TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of 
  the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, 
  Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2008 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR8-04 
   
   
   
   
   
   
   
   
  Bridge Over Svjartjet 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™ Core Adventure 
  Version 1 
   
  by Jeff A. Dobberpuhl, Ken Jenks and Sam Shyamani 
  Circle Reviewer: Creighton Broadhurst  
  Reviewer: Sam Weiss 
  Playtesters: Austin Allen, Phillip Dickey, Chris Erdelt, Stef Fiorentino, Jaime Flores, Bill McVey, Kristoph Nolen, 
  David Paul, Mark Rosen, Wes Shanks, Phillip Tchou, and Chris Wise 
   
  Deep below the western mountains, ancient evils once defeated stir from the pyre of their defeat. A one-round core 
  adventure set in the March of Sterich for characters level 1-15 (APLs 2-14). The fifth and final adventure in the “Gloom 
  and Disunion Cycle.” 
   
  Resources for this adventure and the authors of those works include COR2-04 Birthday Bash [Kevin Freeman], COR2-05 
  Beneath the Veil [Ed Greeley], CORS3-01 Assault on the Vault (Low Level) [Stephen Radney−MacFarland], CORS3-01 Assault 
  on the Vault (High Level) [Jason Bulmahn], CORS7-01 Rise of the Spider Queen [Creighton Broadhurst, Colleen Simpson], 
  GDQ1-7 Queen of Spiders [Gary Gygax], Complete Arcane [Richard Baker], Complete Divine [David Noonan], Complete Mage 
  [Skip Williams, Penny Williams, Ari Marmell and Kolja Raven Liquette], Complete Warrior [Andy Collins, David 
  Noonan, Ed Stark], Magic Item Compendium [Andy Collins, Mike Mearls, Stephen Schubert], Player’s Handbook II [David 
  Noonan], Races of the Wild [Skip Williams] Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor], and 
  Stormwrack [Richard Baker, Joseph D. Carriker, Jennifer Clarke-Wilkes].
  598 CY 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  This adventure’s challenges are proportionate to the 
  modified average character level of participating PCs. 
  Before play begins, calculate the Average Party Level 
  (APL) by following the process below:  
  1. 
  Determine the character level for each of the PCs. 
  Each PC may bring one animal, plus any creatures 
  gained from class abilities to help in combat. (PCs 
  can bring more creatures but they cannot help in 
  combat). If you deem that the animal bestows a 
  significant benefit in combat add the animal’s CR to 
  the level of the PC it is accompanying for 
  calculating APL. (Animals gained from class abilities 
  and one standard horse, warhorse, or riding dog for 
  a PC with Mounted Combat do not affect APL). 
  2. 
  Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 
  If there are six PCs, add one to that average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  Experience and Treasure: APL affects the amount 
  of experience and gold a PC can gain at the end of the 
  adventure. A player character more than three levels 
  higher than the APL at which the adventure is played 
  cannot participate. If a player character is more than two 
  levels away from the APL at which the adventure is 
  played, he suffers a 50% penalty to the amount of gold and 
  XP gained in the adventure. 
   
  Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  
  COR8-04 Bridge Over Svartjet 
   
  Page 2 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in 
  Sterich. All characters pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly benefits) as detailed 
  in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ADVENTURE BACKGROUND 
  This adventure takes place in the March of Sterich. 
  Sterich was liberated several years ago from occupation 
  by giants and other creatures. The present ruler of Sterich 
  is Her Magnitude, Resbin Dren Emondav, Marchioness 
  of Sterich. She is the dark-skinned wife of the missing 
  (presumed dead) Marquis Querchard, who disappeared 
  one night from the streets of Istivin in 590 CY. She is 
  reclusive and she usually stays secured inside the walls of 
  Krelont Keep, emerging only to announce new laws to 
  shield and protect the citizenry.  
  The events of three previous core adventures (COR2-
  04 Birthday Bash, COR2-05 Beneath the Veil, and CORS3-01 
  Assault on the Vault) form the background for this 
  adventure.  
  Due to various sources of information, House 
  Noquar was absolutely certain that something in the 
  March of Sterich threatened both their existence and 
  possibly even the Vault itself. However, despite all their 
  prayers and various ploys, they were never able to learn 
  the nature of this threat.  
  In the previous adventures, drow from House 
  Noquar disguised as troubadours were scouting Istivin 
  for possible invasion and attempting to find the source of 
  this mysterious threat (in the events of COR2-04 Birthday 
  Bash). This troubling encounter had the people of Istivin 
  on edge. 
  After those events, the general paranoia in Istivin 
  turned to murderous insanity. No fewer than five 
  vigilante killings took place over a fortnight, as 
  adventurers and even common citizens took to killing 
  anyone suspected to be in league with the evil elves. 
  While none of those who were brutally drawn and 
  quartered by these “revenge mobs” were actually drow, 
  the authorities turned a blind eye to such sickening 
  citizen outbursts. Even Marchioness Resbin Dren 
  Emondav 
  apparently 
  called 
  the 
  phenomena 
  “understandable, if not unfortunate,” and is said to be 
  making plans to find out more about the danger currently 
  threatening the capital.  
  The drow House Noquar also kidnapped several 
  nobles from Sterich to learn about the threat, with 
  disastrous consequences as Resbin Dren Emondav, 
  Marchioness of Sterich, launched an assault on House 
  Noquar in the Vault of the Drow to retrieve the three 
  captives, Lady Tismina, Lord Stophane, and General 
  Telgran Krill. 
  Amidst the chaos in the Vault a mystic clue emerged 
  about the actual cause behind the entire series of events: a 
  rivalry between two wizards. Bettulos Noquar was a bitter 
  rival of Yeresk Godeep, also called Yeresk the 
  Crimsoneye. Bettulos was killed in the CORS3-02 Assault 
  on the Vault and his dying curse on his murderer still 
  echoes through time.  
  Yeresk the Crimsoneye was the key to the whole 
  plot. It was Yeresk who first learned of the Issarn, the 
  Starchild, and his destiny. It was Yeresk who kidnapped 
  Issarn from the Celestians at the Plinth of Conjunction in 
  the Barrier Peaks. It was Yeresk who planted information 
  about a threat from Sterich for Bettulos to find. It was 
  Yeresk who used his magic to convinced low-level drow 
  from House Noquar to kidnap Tismina, Stophane and 
  Krill, leading directly to the fall of House Noquar and the 
  death of his rival, Bettulos. 
  And now, it is Yeresk who will see the Starchild’s 
  destiny fulfilled—unless the adventurers stop him. 
   
  ADVENTURE SUMMARY 
  The party visits a festival near Istivin, similar to that 
  portrayed in COR2-04 Birthday Bash. The Lord Arwin 
  Mindon and his daughter, Lady Larath Mindon, are 
  celebrating their shared birthday (56 and 22 respectively). 
  In addition, at noon, Lady Larath is to be married to Wells 
  Oakshire, so this festival is a celebration of their recent 
  betrothal, as well.  
   
  There are fun and interesting things to do at the 
  festival, including an encounter with the ghost of a bard 
  from COR2-04 Birthday Bash who gives the party useful 
  information in a rambling poem. Danger also lurks here, 
  however. A burrowing creature comes up out of the 
  ground and tries to grab someone before returning to its 
  evil master. The party gets to fight it. Away from the 
  action, another burrowing monster comes grabs Wells 
  Oakshire, dragging him under the earth. 
  After defeating the burrowing monster (or not), the 
  party gets a chance to follow a tunnel deep beneath the 
  earth to retrieve anybody who has been captured and to 
  confront the evil master. 
  The evil master turns out to be Eilatana the Succubus 
  (from COR2-05 Beneath the Veil). In this non-combat 
  encounter, she tells the party about a magical portal to a 
  spider ship on another plane of existence (from Q1 Queen 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 3 
  of the Demonweb). She wants the party to destroy or disable 
  the ship before Yeresk can complete his scheme and 
  bring an avatar of Lolth to Oerth. 
  If the party follows the succubus’ plan, they journey 
  deep into the Underdark, overcome some guards and 
  help the Starchild to destroy the ship. If they fail, Yeresk 
  uses the Starchild to navigate the spider ship to the Abyss 
  to bring an avatar of Lolth to Oerth. 
  The encounter occurs at the following times: 
  • 
  Morning: 1: Coming of Age in Istivin 
  • 
  Noon: 1H—Flying, Grappling Fish 
  • 
  1 PM: 2: The Dark at the End of the Tunnel 
  • 
  9 PM: 3: The Bridge Over the River Svartjet 
  • 
  10:20 PM: 5: Confrontation with Yeresk 
  • 
  10:32 PM: Unless the party intervenes, the drow 
  bring the avatar of Lolth to Oerth 
   
  PREPARATION FOR PLAY 
  Prior to the adventure, record some information about 
  each PC: 
  • 
  Which region is this PC from? 
  • 
  Did this PC play in COR2-04 Birthday Bash? 
  • 
  Did this PC receive the Favor: Point of Contact in 
  Istivin from COR2-04 Birthday Bash? 
  • 
  Does this PC still have Bettulos' dying curse from 
  CORS3-01 Assault on the Vault (Low Level). 
  • 
  What’s your race (halfling, elf, human, etc.)? Thisis 
  important for determining favored enemy status for 
  the drow rangers. 
   
  See Player Handout 1. This information informs the 
  Introduction and Encounter 1A: Madame Zenobia. If a 
  PC has the Point of Contact Favor and if he completes 
  this mission, he earns a further favor from Lord Arawn 
  Mindon. 
  The curse from CORS3-01 Assault on the Vault applied 
  at APL 8 only. It may have been removed, but if the curse 
  still afflicts the PC and if that PC participates in the battle 
  against Yeresk, the curse is reversed, to the everlasting 
  benefit of the character. 
  ADP6-03 Red Hand of Doom: PCs that are helping 
  to defeat the Red Hand's invasion of Sterich may have AR 
  items that impact on their reputation and ability to 
  acquire items in Sterich. 
   
  FAQ AND ERRATA 
  The Main 3.5e FAQ rules that creatures with natural 
  reach can avoid an attack of opportunity (grapple step 1) 
  by launching their grapple attack from a square that is not 
  threatened by their opponent. 
   
  The Main 3.5 FAQ says that temporary hit points 
  from different sources stack. At APL 14, Zykat has 
  temporary hit points from both heroes’ feast and false life. 
   
  The MM errata changes the succubus’ polymorph 
  ability to change shape. 
   
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full write-
  up of any featured feats, spells, or equipment appears in 
  Appendix 2. Information on featured classes, prestige 
  classes, and races appears in the relevant creature’s stat 
  block. All the information required to run these 
  characters is presented in this adventure. The DM should 
  double-check that he fully understands any new rule 
  items presented in this adventure before play begins. 
   
  INTRODUCTION 
  In a rolling field outside Istivin, Arwin Mindown and his 
  daughter, Larath, are celebrating their shared birthday, 
  (Arwin turns 56 and Larath, 22.) There is additional 
  reason to celebrate: Larath’s betrothal to Wells Oakshire. 
  The adventurers are either invited to attend, with an 
  engraved invitation (Player Handout 2) and a coach sent 
  to their doorstep (if the character has the Point of Contact 
  in Istivin favor from COR2-04 Birthday Bash), or they have 
  heard of the elaborate festival put on by the upper crust of 
  the nearby regions – and what adventurer could resist a 
  party? 
  Let the adventurers spend as much time as they like 
  (or as much time as the time slot allows) exploring the 
  festival, but keep an eye on the players, making sure that 
  nobody is getting bored. When you decide the time is 
  right for a little combat, start Encounter 1H. 
   
  WHAT HAS GONE BEFORE 
  A DC 10 Knowledge (local – core) or Knowledge (local – 
  Sheldomar Valley) reveals that Istivin is the capital of 
  Sterich. There was a giant cloud castle floating over 
  Istivin a few years ago, but the evil giants have now been 
  driven out of Sterich, and it is ruled by humans once 
  again.  
   
  A DC 12 Knowledge (local – core) or Knowledge 
  (local – Sheldomar Valley) reveals that the present ruler 
  of Sterich is Her Magnitude, Resbin Dren Emondav, 
  Marchioness of Sterich. She is the dark-skinned wife of 
  the missing (presumed dead) Marquis Querchard, who 
  disappeared one night from the streets of Istivin in 590 
  CY. She is reclusive and she usually stays secured inside 
  the walls of Krelont Keep, emerging only to announce 
  new laws to shield and protect the citizenry.  
   
  A DC 15 Knowledge (local – core) or Knowledge 
  (local – Sheldomar Valley) reveals that Istivin has had 
  trouble with widespread addiction to a drug called 
  tanbrosh.  
  A DC 25 Knowledge (local – core) or Knowledge 
  (local – Sheldomar Valley) reveals that deep beneath the 
  mighty Hellfurnace Mountains lies the Vault of the 
  Drow, an immense cyst in Oerth’s crust over six miles 
  long and nearly as broad. In this underground city is the 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 4 
  fortress of the military sisterhood of the Vault, a society of 
  female drow warriors sponsored by each of the eight 
  noble houses, but who swear allegiance only to the Spider 
  Queen deity, Lolth.  
  A DC 30 Knowledge (local – core) reveals the names 
  of these houses: Aleval, Despana, Eilservs, Everhate, 
  Godeep, Noquar, Tormtor, and Vae. 
  Gather Information: The encounters at the festival 
  contain tidbits of information scattered among the 
  various vendors and entertainers. You can have the party 
  do some fun roleplaying with these people and gather 
  information that way, or if you want to save time, give 
  them one tidbit of knowledge for each point of Gather 
  Information they achieve, so a DC 10 Gather Information 
  check reveals 10 tidbits.  
  • 
  Each tidbit is marked with a bullet like this one for 
  easy identification.  
   
  1: COMING OF AGE IN ISTIVIN 
  The weather couldn't be more perfect for a festival. A 
  warm zephyr wafts across your face and not a single 
  cloud mars the azure sky over the broad Davish 
  River.  
   
  As you crest a verdant hill, flush with a bounty 
  of spring grass, a rainbow of colors meets your eyes. 
  A dozen or so many-hued tents dot the meadow 
  below. Merchants stand outside them, selling wares 
  of all kinds, while a crowd of well-dressed folk 
  meanders through the grounds. The spring breeze 
  brings with it aromas of roasting vegetables, 
  mutton, beef and other exotic scents, emanating 
  from the tents below.  
   
  When the PCs join the festival, continue: 
   
  Townsfolk distribute mugs of ale and mead all 
  around the fairgrounds. Children run and play and 
  their shouts and laughter fill the air, adding to the 
  quiet chatter of these happy people. Sometimes 
  rising above the voices, you hear brief sparkles of 
  music from performers making their way through 
  the crowd. Over there, near a fortuneteller’s tent, a 
  trio of identical men in identical garb are forming a 
  human pyramid. The man on top is juggling knives 
  and all three of them are singing in high tenor 
  harmony. And yonder, an intimidating tattooed 
  gentleman 
  is 
  brandishing 
  flaming 
  torches, 
  occasionally firing off a burst of flame from his 
  mouth. And somewhere, the noise muffled by the 
  milling crowd, a lion snarls. 
   
  See DM Map 1. 
  The adventurers participate in a birthday festival, 
  similar to the festival in Birthday Bash, with lots of fun 
  and roleplaying. If time is tight, the role-playing aspects 
  of this encounter can be cut short. The key information is 
  in Encounter 1A and the combat and quest from Lord 
  Arawn in Encounter 1H: the Flying, Grappling Fish. 
  1A: MADAME ZENOBIA 
  Set apart from the other tents is a small, dark blue 
  tent with white stars and crescent moons quilted 
  into its round shape. The tent rests in the shade of 
  an odd, old tree. The tree has an unusually long 
  bough extending out from its fat trunk, and on that 
  bough are a dozen knots of sturdy rope, with severed 
  ends hanging down. These knots are of varied ages 
  and some are many years old. This might well be the 
  hangman's tree.  
   
  An ornate sign is posted in the ground next to 
  the entrance to the tent. It reads, “Good and evil and 
  future and past, Everything will be clear at last, 
  Come inside and sit with friends, To find out how 
  your fears will end.” Beneath those words is an 
  ornate, gilded letter Z. 
   
  Madame Zenobia and the ghost of Sennda are in the tent, 
  but the ghost stays mostly on the ethereal plane. This is a 
  non-combat encounter. 
   
  �Madame Zenobia: female human wizard 6/vetha 
  3 (Knowledge [local Iuz's Border States] +16, Knowledge 
  [Local Core] +10, Diplomacy +6). 
  Madame Zenobia calls herself a futurist. Although 
  she’s mostly a charlatan, putting on a show for coins, she 
  has pretty good people skills and a good grasp on her 
  trade. She’s quite fond of gold, and although she has good 
  intentions, she isn’t above a little trickery to obtain it. 
  Lately, Madame Zenobia has been doing séances. 
  She doesn’t know exactly what’s happening, but she 
  knows that she’s actually in contact with some 
  malevolent spirit, and she’s been working with this spirit 
  to enhance her cash flow. 
   
   
  �Synnda: female ghost drow bard 9 (Knowledge 
  [local The Sheldomar Valley] +8, Knowledge [local Tuflik, 
  Fals, and Velverdyva Trade Route] +6, Knowledge [local 
  Iuz's Border States] +3, Knowledge [local Nyrond and 
  Her Environs] +12, Knowledge [local Splintered Suns) 
  +10, Knowledge [local Core] +7, Knowledge [Nobility and 
  Royalty] +7, Gather Information +18). 
   
  The spirit is the ghost of Synnda, a drow bard from 
  COR2-04 Birthday Bash. 
  Continuing the mission she had when she was alive, 
  Synnda has been trying to piece together the mystery 
  surrounding the Starchild and the prophecies of 
  Loremaster 
  Durgu. 
  Synnda 
  has 
  been 
  gathering 
  information with the assistance of Madame Zenobia. In 
  exchange for Zenobia’s help, Synnda has been gathering 
  information about Zenobia’s customers and potential 
  customers to help Zenobia put on a better show. 
  Before the party enters Zenobia’s tent, Synnda has 
  already checked them out using her local knowledge and 
  reported to Zenobia. If any of the adventurers 
  participated in COR2-04 Birthday Bash, Synnda recognizes 
  them (since they probably murdered her). But in the past 
  few years, she’s met a growing acceptance of her death 
  and she feels that she has a larger purpose: to solve the 
  mystery confronting House Noquar. 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 5 
  Even if Synnda has not met the PCs before, she may 
  have heard of them. Give her a DC (25 – character’s level) 
  Knowledge (local – relevant metaregion) check to 
  recognize each PC, using her knowledge of the 
  metaregion corresponding to the character’s home 
  region. Synnda has different Knowledge (local) scores for 
  each metaregion. Zenobia can make some checks, too, 
  but she doesn’t know as much as Synnda. 
   
  Parting the flaps of the round tent infuses a sudden 
  rush of incense into the air. Your eyes adjust slowly 
  from the brilliant daylight of the festival to the 
  dimness within. 
   
  Seated on a pillow – or perhaps, maybe, hovering 
  slightly above it – is a beautiful young woman 
  dressed in the robes of the Rhenee river people. As 
  you enter, she looks up from the crystal ball in her 
  slender hands and with a Rhenee accent, she greets 
  you in a sultry voice. 
   
  “Welcome, brave adventurers, sure and true. I, 
  Madam Zenobia, have foretold your coming.”  
   
  As Zenobia greets each PC, improvise an elaborate, wordy 
  greeting, playing up your knowledge of the character’s 
  name and colorful past, giving Zenobia knowledge of 
  specific quests that the character has completed. 
  Naturally, you should avoid spoiling the plot of current 
  LG scenarios, but talk about how the PC’s participation in 
  retired adventures. Clearly, the more you know about the 
  past of each PC, the better this improvisation will work. If 
  you don’t really know much about the PC, Zenobia can 
  talk in general about battling evil and struggling against 
  tyranny and traveling long distances, sometimes for little 
  gain – things that all adventurers have probably done. 
  For PCs that Zenobia doesn’t recognize, she can say 
  something like, “You. Your presence here was foretold, 
  but your name and past is shrouded in mystery and dark 
  adventures. I sense that you have crossed paths with a 
  great evil, but nothing more comes forward from the 
  mists of history.” Or maybe, “Zenobia greets you, but I 
  sense that you have a troubled past and you may not wish 
  your name spoken out loud. Is there some dark entity 
  that seeks revenge on you? So be it. I shall not speak your 
  name.” 
   
  Once her greetings are completed, in her sultry 
  Rhenee accent, Madame Zenobia continues. “Bold 
  adventurers, as a futurist, I sense you have come 
  here for more than a simple foretelling of your 
  fortunes. But before we begin our discussion, 
  perhaps each of you would permit me to peer 
  forward into the mists of time to discern where your 
  destiny lies? All I’d need is a pair of tokens from 
  each of you, coins perhaps, made of something that 
  your heart finds precious. Silver would be fine.” 
   
  For 2 sp, Madame Zenobia tells fortunes. Secretly roll a 
  d8 and tell the PC the following fortune, embellishing, it 
  with any information that Zenobia knows of the 
  character's past. Ignore duplicate results. 
  1. "I see you on a ship, making a long journey. Fame and 
  fortune await you at the end." 
  2. "You will be betrayed by the love of your life, but it 
  will make you a better person." 
  3. "One close to you will save your life very soon. 
  Beware the rising tide for it brings death." 
  4. "I see a demoness with eyes of fire and a heart of 
  stone. She beckons you into the darkness, but 
  strangely, she means you no harm." 
  5. "I see a great mystical aura about you, as if you are 
  blessed by the gods themselves!" 
  6. "A dark shadow copies your every move and it 
  threatens to take over your essence. Do not fear; 
  embrace the shadow." 
  7. "I hear the wolf singing for you. Listen carefully, and 
  the howl of the wolf may guide your path." 
  8. "Your enemies may assist you against more dangerous 
  foes." 
   
  When the fortune-telling is complete (and when Zenobia 
  has gathered whatever coins she can), the ghost of 
  Synnda possesses her with appropriate theatrics, to talk to 
  the PCs.  
   
  Suddenly, Madame Zenobia’s body begins to shake 
  violently. Her eyes roll up in her head and she emits 
  brief, almost inhuman utterances from deep in her 
  throat. Her body stills and her eyes clear, but 
  something about her demeanor has changed 
  dramatically. She speaks again, now in rhythmic 
  cadence, and a changed voice. Her Rhenee accent is 
  gone, replaced by something foreign, something… 
  elvish. As she talks, a quill raises up, followed by a 
  pristine piece of parchment. As you watch, the quill 
  starts writing on the paper, scratching in rhythm 
  with the words spewing from Madame Zenobia. 
   
  Give the players Player Handout 3 and have one player 
  read it aloud. Or you could read it aloud yourself, but use 
  a different voice and accent.  
  When the rhyme is done, Zenobia slumps in her 
  chair. When she awakes a few seconds later, she 
  remembers nothing of the poem. She asks the 
  adventurers what she said, listens politely, and then asks 
  them to leave so she can rest. 
  As the players read the handout, their characters can 
  make some knowledge checks. 
  A DC 10 Knowledge (religion) check reveals that 
  Celestian (seh-LES-tee-an) is a benign Oeridian god. The 
  brother of Fharlanghn (his only close ally), he chose the 
  distances of the stars and planes rather than Oerth. He 
  has few ardent worshipers on Oerth, but counts among 
  his following the many strange beings that live in and 
  above the starry night. Most of Celestian's clerics are 
  scholars, astronomers and planar explorers, with a few 
  sailors. They search the world, sky, and planes for artifacts 
  of the stars fragments of meteorites, and lore relating to 
  the stars, space, or the planes. Celestian is a favored deity 
  of good-aligned members of evil nonhuman races; while 
  
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  their eyes are unable to tolerate daylight, they find 
  acceptance and hope in the light of the stars. 
  A DC 15 Knowledge (religion) check reveals that 
  Celestian's clerics are divided into seven orders of 
  ascending knowledge and power, bearing no special titles 
  other than the number of their order; each order's holy 
  symbol differs in which gem is placed at the center. Many 
  of his clerics make a pilgrimage to a holy site in the 
  Barrier Peaks.  
  A separate DC 15 Knowledge (religion) check reveals 
  the significance of the Starchild to the Celestian faith. 
  They will also know that the Starchild is supposed to be 
  born with the mark of Celestian -- a multi-colored 
  birthmark of reds, green, blue and purple, arranged in the 
  shape of the god's symbol on his left breast. 
  A DC 20 Knowledge (local – core) or Knowledge 
  (local – Sheldomar Valley) check reveals tales of a child 
  born in Istivin with the mark of Celestian, born on the 
  17th day of Wealsun, 587 CY, rumored to be the 
  Starchild.  
  A DC 25 Knowledge (local – core) or Knowledge 
  (local – Sheldomar Valley) check reveals that the child's 
  name is Issran, and that he was rescued by adventurers 
  from a cavern beneath the Veil tavern in Istivin, where he 
  was about to be eaten by the drow half-dragon sorcerer, 
  Aurzzuat. After those events, the general paranoia in 
  Istivin turned to murderous insanity. Five vigilante 
  killings took place over a fortnight, as adventurers and 
  even common citizens took to killing anyone suspected 
  to be in league with the drow. While none of those who 
  were brutally drawn and quartered by these "revenge 
  mobs" were actually drow, the authorities turned a blind 
  eye 
  to 
  such 
  sickening 
  citizen 
  outbursts. 
  Even 
  Marchioness Resbin Dren Emondav said that the 
  phenomena “understandable, if not unfortunate,” and is 
  said to be making plans to find out more about the danger 
  currently threatening the capital. 
  A DC 20 bardic knowledge check reveals that the 
  alleged Starchild was born in 587 CY. According to a 
  Passage from Loremaster Durgu, “Under the towers of 
  abyssal shadows, in the streets east, under the nine and 
  the handmaiden, all half risen, they over it, the Starchild 
  comes to sing the song of prophecy or fall under blood-
  drenched corruption -- this babe is the pendulum 
  between revelation and tyranny.”  
  A separate DC 15 bardic knowledge or Knowledge 
  (religion) check reveals that Celestian Loremaster 
  Crolister Durgu is a revered soothsayer of the Oeridian 
  tradition. Durgu's canon has the distinction of being 
  some of the most interpreted and reinterpreted selections 
  of prophecies in the Flanaess. Any time there is a 
  historical event of significance, Durgu's works are dusted 
  off and his cryptic phrases are seen as a revelation.  
   
  Troubleshooting: It is entirely possible that the party 
  will have see invisible running or some other way to notice 
  Synnda. Hopefully, they won’t kill the chaotic evil drow 
  ghost before she gives out the plot information, but if that 
  happens, use Player Handout 3 as a scroll that the ghost 
  had Madame Zenobia prepare in case something like this 
  happened. 
   
