stones but no one was able to make the connection between the two until it was too late. 
       The relic was said to join with a sword to become an item of great power, “to command forces granting rulership and 
  dominion.”  What no one realized was that the forces the legends referred to were the forces of the Nine Hells. Once 
  the amulet was joined with the stone of power and placed in a sword hilt, the gates within the monoliths opened wide 
  and the devils poured forth . . . 
       Now it’s eight months later. The County is split by war between forces loyal to the Countess and a coupe attempt by 
  those loyal to the Lord of the East. The devils, who for a while darkened the skies across the land now seem to be 
  focused on controlling certain key areas; Radigast City, the Ruins of Ventnor, Bampton, and a few others. Lucius 
  Grakkon escaped  when Ventor was razed, and if the stories are true seems to be maneuvering behind the scenes once 
  more. The Lord of the East was recently maimed in an attack, losing a hand at the wrist. And the Countess was forced to 
  flee the country and has gone into hiding. Worse yet, it now seems that even if she wanted to return, it would be 
  impossible. The armies of Terarde Duncombe, the Lord of the East have laid siege to Radigast City. Thus, the city is 
  surrounded by a vast army by day, and engulfed by inhuman terrors at night. And a once unknown wizardly concept, 
  “dimensional anchor” is now well known to even the common folk of the County, as stories abound that the County’s 
  mighty wizards have been unable to travel via their magical enchantments for many months now.  
       Still all is not completely dark. Working together, the Cygnet University of Arcane Arts, the Obsidian Conclave and 
  the Divine College were able to come up with means of preventing the devils from entering into the homes, shops and 
  buildings of the city by placing mildly enchanted devices of silver and cold iron on all of the doors and windows. And 
  while the Duchy, Nyrond, and the Pale have had their armies at a constant state of alert on our borders for several 
  months now, the devil invasion seems to be contained within the County of Urnst for some reason. While it’s scant 
  comfort for us who live here, at least the rest of Oerth isn’t being overrun as well. 
   
   
   
   
  Adventurer Handout Five: Final Mission Briefing 
   
   
  There is a minor deity named Vathris who is still occasionally seen here on Oerth out near the Bright Desert. He 
  was once a peaceful deity of the Flan people, but long ago he was tortured and murdered and so became Vathris, the 
  
  Crossroads 
   
  Page 36 
  hero-god of Anguish, Lost Causes, and Revenge. Few if any worship him in his peaceful aspect anymore, but you have 
  perhaps met some of the ones who worship him in his vengeance aspect. They wear yellow robes. 
       The Crone spirit that once inhabited the amulet was originally the high priestess of Vathris in his peaceful aspect and 
  it is from her that we have recently learned a lot of this information. When the Suel invasion was just beginning, the 
  Ur-Flan seized upon a plan that would have destroyed the invaders and given them unlimited power over all the 
  Flanaess. They adapted the Tovags, the rings of monolith stones that have lain scattered around the County for ages, to 
  their own purposes and then created the gems to unlock them.  
       But in doing this, they attracted the ire of Vathris and his followers who drove the Ur-Flan from their 
  places of power before they could put their plan into action. But even with the destruction of the Ur-Flan, 
  Vathris knew that one day the Tovag would be opened and there would need to be a plan in place to deal 
  with the crisis. 
    
   
  The Crone spirit has told us of this plan.  
       There was once a man named Ferben Grasch. He was once the High Priest of Vathris in his vengeance aspect and 
  Vathris gave him the task of dealing with the Tovag and the devils that were to have been unleashed. So Grasch 
  established a place to watch and wait until it was time. That was more than a millennia ago. 
   
  After the Crone escaped the Amulet, she learned of the location of Grasch from the Lord of Tehn, for Ferben 
  Grasch still waits beneath the Brown Hills for the time that he will be needed. After her escape, the Crone went to alert 
  him that that time had come. But unfortunately, during the intervening centuries, the descendents of the Ur-Flan 
  joined forces with the Masters beneath the Crystal Springs. They learned where Grasch was hiding and acted to trap 
  him there for all time. When she arrived, the Crone was attacked and was unable to free him from the place he has 
  waited for so long. So she returned to Radigast City once more to inform us of what needed to be done.  
   
  We need you to travel to where this former cleric of Vathris waits and free him from his prison. Once freed, the 
  Crone has told us that he will have some method of cleansing the County of its infernal infestation.  
       Unfortunately, it is quite likely that ALL of the forces that have opposed us up till now will rise up to stop you during 
  your journey. So we have devised a plan. Instead of having you travel for weeks overland through the armies of the East 
  and the devil invasion, Belissica, the other spellcasters in the palace, and I will Teleport you directly to the entrance. We 
  believe that by working in concert, we will be able to overcome the dimensional anchor caused by the Tovag that lies 
  across the land and send you to your destination immediately!  
   
  Now go and rest, for tomorrow will come all too soon. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/URC (County of Urnst)/URC4-03 The Crossroads (3E).pdf