  1B: THE INCREDIBLE BOUNCING 
  BARRISTER BROTHERS 
  “Step right up, see the show! This way, folks, for the 
  Incredible Bouncing Barrister Brothers! Contribute 
  a coin and watch them fly through the air with skill, 
  with grace, with power! Feel the power of their 
  stomping feet reverberate through you as they put 
  on the best show in on Oerth!” The hawker’s 
  impossibly loud voice booms out across the crowd. 
  People stop and stare, drawn by the noise, as a snare 
  drum rolls and a trumpet blares. No instruments 
  can be seen, though, just a smiling gnome next to a 
  large tent of many colors. Although the gnome’s lips 
  are not moving, a look of concentration mars his 
  ruddy face. 
   
  Assuming the adventurers pay a copper piece and make 
  their way into the tent, read: 
   
  As the tent flaps part, drawn aside by a pair of 
  gnomes, you see dozens of people standing around a 
  ring. The trio of identical men you saw earlier are 
  performing in the center ring, their footsteps 
  echoing loudly on a raised wooden stage.  
   
  As their raucous performance unfolds, you hear 
  whispers in the crowd. A young lady points behind 
  her hand and says quietly to a friend, “Over there! In 
  the green gown. That’s the birthday girl, Lady Larath 
  Mindon.” Her friend whispers back, “Who’s that 
  with her? Is that Wells Oakshire? He’s even better 
  looking than I’d heard.” 
   
  You see the people they were discussing. Lady 
  Larath Mindon is a lovely, dark-featured human 
  female. Like her father, she is dressed in fine silks 
  and satins. Wells Oakshire is a tall, slender man 
  with dark hair and goatee, dressed in a nobleman’s 
  tunic. A fine-looking longbow is on his back 
  alongside a splendid jeweled quiver. 
   
  The couple does not approach the adventurers, but they 
  converse with them politely after the performance ends. 
  Even though it has been five years since the events of 
  COR2-04 Birthday Bash, they remember any adventurers 
  who participated in that adventure. 
  • 
  Lady Larath has heard that, long before the large-
  scale assault in 583 CY, a party of adventurers 
  assaulted the Vault of the Drow, led by two paladins 
  of Heironeous and they battled with Lolth herself. 
  (False: It was actually a battle with an avatar of Lolth.) 
  • 
  Lady Larath knows the DC 10 and DC 12 Knowledge 
  (local – core) or Knowledge (local – Sheldomar 
  Valley)information given in the introduction. 
  • 
  Wells knows little about the Marchioness and the 
  recent Assault on the Vault, but he has heard that 
  some adventurers came back with the body of a 
  
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  devil, called a Xill. He thought that was strange 
  because drow usually consort with demons, not 
  devils. 
   
  The show concludes with a noisy number, part tap 
  dance, part tumble, and the audience in the tent 
  applauds their approval. 
   
  After the performance, Larath and Wells wander the 
  festival together; they can be found later if the PCs seek 
  them out. 
   
  1C: FONDOR THE FIRE EATER 
  As you approach a clearing, well away from trees, you 
  see a giant, tattooed man lighting several long 
  torches and placing them carefully in the sand at his 
  feet. He calls out to you. “Step forward. Yes, you, in 
  the armor. You want to learn about the tricks of the 
  fire-eater? Perhaps you've heard about the cold fire 
  trick? Bah. There is no magic spell. There's no trick. 
  Not to this. Fire-eating is a skill. If anybody in the 
  audience here thinks that there's such a thing as 
  cold fire, and I'm using it, you wait till I get these 
  torches lit, you raise your hand, I'll stick it in your 
  eye, I'll pass it across your palm. I'll prove it to you. 
  This is fire. It burns. It sears. It is to be respected, to 
  be loved, sometimes to be feared, but never to be 
  trifled with.” 
   
  If the PCs stay to watch, read:  
   
  ondor the fire-eater puts on a good show, including 
  sword-swallowing, 
  breaking 
  chains 
  with 
  his 
  enormous, scarred hands and even walking on hot 
  coals. The crowd rewards him by dropping coppers 
  in his bowl of flaming oil. “Hah!” he bellows, 
  “Nobody ever reaches in to steal coins from me!” 
   
  Fondor the Fire Eater is proud of his work and when the 
  crowds thin out, he’s willing to show interested people a 
  few of the tricks of his trade and to chat about old times. 
  • 
  Fodor is willing to talk about the drow assault on the 
  Lady Tismina’s caravan four years ago. He was there, 
  traveling with the army. He’s no fighting man, he’s a 
  performer, so he’s not ashamed to say that he played 
  dead as the drow captured the three nobles. 
  • 
  Lady Tismina was being escorted to Istivin along 
  with her fiancé, a dandy by the name of Lord 
  Stophane. The group was being escorted by a 
  contingent of the army as well as one of their more 
  prominent generals from the reclamation, one 
  General Telgran Krill. The group was only a day out 
  of Istivin and camped for the night when a group of 
  drow appeared within their camp and attacked. The 
  battle was brief and in the end, all of the guards were 
  dead. Lady Tismina, Lord Stophane, and General 
  Krill, were all kidnapped, taken deep beneath the 
  earth to the dungeons beneath house Noquar. 
  • 
  Fondor knows that the Marchioness was deeply 
  disturbed by the event, and paid dearly to launch the 
  Assault on the Vault, putting Sterich in debt to the 
  Wayfarer’s Guild for several years.  
   
  1D: MEILO'S CAKES AND PIES 
  For 1 sp each, characters can purchase a lemon tart, a 
  square of cornbread, a slice of apple pie or a slab of vanilla 
  cake from Meillo, a ridiculously fat dwarf. The tip of his 
  long beard is tucked into his broad belt.  
   
  1E: LAR'S LIZARDS ON A STICK 
  For 4 cp each, characters may treat themselves to a 
  delicious grilled lizard-on-a-stick, prepared and served by 
  Lar, a tall, thin human with long, greasy dark hair. Most 
  of them are quite delicious, but each lizard has a 10% 
  chance of being tainted and such PCs must make a DC 12 
  Forti save.  
   
   
  �Tainted Lizard: CR –; ingested poison (tainted 
  lizard), DC 12 Fortitude save resists, 1d2 Con/none). 
   
  Lar pleads ignorance should this happen, claiming 
  that the character, “Just doesn't have the stomach for 
  good lizard.” 
  • 
  Lar knows the information listed in Encounter 1A 
  for a DC 10 and 15 Knowledge (religion) check. 
  • 
  Lar buys his tasty lizards from some friendly derro, 
  and from them, Lar knows a bit about drow lore.  
  o Before the Greyhawk Wars fractured the nations 
  of the Flanaess, the noble house of Eilservs 
  devised a bold scheme to establish themselves as 
  leaders of a true drow monarchy. Though the 
  priestesses of Lolth opposed them, the rebellious 
  Eilservs found power in the worship of an alien 
  god, and through alliances with evil giants from 
  the Hellfurnace and Crystalmist mountains, 
  Eilservs created a clandestine stronghold 
  outside the Vault of the Drow. But this gambit 
  proved their undoing.  
  o Marauders from the upper world followed the 
  trail of influence back to the Vault, where they 
  assaulted not only the Eilservs estate, but also 
  the Fane of Lolth itself. The destruction that the 
  surface dwellers wrought was not vast, but its 
  effects were ruinous to House Eilservs. Its 
  nobles were made hostages, to be ravaged by 
  their captors; with its wealth and pride 
  despoiled, the noble house of Eilservs fell in 
  disgrace for its weakness.  
   
  Although Lar doesn’t know it, the fate of House Eilservs 
  is remarkably similar to the fate of House Noquar after 
  the events of CORS3-01 Assault on the Vault. 
   
  1F: SHANDIS' GROVE 
  At the edge of the festival is a hedge maze staffed by 
  bored-looking young men who charge a single silver 
  piece for admission. Occasionally, a shout rings out 
  from inside the maze and a young man in a red 
  
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  tabard runs in to rescue some poor soul who’s 
  become hopelessly lost.  
   
  Shandis, the druid, is here, supervising his human staff. 
  He’s accompanied by an enormous dire bear wearing full 
  plate armor.  
   
  �Shandis: male human druid 11.  
  • 
  Shandis knows something of the Assault on the 
  Vault. He led an adventuring team in to rescue the 
  three nobles, but his team spent most of their time 
  battling drow and their minions and never found the 
  captives.  
  • 
  If asked about Xills, Shandis knows that they are 
  devils that can travel the planes. He has heard that 
  enslaved, immature Xills are sometimes used to 
  power mighty magical ships that can move between 
  the planes. 
  • 
  Shandis disdains Kanga, the lion tamer, who doesn’t 
  treat her animals well. 
   
  1G: THE INEPT LION TAMER 
  Along the outskirts of the fairgrounds is a large, red-
  and-white tent. A faded sign hangs above the 
  entrance to the tent, reading, "Kanga's Great Cats." 
  The next show begins in three hours. 
   
  If they venture inside, continue: 
   
  The tent is large and circular. A number of square 
  metal cages line the outside of half the tent. Chairs, 
  crates and boxes are scattered in various parts of the 
  enclosure. In the center of the tent, stands a thin, 
  older woman dressed in breeches and a tailed jacket. 
  A number of lions circle her warily. She wields a 
  whip in one hand and a wooden chair in the other. 
   
  “Careful!” she calls to you. “We're practicing 
  here, just a minute.” 
   
  She herds the lions back into their cages before 
  returning to speak to you. 
   
  Kanga is happy to speak to adventurers, asking them to 
  recount tales of animals they’ve seen in their travels.  
  • 
  Kanga is just itching to gossip about the imminent 
  marriage of Lady Larath Mindon to her hunky fiancé 
  Wells Oakshire and about the other nobles. Kanga 
  knows that the three nobles rescued by the 
  successful Assault on the Vault were Lady Tismina, 
  her foppish fiancé Lord Stophane and General 
  Telgran Krill.  
  • 
  Kanga learned that Wells and Arwin had some bad 
  blood between them several years ago. Wells’ father, 
  Miles, killed a Sterich soldier, and Arwin banished 
  his entire family from Sterich. Wells tried to get 
  revenge, somehow, during an archery contest in 592 
  CY, but he ended up falling in love with Lady Larath. 
  Isn’t that romantic? 
  • 
  Wells and Larath have been engaged for more than 
  four years now, so it’s high time they had that 
  wedding. 
   
  1H: THE FLYING, GRAPPLING FISH 
  Let the PCs spend as much time as they like (or as much 
  time as your time slot allows) exploring the festival, but 
  keep an eye on the players, making sure that nobody is 
  getting bored. Just before noon (when the wedding 
  ceremony is to take place) or when you decide the time is 
  right for combat, read: 
   
  Suddenly, a strangely out-of-place beast bursts from 
  the ground as if fired from a catapult. It gets tangled 
  briefly in the druid's tent, and you hear the crash of 
  breaking glass as it flails about with its terrible jaws. 
  There's a brief flash of magical energy, then the beast 
  rears back and attacks the crowd. 
   
  Interrupting the festival, two burrowing monsters erupt 
  from the ground. The single beast that the PCs see was 
  ensnared by suggestion and sent by Eilatana the Succubus, 
  who gave it a potion of air breathing (as needed), a potion of 
  fly, and a potion of burrow before sending it up to the 
  surface. The poor, confused animal accidentally swallows 
  Shandis’ tent, consuming several more potions. Then it 
  goes on a rampage, trying to grab someone to bring back 
  to its evil master beneath the earth. (It inflicts only 
  nonlethal damage as it attempts to grapple then burrow.) 
  The PCs may choose to fight it. 
  Elsewhere, the other burrowing monster grabs Wells 
  Oakshire and escapes beneath the earth, following a 
  tunnel dug by a purple worm. After the combat, the PCs 
  are asked to pursue the beast to return the bridegroom for 
  his upcoming wedding. 
   
  Characters with various Knowledge skills can 
  identify the creature and PCs with Spellcraft can identify 
  the effects of some of the potions that the creature has 
  accidentally consumed. 
   
  Note: These creatures have been modified because 
  of their potions, chiefly an increase in armor class and 
  extra movement modes (flying and burrowing). Read the 
  monster entry carefully, especially if you are not familiar 
  with the spells in the potions. Some of these spells are 
  from the Spell Compendium. See Appendix 2: New Rules 
  Items. At APL 6 and above, the creature has a potion of 
  anticipate teleportation active. 
  Some of the potions have short spell durations, so 
  keep track of the number of rounds since the creature 
  consumed the potions. The durations are listed below. 
  It’s entirely possible that the party uses dispel magic to 
  attempt to get rid of the magical effects. For your 
  convenience, the caster level of each effect is also listed 
  below. To prevent this encounter from crashing to an end 
  with a single dispel magic targeting the fly spell, at some 
  APLs, the beast has several of these potions going at once. 
   
  
  COR8-04 Bridge Over Svartjet 
   
  Page 9 
  APL 2 (EL 4) 
   
  �Large Flying Shark (1): hp 38; Appendix 1; DC 17 
  Knowledge (nature) identifies.  
   
  APL 4 (EL 7) 
   
  �Flying Baleen Whale (1): hp 132; Appendix 1; 
  DC 22 Knowledge (nature) identifies.  
   
  APL 6 (EL 8) 
   
  �Flying Cachalot Whale (1): hp 141; Appendix 1; 
  DC 22 Knowledge (nature) identifies.  
   
  APL 8 (EL 10) 
   
  �Flying Dire Shark (1): hp 147; Appendix 1; DC 28 
  Knowledge (nature) identifies.  
   
  APL 10 (EL 12) 
   
  �Advanced Flying Dire Shark (1): hp 198; 
  Appendix 1; DC 34 Knowledge (arcane) identifies. 
   
  APL 12 (EL 14) 
   
  �Flying Kraken (1): hp 290; Appendix 1; DC 38 
  Knowledge (arcane) identifies. 
   
  APL 14 (EL 16) 
   
  �Advanced Flying Kraken (1): hp 480; Appendix 
  1; DC 41 Knowledge (arcane) identifies. 
   
  The effects of the potions have been added into the EL of 
  this encounter. 
   
  Tactics: These monsters have been forced or convinced 
  to burrow up from the Underdark, to capture a human 
  alive and to return to Eilatana the Succubus (Encounter 2: 
  The Dark at the End of the Tunnel). They do not attempt 
  to kill the PCs, but instead try to grapple someone (PC or 
  commoner). With their natural weapons, most of these 
  monsters have greater reach than most PCs so they can 
  usually avoid an attack of opportunity by launching their 
  grapple attack from a distance (per the additional rules for 
  grappling in the Main 3.5e FAQ). Remember that grapple 
  attacks usually inflict nonlethal unarmed strike damage, 
  even while using lethal natural weapons. 
   
  The burrow spell does not leave a tunnel behind it, 
  but the creatures came up out of a tunnel dug by a purple 
  worm. The party can follow this tunnel to the next 
  encounter. 
   
  Treasure: There is no treasure here, but the grateful 
  druid, Shandis, lets the party buy some of his unusual 
  potions. See the AR. 
   
  Development: In the event that a character (PC or NPC) 
  is dragged under the earth by the burrowing monster, 
  that character can be recovered in the next encounter. 
   
  In the unlikely event that the party doesn’t try to 
  recover their comrade, Eilatana the Succubus could send 
  another burrowing creature to fetch the party members 
  one at a time. 
   
  When the fight ends, read: 
   
  As the din of battle fades, a noble figure strides 
  toward you, against the tide of fleeing festival-goers. 
  You instantly recognize Lord Arawn Mindon, a dark-
  featured human with a close-trimmed graying beard. 
  He greets you, congratulating you on your role in 
  driving off the beast. He asks that you follow the 
  beast back through its tunnel to recover anybody 
  who may have been captured and to see if this 
  unusual circumstance and highly unusual monster 
  had some evil cause. 
   
  It’s possible that enterprising PCs attempt to keep an eye 
  on Lady Larath and Wells Oakshire, and discover the 
  second burrowing monster as it is attacking. That 
  encounter 
  is 
  supposed 
  to 
  happen 
  without 
  PC 
  interference, but if the players are attentive, allow them 
  to fight the second creature. Even if the PCs manage to 
  defeat both burrowing monsters and prevent the 
  abduction of Wells, Lord Arwin beseeches them to follow 
  the tunnelsunder the Oerth to determine who launched 
  this dastardly attack. 
   
  2: THE DARK AT THE END OF 
  THE TUNNEL 
  The narrow tunnel left behind by the burrowing 
  beast weaves its way deep under Oerth. It rises and 
  falls, winding around rock formations. The darkness 
  is oppressive and the tunnel seems to go on forever.  
   
  If the party can’t see, with light sources or darkvision, you 
  might suggest that there are vendors at the festival above 
  who might be willing to sell them everburning torches or 
  other gear. (Any Open gear is available. Treat the festival 
  as a small town and Istivin as a small city; LGCS 16.) 
   
  An hour later and thousands of feet below the 
  ground, the tunnel you’ve been following intersects 
  a broad, well-worn passageway. Strange luminescent 
  fungus grows here and there on the walls and 
  ceiling. The muddy bank of an underground stream 
  can be seen to your right. 
   
  See DM Map 22: The Dark at the End of the Tunnel. 
   
  Here the party meet the disguised Eilatana (a 
  succubus), from COR2-05 Beneath the Veil, the surviving 
  burrowing creature(s) from Encounter 1H, and any 
  characters that were dragged down into the depths. So 
  they’ll probably meet the succubus, one burrowing beast 
  and Wells Oakshire. If Wells is here, he’s been knocked 
  unconscious (with nonlethal damage) while grappling 
  with the burrowing beast. Modify the following read 
  aloud text accordingly. And don’t just read it straight 
  through. She should have a conversation with the party, 
  not a long, ranting monologue. In summary: 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 10 
  • 
  Wells is unconscious, not dead, and she’ll let him go 
  without a struggle 
  • 
  She wants the party to kill some drow and prevent an 
  avatar of Lolth from coming to this plane 
  • 
  She’ll give them a map, a rope and a potion of fly 
  • 
  They must hurry because the avatar of Lolth will 
  arrive an hour or so before midnight (at 10:32 PM), 
  and it is just after midday now (about 1 PM). 
   
  Wells Oakshire is lying unconscious on the floor. 
  Swimming in a pool nearby is a beast similar to the 
  one you battled at the festival. But what draws your 
  attention most is Lady Larath Mindon, who stands 
  next to her fallen fiancé. She’s wearing a beautiful 
  evening gown made of blue silk chiffon. She holds a 
  scroll tube in her left hand. She speaks with a sultry 
  voice. 
   
  “Thank you for coming to rescue poor Wells. As 
  you can see, his injuries do not threaten his life. But 
  there’s something more important that I’d like to 
  discuss with you.” 
   
  Q: Who are you? “I admit that I am not really Lady 
  Larath. My name is Eilatana. I’m in disguise. There 
  are many drow who want to see me dead. I maintain 
  a disguise to prevent my enemies from attacking me 
  on sight.” 
   
  Q: Why did you send that monster to attack us? “I 
  sent my pet up to the surface to invite you down 
  here for a private conversation. I hope my pet wasn’t 
  too… uncouth. I told it not to hurt anyone.” 
   
  Q: What are you doing here? What do you want? “I’d 
  like to tell you something important to all of those 
  humans up in Sterich. “You know of the drow elves? 
  Dark elves that live deep underground? 
   
  “The 
  drow 
  have 
  recently 
  discovered 
  an 
  extraplanar gateway to a magical spider ship, 
  something from the Abyss itself. The portal to the 
  ship is located in the ceiling of an underground 
  tributary of the Svartjet River. The drow are using 
  the ship to retrieve an avatar of their spider deity, 
  Lolth, tonight a short time before midnight.  
   
  The avatar’s presence in the Vault of the Drow 
  will enable the deity to unite the squabbling drow 
  houses. And tonight, the avatar will make the 
  necessary final arrangements to open a bridge 
  between worlds, to link her plane of the Abyss most 
  fully to that of Oerth, opening it to her legions. My 
  friends and I wish to prevent this, and I think that 
  you might, also.” 
   
  She indicates the scroll tube in her hand. “For 
  my own reasons, I’d like to offer you this map to the 
  portal that is suspended over the Svartjet so that you 
  can take whatever action you desire to prevent the 
  avatar of Lolth from coming to Oerth. Oh, and 
  there’s a potion on Wells there that will help you fly. 
  You may need his sturdy rope, too.” 
   
  She smiles sweetly and sets the scroll tube down 
  next to Wells’ unconscious body, and then backs 
  away. 
   
  Q: What’s in it for us? “You get to frustrate some 
  drow who want to bring an avatar of Lolth of epic 
  power to this plane.  
   
  Q: Why do you radiate a strong aura of chaos and/or 
  evil? “Oh, that. I’ve spent quite a bit of time on the 
  lower planes. I suppose that some of it has rubbed 
  off on me. But that’s unimportant if our interests 
  coincide.” 
   
  Q: Can you tell us more about what we’ll face? 
  “When you reach the Svartjet River, whistle to 
  Thoopshib and he’ll row you across on his barge. You 
  do need to pay him. He prefers platinum. And you’ll 
  probably fight some drow elves.” 
   
  Q: Can you tell us more about these drow? “Do you 
  know that the drow elves are organized into eight 
  noble Houses? (Aleval, Despana, Eilservs, Everhate, 
  Godeep, Noquar, Tormtor, Vae.) 
   
  That’s actually the end of the main purpose of this 
  encounter, but Eilatana wants to pump the adventurers 
  for whatever information they have about the events on 
  the surface, and this is a good opportunity for the players 
  to learn some of the background on the “Gloom and 
  Disunion” series. Feel free to skip the rest of this section 
  if you need to run a quick game due to real-world time 
  pressure. 
   
  “I’d like to tell you something about drow House 
  Noquar. Perhaps you’ve heard of them? 
   
  “Due to various sources of information, House 
  Noquar was absolutely certain that something in the 
  March of Sterich threatened both their existence 
  and possibly even the vault itself. However, despite 
  all of their prayers and various ploys, the House was 
  never able to learn the nature of this threat.  
   
  “Have you heard of this threat against the drow? 
  Do you know the nature of it? 
   
  “Five years ago today, drow from House Noquar 
  disguised as troubadours were scouting Istivin for 
  possible invasion and attempting to find the source 
  of this mysterious threat. This disrupted some kind 
  of 
  birthday 
  bash 
  being 
  held 
  in 
  Sterich.
   
  “Somewhat later, the drow built a complex 
  beneath the seedy Veil tavern. They stumbled across 
  the Starchild then, as foretold by Loremaster Durgu, 
  but they did not recognize what they had in their 
  grasp and he got away.  
   
  “A while later, House Noquar kidnapped several 
  nobles from Sterich to learn about the threat, with 
  disastrous consequences as Resbin Dren Emondav, 
  Marchioness of Sterich, launched an assault on 
  House Noquar in the Vault of the Drow to retrieve 
  the three captives. 
   
  “The Assault on the Vault succeeded, freeing the 
  captives and killing many from House Noquar. At 
  great expense, the Marchioness hired the Wayfarer’s 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 11 
  Guild to teleport mercenaries into the Vault and to 
  teleport them out again. 
   
  “In response, the other Houses in the Vault 
  found House Noquar at fault for endangering the 
  entire Vault, and House Noquar was exiled from the 
  Vault. And the remaining drow Houses set up an 
  anti-teleportation field to prevent entry and exit 
  from their homeland.  
   
  A DC 10 Knowledge (religion) check reveals that Lolth is 
  Demon Queen of Spiders, is the chief goddess of drow 
  elves. Lolth is a fickle and cruel goddess. 
  A DC 15 Knowledge (religion) check reveals that 
  Lolth makes her home on a plane of the Abyss.  
   
   
  �Eilatana the Succubus: MM 47, Bluff +19, 
  Disguise +17* (+19 acting), Knowledge (local: Core) +12. 
  Note: The MM errata changes the succubus’ polymorph 
  ability to change shape. 
   
  �Wells 
  Oakshire: 
  male 
  human 
  fighter 
  4 
  (unconscious, one negative level, charmed by Eilatana); 50-
  ft. rope and a potion of fly. 
   
  Another Monster: In a pool of water is another 
  creature from Encounter 1H: the Flying, Grappling 
  Fishwith no spells or potions in affect. The monster is 
  under the effects of Eilatanna’s suggestion power; it 
  defends her, but does not initiate an attack. 
   
  Tactics: This is a non-combat encounter. Eilatana is 
  disguised as Lady Larath Mindon, Taking 10 on her 
  Disguise skill and using her change shape ability for a 
  total Disguise check of 39. But the unexpected 
  appearance of Lady Larath down here after the party just 
  left her up on the surface and the inappropriate evening 
  gown may be a bit of a give-away that all is not what it 
  seems. She has used her charm person ability on Wells 
  repeatedly while he remained unconscious. And she 
  couldn’t help giving him a little kiss, too, so he has a 
  negative level and she has 5 temporary hp. Because of the 
  drow’s anti-teleportation field which permeates the entire 
  area, she cannot use her ethereal jaunt or greater teleport. 
   
  Development: Eilatana gladly answers most questions to 
  the best of her ability, and even admits that she is not 
  really Lady Larath, but she does not willingly reveal that 
  she works for House Noquar. (However, players who paid 
  attention to Player Handout 3 or who played COR2-05 
  Beneath the Veil might remember this.) If asked about her 
  reasons for helping the party stop the drow from 
  retrieving the avatar of Lolth, she smiles and says she has 
  enemies among the drow, especially a wizard named 
  Yeresk. She has scouted out the portal to the ship and she 
  knows about its location above the water. She gives 
  detailed directions through the underground tunnel 
  system and she has already blazed a trail, so the party can 
  just follow her marks. She warns them that they will 
  likely need to climb or fly up into the ship. 
  She won’t willingly accompany the adventurers, but 
  she offers to escort Wells back to the surface. 
  If the adventurers attack her, she tries to flee. If they 
  kill her before she finishes telling them about the ship 
  and how to reach it, the adventure ends with Conclusion 
  B. 
  She has stolen the masterwork longbow (400 gp) and 
  jeweled quiver (2,000 gp) from Wells. They lie hidden 
  behind three feet of piled-up rocks a hundred feet further 
  down the tunnel, requiring a DC 22 Track check and a 
  DC 15 Search check to locate. Unscrupulous adventurers 
  might not give them back to Wells, so they’re listed 
  below as Loot. 
   
  Treasure: Refer to the Treasure Summary for what the 
  PCs may find here. 
   
  3: THE BRIDGE OVER THE 
  RIVER SVARTJET 
  Following the directions and blazes from the 
  woman you met earlier, you journey deep under 
  Oerth. After hours of interminable travel in the 
  darkness, you reach your destination. 
   
  You find the edge of an underground river 
  ahead, as the woman predicted.  
   
  The river’s surface is very smooth here. On the 
  far bank is moored an 8 ft. by 24 ft. barge A tall, fish-
  like humanoid standing on the barge is holding a 
  large oar.  
   
  This encounter occurs in hex W-27, using encounter 
  piece IV, from GDQ1-7 Queen of Spiders. See DM Map 3: 
  The Bridge Over the River Svartjet. The party starts in the 
  lower left corner of the map.  
   
  Game time at this point is around 9 PM. 
   
  This encounter is optional. It’s just here to give the 
  adventurers a feel of the strange adventures in the 
  underdark.  
   
  This barge is operated by Thoopshib, a kuo-toan of 
  great size and strength. He is a strange creature that 
  moves his ferry around the Underdark seemingly at a 
  whim. 
   
  Thoobshib is a rogue monitor. He is quite chaotic 
  and a bit insane. Thoopshib may be unbalanced, but he is 
  very sly. Normally, any creature acquainted with his 
  service whistles or calls for service, and pays a fee of 1 pp 
  (or its equivalent) to be ferried across. The solitary kuo-
  toan does not care who or what he transports. 
   
  If the barge is threatened or attacked, he leaps into 
  the Svartjet and summon his only companion, a giant gar 
  over 30 feet long. The gar stays just upstream from the 
  crossing area, and if it is urged on by Thoopshib, it has a 
  15% chance per round of upsetting the barge. 80% of the 
  time, the gar bites anyone in the water. This chance drops 
  to 25% if the character is walking on the water, and is only 
  10% if the character is levitating or flying up to 20 feet 
  above the water (the maximum height of its leap and the 
  height of the ceiling in this tributary). 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 12 
   
  The river is smooth here as the water is over 80 ft. 
  deep. Downstream, the river comes right up to the edge 
  of the cave, making it impossible to walk along the bank 
  of the river.  
   
  The noise of the river masks normal sounds from the 
  hearing of the kuo-toan, but bright light in the cavern 
  certainly attracts his attention. He comes forth and offers 
  in 
  the 
  common 
  speech 
  of 
  the 
  underworld 
  (Undercommon) to take the party across for the proper 
  fee (1 pp per trip per Small, Medium, or Large creature). 
  He makes more trips if needed to transport Large 
  creatures, but Huge creatures won’t fit on the barge. 
   
  When Thoopshib sculls the barge, it takes him only 
  six rounds to travel directly across to moor the barge in 
  the opposite bank cove. 
   
  If others scull the craft, it takes twice that long, they 
  move diagonally downstream, and there is no possibility 
  of mooring the barge, so it is carried off downstream by 
  the current after disembarkation. If Thoopshib is 
  somehow forced to take a party across, he leaps into the 
  Svartjet in midstream, taking the sculling oar with him, 
  and seeks his giant gar friend. The barge is carried 
  downstream at a rate of 9 miles per hour. 
   
  The vessel continues all the way to the Sunless Sea, 
  ending the adventure. Travel upriver in the barge is 
  impossible. It is not possible to walk along the riverside. 
   
  All APLs (EL 10) 
   
  �Thoopshib, kuo-toa monitor, treat as a chaotic 
  neutral stone giant with swim speed 30 ft.; MM 124.  
   
  �Giant Gar, treat as a dire shark; MM 64. 
   
  Thoopshib understands Undercommon, but he never 
  says anything comprehensible except for one word, 
  “Platinum.” He knows that word in all 25 languages 
  spoken in the LIVING GREYHAWK campaign. 
   
  4: THE SHAFT 
  The barge brings you to the shore of a backwater in 
  the underground river. The strange barge operator 
  will bring you no further. 
   
  After an hour of searching, you come across a 
  strange sight: in the ceiling of the cave, twenty feet 
  above the still water of an underground tributary of 
  the Svartjet, is a faintly-glowing portal – a bridge 
  across the planes – that leads to a featureless black 
  metal door.  
   
  The water below the portal is still and deep (80 ft.) See 
  DM Map 4: the Shaft. 
   
  Unless the PCs use magic to reach this area quicker 
  than they would do on foot, they only have a little left. 
  Tell them that they feel matters are moving to head and 
  that they must move quickly. (It is 10:20pm and in 12 
  minutes, the drow use the Starchild’s song to move the 
  ship to retrieve Lolth’s avatar) Keep careful track of game 
  time from here onwards. 
   
  Ship’s Door: The metal door to the ship is locked, 
  but not trapped. The door in the “ceiling” is bolted from 
  the inside, with no visible locks on the exterior. The door, 
  which opens upward, may be opened magically, or from 
  the inside, or by a DC 24 Strength check. Opening the 
  door by force is clearly audible from inside the ship, 
  alerting the drow in Encounter 5 (giving them time to 
  prepare for battle.) There are no convenient hand-holds 
  near the door.  
   
  Walls: At closer viewing, the walls of ship appear to 
  be made of metal plates bolted together. If the PCs stare 
  at the material, they notice a vague suggestion of 
  movement in it. Close examination reveals faces, twisted 
  and tortured, pressed against some invisible barrier, 
  silently mouthing screams and howls. Similar to the 
  pathways of the Web, this metal is formed from the 
  essence of souls; their punishment is to be painfully 
  sealed into this mysterious prison. 
   
  The walls can be climbed with a DC 20 Climb check, 
  but the DC is reduced by 5 if the climber uses the corners 
  (PH 69).  
   
  Gravity: Gravity is altered on the map. Area 27 (the 
  cross-hatched section of the map) has gravity down on 
  the page, so that the portal at the bottom of the map is 
  “down.” The ceilings are 15 ft. tall, making Area 27 a 15-
  ft.-by-15-ft. vertical shaft, 55 ft. tall. Gravity is into the 
  page in areas 28-31, so “down” is the normal direction for 
  a map. (This altered gravity is caused by the planar portal.) 
   
  Railing: The red lines on the map show a railing that 
  goes all the way around Area 27, reducing the climb DC 
  to 10 if a character climbs straight up the railing. The 
  railing also allows a character to cling to the “ceiling” with 
  a DC 15 Climb check. 
   
  Tactics: The party need to reach the portal, possibly 
  making use of the rope and potion of fly given to them by 
  the succubus. The drow anti-teleportation field prevents 
  teleportation and planar travel in this encounter, other 
  than using the portal. 
   
  The portal is a one-way portal to the Abyss. Nothing 
  can pass from the Abyss back to the Prime Material Plane 
  through this portal.  
   
  After entering the portal, the party must figure out 
  how to climb or fly up the shaft. 
   
  As the party members enter the portal, proceed to 
  Encounter 5: Confrontation with Yeresk.  
   
  5: CONFRONTATION WITH 
  YERESK 
  As you pass through the portal, you see the interior 
  of a carefully manufactured ship. The walls 
  themselves hum with mystic power. 
   
  Above you, more strange round portals are on 
  the walls and ceiling of a tall shaft. From one of 
  them comes a cackling, evil voice. 
  “Ah, here come the surface-dwellers, just as our 
  divinations foretold. So you were the threat from 
  Sterich that Loremaster Durgu foretold! But none of 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 13 
  that matters now. I, Yeresk Crimsoneye, will fulfill 
  the Starchild’s destiny for the glory of House 
  Godeep! And you are destined to fail here, trapped in 
  the Abyss, far from your precious sun.” 
   
  See DM Map 5: Confrontation with Yeresk.  
   
  This structure is not only Lolth’s castle; it is also her 
  vessel, a ship in the shape of a spider. It travels across land 
  by walking on the eight arched legs on its sides, and it 
  travels across the planes by darker magic. Inside the ship 
  are living quarters, power plants, temple chambers, and 
  control rooms. The entire ship is powered by large steam 
  engines (found in the lower sections). The vibration from 
  these engines can be felt throughout the ship. 
   
  This vehicle has been known to appear on the Prime 
  Material Plane in places and times when Lolth felt it 
  necessary or useful to appear in person. 
   
  The interior regions of the spider ship are lit by 
  hidden ceiling fixtures. 
   
  At the time the characters enter the spider ship, the 
  Demon Queen is preparing for launch across the astral 
  void to Sterich. Using her machinery and magics, plus 
  power derived from beings more evil than herself, Lolth 
  intends to bind this first bit to her plane, opening a full 
  portal into the area for her conquest. 
   
  It was not actually Lolth herself who opened the 
  portal through which the party can ascend into the ship; 
  it was her slightly rebellious “crew” of xills. 
   
  The ship itself is mostly powered by steam, but its 
  planar travel is enabled by enslaved xills. Immature xills 
  have been forced to merge with the hull of the spider 
  ship and forced to use their plane-traveling abilities at the 
  command of the ship’s captain.  
   
  The captain’s song tells the xills where to go. In order 
  to navigate the ship to the distant Abyssal plane where 
  the avatar of Lolth resides, requires a very special song. As 
  foretold by Loremaster Crolister Durgu in COR2-05 
  Beneath the Veil, the Starchild’s song is the key. At 
  10:32pm, the stars align and the Starchild is brought to 
  the deck of the spider ship. His song awakens the 
  ethereal xills from their usually-dormant state and whisks 
  the ship away to the plane of the Abyss where the avatar 
  of Lolth awaits.  
   
  Characters able to see ethereal objects are able to see 
  thousands of immature xills, merged with the brass hull 
  of the ship. A DC 15 Knowledge (the planes) identifies 
  them. They neither attack nor defend themselves. 
   
  AREA 28 
  This quiet area has curtains in front of sleeping 
  cubicles. There are no creatures in this area. 
   
  The portal is unlocked. The ceilings in this area are 15 
  feet high. 
   
  AREA 30 
  This large open area has buttons and levers about 
  the walls, labeled in the strange, curling script of the 
  drow. 
   
  The portal to this area is open. The ceilings in this area are 
  15 feet high. The buttons and levers cause tables and 
  chairs to rise up out of the floor and fold back down into 
  it. Currently, all of the furniture is folded away. 
   
  All of the creatures here are worshippers of Lolth. 
  This is important for some spells, like faith healing and 
  righteous wrath of the faithful. All are in Area 30, peering out 
  the open door. To PCs looking up the shaft, they appear 
  to be standing on the wall. Creatures standing in the 
  northwest corner of Area 30 have line of sight through 
  the open door, down the shaft into Area 27. 
   
  APL 2 (EL 4) 
   
  �Yeresk: male drow wizard 3; hp 18; Appendix 1. 
   
  �Goblin (1); hp 5; MM 133; change small javelin to 
  small light crossbow; add oil of flame of faith. 
   
  APL 4 (EL 5) 
   
  �Yeresk: male drow wizard 3; hp 18; Appendix 1. 
   
  �K’Rafd: Male drow ranger 1; hp 5; Appendix 1. 
   
  �Goblins (4); hp 5 each; MM 133; change small 
  javelin to small light crossbow; add oil of flame of faith. 
   
  APL 6 (EL 8) 
   
  �Yeresk: male drow wizard 7; hp 39; Appendix 1. 
   
  �K’Pundu: Male drow rogue 1/ranger 1; hp 13; 
  Appendix 1. 
   
  �K’Rafd: Male drow ranger 1; hp 5; Appendix 1. 
   
  �Goblin (1); hp 5; MM 133; change small javelin to 
  small light crossbow; add oil of flame of faith. 
   
  APL 8 (EL 10) 
   
  �Yeresk: male drow wizard 9; hp 45; Appendix 1. 
   
  �K’Pundu: Male drow rogue 1/ranger 1; hp 13; 
  Appendix 1. 
   
  �K’Rafd: Male drow ranger 1; hp 5; Appendix 1. 
   
  �Goblin (1); hp 5; MM 133; change small javelin to 
  small light crossbow; add oil of flame of faith. 
   
  APL 10 (EL 12) 
   
  �Yeresk: male drow wizard 11; hp 60; Appendix 1. 
   
  �K’Pundu: Male drow rogue 3/ranger 3; hp 30; 
  Appendix 1. 
   
  �K’Rafd: Male drow ranger 3/rogue 2; hp 24; 
  Appendix 1. 
   
  �Goblins (10); hp 5 each; MM 133; change small 
  javelin to small light crossbow; add oil of flame of faith. 
   
  APL 12 (EL 14) 
   
  �Yeresk: male drow wizard 13; hp 65; Appendix 1. 
   
  �K’Pundu: Male drow rogue 4/ranger 4; hp 48; 
  Appendix 1. 
   
  �K’Rafd: Male drow ranger 4/rogue 3; hp 35; 
  Appendix 1. 
   
  �Goblins (10); hp 5 each; MM 133; change small 
  javelin to small light crossbow; add oil of flame of faith. 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 14 
   
  APL 14 (EL 16) 
   
  �Yeresk: male drow wizard 15; hp 74 Appendix 1. 
   
  �K’Pundu: Male drow rogue 5/ranger 5; hp 60; 
  Appendix 1. 
   
  �K’Rafd: Male drow ranger 5/rogue 4; hp 44; 
  Appendix 1. 
   
  �Goblins (10); hp 5 each; MM 133; change small 
  javelin to small light crossbow; add oil of flame of faith. 
   
  Yeresk’s Tactics: Yeresk uses his summon monster spells 
  to summon devils who can see through the magical 
  darkness that the drow generate with their spell-like 
  abilities. There might not be enough room for him to 
  summon large creatures. At low APL, the close range of 
  summoning spells might be a problem for Yeresk because 
  of the distance from Area 30 to the “bottom” of Area 27.  
   
  But Yeresk is very intelligent foe, so he’ll adapt his 
  tactics to the situation at hand. He’ll communicate with 
  his drow henchmen using Drow Sign Language to 
  prevent 
  their 
  combat 
  conversations 
  from 
  being 
  overheard.  
   
  Yeresk’s Rants: Yeresk fights on beyond all reason, 
  believing he is destined to triumph. He crows about how 
  this battle is destined to go his way, how that arrow was 
  destined to miss, how the henchman was destined to be 
  the first to die. His henchmen are not quite so strongly 
  motivated, and they may surrender if faced with death 
  and if given the chance to live. 
  And Yeresk rants on and on about his role in the 
  events so far. Yeresk the Crimsoneye was the key to the 
  whole plot. It was Yeresk who first learned of the Issarn, 
  the Starchild, and his destiny. It was Yeresk who 
  kidnapped Issarn from the Celestians at the Plinth of 
  Conjunction in the Barrier Peaks. 
  It was Yeresk who planted information about a threat 
  from Sterich for Bettulos to find. It was Yeresk who used 
  his magic to convinced low-level drow from House 
  Noquar to kidnap Tismina, Stophane and Krill, leading 
  directly to the fall of House Noquar and the death of his 
  rival, Bettulos. 
   
  And now, it is Yeresk who will see that the destiny of 
  the Starchild is fulfilled! (Bwah, hah, hah!) 
   
  APL 14: Retributive Spell Maze. The first person to 
  hit Yeresk is affected by this spell. 
  The Goblins Tactics: As combat begins, each of the 
  goblins is holding a crossbow in one hand and oil of flame 
  of faith in the other (five-round duration). In the first 
  round, they apply their oil to their crossbows then move 
  to places around the room from which to shoot at lightly-
  armored adventurers without getting into melee. Goblins 
  provide covering fire and will often ready their actions to 
  disrupt spellcasting. They’ll defend themselves with their 
  morninstars if need be.  
  K’Pundu and K’Rafd: If they are present and if they 
  have time to prepare, K’Pundu and K’Rafd use potions or 
  oils, or their faerie fire to outline PCs to make sure they 
  don’t use invisibility. K’Rafd has a wand of cure light 
  wounds which he can activate because of his ranger levels. 
   
  K’Pundu does not have an oil of flame of faith, but it 
  would be fun for him to command a goblin to use the 
  goblin’s oil on K’Pundu’s hand crossbow. K’Pundu uses a 
  locked gauntlet to prevent his hand crossbow from being 
  disarmed. 
  Drow Anti-Teleportation Field: The drow anti-
  teleportation field does not extend into the ship, so it 
  does not prevent teleportation in this encounter. 
  However, planar travel is a bit strange here because the 
  ship is actually on the Abyss. 
  It is not possible to retreat back through the portal to 
  the Prime Material Plane, making this encounter an all-
  or-nothing event. 
   
  Treasure: Refer to the Treasure Summary for what the 
  PCs find here. 
   
  Development: Because the portal is a one-way portal, 
  this is an all-or-nothing encounter. Any PC with the 
  Bettulos' dying curse from CORS3-01 Assault on the Vault 
  (Low Level) who participates in this encounter has the 
  curse reversed. See the Treasure Summary. 
   
  AREA 31 
  The unlocked portal into this area is labeled in the 
  strange, curly script of the drow. 
   
  The label says, “Danger Room.” Inside the room is an 
  illusion of a combat encounter with a dreadful enemy. 
  Each time a character enters the room, treat this as a 
  phantasmal killer spell, but the effect is nonlethal. Each 
  target first gets a DC 8 + APL Will save, to recognize the 
  image as unreal. If that save fails, the phantasm touches 
  the subject, and the subject must succeed on a DC 8 + 
  APL Fortitude save or faint from fear for 5 minutes (treat 
  as magical sleep). 
   
  The ceilings in this area are 15 feet high. 
   
  6: UP TO THE BRIDGE 
  The portal before you is locked in a curious manner. 
  Adamantine bolts radiate from a central mechanism. 
  Small, ornate studs are arranged around the imprint 
  of a spider. It looks as if one could press the studs, 
  and some combination might open the portal. 
   
  See DM Map. A DC 20 Open Locks, or four minutes of 
  trial and error opens the door. (Note that the duration of 
  the potion of fly is only five minutes.) 
   
  The unusual door, unusually thick walls and noises 
  on the bridge prevent the NPCs here from hearing 
  anything that occurs in previuos encounter. 
   
  AREA 29 
  This large semicircular area has three raised 
  platforms and four round domed windows. All about 
  are banks of dials, guages, buttons and levers. 
   
  
  COR8-04 Bridge Over Svartjet 
   
  Page 15 
  The ceilings in this area are 15 feet high, sloping down to 
  10 feet high in the outermost 10 feet of the room. 
   
  The brass railings in this area provide a small amount 
  of cover. A creature with a railing between itself and its 
  opponent gains a +2 bonus to Armor Class and a +1 bonus 
  on Reflex saves (these bonuses don’t stack with cover 
  bonuses from other sources). The railing doesn’t 
  otherwise affect a creature’s fighting space, because it’s 
  assumed that the creature is using the railing to its 
  advantage when it can. The railing has AC 4, hardness 5, 
  and 150 hp. A DC 15 Climb check is sufficient to climb a 
  railing. 
   
  The raised elevation sections provide the higher 
  ground bonus (PH 151). Due to the clutter of chairs and 
  instruments, all of the elevated platforms have double 
  movement cost. 
   
  A. CENTRAL PLATFORM 
  This area is 3 feet high and enclosed at the top by a 
  brass railing in the front and a glass wall behind, 
  except for a break at the front where a short, steep 
  stair gives access to the top. A massive swivel chair 
  dominates the center, flanked on either side by 
  smaller chairs. Control consoles are in front of these 
  chairs; each holds 12 strange tubes. The two side 
  consoles each have six guages and three levers.  
   
  The glass wall blocks line of effect, but not line of sight. 
  The glass wall has hardness 2, hp 10, for each 10 ft. by 10 
  ft. section. It is immune to acid but takes triple damage 
  from sonic attacks. If the glass wall is broken, treat all 
  adjacent squares as containing caltrops (PH 126).  
   
  B. SECONDARY CONROLS 
  This 3-foot-high platform holds three consoles and 
  five chairs. Though smaller, these consoles are 
  similar to those found on the central platform. A 
  railing encloses this platform except for a short 
  stair. 
   
  C. MONITORING STATION 
  This 3-foot-high platform is enclosed, as the others, 
  by a railing. There are no chairs or free-standing 
  consoles on it; instead, the walls are lined with large 
  box-like panels set with gauges, lights, and dials.  
   
  D. OBSERVATION PORTS 
  By each hemispherical window sits a swivel chair, 
  bolted to the floor. Directly above each chair, 
  halfway up the dome, are more windows. The ports 
  allow a commanding view of the surrounding plain. 
   
  The plain outside the window is a flat desert 
  under a purple sky. The air seems to radiate an evil 
  heat, burning into the yellow sand of the desert. 
   
  A DC 25 Knowledge (the planes) recognizes that this is a 
  plane of the Abyss. 
   
  All the creatures here, except the Starchild, are 
  worshippers of Lolth. This is important for some spells, 
  like faith healing and righteous wrath of the faithful. 
   
  Gerboz, Zykat and (at APL 4+) Rangraz are seated on 
  the central platform (A). At least one goblin is at the 
  monitoring station (B). The other goblins (if any) are 
  scattered about the room. 
   
  All APLs  
   
  �Starchild: male human expert 4 (Perform [song] 
  +9). 
   
  APL 2 (EL 4) 
   
  �Gerboz, drow female cleric 2: hp 12; Appendix 1. 
   
  �Zykat, drow male wizard 1: hp 4; Appendix 1. 
   
  �Goblin (1); hp 5; MM 133; change small javelin to 
  small light crossbow; add oil of flame of faith. 
   
  APL 4 (EL 6) 
   
  �Gerboz, drow female cleric 4: hp 24; Appendix 1. 
   
  �Zykat, drow male wizard 1: hp 4; Appendix 1. 
   
  �Rangraz, drow male ranger 1: hp 5; see Appendix 
  1. 
   
  �Goblin (2); hp 5 each; MM 133; change small 
  javelin to small light crossbow; add oil of flame of faith. 
   
  APL 6 (EL 8) 
   
  �Gerboz, drow female cleric 6: hp 27; Appendix 1. 
   
  �Zykat, drow male wizard 3: hp 20; Appendix 1. 
   
  �Rangraz, drow male ranger 3: hp 16; Appendix 1. 
   
  �Goblin (2); hp 5 each; MM 133; change small 
  javelin to small light crossbow; add oil of flame of faith. 
   
  APL 8 (EL 10) 
   
  �Gerboz, drow female cleric 8: hp 36; Appendix 1. 
   
  �Zykat, drow male wizard 5: hp 30; Appendix 1. 
   
  �Rangraz, drow male ranger 5: hp 27; Appendix 1. 
   
  �Goblin (6); hp 5 each; MM 133; change small 
  javelin to small light crossbow; add oil of flame of faith. 
   
  APL 10 (EL 12) 
   
  �Gerboz, drow female cleric 10: hp 55; Appendix 1. 
   
  �Zykat, drow male wizard 7: hp 39; Appendix 1. 
   
  �Rangraz, drow male ranger 7: hp 38; Appendix 1. 
   
  �Goblin (6); hp 5 each; MM 133; change small 
  javelin to small light crossbow; add oil of flame of faith. 
   
  APL 12 (EL 14) 
   
  �Gerboz, drow female cleric 12: hp 78; Appendix 1. 
   
  �Zykat, drow male wizard 7/fatespinner 2: hp 48; 
  Appendix 1. 
   
  �Rangraz, drow male ranger 9: hp 49; Appendix 1. 
   
  �Goblin (6); hp 5 each; MM 133; change small 
  javelin to small light crossbow; add oil of flame of faith. 
   
  
  COR8-04 Bridge Over Svartjet 
   
  Page 16 
  APL 14 (EL 16) 
   
  �Gerboz, drow female cleric 14: hp 102; Appendix 
  1. 
   
  �Zykat, drow male wizard 7/fatespinner 4: hp 68; 
  Appendix 1. 
   
  �Rangraz, drow male ranger 11: hp 71; Appendix 1. 
   
  �Goblin (6); hp 5 each; MM 133; change small 
  javelin to small light crossbow; add oil of flame of faith. 
   
  Goblin Tactics: These are guards. They are supposed to 
  stop creatures from messing with the ship, and they are 
  more afraid of their drow masters than they are of dying 
  in combat, so they fight to the death.  
   
  As combat begins, each of the goblins is holding a 
  crossbow in one hand and oil of flame of faith in the other 
  (5 round duration). In the first round, they apply their oil 
  to their crossbows then move to places around the room 
  from which to shoot at lightly-armored adventurers 
  without getting into melee. 
  General Drow Tactics: The spellcasters help the 
  ranger and the ranger will duke it out with the 
  adventurers. Goblins provide covering fire and ready to 
  disrupt spellcasting.  
   Zykat’s Tactics: Zykat has the Retributive Spell 
  feat, so if he is hit in melee combat, he can cast a spell on 
  his attacker as an immediate action. 
  At APL 6 and above, Zykat has the Toughening 
  Transmutation feat (which he uses when casting a spell or 
  activating a scroll or wand).  
  At APL 8, Rangraz has damage reduction 5/cold iron 
  or good (through a potion of demonhide) that can be 
  augmented by Zykat’s Toughening Transmutation feat.  
  At APL 10 and above, Rangraz has damage reduction 
  1/— (through an adamantine chain shirt) that can be 
  augmented by Zykat’s Toughening Transmutation feat.  
  Rangraz’s Tactics: Rangraz has lowered his spell 
  resistance before combat begins, and he has his potion of 
  displacement in one hand and his quarterstaff in the other 
  (with a locked gauntlet). In the first round, Rangraz 
  drinks his potion of displacement. Gerboz casts brambles or 
  spikes on Rangraz’ quarterstaff and Zykat casts sonic 
  weapon on it, too.  
  At APL 8 and above, Rangraz casts blades of fire.  
  Rangraz is sparing in his use of Combat Expertise 
  because he knows it’s more important to deal damage 
  than to not get hit, relying on Gerboz’ cure spells to keep 
  him alive. At APL 12 and above, Rangraz always use at 
  least on point of Combat Expertise to take advantage of 
  his Quick Staff feat. 
  Gerboz’ Tactics: Gerboz uses Reach Spell with her 
  spontaneous inflict wounds spells, but this increases her 
  casting time to one full-round action. At higher APLs, 
  Gerboz uses Quicken Spell. 
  At APL 14, Gerboz casts quicken brambles and 
  brilliant blade. With spikes/brambles, sonic weapon and blades 
  of fire on it, Rangraz’ quarterstaff is a potent weapon.  
  The Starchild: The Starchild looking out a window 
  and humming quietly to himself. He does not take part in 
  the combat. He does not really know what the drow have 
  in mind, here, but they have told him that his song can 
  help them navigate the ship between the planes. A few 
  weeks ago, while he was almost asleep, he heard a chorus 
  of tiny voices (the xills) talking about a self-destruct 
  sequence for the spider ship, activated by a song. His 
  uncanny memory for tunes allows him to recall it note for 
  note, if the party requests. Once activated, the self-
  destruct sequence destroys the ship in ten rounds, but the 
  song can be sung again to stop the sequence during this 
  time.  
   
  Treasure: Refer to the Treasure Summary for what the 
  PCs find here. 
   
  Development: If the party defeats the drow before the 
  requisite stars align and the drow use the Starchild’s song 
  to move the ship they still have a problem: They are on a 
  ship on the Abyss, and the gate from the Prime Material 
  Plane was a one-way gate. Fortunately, the party has the 
  means to navigate the spider ship back to the Prime 
  Material Plane. All they have to do is sing. When a 
  creature sings on the bridge of the ship, the xills in the 
  ship’s hull will awaken from their dormant state and 
  navigate the spider ship to the creature back to its home 
  plane. This leads to Conclusion A. 
   
  Alternatively, if they cannot figure out that they are 
  supposed to sing, a DC 25 Use Magic Device check to 
  activate blindly also does the job. If the character fails this 
  check by 10 or more, he suffers a mishap: The spider ship 
  travels to another plane (determined at random) and it 
  will not be able to leave that plane. This strange set of 
  circumstances does prevent the avatar of Lolth from 
  coming to Sterich, at least for now. Each character is “Lost 
  on another Plane” per LGCS rules and must spend 6 TUs 
  and 1,000 GP to return home. Until this is paid, the PC is 
  removed from play.  
   
  If the party fails to defeat the drow before they use 
  the Starchild’s song, as prophecied, to navigate the ship 
  deeper in the Abyss instead, where they will pick up an 
  avatar of Lolth and bring her back to the Prime Material 
  Plane. The presence of the avatar unites the drow of the 
  underdark, leading to Conclusion B. 
   
  CONCLUSION A 
  After they defeat the drow, the PCs must still escape from 
  the Abyss. If they sing and the xills move the ship to the 
  Prime Material Plane, use the following boxed text, but if 
  they use plane shift or similar magic, skip this boxed text. 
   
  The notes of your song have a sudden and dramatic 
  effect. The walls of the ship convulse with wispy, 
  diabolic figures. Thousands of tiny devils pulse in 
  and out of existence in time with your music, 
  dancing in waves as the sound washes over them. 
  They grab and claw at the hull of the spider ship, 
  dragging it with them as they travel between planes. 
  Your gut wrenches repeatedly as you quickly blink 
  in and out of reality itself. 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 17 
   
  As the ship moves, the layers of the Abyss fly 
  past. Through the flickering walls of the spider ship, 
  you see astounding scenes of other planes of 
  existence, each one for a brief interval.  
   
  Now you see a lake of blood, with tall demons 
  tormenting shade-humans, up to their ears in 
  boiling ichor. Now you see an icy lake containing an 
  enormous winged creature, embedded up to its waist 
  in ice. Its three mouths chew on the shade-bodies of 
  three tormented souls, the gore mixing with tears 
  gushing from three sets of eyes. Now you see a dark 
  forest, full of spiders. Layer after layer of the Abyss 
  flashes by, now flickering too fast to see.  
   
  With a jolt, the ship stops. The tiny devils cease 
  their dance and return to their quiescent state, 
  embedded in the walls of the spider ship.  
   
  With a grinding sound and a long puff of steam, 
  the central platform of the bridge folds downward 
  through the floor. You can see broad stairway exiting 
  from the spider ship before you, leading out through 
  enormous adamantine pincers. It looks like the 
  pincers are on hinges, like they could close at any 
  moment to snap a building in two. 
   
  The 20-foot-wide staircase is flanked by 10-foot-
  wide adamantine bannisters, the lower ends of 
  which turn slightly inward. Sitting on the 
  bannisters, at the bottom of the steps, are two 
  gargoyles, who will watch the strangers with no 
  apparent concern. One sits on the edge of a 
  bannister, idly scratching at the dark metal; the 
  other squats with his chin on his knees, his eyes 
  half-closed. They both look inoffensive, and neither 
  makes any sort of a hostile motion.  
   
  The exit leads to a fungus-lit corridor in the 
  underdark, on the banks of the Svartjet river.  
   
  If ignored, the gargoyles do not attack the party. The 
  party can fight two standard gargoyles if they like, but 
  they get no XP for it. (MM 113.) 
  If the party managed to activate the self-destruct 
  sequence in Encounter, read: 
   
  Behind you, the spider-ship of lolth is quivering. The 
  devils embedded in its hull are laughing with 
  diabolic glee as they tear the ship to pieces. You hear 
  long screams of steam escaping from somewhere 
  deep in the ship, followed by distant shouts and 
  explosions. The sound of the steam merges with the 
  screams of the crew. From the bowels of the ship 
  comes a cacophony of metal, groaning, twisting, 
  popping. 
   
  The mighty adamantine pincers at the front of 
  the ship give one last, convulsive squeeze then 
  vanish, scattered to other planes by the relentless 
  xills. Finally, there is nothing left of the spider ship 
  of Lolth but another empty cavern in the endless 
  Underdark. 
   
  After they escape from the Abyss, the PCs must still 
  escape from the underdark. They can follow the tunnels 
  back the way they came to emerge at the festival grounds 
  to thunderous applause and a heroes’ welcome. 
   
  After hours (or weeks) of travel, you are almost at 
  Istivin. Ahead of you, the welcome light of the sun 
  filters down. You hear a small boy running and 
  shouting, “They’re here! They’re back! I hear them 
  coming!” 
  As you emerge, blinking in the sunlight, a lovely 
  sight greets you. The festival grounds have been 
  converted to a party area. Banners and flowers drape 
  the trees. Chairs are set up before a small outdoor 
  altar. You recognize the trappings of a noblewoman’s 
  wedding. 
  Lord Arawn Minton strides up to you through 
  the growing crowd. “Welcome back, my friends. 
  Welcome indeed. I hope you have happy news for us 
  on this, my daughter’s wedding day. We delayed the 
  ceremony until your arrival.” 
   
  Now that the PCs have arrived, a church bell rings and 
  townsfolk begin streaming in for the wedding. In 
  addition to Lord Arawn Mindon and his retinue, the 
  Marchioness of Sterich (Resbin Dren Emondav), Lady 
  Tismina, Lord Stophane, and General Telgran Krill are all 
  in the gathering crowd. The PCs can interact with them. 
  They are all quite pleased at party’s success. 
   
  CONCLUSION B 
  If the party fails to defeat the drow, read: 
   
  From Hommlet to city, from the merfolk undersea 
  to the dwarves in the Lortmils, all thinking beings 
  throughout Oerth have their lives interrupted, as 
  The Starchild sings a song which rips through the 
  fabric of space and planes, prophesying a chilling 
  vision of the future, where Lolth and her conquests 
  are a plague blistering Oerth. The drow invasion of 
  the surface world will continue, with all the drow 
  houses united under the avatar of Lolth. Though 
  with the drow stripped of their proxies, the giants, 
  and a stronger presence of humans in Sterich and 
  Gyruff, these events are still not assured. However, 
  warns the song, without significant advancements 
  by the humans and demi-humans, possibly by true 
  heroes, to forestall the drow, the prophecy is 
  inevitable. Either way, Lolth herself remains in her 
  lair on the Abyss, amused by her web of chaos. 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 18 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  1: Coming of Age in Istivin 
  Defeat the creature 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
   
  5: Confrontation with Yeresk 
  Defeat the drow and their goblin servants 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
   
  6: Up to the Bridge 
  Defeat the drow and their goblin servants 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
   
  6: Up to the Bridge 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
  APL 14  
  360 XP 
   
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  2: The Dark at the End of the Tunnel 
   
  All APLs: Loot 200 gp; Magic 62 gp potion of fly; Total 
  262 gp. 
   
  5: Confrontation with Yeresk 
   
  APL 2: Loot 158 gp; Coins 52; Magic 225 gp; burning 
  veil (83 gp), anklet of translocation (117 gp), oil of flame of 
  faith (62 gp); Total 472 gp. 
   
  APL 4: Loot 374 gp; Coins 52; Magic 300 gp; burning 
  veil (83 gp), anklet of translocation (117 gp), oil of flame of 
  faith (x4) (62 gp ea.); Total 876 gp. 
   
  APL 6: Loot 222 gp; Coins 52; Magic 1040 gp; burning 
  veil (83 gp), caustic veil (167 gp), anklet of translocation (117 
  gp), oil of flame of faith (62 gp), +1 buckler (97 gp); Total 
  1352 gp. 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 19 
   
  APL 8: Loot 222 gp; Coins 52; Magic 1040 gp; burning 
  veil (83 gp), caustic veil (167 gp), anklet of translocation (117 
  gp), oil of flame of faith (62 gp), +1 buckler (97 gp), headband 
  of intellect +2 (333 gp); Total 1352 gp. 
   
  APL 10: Loot 247 gp; Coins 52; Magic 3068 gp; 
  burning veil (83 gp), caustic veil (167 gp), anklet of 
  translocation (117 gp), oil of flame of faith (x10) (62 gp ea.), 
  +1 buckler (97 gp), +1 shock crossbow (700 gp), headband of 
  intellect +4 (1333 gp); Total 3742 gp. 
   
  APL 12: Loot 247 gp; Coins 52; Magic 3068 gp; 
  burning veil (83 gp), caustic veil (167 gp), anklet of 
  translocation (117 gp), oil of flame of faith (x10) (62 gp ea.), 
  +1 buckler (97 gp), +1 shock, corrosive crossbow (1533 gp), 
  headband of intellect +4 (1333 gp), gloves of dexterity +2 (333 
  gp), amulet of health +2 (333 gp); Total 6899 gp. 
   
  APL 14: Loot 248 gp; Coins 52; Magic 6225 gp; 
  burning veil (83 gp), caustic veil (167 gp), anklet of 
  translocation (117 gp), oil of flame of faith (x10) (62 gp ea.), 
  +1 buckler (97 gp), +1 shock, corrosive, bane (elf) crossbow 
  (2700 gp), headband of intellect +6 (3000 gp), gloves of 
  dexterity +2 (333 gp), amulet of health +2 (333 gp); Total 
  11066 gp. 
   
  6: Up to the Bridge 
   
  APL 2: Loot 154 gp; Magic 123 gp; vest of resistance +1 
  (83 gp), arcane scroll of enlarge person (2 gp), arcane scroll 
  of sonic weapon (12 gp), oil of flame of faith (62 gp); Total 
  327 gp. 
   
  APL 4: Loot 214 gp; Magic 210 gp; potion of 
  displacement (62 gp), vest of resistance +1 (83 gp), arcane 
  scroll of enlarge person (2 gp), arcane scroll of sonic weapon 
  (12 gp), oil of flame of faith (x2) (62 gp ea.); Total 377 gp. 
   
  APL 6: Loot 240 gp; Magic 1015 gp; +1 fullplate (221 
  gp), periapt of wisdom +2 (333 gp), lesser metamagic rod of 
  extend spell (250 gp), potion of displacement (62 gp), vest of 
  resistance +1 (83 gp), arcane scroll of enlarge person (2 gp), 
  arcane scroll of sonic weapon (12 gp), oil of flame of faith 
  (x2) (62 gp ea.); Total 1354 gp. 
   
  APL 8: Loot 259 gp; Magic 1775 gp; potion of 
  demonhide (62 gp), gauntlets of ogre power (333 gp), +1 
  fullplate (221 gp), periapt of wisdom +2 (333 gp), lesser 
  metamagic rod of extend spell (250 gp), potion of displacement 
  (62 gp), vest of resistance +1 (83 gp), arcane scroll of enlarge 
  person (2 gp), arcane scroll of sonic weapon (12 gp), oil of 
  flame of faith (x6) (62 gp ea.); Total 2034 gp. 
   
  APL 10: Loot 681 gp; Magic 2580 gp; adamantine 
  chain shirt (425 gp), headband of intellect +2 (333 gp), +2 
  heavy shield (347 gp), ring of protection +1 (167 gp), gauntlets 
  of ogre power (333 gp), +1 fullplate (221 gp), periapt of wisdom 
  +2 (333 gp), lesser metamagic rod of extend spell (250 gp), 
  potion of displacement (62 gp), vest of resistance +1 (83 gp), 
  arcane scroll of enlarge person (2 gp), arcane scroll of sonic 
  weapon (12 gp), oil of flame of faith (x6) (62 gp ea.); Total 
  3261 gp. 
   
  APL 12: Loot 681 gp; Magic 3913 gp; cloak of resistance 
  +2 (333 gp), adamantine chain shirt (425 gp), headband of 
  intellect +4 (1333 gp), +2 heavy shield (347 gp), ring of 
  protection +1 (167 gp), gauntlets of ogre power (333 gp), +1 
  fullplate (221 gp), periapt of wisdom +2 (333 gp), lesser 
  metamagic rod of extend spell (250 gp), potion of displacement 
  (62 gp), vest of resistance +1 (83 gp), arcane scroll of enlarge 
  person (2 gp), arcane scroll of sonic weapon (12 gp), oil of 
  flame of faith (x6) (62 gp ea.); Total 4595 gp. 
   
  APL 14: Loot 681 gp; Magic 6580 gp; belt of giant 
  strength +6 (3000 gp), cloak of resistance +2 (333 gp), 
  adamantine chain shirt (425 gp), headband of intellect +4 
  (1333 gp), +2 heavy shield (347 gp), ring of protection +1 (167 
  gp), +1 fullplate (221 gp), periapt of wisdom +2 (333 gp), lesser 
  metamagic rod of extend spell (250 gp), potion of displacement 
  (62 gp), vest of resistance +1 (83 gp), arcane scroll of enlarge 
  person (2 gp), arcane scroll of sonic weapon (12 gp), oil of 
  flame of faith (x6) (62 gp ea.); Total 7261 gp. 
   
  Treasure Cap 
  APL 2: 450 gp; APL 4: 650 gp; APL 6: 900 gp; APL 8: 1,300 
  gp; APL 10: 2,300 gp; APL 12: 3,300 gp; APL 14: 6,600 gp. 
   
   
  Total Possible Treasure 
  APL 2: 1,049 gp; APL 4: 1,638 gp; APL 6: 2,556 gp; APL 8: 
  3,648 gp; APL 10: 7,265 gp; APL 12: 11,756 gp; APL 14: 
  18,590 gp. 
   
  ADVENTURE RECORD ITEMS 
  �Bettulos' Blessing from Beyond: If you had Bettulo’s 
  Dying Curse from CORS3-01 Assault on the Vault and you 
  helped kill Yeresk the Crimsoneye, the curse is reversed. 
  The next three times you roll a natural 1 on a d20 treat it 
  as if you rolled a natural 20. 
   
  �Favor of Lord Arawn Mindon: You have Adventure 
  access to the daylight armor upgrade (MIC) and to a single 
  scroll of any spell that you can cast.  
   
  If you have the Point of Contact in Istivin favor from 
  COR2-04 Birthday Bash, you also gain Any access to the 
  healing armor upgrade (MIC) and to an additional single 
  scroll of any spell that you can cast. 
   
  �Song of the Starchild: Because you heard the 
  Starchild sing, you have access to the “Seeker of the Song” 
  prestige class (Complete Arcane). 
   
  � Yeresk’s Spellbook: You have found a spelbook. 
  Spells marked * are from the Spell Compendium. 
  APL 2: 0—all PH cantrips, caltrops, repair minor 
  damage*; 1—burning hands, ebon eyes*, lesser orb of fire*, magic 
  missile, reduce person, summon undead I*, shield, sleep, silent 
  image; 2—false life, summon monster II; Cost 2,300 gp. 
  APL 6: Above plus 1—lesser orb of acid*; 2—glitterdust, 
  Melf’s acid arrow, see invisibility; 3—fireball, haste, summon 
  undead III*; 4—greater invisibility, fire shield, deeper 
  darkvision, summon undead IV*; Cost 5,500 gp. 
  APL 8: Above plus 5—wall of force, summon undead V*; 
  Cost 6,500 gp. 
  APL 10: Above plus 6—disintegrate, acid storm*; Cost 
  7,700 gp. 
  APL 12: Above plus 7—summon monster VII, energy 
  immunity*; Cost 9,100 gp. 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 20 
  APL 14: Above plus 8—maze, Otto’s irresistible dance; 
  Cost 10,700 gp. 
   
  � Zykat’s Spellbook: You have found a spelbook. Spells 
  marked * are from the Spell Compendium: 
   
  APL 2: 0—all PH cantrips, amanuensis*, sonic snap*; 
  1—arrow mind*, hail of stone*, guided shot*, sleep, summon 
  undead I*; Cost 1,500 gp. 
  APL 6: Above plus 1—grease; 2—false life, mirror 
  image ;Cost 2,000 gp 
  APL 8: Above plus 2—bear’s endurance, cat’s grace, sonic 
  weapon*; 3—flame arrow, haste; Cost 3,200 gp. 
  APL 10: 3—greater mage armor*, slow; 4—greater 
  invisibility, entangling staff*; Cost 4,600 gp. 
  APL 
  12: 
  4—dimension 
  door, 
  lesser 
  globe 
  of 
  invulnerability; 5—ball lightning*, telekinesis; Cost 6,400 gp. 
  APL 14: 5—Bigby’s interposing hand, wall of stone; 6—
  brilliant blade*, mass bear’s endurance; Cost 8,600 gp. 
   
  ITEM ACCESS 
   
  APL 2: 
  • 
  Yeresk’s Spell Book (Adventure; cost varies) 
  • 
  Zykat’s Spell Book (Adventure, cost varies) 
  • 
  Oil of flame of faith (Adventure; 750 gp; SpC) 
  • 
  Scroll of sonic weapon (Adventure; CL 3rd; 150 gp; 
  SpC) 
  • 
  Anklet of Translocation (Adventure; 1,400 gp; MIC) 
  • 
  Burning Veil (Adventure; 1,000 gp; MIC) 
  • 
  Potion of air breathing (Adventure; CL 5th; 750 gp; 
  SpC) 
  • 
  Potion of burrow (Core; CL 3rd; 300 gp; SpC) 
  • 
  Thistledown padded (Adventure; 405 gp; RoW) 
  • 
  Mithral buckler (Adventure; 1,015 gp; DMG) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Potion of blindsight (Core; CL 5th; 750 gp; SpC) 
  • 
  +1 frost crossbow bolt (Adventure; 46 gp; DMG) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Caustic Veil (Adventure; 2,000 gp; MIC) 
  • 
  Lesser metamagic rod of extend spell (Adventure; 3,000 
  gp; DMG) 
  • 
  Potion of anticipate teleportation (Core; CL 5th; 750 gp; 
  SpC) 
  • 
  Masterwork sharkskin armor (Adventure; 235 gp; 
  Sandstorm) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Potion of demonhide (Adventure; CL 5th; 500 gp; 
  SpC) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Adamantine chain shirt (Adventure; 5,100 gp; DMG) 
  • 
  +1 shock hand crossbow (Adventure; 8,400 gp; DMG) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  +1 shock, corrosive hand crossbow (Adventure; 18,400 gp; 
  DMG, MIC) 
  • 
  Potion of greater mage armor (Core; CL 5th; 750 gp, 
  SpC) 
   
  APL 14 (all of APLs 2-12 plus the following): 
  • 
  +1 shock, corrosive, bane (humanoids, elf) hand crossbow 
  (Adventure; 32,400 gp; DMG, MIC) 
   
  
  COR8-04 Bridge Over Svartjet 
   
  Page 21 
  APPENDIX 1: APL 2
  1H: THE FLYING, GRAPPLING FISH 
  FLYING SHARK 
  CR 3 
  Large animal (aquatic) 
  Init +6; Senses blindsense (underwater only), keen 
  scent; Listen +8, Spot +7 
  AC 19, touch 13, flat-footed 17 
   
  (–1 size, +2 Dex, +4 natural, +2 enhancement to 
  natural armor, +2 deflection) 
  hp 38 (7 HD) 
  Fort +7, Ref +8, Will +3 
  Speed swim 60 ft. (12 squares), fly spell 60 ft. (good), 
  burrow spell 30 ft. 
  Melee bite +7 (1d8+4) or 
   
  grapple +12 (1d8+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +5; Grp +12 
  Abilities Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2 
  Feats Alertness, Great Fortitude, Improved Initiative 
  Skills  Listen +8, Spot +7, Swim +11 
  Possessions combat gear plus potion of air breathing 
  (Spell Compendium 8, Spellcraft DC 23, duration 6 
  hours, CL 5th), potion of fly (Spellcraft DC 23, 
  duration 30 minutes, CL 5th), potion of burrow (Spell 
  Compendium 41, Spellcraft DC 22, duration 3 
  minutes, CL 3rd), potion of shield of faith (Spellcraft 
  DC 21, duration 10 rounds, CL 1st), potion of 
  barkskin (Spellcraft DC 22, duration 30 minutes, CL 
  3rd). 
   
  5: CONFRONTATION WITH YERESK 
  YERESK 
  CR 4 
  Male drow wizard 3 
  CE Medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +3, Spot +3 
  Languages Common, Draconic, Drow, Drow Sign 
  Language, Elven, Undercommon  
  AC 14, touch 12, flat-footed 12 
   
  (+2 Dex, +1 armor, +1 shield) 
  hp 13 (3 HD) (22 with false life) 
  Immune magic sleep effects 
  SR 14 
  Fort +2, Ref +3, Will +4 (+6 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness  
  Speed 30 ft. (6 squares) 
  Melee mwk shortsword +2 (1d6/19-20) 
  Ranged mwk hand crossbow +4 (1d4/19-20 plus 
  poison) 
  Base Atk +1; Grp +1 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  burning veil, anklet of translocation 
  Wizard Spells Prepared (CL 3th): 
   2nd—false life�, summon monster II 
   1st—burning hands (DC 14), lesser orb of fire, 
  summon undead I 
   0—caltrops, mage hand, prestidigitation, ray of frost, 
  �Already cast 
  Spell-Like Abilities (CL 3rd):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 14, Con 12, Int 17, Wis 13, Cha 10 
  SQ familiar (none present) 
  Feats Augment Summoning, Scribe Scroll, Spell Focus 
  (conjuration) 
  Skills  Concentration +7, Knowledge (arcana) +9, 
  Knowledge (the planes) +9, Listen +3, Sleight of 
  Hand +5, Spellcraft +11, Spot +3, 
  Possessions combat gear plus masterwork thistledown 
  padded armor, mithral buckler, spell component 
  pouch (3), masterwork hand crossbow with 10 bolts, 
  spellbook, three 100 gp pearls, 10 gp golden locket 
  with a picture of a drow woman with an inscription in 
  drow: “Love, Mom”, 3 gp 
  Spellbook 0—all cantrips, caltrops, repair minor 
  damage; 1—burning hands, ebon eyes, lesser orb of 
  fire, magic missile, reduce person, summon undead I, 
  shield, sleep, silent image; 2—false life, summon 
  monster II 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Yeresk for 
  1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  6: UP TO THE BRIDGE 
  GERBOZ 
  CR 3 
  Female drow cleric 2 
  CE medium humanoid (elf) 
  Init +3; Senses darkvision 120 ft.; Listen +4, Spot +4 
  Languages Common, Drow, Drow Sign Language, 
  Elven, Undercommon  
  AC 18, touch 13, flat-footed 13 
   
  (+3 Dex, +5 armor) 
  hp 12 (2 HD) 
  Immune magic sleep effects 
  SR 13 
  Fort +4, Ref +4, Will +6 (+8 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness  
  Speed 20 ft. in breastplate (4 squares), base speed 30 
  ft.; 
  Melee mwk longspear +2 (1d8/x3) 
  Ranged mwk hand crossbow +5 (1d4/19-20 plus 
  poison) 
  Base Atk +1; Grp +1 
  Atk Options smite 1/day (+4 attack, +2 damage)  
  Special Actions rebuke undead 3/day (+0, 2d6+2, 
  2nd), spontaneous casting (inflict spells) 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours) 
  Cleric Spells Prepared (CL 2nd): 
   1st—bless, faith healing (2), protection from goodD 
   0—cure minor wounds (2), detect magic, virtue 
  D: Domain spell. Deity: Lolth. Domains: Destruction, Evil 
  Spell-Like Abilities (CL 2nd):  
  1/day—dancing lights, darkness, faerie fire 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 22 
  Abilities Str 10, Dex 16, Con 10, Int 15, Wis 15, Cha 10 
  Feats Skill Focus (Concentration) 
  Skills  Concentration +8, Knowledge (history) +7, 
  Knowledge (religion) +7, Listen +4, Search +4, 
  Spellcraft +7, Spot +4 
  Possessions combat gear plus masterwork longspear, 
  masterwork breastplate, masterwork hand crossbow 
  with 10 bolts, spell component pouch (2), wooden 
  holy symbol of Lolth (black spider with the head of a 
  drow female) (2) 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Gerboz 
  for 1 round. In addition, she takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  ZYKAT 
  CR 2 
  Male drow wizard 1 
  CE medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +3, Spot +3 
  Languages Common, Draconic, Drow, Drow Sign 
  Language, Elven, Undercommon  
  AC 12, touch 12, flat-footed 10 
   
  (+2 dex) 
  hp 5 (1 HD) 
  Immune magic sleep effects 
  SR 12 
  Fort +1, Ref +2, Will +3 (+5 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Melee mwk shortsword +1 (1d6/19-20) 
  Ranged mwk hand crossbow +3 (1d4/19-20 plus 
  poison) 
  Base Atk +0; Grp +0 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  scroll of sonic weapon, scroll of enlarge person 
  Wizard Spells Prepared (CL 1st): 
   1st—sleep, retributive spell, daze� (DC 13) 
   0—amanuensis (2), detect magic, virtue 
  �Already cast 
  Spell-Like Abilities (CL 1st):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 14, Con 12, Int 17, Wis 13, Cha 10 
  SQ familiar (none present) 
  Feats Retributive Spell Scribe Scroll 
  Skills Concentration +5, Knowledge (arcana) +7, 
  Knowledge (planes) +7, Listen +3, Profession 
  (gambler) +5, Search +5, Spellcraft +7, Spot +3 
  Possessions Combat gear plus masterwork 
  shortsword, masterwork hand crossbow with 10 bolts, 
  spell component pouch (2) 
  Spellbook spells prepared plus 0—all PH cantrips, 
  amanuensis, sonic snap; 1—arrow mind, hail of 
  stone, guided shot, sleep, summon undead I 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Zykat for 
  1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  
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  Page 23 
  APL 4 
  1H: THE FLYING, GRAPPLING FISH 
  FLYING BALEEN WHALE 
  CR 7 
  Gargantuan animal 
  Init +1; Senses blindsight 120 ft., low-light vision; Listen 
  +15, Spot +14 
  AC 16, touch 7, flat-footed 15 
   
  (–4 size, +1 Dex, +9 natural) 
  hp 132 (12 HD); Diehard 
  Fort +14, Ref +9, Will +5 
  Speed swim 40 ft. (8 squares), fly spell 60 ft. (good), 
  burrow spell 30 ft. 
  Melee tail slap +17 (1d8+18) or 
  Melee grapple +17 (1d8+12 nonlethal)  
  Space 20 ft.; Reach 15 ft. 
  Base Atk +9; Grp +33 
  Abilities Str 35, Dex 13, Con 22, Int 2, Wis 12, Cha 6 
  Feats Alertness, Diehard, Endurance, Toughness (2) 
  Skills  Listen +15*, Spot +14*, Swim +20 
  Possessions combat gear plus potion of fly (Spellcraft 
  DC 23, duration 30 minutes, CL 5th), potion of burrow 
  (Spell Compendium 41, Spellcraft DC 22, duration 3 
  minutes, CL 3rd), potion of blindsight (Spell 
  Compendium 32, Spellcraft DC 23, duration 5 
  minutes, CL 5th).  
  Blindsight (Ex) Whales can “see” by emitting high-
  frequency sounds, inaudible to most other creatures, 
  that allow them to locate objects and creatures within 
  120 feet. A silence spell negates this and forces the 
  whale to rely on its vision, which is approximately as 
  good as a human’s. 
  Hold Breath (Ex) A whale can hold its breath for a 
  number of rounds equal to 8 x its Constitution score 
  before it risks drowning.  
  Skills A whale has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a 
  straight line. *A whale has a +4 racial bonus on Spot 
  and Listen checks. These bonuses are lost if its 
  blindsight is negated. 
   
  5: CONFRONTATION WITH YERESK 
  YERESK 
  CR 4 
  Male drow wizard 3 
  CE Medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +3, Spot +3 
  Languages Common, Draconic, Drow, Drow Sign 
  Language, Elven, Undercommon,  
  AC 14, touch 12, flat-footed 12 
   
  (+2 Dex, +1 armor, +1 shield) 
  hp 12 (3 HD) (21 with false life) 
  Immune magic sleep effects 
  SR 14 
  Fort +2, Ref +3, Will +4 (+6 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Melee mwk shortsword +2 (1d6/19-20) 
  Ranged mwk hand crossbow +4 (1d4/19-20 plus 
  poison) 
  Base Atk +1; Grp +1 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  burning veil, anklet of translocation 
  Wizard Spells Prepared (CL 3th): 
   2nd—false life�, summon monster II 
   1st—burning hands (DC 14), lesser orb of fire, 
  summon undead I 
   0—caltrops, mage hand, prestidigitation, ray of frost 
  Spell-Like Abilities (CL 3rd):  
  1/day—dancing lights, darkness, faerie fire 
  �Already cast 
  Abilities Str 10, Dex 14, Con 12, Int 17, Wis 13, Cha 10 
  SQ familiar (none at present) 
  Feats Augment Summoning, Scribe Scroll, Spell Focus 
  (conjuration) 
  Skills  Concentration +7, Knowledge (arcana) +9, 
  Knowledge (the planes) +9, Listen +3, Sleight of 
  Hand +5, Spellcraft +11, Spot +3 
  Possessions combat gear plus masterwork thistledown 
  padded armor, mithral buckler, three spell component 
  pouches, masterwork hand crossbow with 10 bolts, 
  spellbook, three 100 gp pearls, 10 gp golden locket 
  with a picture of a drow woman with an inscription in 
  drow: “Love, Mom”, 3 gp 
  Spellbook 0—all cantrips, caltrops, repair minor 
  damage; 1st—burning hands, ebon eyes, lesser orb 
  of fire, magic missile, reduce person, summon 
  undead I, shield, sleep, silent image; 2nd—false life, 
  summon monster II 
  Light Blindness (Ex): Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. In addition, they take a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  K’RAFD 
  CR 2 
  Male drow ranger 1 
  CE Medium humanoid (elf) 
  Init +3; Senses darkvision 120 ft.; Listen +6, Spot +6 
  Languages Common, Drow, Drow Sign Language, 
  Elven, Undercommon  
  AC 19, touch 13, flat-footed 16 
   
  (+3 Dex, +4 armor, +2 shield) 
  hp 9 (1 HD) 
  Immune magic sleep effects 
  SR 12 
  Fort +3, Ref +5, Will +0 (+2 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Melee quarterstaff +2 (1d6+1) 
  Ranged hand crossbow w/ +1 frost bolt +5 
  (1d4+1+1d6/19-20 plus poison) or 
  Ranged hand crossbow w/ mwk bolt +5 (1d4/19-20) 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 24 
  Base Atk +1; Grp +2 
  Atk Options Point Blank Shot, favored enemy elves +2 
  Spell-Like Abilities (CL 1st):  
  1/day—dancing lights, darkness, faerie fire 
  Combat Gear 3 doses of drow sleep poison (drow sleep 
  poison, Fort DC 13, unconscious 1 
  minute/unconscious 2d4 hours), smokestick, wand of 
  cure light wounds 
  Abilities Str 13, Dex 17, Con 12, Int 14, Wis 14, Cha 10 
  SQ wild empathy +1 
  Feats Point Blank Shot, Track 
  Skills  Climb +4, Handle Animal +4, Hide +6, 
  Knowledge (dungeoneering) +6, Listen +6, Move 
  Silently +6, Spot +6 
  Possessions combat gear plus masterwork chain shirt, 
  +1 buckler, hand crossbow with 6 +1 frost bolts and 4 
  masterwork bolts 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds K’Rafd for 
  1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  6: UP TO THE BRIDGE 
  GERBOZ 
  CR 5 
  Female drow cleric 4 
  CE medium humanoid (elf) 
  Init +3; Senses darkvision 120 ft.; Listen +5, Spot +8 
  Languages Common, Drow, Drow Sign Language, 
  Elven, Undercommon  
  AC 22, touch 10, flat-footed 22 
   
  (+1 Dex, +9 armor, +2 shield) 
  hp 21 (4 HD) 
  Immune magic sleep effects 
  SR 15 
  Fort +4, Ref +4, Will +7 (+9 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 20 ft. in breastplate (4 squares), base speed 30 
  ft. 
  Melee mwk longspear +4 (1d8/x3) 
  Ranged mwk hand crossbow +7 (1d4/19-20 plus 
  poison) 
  Base Atk +3; Grp +3 
  Atk Options smite 1/day (+4 attack, +4 damage) 
  Special Actions rebuke undead 3/day (+0, 2d6+4, 4th), 
  spontaneous casting (inflict spells) 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours) 
  Cleric Spells Prepared (CL 4th): 
   2nd—bear’s endurance, brambles, curse of ill fortune 
  (DC 15), shatter (DC 15)D 
   1st—bless, faith healing (2), shield of faith, protection 
  from goodD 
   0—amanuensis, cure minor wounds (2), detect 
  magic, virtue 
  D: Domain spell. Deity: Lolth. Domains: Destruction, Evil 
  Spell-Like Abilities (CL 4th):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 16, Con 10, Int 15, Wis 16, Cha 10 
  Feats Skill Focus (Concentration), Somatic Weaponry 
  Skills  Concentration +10, Knowledge (history) +9, 
  Knowledge (religion) +9, Listen +5, Search +4, 
  Spellcraft +9, Spot +5 
  Possessions combat gear plus masterwork longspear, 
  masterwork breastplate, masterwork hand crossbow 
  with 10 crossbow bolts, spell component pouch (2), 
  wooden holy symbol of Lolth (black spider with the 
  head of a drow female) (2) 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Gerboz 
  for 1 round. In addition, she takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  ZYKAT 
  CR 2 
  Male drow wizard 1 
  CE medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +3, Spot +3 
  Languages Common, Draconic, Drow, Drow Sign 
  Language, Elven, Undercommon  
  AC 12, touch 12, flat-footed 10 
   
  (+2 Dex) 
  hp 5 (1 HD) 
  Immune magic sleep effects 
  SR 12 
  Fort +1, Ref +2, Will +3 (+5 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Melee mwk shortsword +1 (1d6/19-20) 
  Ranged mwk hand crossbow +3 (1d4/19-20 plus 
  poison) 
  Base Atk +0; Grp +0 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  scroll of sonic weapon, scroll of enlarge person 
  Wizard Spells Prepared (CL 1st): 
   1st—sleep, retributive spell, daze� (DC 13) 
   0—amanuensis (2), detect magic, virtue 
  �Already cast 
  Spell-Like Abilities (CL 1st):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 14, Con 12, Int 17, Wis 13, Cha 10 
  SQ familiar (none present) 
  Feats Retributive Spell Scribe Scroll 
  Skills Concentration +5, Knowledge (arcana) +7, 
  Knowledge (planes) +7, Listen +3, Profession 
  (gambler) +5, Search +5, Spellcraft +7, Spot +3; 
  Possessions Combat gear plus masterwork 
  shortsword, masterwork hand crossbow with 10 bolts, 
  spell component pouch (2) 
  Spellbook spells prepared plus 0—all PH cantrips, 
  amanuensis, sonic snap; 1—arrow mind, hail of 
  stone, guided shot, sleep, summon undead I 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Zykat for 
  1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  
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  Page 25 
  RANGRAZ 
  CR 2 
  Male drow ranger 1 
  CE medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +6, Spot +6 
  Languages Common, Drow, Drow Sign Language, 
  Elven, Undercommon  
  AC 15, touch 12, flat-footed 13 
   
  (+3 armor, +2 dex) 
  hp 9 (1 HD) 
  Immune magic sleep effects 
  SR 12 
  Fort +3, Ref +4, Will +1 (+3 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness  
  Speed 30 ft. (6 squares) 
  Melee mwk quarterstaff +5 (1d6+3) or 
  Melee mwk quarterstaff +1 (1d6+1) and 
   
  mwk quarterstaff -3 (1d6+1) 
  Ranged mwk hand crossbow +4 (1d4/19-20 plus 
  poison) 
  Base Atk +1; Grp +3 
  Atk Options favored enemy elves +2 
  Spell-Like Abilities (CL 1st):  
  1/day—dancing lights, darkness, faerie fire 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  potion of displacement 
  Abilities Str 15, Dex 14, Con 12, Int 15, Wis 10, Cha 10 
  SQ wild empathy +1 
  Feats Track, Weapon Focus (quarterstaff) 
  Skills  Concentration +5, Hide +5, Listen +6, Move 
  Silently +5, Ride +5, Spot +7, Tumble +3 
  Possessions combat gear plus studded leather armor, 
  masterwork quarterstaff, masterwork hand crossbow 
  with 10 bolts, locked gauntlet, spell component pouch 
  (3) 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Rangraz 
  for 1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  
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  Page 26 
  APL 6 
  1H: THE FLYING, GRAPPLING FISH 
  FLYING CACHALOT WHALE 
  CR 8 
  N Gargantuan animal 
  Init +1; Senses blindsight 120 ft., low-light vision; Listen 
  +15, Spot +14 
  AC 20, touch 9, flat-footed 19 
   
  (–4 size, +1 Dex, +9 natural, +2 enhancement to 
  natural armor, +2 deflection) 
  hp 129 (12 HD) 
  Fort +14, Ref +9, Will +5 
  Speed Swim 40 ft. (8 squares), fly spell 60 ft. (good), 
  burrow spell 30 ft. 
  Melee bite +17 (4d6+12) and 
   
  tail slap +12 (1d8+6) or 
  Melee grapple +33 (1d8+12 nonlethal)  
  Space 20 ft.; Reach 15 ft. 
  Base Atk +9; Grp +33 
  Abilities Str 35, Dex 13, Con 22, Int 2, Wis 12, Cha 6 
  Feats Alertness, Diehard, Endurance, Improved Natural 
  Attack (bite), Toughness 
  Skills  Listen +15, Spot +14*, Swim +20 
  Possessions combat gear plus (3x) potion of fly 
  (Spellcraft DC 23, duration 30 minutes, CL 5th), 
  potion of burrow (Spell Compendium 41, Spellcraft 
  DC 22, duration 3 minutes, CL 3rd), potion of 
  blindsight (Spell Compendium 32, Spellcraft DC 23, 
  duration 5 minutes, CL 5th), potion of shield of faith 
  (Spellcraft DC 21, duration 10 rounds, CL 1st), potion 
  of barkskin (Spellcraft DC 22, duration 30 minutes, 
  CL 3rd), potion of anticipate teleportation (Spell 
  Compendium 13, Spellcraft DC 23, duration 24 
  hours, CL 5th). 
  Blindsight (Ex) Whales can “see” by emitting high-
  frequency sounds, inaudible to most other creatures, 
  that allow them to locate objects and creatures within 
  120 feet. A silence spell negates this and forces the 
  whale to rely on its vision, which is approximately as 
  good as a human’s. 
  Hold Breath (Ex) A whale can hold its breath for a 
  number of rounds equal to 8 x its Constitution score 
  before it risks drowning.  
  Skills A whale has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a 
  straight line. *A whale has a +4 racial bonus on Spot 
  and Listen checks. These bonuses are lost if its 
  blindsight is negated. 
   
  5: CONFRONTATION WITH YERESK 
  YERESK 
  CR 8 
  Male drow wizard 7 
  CE Medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +3, Spot +3 
  Languages Common, Draconic, Drow, Drow Sign 
  Language, Elven, Undercommon  
  AC 14, touch 12, flat-footed 12 
   
  (+2 Dex, +1 armor, +1 shield) 
  hp 26 (7 HD) (39 with false life) 
  Immune magic sleep effects  
  SR 18 
  Fort +3, Ref +4, Will +6 (+8 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness  
  Speed 30 ft. (6 squares)  
  Melee mwk shortsword +5 (1d6/19-20) 
  Ranged mwk hand crossbow +6 (1d4/19-20 plus 
  poison) 
  Base Atk +3; Grp +3 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  burning veil, caustic veil, anklet of translocation 
  Wizard Spells Prepared (CL 7th): 
   4th—greater invisibility, fire shield 
   3rd—fireball (DC 18), haste, summon undead III 
   2nd—false life�, glitterdust (DC 18), Melf’s acid 
  arrow, scorching ray 
   1st—burning hands (DC 16), lesser orb of acid (2), 
  mage armor, shield, summon undead I 
   0—caltrops, mage hand�, prestidigitation, ray of frost 
  �Already cast 
  Spell-Like Abilities (CL 7th):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 14, Con 12, Int 20, Wis 13, Cha 10 
  SQ familiar (none at present) 
  Feats Augment Summoning, Empower Spell, Rapid 
  Spell, Scribe Scroll, Spell Focus (conjuration) 
  Skills Concentration +11, Knowledge (arcana) +15, 
  Knowledge (dungeoneering) +6, Knowledge (local - 
  core) +6, Knowledge (nature) +6, Knowledge 
  (religion) +6, Knowledge (the planes) +15, Listen +3, 
  Sleight of Hand +7, Spellcraft +17, Spot +3 
  Possessions combat gear plus masterwork thistledown 
  padded armor, mithral buckler, three spell component 
  pouches, masterwork hand crossbow with 10 bolts, 
  headband of intellect +2, spellbook, three 100 gp 
  pearls, 10 gp golden locket with a picture of a drow 
  woman with an inscription in drow: “Love, Mom”, 3 gp 
  Spellbook 0—all cantrips, caltrops, repair minor 
  damage; 1—burning hands, ebon eyes, lesser orb of 
  acid, lesser orb of fire, magic missile, reduce person, 
  summon undead I, shield, sleep, silent image; 2—
  false life, glitterdust, Melf’s acid arrow, see invisibility, 
  summon monster II; 3—fireball, haste, summon 
  undead III; 4—greater invisibility, fire shield, deeper 
  darkvision, summon undead IV 
  
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  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Yeresk for 
  1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  K’PUNDU 
  CR 3 
  Male drow rogue 1/ranger 1 
  CE medium humanoid (elf) 
  Init +3; Senses darkvision 120 ft.; Listen +8, Spot +8 
  Languages Common, Drow, Drow Sign Language, 
  Elven, Undercommon  
  AC 18, touch 12, flat-footed 16 
   
  (+3 Dex, +3 armor, +2 shield) 
  hp 13 (2 HD) 
  Immune magic sleep effects 
  SR 13 
  Fort +3, Ref +7, Will -1 (+1 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Ranged hand crossbow w/ +1 frost bolt +5 
  (1d4+1+1d6/19-20 plus poison) or 
  Ranged hand crossbow w/ mwk bolt +5 (1d4/19-20) 
  Melee shortsword +1 (1d6/19-20) 
  Base Atk +1; Grp +1 
  Atk Options Rapid Reload, favored enemy humans +2, 
  sneak attack +1d6 
  Spell-Like Abilities (CL 2nd):  
  1/day—dancing lights, darkness, faerie fire 
  Combat Gear drow sleep poison (Fort DC 13, 
  unconscious 1 minute/unconscious 2d4 hours), 
  smokestick, potion of cat’s grace 
  Abilities Str 10, Dex 17, Con 12, Int 15, Wis 8, Cha 14 
  SQ trapfinding, wild empathy +1 
  Feats Track, Rapid Reload (hand crossbow) 
  Skills  Bluff +6, Decipher Script +6, Hide +8, Jump +3, 
  Listen +8, Move Silently +7, Spot +8, Swim +5, 
  Tumble +6, Use Magic Device +5 
  Possessions combat gear plus spell component pouch 
  (3), masterwork sharkskin armor, +1 buckler, hand 
  crossbow with 6 +1 frost bolts and 4 masterwork 
  bolts, shortsword, locked gauntlet 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds K’Pundu 
  for 1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  K’RAFD 
  CR 2 
  Male drow ranger 1 
  CE Medium humanoid (elf) 
  Init +3; Senses darkvision 120 ft.; Listen +6, Spot +6 
  Languages Common, Drow, Drow Sign Language, 
  Elven, Undercommon  
  AC 19, touch 13, flat-footed 16 
   
  (+3 Dex, +4 armor, +2 shield) 
  hp 9 (1 HD) 
  Immune magic sleep effects 
  SR 12 
  Fort +3, Ref +5, Will +0 (+2 against spells, spell-like 
  abilities, and other enchantments)  
  Weakness light blindness  
  Speed 30 ft. (6 squares) 
  Melee quarterstaff +2 (1d6+1) 
  Ranged hand crossbow w/ +1 frost bolt +5 
  (1d4+1+1d6/19-20 plus poison) or 
  Ranged hand crossbow w/ mwk bolt +5 (1d4/19-20) 
  Base Atk +1; Grp +2 
  Atk Options Point Blank Shot, favored enemy elves +2,  
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  smokestick, wand of cure light wounds 
  Abilities Str 13, Dex 17, Con 12, Int 14, Wis 14, Cha 10 
  SQ wild empathy +1 
  Feats Point Blank Shot, Track 
  Skills  Climb +4, Handle Animal +4, Hide +6, 
  Knowledge (dungeoneering) +6, Listen +6, Move 
  Silently +6, Spot +6 
  Possessions combat gear plus masterwork chain shirt, 
  +1 buckler, hand crossbow with 6 + 1 frosts bolt and 
  4 masterwork bolts 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds K’Rafd for 
  1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  6: UP TO THE BRIDGE 
  GERBOZ 
  CR 7 
  Female drow cleric 6 
  CE medium humanoid (elf) 
  Init +3; Senses darkvision 120 ft.; Listen +6, Spot +6 
  Languages Common, Drow, Drow Sign Language, 
  Elven, Undercommon  
  AC 22, touch 11, flat-footed 21 
   
  (+1 Dex, +11 armor) 
  hp 30 (6 HD) 
  Immune magic sleep effects 
  SR 17 
  Fort +5, Ref +5, Will +9 (+11 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness  
  Speed 20 ft. in +1 fullplate (4 squares), base speed 30 
  ft. 
  Melee mwk longspear +5 (1d8/x3) or 
  Melee mwk shortsword +5 (1d6/19-20) 
  Ranged mwk hand crossbow +8 (1d4/19-20 plus 
  poison) 
  Base Atk +4; Grp +4 
  Atk Options smite 1/day (+4 attack, +6 damage) 
  Special Actions rebuke undead 3/day (+0, 2d6+4, 4th), 
  spontaneous casting (inflict spells) 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours) 
  Cleric Spells Prepared (CL 6th): 
   3rd—invisibility purge, flame of faith (DC 17), spikes, 
  magic circle against goodD 
   2nd—aid, bear’s endurance, curse of ill fortune (DC 
  16), death knell (DC 16), silence, shatter (DC 16)D 
  
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   1st—bless, faith healing (2), shield of faith, protection 
  from goodD 
   0—amanuensis, cure minor wounds (2), detect 
  magic, virtue 
  D: Domain spell. Deity: Lolth. Domains: Destruction, Evil 
  Spell-Like Abilities (CL 2nd):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 16, Con 10, Int 15, Wis 18, Cha 10 
  Feats Skill Focus (Concentration), Somatic Weaponry, 
  Reach Spell 
  Skills  Concentration +12, Knowledge (history) +11, 
  Knowledge (religion) +11, Listen +6, Search +4, 
  Spellcraft +11, Spot +6 
  Possessions combat gear plus +1 fullplate, heavy steel 
  shield, masterwork longspear, masterwork 
  shortsword, masterwork hand crossbow, 20 
  crossbow bolts, spell component pouch (2), wooden 
  holy symbol of Lolth (black spider with the head of a 
  drow female) (2), periapt of wisdom +2 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Gerboz 
  for 1 round. In addition, she takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  ZYKAT 
  CR 4 
  Male drow wizard 3 
  CE medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +3, Spot +3 
  Languages Common, Draconic, Drow, Drow Sign 
  Language, Elven, Undercommon  
  AC 15, touch 12, flat-footed 13 
   
  (+2 Dex, +2 armor, +1 shield) 
  hp 12 (3 HD) (21 with false life) 
  Immune magic sleep effects 
  SR 14 
  Fort +2, Ref +3, Will +4 (+6 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness  
  Speed 30 ft. (6 squares) 
  Melee mwk shortsword +2 (1d6/19-20) 
  Ranged mwk hand crossbow +4 (1d4/19-20 plus 
  poison) 
  Base Atk +1; Grp +1 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  scroll of sonic weapon, scroll of enlarge person, 
  lesser metamagic rod of extend spell 
  Wizard Spells Prepared (CL 3rd): 
  2nd—false life�, retributive spell grease (DC 14)� 
  1st—guided shot, sleep, summon undead I 
   0—amanuensis, detect magic, sonic snap, virtue 
  �Already cast 
  Spell-Like Abilities (CL 3rd):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 14, Con 12, Int 17, Wis 13, Cha 10 
  SQ familiar (none at present) 
  Feats Retributive Spell, Scribe Scroll, Spell Focus 
  (transmutation) 
  Skills  Concentration +7, Knowledge (arcana) +9, 
  Knowledge (planes) +9, Listen +3, Profession 
  (gambler) +7, Search +5, Spellcraft +11, Spot +3 
  Possessions combat gear plus masterwork shortsword, 
  masterwork hand crossbow with 10 crossbow bolts, 
  spell component pouch, spare spell component 
  pouch, 
  Spellbook spells prepared plus 0—all PH cantrips + 
  amanuensis, sonic snap; 1—arrow mind, burning 
  hands, hail of, grease, guided shot, sleep, summon 
  undead II; 2—false life, mirror image 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Zykat for 
  1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  RANGRAZ 
  CR 4 
  Male drow ranger 3 
  CE medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +8, Spot +8 
  Languages Common, Drow, Drow Sign Language, 
  Elven, Undercommon  
  AC 15, touch 12, flat-footed 13; Dodge 
   
  (+2 Dex, +3 armor) 
  hp 20 (3 HD) 
  Immune magic sleep effects 
  SR 14 
  Fort +4, Ref +5, Will +2 (+4 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Melee mwk quarterstaff +7 (1d6+3) or 
  Melee mwk quarterstaff +5 (1d6+2) and 
   
   mwk quarterstaff +5 (1d6+1) 
  Ranged mwk hand crossbow +6 (1d4/19-20 plus 
  poison) 
  Base Atk +3; Grp +5 
  Atk Options favored enemy elves +2 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  potion of displacement 
  Spell-Like Abilities (CL 3rd):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 15, Dex 14, Con 12, Int 15, Wis 10, Cha 10 
  SQ wild empathy +3 
  Feats Dodge, Endurance, Track, Two-weapon Fighting, 
  Weapon Focus (quarterstaff) 
  Skills Concentration +7, Hide +7, Listen +8, Move 
  Silently +7, Ride +7, Spot +9, Tumble +4 
  Possessions combat gear plus studded leather armor, 
  masterwork quarterstaff, masterwork handcrossbow 
  with 10 bolts, locked gauntlet, spell component pouch 
  (3) 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Rangraz 
  for 1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  
  COR8-04 Bridge Over Svartjet 
   
  Page 29 
  APL 8 
  1H: THE FLYING, GRAPPLING FISH 
  FLYING DIRE SHARK 
  CR 11 
  Huge animal (aquatic) 
  Init +2; Senses blindsight (spell), keen scent; Listen 
  +12, Spot +11  
  AC 21, touch 12, flat-footed 19 
   
  (–2 size, +2 Dex, +7 natural, +2 enhancement to 
  natural armor, +2 deflection) 
  hp 147 (18 HD) 
  Fort +14, Ref +13, Will +12 
  Speed Swim 60 ft. (12 squares), fly spell 60 ft. (good), 
  burrow spell 30 ft. 
  Melee bite +17 (2d8+9) 
  Melee grapple +27 (1d6+6 nonlethal)  
  Space 15 ft.; Reach 10 ft. 
  Base Atk +13; Grp +27 
  Atk Options improved grab, swallow whole 
  Abilities Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10 
  Feats Improved Natural Attack (bite), Toughness (4), 
  Weapon Focus (bite) 
  Skills  Listen +12, Spot +11, Swim +14 
  Possessions potion of air breathing (Spell 
  Compendium 8, Spellcraft DC 23, duration 10 hours, 
  CL 5th), potion of fly (Spellcraft DC 23, duration 30 
  minutes, CL 5th), potion of burrow (Spell 
  Compendium 41, Spellcraft DC 22, duration 3 
  minutes, CL 3rd), potion of blindsight (Spell 
  Compendium 32, Spellcraft DC 23, duration 5 
  minutes, CL 5th), potion of shield of faith (Spellcraft 
  DC 21, duration 10 rounds, CL 1st), potion of 
  barkskin (Spellcraft DC 22, duration 30 minutes, CL 
  3rd), potion of anticipate teleportation (Spell 
  Compendium 13, Spellcraft DC 23, duration 24 
  hours, CL 5th). This beast has three of these potions 
  going at once. 
  Improved Grab (Ex) To use this ability, a dire shark 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can try to swallow the foe in 
  the following round. 
  Swallow Whole (Ex) A dire shark can try to swallow a 
  grabbed opponent of up to one size smaller by 
  making a successful grapple check. Once inside, the 
  opponent takes 2d6+6 points of bludgeoning damage 
  plus 1d8+4 points of acid damage per round from the 
  shark’s digestive juices. A swallowed creature can 
  cut its way out using a light slashing or piercing 
  weapon by dealing 25 points of damage to the 
  shark’s digestive tract (AC 13). Once the creature 
  exits, muscular action closes the hole; another 
  swallowed opponent must cut its own way out. A 
  Huge dire shark’s gullet can hold 2 Large, 8 Medium 
  or Small, 32 Tiny, 128 Diminutive, or 512 Fine or 
  smaller opponents. 
  Keen Scent (Ex) A dire shark can notice creatures by 
  scent in a 180-foot radius and can detect blood in the 
  water at a range of up to 1 mile. 
  Skills A dire shark has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a 
  straight line. 
   
  5: CONFRONTATION WITH YERESK: 
  YERESK 
  CR 10 
  Male drow wizard 9 
  CE Medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +3, Spot +3 
  Languages Common, Draconic, Drow, Drow Sign 
  Language, Elven, Undercommon  
  AC 14, touch 12, flat-footed 12 
   
  (+2 Dex, +1 armor, +1 shield) 
  hp 33 (9 HD) (48 with false life) 
  Immune magic sleep effects 
  SR 20 
  Fort +4, Ref +5, Will +7 (+9 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness  
  Speed 30 ft. (6 squares) 
  Melee mwk shortsword +6 (1d6/19-20) 
  Ranged mwk hand crossbow +7 (1d4/19-20 plus 
  poison) 
  Base Atk +4; Grp +4 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  burning veil, caustic veil, anklet of translocation 
  Wizard Spells Prepared (CL 9th): 
   5th—quickened true strike, wall of force 
   4th—greater 
  invisibility, 
  fire 
  shield, 
  deeper 
  darkvision� 
   3rd—fireball (DC 18), haste, empowered lesser orb of 
  acid, summon undead III 
   2nd—false life�, glitterdust (DC 18), Melf’s acid 
  arrow, see invisibility, scorching ray 
   1st—burning hands (DC 18), lesser orb of acid (2), 
  mage armor, magic missile, shield 
   0—caltrops, mage hand�, prestidigitation, ray of frost 
  �Already cast 
  Spell-Like Abilities (CL 9th):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 14, Con 12, Int 21, Wis 13, Cha 10 
  Feats Augment Summoning, Empower Spell, 
  Metamagic School Focus, Rapid Spell, Scribe Scroll, 
  Spell Focus (conjuration) 
  Skills Concentration +13, Knowledge (architecture & 
  engineering) +6, Knowledge (arcana) +17, 
  Knowledge (dungeoneering) +6, Knowledge 
  (geography) +6, Knowledge (local Core) +6, 
  Knowledge (nature) +6, Knowledge (religion) +6, 
  Knowledge (the planes) +17, Listen +3, Sleight of 
  Hand +8, Spellcraft +19, Spot +3 
  Possessions combat gear plus masterwork thistledown 
  padded armor, mithral buckler, three spell component 
  pouches, masterwork hand crossbow with 10 bolts, 
  headband of intellect +2, spellbook, three 100 gp 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 30 
  pearls, 10 gp golden locket with a picture of a drow 
  woman with an inscription in drow: “Love, Mom”, 3 gp 
  Spellbook 0—all cantrips, caltrops, repair minor 
  damage; 1—burning hands, ebon eyes, lesser orb of 
  acid, lesser orb of fire, magic missile, reduce person, 
  summon undead I, shield, sleep, silent image; 2—
  false life, glitterdust, Melf’s acid arrow, see invisibility, 
  summon monster II; 3—fireball, haste, summon 
  undead III; 4—greater invisibility, fire shield, deeper 
  darkvision, summon undead IV; 5—wall of force, 
  summon undead V 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Yeresk for 
  1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  K’PUNDU 
  CR 3 
  Male drow rogue 1/ranger 1 
  CE medium humanoid (elf) 
  Init +3; Senses darkvision 120 ft.; Listen +8, Spot +8 
  Languages Common, Drow, Drow Sign Language, 
  Elven, Undercommon  
  AC 18, touch 12, flat-footed 16 
   
  (+3 Dex, +3 armor, +2 shield) 
  hp 13 (2 HD) 
  Immune magic sleep effects 
  SR 13 
  Fort +3, Ref +7, Will -1 (+1 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Ranged hand crossbow w/ +1 frost bolt +5 
  (1d4+1+1d6/19-20 plus poison) or 
  Ranged hand crossbow w/ masterwork bolt +5 (1d4/19-
  20) 
  Melee shortsword +1 (1d6/19-20) 
  Base Atk +1; Grp +1 
  Atk Options Rapid Reload, favored enemy humans +2, 
  sneak attack +1d6 
  Spell-Like Abilities (CL 2nd):  
  1/day—dancing lights, darkness, faerie fire 
  Combat Gear drow sleep poison (Fort DC 13, 
  unconscious 1 minute/unconscious 2d4 hours), 
  smokestick, potion of cat’s grace 
  Abilities Str 10, Dex 17, Con 12, Int 15, Wis 8, Cha 14 
  SQ trapfinding, wild empathy +1 
  Feats Track, Rapid Reload (hand crossbow) 
  Skills  Bluff +6, Decipher Script +6, Hide +8, Jump +3, 
  Listen +8, Move Silently +7, Spot +8, Swim +5, 
  Tumble +6, Use Magic Device +5 
  Possessions combat gear plus spell component pouch 
  (3), masterwork sharkskin armor, +1 buckler, hand 
  crossbow with 6 +1 frost bolts and 4 masterwork 
  bolts, shortsword, locked gauntlet 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds K’Pundu 
  for 1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  K’RAFD 
  CR 2 
  Male drow ranger 1 
  CE Medium humanoid (elf) 
  Init +3; Senses darkvision 120 ft.; Listen +6, Spot +6 
  Languages Common, Drow, Drow Sign Language, 
  Elven, Undercommon  
  AC 19, touch 13, flat-footed 16 
   
  (+3 Dex, +4 armor, +2 shield) 
  hp 9 (1 HD) 
  Immune magic sleep effects 
  SR 12 
  Fort +3, Ref +5, Will +0 (+2 against spells, spell-like 
  abilities, and other enchantments)  
  Weakness light blindness  
  Speed 30 ft. (6 squares) 
  Melee quarterstaff +2 (1d6+1) 
  Ranged hand crossbow w/ +1 frost bolt +5 
  (1d4+1+1d6/19-20 plus poison) or 
  Ranged hand crossbow w/ mwk bolt +5 (1d4/19-20) 
  Base Atk +1; Grp +2 
  Atk Options Point Blank Shot, favored enemy elves +2,  
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  smokestick, wand of cure light wounds 
  Abilities Str 13, Dex 17, Con 12, Int 14, Wis 14, Cha 10 
  SQ wild empathy +1 
  Feats Point Blank Shot, Track 
  Skills  Climb +4, Handle Animal +4, Hide +6, 
  Knowledge (dungeoneering) +6, Listen +6, Move 
  Silently +6, Spot +6 
  Possessions combat gear plus masterwork chain shirt, 
  +1 buckler, hand crossbow with 6 + 1 frosts bolt and 
  4 masterwork bolts 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds K’Rafd for 
  1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  6: UP TO THE BRIDGE 
  GERBOZ 
  CR 9 
  Female drow cleric 8 
  CE medium humanoid (elf) 
  Init +3; Senses darkvision 120 ft.; Listen +6, Spot +6 
  Languages Common, Drow, Drow Sign Language, 
  Elven, Undercommon  
  AC 22, touch 11, flat-footed 21 
   
  (+1 Dex, +11 armor) 
  hp 39 (8 HD) 
  Immune magic sleep effects 
  SR 19 
  Fort +6, Ref +5, Will +10 (+12 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness  
  Speed 20 ft. in +1 fullplate (4 squares), base speed 30 
  ft. 
  Melee mwk longspear +7/+2 (1d8/x3) 
  Melee mwk shortsword +7/+2 (1d6/19-20) 
  Ranged mwk hand crossbow +10 (1d4/19-20 plus 
  poison) 
  
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  Base Atk +6; Grp +6 
  Atk Options smite 1/day (+4 attack, +6 damage)  
  Special Actions rebuke undead 3/day (+0, 2d6+4, 4th), 
  spontaneous casting (inflict spells) 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours) 
  Cleric Spells Prepared (CL 8th): 
   4th—castigate (DC 18), freedom of movement, reach 
  brambles, unholy blight (DC 18)D 
   3rd—blindness/deafness (DC 17), flame of faith (DC 
  17), invisibility purge, mass lesser vigor, magic 
  circle against goodD 
   2nd—aid, bear’s endurance, curse of ill fortune (DC 
  16), death knell (DC 16), shatter (DC 16)D 
   1st—bless, faith healing (2), remove fear, shield of 
  faith, protection from goodD 
   0—amanuensis, cure minor wounds (2), detect 
  magic, virtue 
  D: Domain spell. Deity: Lolth. Domains: Destruction, Evil 
  Spell-Like Abilities (CL 8th):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 16, Con 10, Int 15, Wis 19, Cha 10 
  Feats Skill Focus (Concentration), Somatic Weaponry, 
  Reach Spell 
  Skills  Concentration +14, Knowledge (history) +13, 
  Knowledge (religion) +13, Listen +6, Search +4, 
  Spellcraft +13, Spot +6 
  Possessions combat gear plus +1 fullplate, heavy steel 
  shield, masterwork longspear, masterwork 
  shortsword, masterwork hand crossbow with 10 
  crossbow bolts, spell component pouch (2), wooden 
  holy symbol of Lolth (black spider with the head of a 
  drow female) (2), periapt of wisdom +2 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Gerboz 
  for 1 round. In addition, she takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  ZYKAT 
  CR 6 
  Male drow wizard 5 
  CE medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +3, Spot +3 
  Languages Common, Draconic, Drow, Drow Sign 
  Language, Elven, Undercommon  
  AC 15, touch 12, flat-footed 13 
   
  (+2 Dex, +2 armor, +1 shield) 
  hp 19 (5 HD) (30 with false life) 
  Immune magic sleep effects 
  SR 16 
  Fort +2, Ref +3, Will +5 (+7 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Melee mwk shortsword +3 (1d6/19-20) 
  Ranged mwk hand crossbow +5 (1d4/19-20 plus 
  poison) 
  Base Atk +2; Grp +2 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  scroll of sonic weapon, lesser metamagic rod of 
  extend spell, wand of enlarge person 
  Wizard Spells Prepared (CL 5th): 
  3rd—flame arrow T, haste T 
  2nd—false life�, restributive spell grease (DC 15)�, 
  sonic weapon T 
  1st—guided shot, summon undead I, swift expeditious 
  retreat T 
  0th—amanuensis, detect magic, sonic snap, virtue 
  �Already cast 
  T modified with Toughening Transmutation  
  Spell-Like Abilities (CL 5th):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 14, Con 12, Int 18, Wis 13, Cha 10 
  SQ familiar (none at present) 
  Feats Retributive Spell, Scribe Scroll, Spell Focus 
  (transmutation), Toughening Transmutation 
  Skills  Concentration +9, Knowledge (arcana) +12, 
  Knowledge (the planes) +12 , Listen +3, Profession 
  (gambler) +7, Search +6, Sleight of Hand +6, 
  Spellcraft +12, Spot +3 
  Possessions combat gear plus masterwork shortsword, 
  masterwork hand crossbow with 10 crossbow bolts, 
  spell component pouch (2) 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Zykat for 
  1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
  Spellbook spells prepared plus 0—all PH cantrips, 
  amanuensis, sonic snap; 1st—arrow mind, burning 
  hands, hail of stone, grease, guided shot, sleep, 
  summon undead II, swift expeditious retreat; 2nd—
  bear’s endurance, cat’s grace, false life, mirror 
  image, sonic weapon; 3rd—flame arrow, haste 
   
  RANGRAZ 
  CR 6 
  Male drow ranger 5 
  CE medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +10, Spot +10 
  Languages Common, Drow, Drow Sign Language, 
  Elven, Undercommon  
  AC 15, touch 12, flat-footed 13; Dodge 
   
  (+2 Dex, +3 armor) 
  hp 31 (5 HD) 
  Immune magic sleep effects 
  SR 16 
  Fort +5, Ref +6, Will +1 (+3 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness  
  Speed 30 ft. (6 squares) 
  Melee mwk quarterstaff +11 (1d6+6) or 
  Melee mwk quarterstaff +9 (1d6+4) and 
   
  mwk quarterstaff +9 (1d6+2) 
  Ranged mwk hand crossbow +8 (1d4/19-20 plus 
  poison) 
  Base Atk +5; Grp +9 
  Atk Options distracting attack, favored enemy elves +4, 
  favored enemy humans +2 
  
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  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  potion of demonhide, potion of displacement  
  Ranger Spells Prepared (CL 2nd): 
   1st—blades of fire 
  Spell-Like Abilities (CL 5th):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 18, Dex 14, Con 12, Int 15, Wis 10, Cha 10 
  SQ wild empathy +5 
  Feats Dodge, Endurance, Track, Two-weapon Fighting, 
  Weapon Focus (quarterstaff) 
  Skills  Concentration +9, Hide +9, Listen +11, Move 
  Silently +9, Ride +11, Spot +11, Tumble +5 
  Possessions combat gear plus studded leather armor, 
  masterwork quarterstaff, masterwork hand crossbow 
  with 10 bolts, locked gauntlet, gauntlets of ogre 
  power, spell component pouch (3) 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Rangraz 
  for 1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
  Distracting Attack (Ex) Whenever Rangraz hits an 
  enemy with a weapon attack (whether melee or 
  ranged), that enemy is considered flanked by him for 
  the purpose of adjudicating his allies’ attacks. This 
  flanked condition lasts until either the enemy is 
  attacked by one of his allies or until the start of his 
  next turn, whichever comes first. This ability has no 
  effect on creatures that can’t be flanked. 
   
  
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  APL 10 
  1H: THE FLYING, GRAPPLING FISH 
  ADVANCED FLYING DIRE SHARKCR 13 
  Huge animal (aquatic) 
  Init +2; Senses blindsight (spell), keen scent; Listen 
  +18, Spot +11 
  AC 21, touch 12, flat-footed 19 
   
  (-2 size, +2 Dex, +2 deflection, +9 natural) 
  hp 240 (24 HD) 
  Fort +18, Ref +16, Will +15 
  Speed swim 60 ft. (12 squares), fly spell 60 ft. (good), 
  burrow spell 30 ft. 
  Melee bite +24 (2d8+10/19-20) 
  Melee grapple +33 (1d6+7 nonlethal)  
  Space 15 ft.; Reach 10 ft. 
  Base Atk +18; Grp +33 
  Atk Options improved grab, swallow whole 
  Abilities Str 24, Dex 15, Con 18, Int 1, Wis 12, Cha 10 
  Feats Improved Critical (bite), Improved Natural Attack 
  (bite), Improved Toughness, Toughness (4), Weapon 
  Focus (bite) 
  Skills  Listen +18, Spot +11, Swim +15 
  Possessions potion of air breathing (Spell 
  Compendium 8, Spellcraft DC 23, duration 10 hours, 
  CL 5th), potion of fly (Spellcraft DC 23, duration 30 
  minutes, CL 5th), potion of burrow (Spell 
  Compendium 41, Spellcraft DC 22, duration 3 
  minutes, CL 3rd), potion of blindsight (Spell 
  Compendium 32, Spellcraft DC 23, duration 5 
  minutes, CL 5th), potion of shield of faith (Spellcraft 
  DC 21, duration 10 rounds, CL 1st), potion of 
  barkskin (Spellcraft DC 22, duration 30 minutes, CL 
  3rd), potion of anticipate teleportation (Spell 
  Compendium 13, Spellcraft DC 23, duration 24 
  hours, CL 5th). This beast has eight of these potions 
  going at once. 
  Improved Grab (Ex) To use this ability, a dire shark 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can try to swallow the foe in 
  the following round. 
  Swallow Whole (Ex) A dire shark can try to swallow a 
  grabbed opponent of up to one size smaller by 
  making a successful grapple check. Once inside, the 
  opponent takes 2d6+6 points of bludgeoning damage 
  plus 1d8+4 points of acid damage per round from the 
  shark’s digestive juices. A swallowed creature can 
  cut its way out using a light slashing or piercing 
  weapon by dealing 25 points of damage to the 
  shark’s digestive tract (AC 13). Once the creature 
  exits, muscular action closes the hole; another 
  swallowed opponent must cut its own way out. A 
  Huge dire shark’s gullet can hold 2 Large, 8 Medium 
  or Small, 32 Tiny, 128 Diminutive, or 512 Fine or 
  smaller opponents. 
  Keen Scent (Ex) A dire shark can notice creatures by 
  scent in a 180-foot radius and can detect blood in the 
  water at a range of up to 1 mile. 
  Skills A dire shark has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a 
  straight line. 
   
  5: CONFRONTATION WITH YERESK 
  YERESK 
  CR 12 
  Male drow wizard 11 
  CE Medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +3, Spot +3 
  Languages Common, Draconic, Drow, Drow Sign 
  Language, Elven, Undercommon  
  AC 14, touch 12, flat-footed 12 
   
  (+2 Dex, +1 armor, +1 shield 
  hp 40 (11 HD) (64 with empowered false life) 
  Immune magic sleep effects 
  SR 22 
  Fort +4, Ref +5, Will +8 (+10 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness  
  Speed 30 ft. (6 squares) 
  Melee mwk shortsword +7 (1d6/19-20) 
  Ranged mwk hand crossbow +8 (1d4/19-20 plus 
  poison) 
  Base Atk +5; Grp +5 
  Combat Gear 3 doses of drow sleep poison (drow sleep 
  poison, Fort DC 13, unconscious 1 
  minute/unconscious 2d4 hours), burning veil, caustic 
  veil, anklet of translocation 
  Wizard Spells Prepared (CL 11th): 
   6th—sculpted acid storm (DC 22)*, quickened mirror 
  image 
   5th—empowered orb of acid*, quickened true strike, 
  wall of force 
   4th—greater invisibility, empowered false life�, fire 
  shield, deeper darkvision� 
   3rd—fireball (DC 19), sculpted glitterdust (DC 20), 
  haste, empowered lesser orb of acid, empowered 
  magic missile 
   2nd—false 
  life, 
  mirror 
  image, 
  see 
  invisibility, 
  scorching ray (2), summon monster II 
   1st—burning hands (DC 17), lesser orb of acid (2), 
  mage armor, magic missile, shield 
   0—caltrops, mage hand�, prestidigitation, ray of 
  frost, 
  �Already cast 
  * Prepared with Metamagic School Focus 
  Spell-Like Abilities (CL 11th):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 14, Con 12, Int 23, Wis 13, Cha 10 
  SQ familiar (none present) 
  Feats Augment Summoning, Empower Spell, 
  Metamagic School Focus, Rapid Spell, Scribe Scroll, 
  Sculpt Spell, Spell Focus (conjuration) 
  Skills  Concentration +15, Knowledge (architecture & 
  engineering) +7, Knowledge (arcana) +20, 
  Knowledge (dungeoneering) +7, Knowledge 
  
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  (geography) +7, Knowledge (history) +7, Knowledge 
  (local: Core) +7, Knowledge (nature) +7, Knowledge 
  (nobility) +7, Knowledge (religion) +7, Knowledge 
  (the planes) +20, Listen +3, Sleight of Hand +9, 
  Spellcraft +22, Spot +3 
  Possessions combat gear plus masterwork thistledown 
  padded armor, mithral buckler, three spell component 
  pouches, masterwork hand crossbow with 10 bolts, 
  headband of intellect +4, spellbook, three 100 gp 
  pearls, 10 gp golden locket with a picture of a drow 
  woman with an inscription in drow: “Love, Mom”, 3 gp 
  Spellbook 0—all cantrips, caltrops, repair minor 
  damage; 1st—burning hands, ebon eyes, lesser orb 
  of acid, lesser orb of, magic missile, reduce person, 
  summon undead I, shield, sleep, silent image; 2nd—
  false life, glitterdust, Melf’s acid arrow, mirror image, 
  see invisibility, summon monster II, summon undead 
  II; 3rd—fireball, haste, summon undead III; 4th—
  greater invisibility, fire shield, deeper darkvision, orb 
  of acid, summon undead IV; 5th—wall of force, 
  summon undead V; 6th—disintegrate, acid storm 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Yeresk for 
  1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  K’PUNDU 
  CR 7 
  Male drow rogue 3/ranger 3 
  CE medium humanoid (elf) 
  Init +4; Senses darkvision 120 ft.; Listen +12, Spot +12 
  Languages Common, Drow, Drow Sign Language, 
  Elven, Undercommon  
  AC 20, touch 14, flat-footed 16 
   
  (+2 Dex, +4 armor, +2 shield) 
  hp 33 (6 HD) 
  Immune magic sleep effects 
  SR 17 
  Fort +5, Ref +10, Will +1 (+3 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness  
  Speed 30 ft. (6 squares) 
  Ranged hand crossbow w/ +1 frost bolt +12/+7 
  (1d4+3+1d6/19-20 plus poison) or 
  Ranged hand crossbow w/ +1 frost bolt +10/+10/+5 
  (1d4+3+1d6/19-20) with Rapid Shot or 
  Ranged hand crossbow w/ mwk bolt +12/+7 (1d4+2/19-
  20) or 
  Ranged hand crossbow w/ mwk bolt +10/+10/+5 
  (1d4/19-20) with Rapid Shot 
  Melee shortsword +6 (1d6/19-20) 
  Base Atk +6; Grp +6 
  Atk Options Crossbow Sniper, Rapid Shot, favored 
  enemy humans +2 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  smokestick, potion of cat’s grace 
  Abilities Str 10, Dex 18, Con 12, Int 15, Wis 8, Cha 14 
  SQ trapfinding, trap sense +1, wild empathy +3 
  Feats Crossbow Sniper, Endurance, Rapid Reload 
  (hand crossbow), Rapid Shot, Track, Weapon Focus 
  (hand crossbow) 
  Skills  Bluff +10, Decipher Script +10, Hide +11, Jump 
  +5, Listen +12, Move Silently +11, Spot +12, Swim 
  +9, Tumble +12, Use Magic Device +7 
  Possessions combat gear plus +1 sharkskin armor, +1 
  buckler, hand crossbow with 6 +1 frost bolts and 4 
  masterwork bolts, shortsword, locked gauntlet, spell 
  component pouch (3) 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds K’Pundu 
  for 1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  K’RAFD 
  CR 6 
  Male drow ranger 2/rogue 3 
  CE Medium humanoid (elf) 
  Init +4; Senses darkvision 120 ft.; Listen +10, Spot +10 
  Languages Common, Drow, Drow Sign Language, 
  Elven, Undercommon  
  AC 20, touch 13, flat-footed 16 
   
  (+4 Dex, +4 armor, +2 shield) 
  hp 28 (5 HD) 
  Immune magic sleep effects 
  SR 16 
  Fort +5, Ref +10, Will +1 (+3 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Ranged +1 shock hand crossbow w/ +1 frost bolt +9 
  (1d4+1+1d6+1d6/19-20 plus poison) or 
  Ranged +1 shock hand crossbow w/ +1 frost bolt +7/+2 
  (1d4+1+1d6+1d6/19-20 plus poison) with rapid shot 
  or 
  Ranged +1 shock hand crossbow w/ masterwork bolt 
  +9 (1d4+1+1d6/19-20) or 
  Ranged +1 shock hand crossbow w/ masterwork bolt 
  +7/+7 (1d4+1+1d6/19-20) or 
  Melee quarterstaff +5 (1d6+1) 
  Base Atk +4; Grp +5 
  Atk Options Point Blank Shot, Precise Shot, Rapid 
  Shot, favored enemy elves +2, sneak attack +2d6 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  smokestick, wand of cure light wounds 
  Abilities Str 13, Dex 18, Con 12, Int 14, Wis 10, Cha 10 
  SQ trapfinding, trap sense +1, wild empathy +2 
  Feats Point Blank Shot, Precise Shot, Rapid Shot, 
  Track 
  Skills Climb +8, Handle Animal +5, Hide +11, 
  Knowledge (dungeoneering) +7, Listen +10, Move 
  Silently +11, Hide +11, Spot +10, Use Rope +12 
  Possessions combat gear plus masterwork chain shirt, 
  +1 buckler, +1 shock hand crossbow with 6 +1 frost 
  bolts and 4 bolts, 50 ft. silk rope 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds K’Rafd for 
  1 round. In addition, he takes a -1 circumstance 
  
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  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  6: UP TO THE BRIDGE 
  GERBOZ 
  CR 11 
  Female drow cleric 10 
  CE medium humanoid (elf) 
  Init +3; Senses darkvision 120 ft.; Listen +6, Spot +6 
  Languages Common, Drow, Drow Sign Language, 
  Elven, Undercommon  
  AC 25, touch 12, flat-footed 24 
   
  (+1 Dex, +10 armor, +4 shield) 
  hp 58 (10 HD) 
  Immune magic sleep effects 
  SR 21 
  Fort +7, Ref +6, Will +11 (+13 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 20 ft. in +2 fullplate (4 squares), base speed 30 
  ft. 
  Melee mwk longspear +8/+3 (1d8/x3) or 
  Melee mwk shortsword +8/+3 (1d6/19-20) 
  Ranged mwk hand crossbow +11 (1d4/19-20 plus 
  poison) 
  Base Atk +7; Grp +7 
  Atk Options smite 1/day (+4 attack, +6 damage) 
  Special Actions rebuke undead 3/day (+0, 2d6+4, 4th), 
  spontaneous casting (inflict spells) 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours) 
  Cleric Spells Prepared (CL 10th): 
   5th—reach spikes, righteous wrath of the faithful, 
  reach contagion (DC 19)D 
   4th—castigate (DC 18), freedom of movement, reach 
  bull’s strength, reach cure moderate wounds, 
  unholy blight (DC 18)D 
   3rd—blindness/deafness (DC 17), flame of faith (DC 
  17), invisibility purge, mass lesser vigor, magic 
  circle against goodD 
   2nd—aid, bear’s endurance, cure moderate wounds, 
  curse of ill fortune (DC 16), death knell (DC 16), 
  shatter (DC 16)D 
   1st—bless, faith healing (2), remove fear, shield of 
  faith, protection from goodD 
   0—amanuensis, cure minor wounds (2), detect 
  magic, read magic, virtue 
  D: Domain spell. Deity: Lolth. Domains: Destruction, Evil 
  Spell-Like Abilities (CL 10th):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 16, Con 10, Int 15, Wis 19, Cha 10 
  Feats Improved Toughness, Skill Focus 
  (Concentration), Somatic Weaponry, Reach Spell 
  Skills  Concentration +16, Knowledge (history) +15, 
  Knowledge (religion) +15, Listen +6, Search +4, 
  Spellcraft +15, Spot +6 
  Possessions combat gear plus +2 fullplate, +2 heavy 
  steel shield, masterwork longspear, masterwork 
  shortsword, masterwork hand crossbow with 10 bolts, 
  spell component pouch (2), wooden holy symbol of 
  Lolth (black spider with the head of a drow female) 
  (2), periapt of wisdom +2 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Gerboz 
  for 1 round. In addition, she takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  ZYKAT 
  CR 8 
  Male drow wizard 7 
  CE medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +3, Spot +3 
  Languages Common, Draconic, Drow, Drow Sign 
  Language, Elven, Undercommon  
  AC 15, touch 12, flat-footed 13 
   
  (+2 Dex, +2 armor, +1 shield) 
  hp 26 (7 HD) (39 with false life) 
  Immune magic sleep effects 
  SR 18 
  Fort +3, Ref +4, Will +6 (+8 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Melee mwk shortsword +4 (1d6/19-20) 
  Ranged mwk hand crossbow +6 (1d4/19-20 plus 
  poison) 
  Base Atk +3; Grp +3 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  scroll of sonic weapon, lesser metamagic rod of 
  extend spell, wand of enlarge person 
  Wizard Spells Prepared (CL 7th): 
  4th—greater invisibility T, retributive slow*T (DC 18)� 
  3rd—flame arrow T, greater mage armor, haste 
  2nd—cat’s grace T, false life�, mirror image, sonic 
  weapon 
  1st—guided shot, magic missile, summon undead I, 
  swift expeditious retreat T (2) 
  0th—amanuensis, detect magic, sonic snap, virtue 
  �Already cast 
  T modified with Toughening Transmutation 
  Spell-Like Abilities (CL 7th):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 14, Con 12, Int 20, Wis 13, Cha 10 
  SQ familiar (none at present) 
  Feats Empower Spell, Retributive Spell, Scribe Scroll, 
  Spell Focus (transmutation), Toughening 
  Transmutation 
  Skills  Concentration +11, Knowledge (arcana) +15, 
  Knowledge (the planes) +15, Listen +3, Profession 
  (gambler) +7, Search +7, Sleight of Hand +8, 
  Spellcraft +15, Spot +3 
  Possessions combat gear plus masterwork shortsword, 
  masterwork hand crossbow with 10 crossbow bolts, 
  spell component pouch (2), headband of intellect +2 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Zykat for 
  1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
  Spellbook spells prepared plus 0—all PH cantrips, 
  amanuensis, sonic snap; 1st—arrow mind, burning 
  hands, hail of stone, grease, guided shot, magic 
  
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  missile, sleep, summon undead II, swift expeditious 
  retreat; 2nd—bear’s endurance, cat’s grace, false life, 
  mirror image, sonic weapon; 3rd—flame arrow, 
  greater mage armor, haste, slow; 4th—greater 
  invisibility, entangling staff 
   
  RANGRAZ 
  CR 8 
  Male drow ranger 7 
  CE medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +12, Spot +12 
  Languages Common, Draconic, Drow, Drow Sign 
  Language, Elven, Undercommon  
  AC 16, touch 12, flat-footed 14; Dodge 
   
  (+2 Dex +4 armor) 
  hp 42 (7 HD) 
  Immune magic sleep effects 
  SR 18, DR 1/— 
  Fort +6, Ref +7, Will +3 (+5 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness  
  Speed 30 ft. (6 squares); woodland stride 
  Melee mwk quarterstaff +13/+8 (1d6+6) or 
  Melee mwk quarterstaff +11/+6 (1d6+4) and 
   
  mwk quarterstaff +11/+6 (1d6+4) 
  Ranged mwk hand crossbow +10 (1d4/19-20 plus 
  poison) 
  Base Atk +7; Grp +11 
  Atk Options Combat Expertise, favored enemy elves 
  +4, favored enemy humans +2 
  Combat Gear 3 doses of drow sleep poison, (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  potion of displacement  
  Ranger Spells Prepared (CL 3nd): 
   1st—blades of fire (2) 
  Spell-Like Abilities (CL 7th):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 18, Dex 14, Con 12, Int 15, Wis 10, Cha 10 
  SQ wild empathy +7 
  Feats Combat Expertise, Dodge, Endurance, Improved 
  Two-Weapon Fighting, Track, Two-Weapon Fighting, 
  Weapon Focus (quarterstaff) 
  Skills  Concentration +11, Handle Animal +5, Hide +11, 
  Listen +13, Move Silently +11, Ride +14, Spot +13, 
  Tumble +6 
  Possessions combat gear plus adamantine chain shirt, 
  masterwork quarterstaff, masterwork hand crossbow 
  with 10 bolts, locked gauntlet, gauntlets of ogre 
  power, spell component pouch (3) 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Rangraz 
  for 1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
  Distracting Attack (Ex) Whenever Rangraz hits an 
  enemy with a weapon attack (whether melee or 
  ranged), that enemy is considered flanked by him for 
  the purpose of adjudicating his allies’ attacks.  
  This flanked condition lasts until either the enemy is 
  attacked by one of his allies or until the start of his 
  next turn, whichever comes first. This ability has no 
  effect on creatures that can’t be flanked. 
   
  
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  APPENDIX 1: APL 12 
  1H: THE FLYING, GRAPPLING FISH 
  FLYING KRAKEN 
  CR 14 
  Gargantuan magical beast (aquatic) 
  Init +4; Senses blindsight, darkvision 60 ft., low-light 
  vision; Listen +30, Spot +3 
  AC 30, touch 8, flat-footed 30 
   
  (-4 size, +6 armor, +2 deflection, +16 natural) 
  hp 290 (20 HD)  
  Resist acid 20 
  Fort +21, Ref +12, Will +13 
  Speed Swim 20 ft. (12 squares), fly spell 60 ft. (good), 
  burrow spell 30 ft.; jet 
  Melee tentacle +28 (2d8+12/19–20) 
  Full attack Melee 2 tentacles +28 (2d8+12/19–20) and  
  6 arms +23 (1d6+6) and  
  bite +23 (4d6+6) or 
  Melee grapple +44 (1d8+12 nonlethal)  
  Space 20 ft; Reach 15 ft.  
  Base Atk +20; Grp +44 
  Atk Options Blind-Fight, Improved Bull Rush, Improved 
  Trip, Power Attack, Spring Attack, Whirlwind Attack, 
  improved grab, constrict 2d8+12 or 1d6+6 
  Special Actions ink cloud 
  Spell-Like Abilities (CL 9th)  
  1/day—control weather, control winds, dominate 
  animal (DC 18), resist energy�  
  �Already cast  
  Abilities Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 20 
  SQ ink cloud, jet, spell-like abilities 
  Feats Alertness, Blind-Fight, Combat Expertise, 
  Improved Critical (tentacle), Improved Initiative, 
  Improved Trip, Iron Will 
  Skills  Concentration +21, Diplomacy +7, Hide +0, 
  Intimidate +16, Knowledge (geography) +17, 
  Knowledge (nature) +17, Listen +30, Search +28, 
  Sense Motive +17, Spot +30, Survival +5 (+7 
  following tracks, +7 getting lost, +7 in aboveground 
  environments), Swim +20, Use Magic Device +16 
  Active potions potion of air breathing (Spell 
  Compendium 8, Spellcraft DC 23, duration 10 hours, 
  CL 5th), (6x) potion of fly (Spellcraft DC 23, duration 
  30 minutes, CL 5th), potion of burrow (Spell 
  Compendium 41, Spellcraft DC 22, duration 3 
  minutes, CL 3rd), potion of blindsight (Spell 
  Compendium 32, Spellcraft DC 23, duration 5 
  minutes, CL 5th), potion of shield of faith (Spellcraft 
  DC 21, duration 10 rounds, CL 1st), potion of 
  barkskin (Spellcraft DC 22, duration 30 minutes, CL 
  3rd), potion of greater mage armor (Spellcraft DC 24, 
  duration 5 hours, CL 5th), potion of anticipate 
  teleportation (Spell Compendium 13, Spellcraft DC 
  23, duration 24 hours, CL 5th).This beast has six of 
  these potions going at once. 
  Jet (Ex) A kraken can jet backward once per round as a 
  full-round action, at a speed of 280 feet. It must move 
  in a straight line, but does not provoke attacks of 
  opportunity while jetting. 
  Constrict (Ex) A kraken deals automatic arm or 
  tentacle damage with a successful grapple check. 
  Improved Grab (Ex) To use this ability, the kraken must 
  hit with an arm or tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict. This kraken 
  will take the -20 option then drag its victim(s) below 
  the ground. 
  Ink Cloud (Ex) A kraken can emit a cloud of jet-black 
  ink in an 80-foot spread once per minute as a free 
  action. The cloud provides total concealment, which 
  the kraken normally uses to escape a fight that is 
  going badly. Creatures within the cloud are 
  considered to be in darkness. 
  Tentacles Krakens strike their opponents with their 
  barbed tentacles, then grab and crush with their arms 
  or drag victims into their huge jaws. An opponent can 
  make sunder attempts against a kraken’s tentacles or 
  arms as if they were weapons. A kraken’s tentacles 
  have 20 hit points, and its arms have 10 hit points. If 
  a kraken is currently grappling a target with one 
  tentacle or arm, it usually uses another limb to make 
  its attack of opportunity against the sunder attempt. 
  Severing a kraken’s tentacle or arm deals damage to 
  the kraken equal to half the limb’s full normal hit 
  points. A kraken usually withdraws from combat if it 
  loses both tentacles or three of its arms. A kraken 
  regrows severed limbs in 1d10+10 days. 
  Skills A kraken has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a 
  straight line. 
   
  5: CONFRONTATION WITH YERESK 
  YERESK 
  CR 14 
  Male drow wizard 13 
  Chaotic Evil Medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +3, Spot +3 
  Languages Common, Draconic, Drow, Drow Sign 
  Language, Elven, Undercommon  
  AC 14, touch 12, flat-footed 12 
   
  (+2 Dex, +1 armor, +1 shield) 
  hp 49 (13 HD) (73 with empowered false life) 
  Immune magic sleep effects 
  SR 24 
  Fort +5, Ref +6, Will +9 (+11 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness  
  Speed 30 ft. (6 squares) 
  Melee mwk shortsword +8/+3 (1d6/19-20) 
  Ranged mwk hand crossbow +9 (1d4/19-20 plus 
  poison) 
  Base Atk +6; Grp +6 
  Combat Gear 3 doses of drow sleep poison (drow sleep 
  poison, Fort DC 13, unconscious 1 
  minute/unconscious 2d4 hours), burning veil, caustic 
  veil, anklet of translocation 
  Wizard Spells Prepared (CL 13th): 
  
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   7th—summon monster VII, quickened summon 
  undead III 
   6th—sculpted acid storm (DC 25)*, disintegrate, 
  quickened mirror image 
   5th—empowered orb of acid*, quickened magic 
  missile, quickened true strike, wall of force 
   4th—greater invisibility, empowered false life�, fire 
  shield, deeper darkvision� 
   3rd—fireball (DC 21), sculpted glitterdust (DC21) (2), 
  haste, empowered lesser orb of acid, summon 
  undead III 
   2nd—false life, Melf’s acid arrow, mirror image, see 
  invisibility, scorching ray, summon monster II 
   1st—burning hands, lesser orb of acid (2), mage 
  armor, magic missile, shield 
   0—caltrops, mage hand�, prestidigitation, ray of frost 
  �Already cast 
  * Prepared with Metamagic Skill Focus 
  Spell-Like Abilities (CL 13th):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 14, Con 12, Int 26, Wis 13, Cha 10 
  SQ familiar (none present) 
  Feats Augment Summoning, Empower Spell, 
  Metamagic School Focus, Rapid Spell, Scribe Scroll, 
  Sculpt Spell, Spell Focus (conjuration), Twin Spell 
  Skills  Concentration +17, Decipher Script +11, 
  Knowledge (architecture & engineering) +8, 
  Knowledge (arcana) +23, Knowledge 
  (dungeoneering) +8, Knowledge (geog) +8, 
  Knowledge (history) +8, Knowledge (local Core) +8, 
  Knowledge (nature) +8, Knowledge (nobility) +8, 
  Knowledge (religion) +8, Knowledge (the planes) 
  +23, Listen +3, Sleight of Hand +10, Spellcraft +25, 
  Spot +3 
  Possessions combat gear plus masterwork thistledown 
  padded armor, mithral buckler, three spell component 
  pouches, masterwork hand crossbow, 20 bolts, 
  headband of intellect +6, spellbook, three 100 gp 
  pearls, 10 gp golden locket with a picture of a drow 
  woman with an inscription in drow: “Love, Mom”, 3 gp 
  Spellbook 0—all cantrips, caltrops, repair minor 
  damage; 1st—burning hands, ebon eyes, lesser orb 
  of acid, lesser orb of fire, magic missile, reduce 
  person, summon undead I, shield, sleep, silent 
  image; 2nd—false life, glitterdust, Melf’s acid arrow, 
  mirror image, see invisibility, summon monster II, 
  summon undead II; 3rd—fireball, haste, summon 
  undead III; 4th—greater invisibility, fire shield, deeper 
  darkvision, orb of acid, orb of fire, summon undead 
  IV; 5th—wall of force, summon undead V; 6th—
  antimagic field, disintegrate, acid storm; 7th—
  summon monster VII, energy immunity 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Yeresk for 
  1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  K’PUNDU 
  CR 9 
  Male drow rogue 4/ranger 4 
  CE medium humanoid (elf) 
  Init +5; Senses darkvision 120 ft.; Listen +14, Spot +14 
  Languages Common, Drow, Drow Sign Language, 
  Elven, Undercommon  
  AC 21, touch 15, flat-footed 16 
   
  (+5 Dex, +4 armor, +2 shield) 
  hp 51 (8 HD) 
  Immune magic sleep effects 
  SR 19 
  Fort +8, Ref +13, Will +1 (+3 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Ranged hand crossbow w/ +1 frost bolt +15/+10 
  (1d4+3+1d6/19-20 plus poison) or 
  Ranged hand crossbow w/ +1 frost bolt +13/+13/+8 
  (1d4+3+1d6/19-20 plus poison) with Rapid Shot or 
  Ranged hand crossbow w/ mwk bolt +15/+10 
  (1d4+2/19-20) or 
  Ranged hand crossbow w/ mwk bolt +13/+13/+8 
  (1d4/19-20) with Rapid Shot 
  Melee shortsword +8 (1d6/19-20) 
  Base Atk +8; Grp +8 
  Atk Options Crossbow Sniper, Rapid Shot, favored 
  enemy humans +2, distracting attack, sneak attack 
  +2d6 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  smokestick 
  Spell-Like Abilities (CL 8th):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 20, Con 14, Int 16, Wis 8, Cha 14 
  SQ trapfinding, trap sense +1, wild empathy +4 
  Feats Crossbow Sniper, Endurance, Rapid Reload 
  (hand crossbow), Rapid Shot, Track, Weapon Focus 
  (hand crossbow) 
  Skills  Bluff +12, Decipher Script +13, Hide +16, Jump 
  +5, Listen +14, Move Silently +16, Spot +14, Swim 
  +10, Tumble +18, Use Magic Device +13 
  Possessions combat gear plus +1 sharkskin armor, +1 
  buckler, hand crossbow 6 +1 frost bolts and 4 
  masterwork bolts, shortsword, locked gauntlet, gloves 
  of dexterity +2, amulet of health +2, spell component 
  pouch (3) 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds K’Pundu 
  for 1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
  Distracting Attack (Ex) Whenever K’Pundu hit an 
  enemy with a weapon attack (whether melee or 
  ranged), that enemy is considered flanked by him for 
  the purpose of adjudicating his allies’ attacks. For 
  example, if your rogue ally attacked that enemy, not 
  only would she gain a +2 bonus on her melee attack 
  roll but she could also add her sneak attack damage 
  to a successful melee attack. This flanked condition 
  lasts until either the enemy is attacked by one of his 
  allies or until the start of his next turn, whichever 
  
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  comes first. This ability has no effect on creatures 
  that can’t be flanked. 
   
  K’RAFD 
  CR 8 
  Male drow ranger 4/rogue 3 
  CE Medium humanoid (elf) 
  Init +4; Senses darkvision 120 ft.; Listen +12, Spot +12 
  Languages Common, Drow, Drow Sign Language, 
  Elven, Undercommon  
  AC 20, touch 13, flat-footed 16 
   
  (+4 Dex, +4 armor, +2 shield) 
  hp 39 (7 HD) 
  Immune magic sleep effects 
  SR 18 
  Fort +6, Ref +11, Will +2 (+4 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Ranged +1 shock, frost hand crossbow w/ +1 frost bolt 
  +12/+7 (1d4+1+1d6+1d6+1d6/19-20 plus poison) or 
  Ranged +1 shock, frost hand crossbow w/ +1 frost bolt 
  +10/+10/+5 (1d4+1+1d6+1d6+1d6/19-20 plus 
  poison) with Rapid Shot or 
  Ranged +1 shock, frost hand crossbow w/ mwk bolt 
  +12/+7 (1d4+1+1d6+1d6/19-20) or 
  Ranged +1 shock, frost hand crossbow w/ mwk bolt 
  +10/+10/+5 (1d4+1+1d6+1d6/19-20) with Rapid Shot  
  Melee quarterstaff +7/+2 (1d6+1) 
  Base Atk +6; Grp +7 
  Atk Options Point Blank Shot, Precise Shot, Rapid 
  Reload, Rapid Shot, distracting attack, favored 
  enemy elves +2d6, sneak attack +2d6 
  Spell-Like Abilities (CL 7th):  
  1/day—dancing lights, darkness, faerie fire 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  smokestick, wand of cure light wounds 
  Abilities Str 13, Dex 18, Con 12, Int 14, Wis 10, Cha 10 
  SQ trapfinding, trap sense +1, wild empathy +4 
  Feats Endurance, Point Blank Shot, Precise Shot, 
  Rapid Shot, Track, Weapon Focus (hand crossbow) 
  Skills  Balance +11, Climb +10, Handle Animal +7, Hide 
  +13, Knowledge (dungeoneering) +9, Listen +12, 
  Move Silently +13, Spot +12, Use Rope +14 
  Possessions combat gear plus masterwork chain shirt, 
  +1 buckler, +1 shock, frost hand crossbow, hand 
  crossbow with 6 +1 frost bolts, 20 bolts, 50 ft. silk 
  rope 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds K’Rafd for 
  1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
  Distracting Attack (Ex) Whenever K’Rafd hits an 
  enemy with a weapon attack (whether melee or 
  ranged), that enemy is considered flanked by him for 
  the purpose of adjudicating his allies’ attacks. This 
  flanked condition lasts until either the enemy is 
  attacked by one of hi allies or until the start of his 
  next turn, whichever comes first. This ability has no 
  effect on creatures that can’t be flanked. 
   
  6: UP TO THE BRIDGE 
  GERBOZ 
  CR 13 
  Female drow cleric 12 
  CE medium humanoid (elf) 
  Init +3; Senses darkvision 120 ft., Listen +8, Spot +8 
  Languages Common, Drow, Drow Sign Language, 
  Elven, Undercommon  
  AC 26, touch 12, flat-footed 25 
   
  (+1 Dex, +10 armor, +4 shield, deflection +1) 
  hp 69 (12 HD) 
  Immune magic sleep effects 
  SR 23 
  Fort +8, Ref +7, Will +14 (+16 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 20 ft. in +2 fullplate (4 squares), base speed 30 
  ft. 
  Melee mwk longspear +10/+5 (1d8/x3) or 
  Melee mwk shortsword +10/+5 (1d6/19-20) 
  Ranged mwk hand crossbow +13 (1d4/19-20 plus 
  poison) 
  Base Atk +9; Grp +9 
  Atk Options smite 1/day (+4 attack, +6 damage)  
  Special Actions rebuke undead 3/day (+0, 2d6+4, 4th), 
  spontaneous casting (inflict spells) 
  Combat Gear 3 doses of drow sleep poison poison 
  (Fort DC 13, unconscious 1 minute/unconscious 2d4 
  hours) 
  Cleric Spells Prepared (CL 12th): 
   6th—quickened 
  bear’s 
  endurance, 
  quickened 
  brambles, heal, harm (DC 22)D 
   5th—quickened faith healing, flame strike (DC 21), 
  reach flame of faith, righteous wrath of the faithful, 
  reach contagion (DC 21)D 
   4th—reach bull’s strength, castigate (DC 20), 
  freedom of movement, reach cure moderate 
  wounds, unholy blight (DC 20)D 
   3rd—blindness/deafness (DC 19), invisibility purge, 
  magic vestments, mass lesser vigor, prayer, magic 
  circle against goodD 
   2nd—aid, bear’s endurance, bull’s strength, curse of 
  ill fortune (DC 18), death knell (DC 18), silence, 
  shatter (DC 18)D 
   1st—bless, 
  faith 
  healing 
  (3), 
  remove 
  fear, 
  resurgence, shield of faith, protection from goodD 
   0—amanuensis, cure minor wounds (2), detect 
  magic, read magic, virtue 
  D: Domain spell. Deity: Lolth. Domains: Destruction, Evil 
  Spell-Like Abilities (CL 12th):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 16, Con 10, Int 15, Wis 22, Cha 10 
  Feats Improved Toughness, Quicken Spell, Skill Focus 
  (Concentration), Somatic Weaponry, Reach Spell 
  Skills  Concentration +18, Knowledge (history) +17, 
  Knowledge (religion) +17, Listen +8, Search +4, 
  Spellcraft +17, Spot +8 
  Possessions combat gear plus +2 full plate, +2 heavy 
  steel shield, masterwork longspear, masterwork 
  shortsword, masterwork hand crossbow with 10 
  crossbow bolts, spell component pouch (2), wooden 
  
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  holy symbol of Lolth (black spider with the head of a 
  drow female) (2), periapt of wisdom +4 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Gerboz 
  for 1 round. In addition, she takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  ZYKAT 
  CR 10 
  Male drow wizard 7/fatespinner 2 
  CE medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +3, Spot +3 
  Languages Common, Draconic, Drow, Drow Sign 
  Language, Elven, Undercommon  
  AC 15, touch 12, flat-footed 13 
   
  (+2 Dex, +2 armor, +1 shield) 
  hp 33 (9 HD) (48 with false life) 
  Immune magic sleep effects 
  SR 20 
  Fort +3, Ref +4, Will +9 (+11 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Melee mwk shortsword +5 (1d6/19-20) 
  Ranged mwk hand crossbow +7 (1d4/19-20 plus 
  poison) 
  Base Atk +4; Grp +4 
  Special Actions spin fate, fickle finger of fate,  
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  scroll of sonic weapon, lesser metamagic rod of 
  extend spell, wand of enlarge person 
  Wizard Spells Prepared (CL 9th): 
  5th—ball lightning (DC 20), telekinesis 
  4th—dimension door, greater invisibility, entangling 
  staff T 
  3rd—reach cat’s grace *T, greater mage armor, haste T, 
  retributive spell slow*T (DC 18)�  
  2nd—cat’s graceT, false life�, mirror image, sonic 
  weapon T 
  1st—guided shot, magic missile, summon undead I, 
  swift expeditious retreat T (2) 
  0th—amanuensis, detect magic, sonic snap, virtue 
  �Already cast 
  T Affected by Toughening Transmutation 
  * Spell prepared with metamagic school focus 
  Spell-Like Abilities (CL 9th):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 14, Con 12, Int 21, Wis 13, Cha 10 
  SQ familiar (none at present) 
  Feats Empower Spell, Metamagic School Focus, 
  Retributive Spell, Scribe Scroll, Spell Focus 
  (transmutation), Toughening Transmutation 
  Skills Concentration +11, Knowledge (arcana) +15, 
  Knowledge (the planes) +15, Listen +3, Profession 
  (gambler) +7, Search +7, Sleight of Hand +8, 
  Spellcraft +15, Spot +3 
  Possessions combat gear plus masterwork shortsword, 
  masterwork hand crossbow with 10 bolts, spell 
  component pouch, spare spell component pouch, 
  headband of intellect +2  
  Spellbook spells prepared plus 0—all PH cantrips + 
  amanuensis, sonic snap; 1st—arrow mind, burning 
  hands, hail of stone, grease, guided shot, magic 
  missile, sleep, summon undead II, swift expeditious 
  retreat; 2nd—bear’s endurance, cat’s grace, false life, 
  mirror image, sonic weapon; 3rd—flame arrow, 
  greater mage armor, haste, slow; 4th—dimension 
  door, greater invisibility, lesser globe of 
  invulnerability, entangling staff; 5th—ball lightning, 
  telekinesis 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Zykat for 
  1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
  Spin Fate (Ex) Zykat understands that “chance” is not 
  as random as many believe it to be, and he can 
  adjust the probability of certain events by applying a 
  force that fatespinnsers refer to as “spin.” Each day, 
  he can use a three points of spin. 
  As a free action, he can use stored spin to boost the 
  save DC of a spell he cast, adding some or all of his 
  spin to the DC, on a point-for-point basis. Once he 
  uses up his spin for the day, his ability to tinker with 
  probability in this fashion is also exhausted for the 
  day. 
  His spin is replenished whenever he successfully 
  regains his spells for the day (whether through rest, 
  preparation or prayer). 
  Fickle Finger of Fate (Ex) Zykat can affect the luck of 
  others. Once per day as an immediate action, he can 
  force any other creature—friend or enemy—to reroll a 
  roll that it has just made. He must have line of sight to 
  the creature to be affected. That creature must abide 
  by the result of the reroll, whether it's higher or lower 
  than the original roll. 
   
  RANGRAZ 
  CR 10 
  Male drow ranger 9 
  CE medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +14, Spot +14 
  Languages Common, Draconic, Drow, Drow Sign 
  Language, Undercommon, Elven 
  AC 16, touch 12, flat-footed 14; Dodge 
   
  (+2 Dex, +4 armor) 
  hp 53 (9 HD) 
  Immune magic sleep effects 
  SR 20, DR 1/— 
  Fort +9, Ref +10, Will +5 (+7 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares); woodland stride 
  Melee mwk quarterstaff +15/+10 (1d6+6) or 
  Melee mwk quarterstaff +13/+8 (1d6+4) and 
   
  mwk quarterstaff +13/+8 (1d6+2/x2) 
  Ranged mwk hand crossbow +12 (1d4/19-20 plus 
  poison) 
  Base Atk +9; Grp +13 
  Atk Options Combat Expertise, Quickstaff, distracting 
  attack, favored enemy elves +4, favored enemy 
  humans +2 
  
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  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  potion of displacement  
  Ranger Spells Prepared (CL 4th): 
   2nd—swift haste 
   1st—blades of fire (2) 
  Spell-Like Abilities (CL 9th):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 19, Dex 14, Con 12, Int 15, Wis 10, Cha 10 
  SQ swift tracker, wild empathy +9 
  Feats Combat Expertise, Dodge, Endurance, Improved 
  Two-Weapon Fighting, Quick Staff, Track, Two-
  Weapon Fighting, Weapon Focus (quarterstaff) 
  Skills Concentration +13, Handle Animal +9, Hide +13, 
  Listen +15, Move Silently +13, Ride +16, Spot +15, 
  Tumble +7 
  Possessions combat gear plus studded leather armor, 
  masterwork quarterstaff, masterwork hand crossbow 
  with 10 bolts, locked gauntlet, gauntlets of ogre 
  power, spell component pouch (3) 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Rangraz 
  for 1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
  Distracting Attack (Ex) Whenever Rangraz hits an 
  enemy with a weapon attack (whether melee or 
  ranged), that enemy is considered flanked by him for 
  the purpose of adjudicating his allies’ attacks. This 
  flanked condition lasts until either the enemy is 
  attacked by one of his allies or until the start of hi 
  next turn, whichever comes first. This ability has no 
  effect on creatures that can’t be flanked. 
   
  
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  APL 14 
  1H: THE FLYING, GRAPPLING FISH 
  ADVANCED FLYING KRAKEN 
  CR 15 
  Gargantuan magical beast (aquatic) 
  Init +4; Senses darkvision 60 ft., low-light vision; Listen 
  +30, Spot +30 
    
  AC 30, touch 8, flat-footed 30 
   
  (+6 armor, -4 size, +2 deflection, +16 natural) 
  hp 480 (31 HD)  
  Resist acid 20 
  Fort +27, Ref +17, Will +17 
  Speed Swim 20 ft. (12 squares), fly spell 60 ft. (good); 
  jet 
  Melee 2 tentacles +39 (2d8+12/19-20) and  
  6 arms +34 (1d6+6) and  
  bite +34 (4d6+6) or 
  Melee grapple +55 (2d8+12 nonlethal)  
  Space 20 ft; Reach 15 ft.  
  Base Atk +31; Grp +55 
  Atk Options Blind-Fight, Improved Bull Rush, Improved 
  Trip, Power Attack, Spring Attack, Whirlwind Attack, 
  improved grab, constrict 2d8+15 or 2d6+7 
  Special Actions ink cloud, 
  Spell-Like Abilities (CL 9th)  
  1/day—control weather, control winds, dominate 
  animal (DC 18), resist energy�  
  �Already cast  
  Abilities Str 34, Dex 10, Con 30, Int 22, Wis 20, Cha 20 
  Feats Alertness, Blind-Fight, Combat Expertise, Dodge, 
  Improved Critical (tentacle), Improved Initiative, 
  Improved Trip, Iron Will, Mobility, Spring Attack, 
  Whirlwind Attack 
  Skills  Concentration +22, Diplomacy +41, Hide +22, 
  Intimidate +16, Knowledge (geography) +18, 
  Knowledge (nature) +17, Listen +41, Search +29, 
  Sense Motive +27, Spot +41, Survival +5 (+7 
  following tracks, +7 getting lost, +7 in aboveground 
  environments), Swim +20, Tumble +17, Use Magic 
  Device +16  
  Active potions potion of air breathing (Spell 
  Compendium 8, Spellcraft DC 23, duration 10 hours, 
  CL 5th), (12x) potion of fly (Spellcraft DC 23, duration 
  30 minutes, CL 5th), potion of burrow (Spell 
  Compendium 41, Spellcraft DC 22, duration 3 
  minutes, CL 3rd), potion of blindsight (Spell 
  Compendium 32, Spellcraft DC 23, duration 5 
  minutes, CL 5th), potion of shield of faith (Spellcraft 
  DC 21, duration 10 rounds, CL 1st), potion of 
  barkskin (Spellcraft DC 22, duration 30 minutes, CL 
  3rd), potion of greater mage armor (Spellcraft DC 24, 
  duration 5 hours, CL 5th), potion of anticipate 
  teleportation (Spell Compendium 13, Spellcraft DC 
  23, duration 24 hours, CL 5th).  
  Constrict (Ex) A kraken deals automatic arm or 
  tentacle damage with a successful grapple check. 
  Improved Grab (Ex) To use this ability, the kraken must 
  hit with an arm or tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict. This kraken 
  will take the -20 option then drag its victim(s) below 
  the ground. 
  Ink Cloud (Ex) A kraken can emit a cloud of jet-black 
  ink in an 80-foot spread once per minute as a free 
  action. The cloud provides total concealment, which 
  the kraken normally uses to escape a fight that is 
  going badly. Creatures within the cloud are 
  considered to be in darkness. 
  Jet (Ex) A kraken can jet backward once per round as a 
  full-round action, at a speed of 280 feet. It must move 
  in a straight line, but does not provoke attacks of 
  opportunity while jetting. 
  Tentacles Krakens strike their opponents with their 
  barbed tentacles, then grab and crush with their arms 
  or drag victims into their huge jaws. An opponent can 
  make sunder attempts against a kraken’s tentacles or 
  arms as if they were weapons. A kraken’s tentacles 
  have 20 hit points, and its arms have 10 hit points. If 
  a kraken is currently grappling a target with one 
  tentacle or arm, it usually uses another limb to make 
  its attack of opportunity against the sunder attempt. 
  Severing a kraken’s tentacle or arm deals damage to 
  the kraken equal to half the limb’s full normal hit 
  points. A kraken usually withdraws from combat if it 
  loses both tentacles or three of its arms. A kraken 
  regrows severed limbs in 1d10+10 days. 
  Skills A kraken has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a 
  straight line. 
   
  5: CONFRONTATION WITH YERESK: 
  YERESK 
  CR 16 
  Male drow wizard 15 
  CE Medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +3, Spot +3 
  Languages Common, Draconic, Drow, Drow Sign 
  Language, Elven, Undercommon  
  AC 14, touch 12, flat-footed 12 
   
  (+2 Dex, +1 armor, +1 shield) 
  hp 99 (15 HD) (123 with empowered false life) 
  Immune magic sleep effects 
  SR 26 
  Fort +9, Ref +7, Will +10 (+12 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Melee mw shortsword +9/+2 (1d6/19-20) 
  Ranged mwk hand crossbow +10 (1d4/19-20 plus 
  poison) 
  Base Atk +7; Grp +7 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  burning veil, caustic veil, anklet of translocation 
  Wizard Spells Prepared (CL 15th): 
  
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   8th—extended maze (DC 27)*, retributive maze (DC 
  27)*� 
   7th—summon monster VII, quickened summon 
  undead III 
   6th—sculpted acid storm (DC 25)*, disintegrate (DC 
  24), quickened mirror image, twin spell scorching 
  ray 
   5th—empowered fireball (DC 21), quickened magic 
  missile, quickened true strike, summon undead V, 
  wall of force 
   4th—greater invisibility, empowered false life�, 
  sculpted fireball (DC 20), fire shield, orb of acid, 
  empowered scorching ray, deeper darkvision� 
   3rd—fireball (DC 21), sculpted glitterdust (DC 21) (2), 
  haste, empowered lesser orb of acid, summon 
  undead III 
   2nd—false life, Melf’s acid arrow, mirror image, see 
  invisibility, scorching ray, summon monster II 
   1st—burning hands (DC 19), lesser orb of acid (2), 
  mage armor, magic missile, shield 
   0—caltrops, mage hand�, prestidigitation, ray of frost 
  �Already cast 
  Spell-Like Abilities (CL 9th):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 14, Con 12, Int 26, Wis 13, Cha 10 
  SQ familiar (none present) 
  Feats Augment Summoning, Empower Spell, Extend 
  Spell, Metamagic School Focus, Rapid Spell, 
  Retributive Spell, Scribe Scroll, Sculpt Spell, Spell 
  Focus (conjuration), Twin Spell 
  Skills  Concentration +22, Decipher Script +12, 
  Knowledge (architecture & engineering) +9, 
  Knowledge (arcana) +26, Knowledge 
  (dungeoneering) +9, Knowledge (geography) +9, 
  Knowledge (history) +9, Knowledge (local Core) +9, 
  Knowledge (nature) +9, Knowledge (nobility) +9, 
  Knowledge (religion) +9, Knowledge (the planes) 
  +26, Listen +3, Sleight of Hand +11, Spellcraft +28, 
  Spot +3 
  Possessions combat gear plus masterwork thistledown 
  padded armor, mithral buckler, three spell component 
  pouches, masterwork hand crossbow with 10 bolts, 
  headband of intellect +6, spellbook, three 100 gp 
  pearls, 10 gp golden locket with a picture of a drow 
  woman with an inscription in drow: “Love, Mom”, 3 gp 
  Spellbook 0—all PH cantrips, caltrops, repair minor 
  damage; 1st—burning hands, ebon eyes, lesser orb 
  of acid, lesser orb of fire, magic missile, reduce 
  person, summon undead I, shield, sleep, silent 
  image; 2nd—false life, glitterdust, Melf’s acid arrow, 
  mirror image, see invisibility, summon monster II, 
  summon undead II; 3rd—fireball, haste, summon 
  undead III; 4th—greater invisibility, fire shield, deeper 
  darkvision, orb of acid, orb of fire, summon undead 
  IV; 5th—wall of force, summon undead V; 6th—
  antimagic field, disintegrate, acid storm; 7th—
  summon monster VII, energy immunity; 8th—maze, 
  Otto’s irresistible dance 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Yeresk for 
  1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  K’PUNDU 
  CR 11 
  Male drow rogue 5/ranger 5 
  CE medium humanoid (elf) 
  Init +5; Senses darkvision 120 ft.; Listen +16, Spot +16 
  Languages Common, Draconic, Drow, Drow Sign 
  Language, Elven, Undercommon  
  AC 21, touch 15, flat-footed 16 
   
  (+5 Dex +4 armor, +2 shield) 
  hp 63 (10 HD) 
  Immune magic sleep effects 
  SR 21 
  Fort +8, Ref +13, Will +1 (+3 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Ranged hand crossbow w/ +1 frost bolt +17/+12 
  (1d4+3+1d6/19-20 plus poison) or 
  Ranged hand crossbow w/ +1 frost bolt +15/+15/+10 
  (1d4+3+1d6/19-20 plus poison) with Rapid Shot or 
  Ranged hand crossbow w/ masterwork bolt +17/+12 
  (1d4+2/19-20) or 
  Ranged hand crossbow w/ masterwork bolt 
  +15/+15/+10 (1d4/19-20) with Rapid Shot 
  Melee shortsword +10 (1d6/19-20) 
  Base Atk +10; Grp +10 
  Atk Options Crossbow Sniper, Point Blank Shot, Rapid 
  Shot, favored enemy humans +4, distracting attack, 
  favored enemy elves +2, sneak attack +3d6 
  Spell-Like Abilities (CL 10th):  
  1/day—dancing lights, darkness, faerie fire 
  Combat Gear 3 doses of drow sleep poison (drow sleep 
  poison, Fort DC 13, unconscious 1 
  minute/unconscious 2d4 hours), smokestick  
  Abilities Str 10, Dex 20, Con 14, Int 16, Wis 8, Cha 14 
  SQ trapfinding, trap sense +1, wild empathy +5 
  Feats Crossbow Sniper, Endurance, Point Blank Shot, 
  Rapid Reload (hand crossbow), Rapid Shot, Track, 
  Weapon Focus (hand crossbow) 
  Skills  Bluff +15, Decipher Script +15, Hide +18, Jump 
  +5, Listen +16, Move Silently +18, Spot +16, Swim 
  +11, Tumble +20, Use Magic Device +15 
  Possessions +1 sharkskin armor, +1 buckler, hand 
  crossbow with 6 +1 frost bolts and 4 masterwork 
  bolts, shortsword, locked gauntlet, gloves of dexterity 
  +2, amulet of health +2, spell component pouch (3) 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds K’Pundu 
  for 1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
  Distracting Attack (Ex) Whenever K’Pundu hits an 
  enemy with a weapon attack (whether melee or 
  ranged), that enemy is considered flanked by him for 
  the purpose of adjudicating your allies’ attacks. This 
  flanked condition lasts until either the enemy is 
  attacked by one of his allies or until the start of his 
  next turn, whichever comes first. This ability has no 
  effect on creatures that can’t be flanked. 
  
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  K’RAFD 
  CR 10 
  Male drow ranger 4/rogue 5 
  CE Medium humanoid (elf) 
  Init +4; Senses darkvision 120 ft.; Listen +14, Spot +14 
  Languages Common, Draconic, Drow, Drow Sign 
  Language, Elven, Undercommon  
  AC 20, touch 13, flat-footed 16 
   
  (+4 Dex, +4 armor, +2 shield) 
  hp 48 (9 HD) 
  Immune magic sleep effects 
  SR 20 
  Fort +6, Ref +12, Will +2 (+4 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Ranged +1 shock, corrosive, bane (elf) hand crossbow 
  w/ +1 frost bolt +13/+8 (1d4+3+1d6+1d6+1d6/19-20 
  plus poison) or 
  Ranged +1 shock, corrosive, bane (elf) hand crossbow 
  w/ +1 frost bolt +11/+11/+6 
  (1d4+3+1d6+1d6+1d6/19-20 plus poison) with Rapid 
  Shot or 
  Ranged +1 shock, corrosive, bane (elf) hand crossbow 
  w/ masterwork bolt +13/+8 (1d4+3+1d6+1d6/19-20) 
  or 
  Ranged +1 shock, corrosive, bane (elf) hand crossbow 
  w/ masterwork bolt +11/+11/+6 (1d4+3+1d6+1d6/19-
  20/) with Rapid Shot or 
  Melee quarterstaff +9/+4 (1d6+3) 
  Base Atk +7; Grp +9 
  Atk Options Crossbow Sniper, Point Blank Shot, 
  Precise Shot, Rapid Shot, distracting attack, favored 
  enemy elves +2, sneak attack +3d6 
  Spell-Like Abilities (CL 9th):  
  1/day—dancing lights, darkness, faerie fire 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  smokestick, wand of cure light wounds 
  Abilities Str 14, Dex 18, Con 12, Int 14, Wis 10, Cha 10 
  SQ trapfinding, trap sense +1, wild empathy +4 
  Feats Crossbow Sniper, Endurance, Point Blank Shot, 
  Precise Shot, Rapid Shot, Track, Weapon Focus 
  (hand crossbow) 
  Skills  Balance +15, Bluff +4, Climb +13, Handle Animal 
  +7, Hide +15 , Knowledge (dungeoneering) +9, 
  Listen +14, Move Silently +15, Spot +14, Use Rope 
  +16 
  Possessions Combat gear plus masterwork chain shirt, 
  +1 buckler, +1 shock, corrosive, bane (elf) hand 
  crossbow, hand crossbow with 6 +1 frost bolts and 4 
  bolts, 50 ft. silk rope 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds K’Rafd for 
  1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
  Distracting Attack (Ex) Whenever K’Rafd hits an 
  enemy with a weapon attack (whether melee or 
  ranged), that enemy is considered flanked by him for 
  the purpose of adjudicating his allies’ attacks. This 
  flanked condition lasts until either the enemy is 
  attacked by one of his allies or until the start of his 
  next turn, whichever comes first. This ability has no 
  effect on creatures that can’t be flanked. 
   
  6: UP TO THE BRIDGE 
  GERBOZ 
  CR 15 
  Female drow cleric 14 
  CE medium humanoid (elf) 
  Init +3; Senses darkvision 120 ft.; Listen +8, Spot +8 
  Languages Common, Draconic, Drow, Drow Sign 
  Language, Elven, Undercommon  
  AC 26, touch 12, flat-footed 25 
   
  (+1 Dex, +10 armor, +4 shield, deflection +1) 
  hp 80 (14 HD) 92 with heroe’s feast 
  Immune magic sleep effects 
  SR 25 
  Fort +9, Ref +7, Will +15 (+17 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 20 ft. in +2 fullplate (4 squares), base speed 30 
  ft. 
  Melee mwk longspear +11/+6 (1d8/x3) or 
  Melee mwk shortsword +11/+6 (1d6/19-20) 
  Ranged mwk hand crossbow +14 (1d4/19-20 plus 
  poison) 
  Base Atk +10; Grp +10 
  Atk Options smite 1/day (+4 attack, +6 damage)  
  Special Actions rebuke undead 3/day (+0, 2d6+4, 4th), 
  spontaneous casting (inflict spells) 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours) 
  Cleric Spells Prepared (CL 14th): 
   7th—quickened dispel magic, brilliant blade, harm 
  (DC 22)D 
   6th—quickened brambles, heal, heroes’ feast�, harm 
  (DC 22)D 
   5th—flame strike (DC 21), mass cure light wounds, 
  reach spikes (DC 20), righteous wrath of the 
  faithful, reach contagion (DC 20)D 
   4th—reach bull’s strength, castigate (DC 19), delay 
  death, freedom of movement, reach cure moderate 
  wounds, unholy blight (DC 19)D 
   3rd—blindness/deafness (DC 18), invisibility purge, 
  magic vestments, mass lesser vigor, prayer (DC 
  18), magic circle against goodD 
   2nd—aid, bear’s endurance, bull’s strength, curse of 
  ill fortune (DC 17), death knell, silence (2), shatterD 
   1st—bless, 
  faith 
  healing 
  (3), 
  remove 
  fear, 
  resurgence, shield of faith, protection from goodD 
   0—amanuensis, cure minor wounds (2), detect 
  magic, read magic, virtue 
  D: Domain spell. Deity: Lolth. Domains: Destruction, Evil 
  �Already cast 
  Spell-Like Abilities (CL 9th):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 16, Con 10, Int 15, Wis 22, Cha 10 
  Feats Improved Toughness, Quicken Spell, Skill Focus 
  (Concentration), Somatic Weaponry, Reach Spell 
  
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  Skills  Concentration +20, Knowledge (history) +19, 
  Knowledge (religion) +19, Listen +8, Search +4, 
  Spellcraft +19, Spot +8 
  Possessions combat gear plus +2 full plate, +2 heavy 
  steel shield, masterwork longspear, masterwork 
  shortsword, masterwork hand crossbow with 10 
  crossbow bolts, spell component pouch (2), wooden 
  holy symbol of Lolth (black spider with the head of a 
  drow female) (2), periapt of wisdom +4 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Gerboz 
  for 1 round. In addition, she takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
   
  ZYKAT 
  CR 12 
  Male drow wizard 7/fatespinner 4 
  CE Medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +3, Spot +3 
  Languages Common, Draconic, Drow, Drow Sign 
  Language, Elven, Undercommon  
  AC 15, touch 12, flat-footed 13 
   
  (+2 Dex, +2 armor, +1 shield) 
  hp 40 (11 HD) (52 with heroes feast, 68 with false life) 
  Immune magic sleep effects 
  SR 22 
  Fort +4, Ref +5, Will +10 (+12 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Melee mwk shortsword +6 (1d6/19-20x2) 
  Ranged mwk hand crossbow +8 (1d4/19-20 plus 
  poison) 
  Base Atk +5; Grp +5 
  Special Actions spin fate, fickle finger of fate, spin 
  destiny, deny fate, resist fate 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  scroll of sonic weapon, lesser metamagic rod of 
  extend spell, wand of enlarge person 
  Wizard Spells Prepared (CL 11th): 
  6th—brilliant blade, mass bear’s endurance T 
  5th—ball lightning (DC 20), telekinesis, wall of stone 
  4th—dimension door, greater invisibility, entangling 
  staff T 
  3rd—reach cat’s grace* T, greater mage armor, haste 
  T, retributive spell slow*T (DC 18)� 
  2nd—bear’s enduranceT, cat’s graceT, false life�, 
  mirror image, sonic weapon T 
  1st—guided shot (2), magic missile, summon undead 
  I, swift expeditious retreat T (2) 
  0th—amanuensis, detect magic, sonic snap, virtue 
  �Already cast 
  T Transmutation spell 
  * Prepared with Metamagic School Focus 
  Spell-Like Abilities (CL 9th):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 14, Con 12, Int 21, Wis 13, Cha 10 
  SQ familiar (none at present) 
  Feats Empower Spell, Metamagic School Focus, 
  Retributive Spell, Scribe Scroll, Spell Focus 
  (transmutation), Toughening Transmutation 
  Skills  Concentration +11, Knowledge (arcana) +15, 
  Knowledge (planes) +15, Listen +3, Profession 
  (gambler) +7, Search +7, Sleight of Hand +8, 
  Spellcraft +15, Spot +3 
  Possessions combat gear plus masterwork shortsword, 
  masterwork hand crossbow with 10 crossbow bolts, 
  spell component pouch (2), +2 headband of intellect 
  Spellbook spells prepared plus 0—all PH cantrips, 
  amanuensis, sonic snap; 1st—arrow mind, burning 
  hands, hail of stone, grease, guided shot, magic 
  missile, sleep, summon undead II, swift expeditious 
  retreat; 2nd—bear’s endurance, cat’s grace, false life, 
  mirror image, sonic weapon; 3rd—flame arrow, 
  greater mage armor, haste, slow; 4th—dimension 
  door, greater invisibility, lesser globe of 
  invulnerability, entangling staff; 5th—ball lightning, 
  Bigby’s interposing hand, telekinesis, wall of stone; 
  6th—brilliant blade, mass bear’s endurance 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Zykat for 
  1 round. In addition, h takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
  Spin Fate (Ex): Zykat understands that “chance” is not 
  as random as many believe it to be, and he can 
  adjust the probability of certain events by applying a 
  force that fatespinnsers refer to as “spin.” Each day, 
  he can use four points of spin. 
  As a free action, Zykat can use stored spin to boost the 
  save DC of a spell he cast, adding some or all of his 
  spin to the DC, on a point-for-point basis. Once he 
  uses up his spin for the day, his ability to tinker with 
  probability in this fashion is also exhausted for the 
  day. 
  His spin is replenished whenever he successfully 
  regains his spells for the day (whether through rest, 
  preparation or prayer). 
  Fickle Finger of Fate (Ex) Zykat can affect the luck of 
  others. Once per day as an immediate action, he can 
  force any other creature—friend or enemy—to reroll a 
  roll that it has just made. He must have line of sight to 
  the creature to be affected. That creature must abide 
  by the result of the reroll, whether it’s higher or lower 
  than the original roll. 
  Spin Destiny (Ex) Zykat can add spin to any skill 
  check, attack roll, or saving throw that he attempts on 
  a point-for-point basis. He must apply the spin before 
  making the roll. 
  Deny Fate (Ex) 1/day, on the first occasion when he 
  must make a check to become stable when dying, 
  the check automatically succeeds. 
  Resist Fate (Ex) 1/day, Zykat can reroll one roll that he 
  has just made. 
   
   
   
  
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  RANGRAZ 
  CR 12 
  Male drow ranger 11 
  CE medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +16, Spot +16 
  Languages Common, Drow, Drow Sign Language, 
  Elven, Undercommon  
  AC 16, touch 12, flat-footed 14; Dodge 
   
  (+2 Dex, +4 armor) 
  hp 64 (11 HD) (76 with heroes feast) 
  Immune magic sleep effects 
  SR 22, DR 1/— 
  Fort +10, Ref +11, Will +6 (+8 against spells, spell-like 
  abilities, and other enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares); woodland stride 
  Melee mwk quarterstaff +19/+14/+9 (1d6+9) or 
  Melee mwk quarterstaff +17/+12/+7 (1d6+6) and 
   
  mwk quarterstaff +17/+12 (1d6+6) 
  Ranged mwk hand crossbow +14 (1d4/19-20 plus 
  poison) 
  Base Atk +11; Grp +17 
  Atk Options Combat Experise, Quickstaff, distracting 
  attack, favored enemy elves +6, favored enemy 
  humans +2 
  Combat Gear 3 doses of drow sleep poison (Fort DC 
  13, unconscious 1 minute/unconscious 2d4 hours), 
  potion of displacement 
  Ranger Spells Prepared (CL 4th): 
   2nd—swift haste 
   1st—blades of fire (2) 
  Spell-Like Abilities (CL 11th):  
  1/day—dancing lights, darkness, faerie fire 
  Abilities Str 23, Dex 14, Con 12, Int 15, Wis 10, Cha 10 
  SQ swift tracker, wild empathy +11  
  Feats Combat Expertise, Dodge, Endurance, Improved 
  Two-Weapon Fighting, Quick Staff, Track, Two-
  Weapon Fighting, Weapon Focus (quarterstaff) 
  Skills  Concentration +13, Handle Animal +9, Hide +13, 
  Listen +15, Move Silently +13, Ride +16, Spot +15, 
  Tumble +7 
  Possessions Combat gear plus adamantine chain shirt, 
  masterwork quarterstaff, masterwork hand cross with 
  10 bolts, locked gauntlet, belt of giant strength +6, 
  spell component pouch (3) 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Rangraz 
  for 1 round. In addition, he takes a -1 circumstance 
  penalty on attack rolls, saves, and checks when in 
  bright light. 
  Distracting Attack (Ex) Whenever Rangraz hit an 
  enemy with a weapon attack (whether melee or 
  ranged), that enemy is considered flanked by him for 
  the purpose of adjudicating his allies’ attacks. This 
  flanked condition lasts until either the enemy is 
  attacked by one of his allies or until the start of his 
  next turn, whichever comes first. This ability has no 
  effect on creatures that can’t be flanked. 
   
  
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  CROSSBOW SNIPER 
  You are skilled in lining up accurate, deadly shots with 
  your crossbow. Perhaps you add custom-made sights to 
  your weapon, or you have learned to maximize the 
  stability and precision the weapon offers. 
   
  Prerequisites: Proficiency with hand, heavy or light 
  crossbow. Weapon Focus with hand, heavy or light 
  crossbow, base attack bonus +1. 
   
  Beneft: When using a crossbow for which you have 
  the Weapon Focus feat, you gain a bonus on damage rolls 
  equal to 1/2 your Dexterity bonus. 
   
  If you have the skirmish or sneak attack ability, the 
  maximum range at which you can make such attacks 
  increases to 60 feet when you are using a crossbow for 
  which you have the Weapon Focus feat. 
   
  Special: A fighter can select Crossbow Sniper as one 
  of his fighter bonus feats. 
   
  Source: Player’s Handbook II 77 
   
  IMPROVED TOUGHNESS [GENERAL] 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Beneft: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such as 
  by gaining a level), you gain 1 additional hit point. If you 
  lose a HD (such as by losing a level), you lose 1 hit point 
  permanently.  
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
   
  Source: Complete Warrior 101 
   
  METAMAGIC SCHOOL FOCUS 
  You are unusually skilled at modifying the effects of a 
  particular school of magic. 
   
  Prerequisites: Spell Focus (chosen school) or 
  specialist wizard in chosen school. 
   
  Beneft: Choose a school of magic for which you 
  have the Spell Focus feat, or the school in which you have 
  specialized. Three times per day, you can reduce by one 
  level the cost of a metamagic feat applied to a spell of the 
  chosen school. If you prepare spells, you can have only up 
  to three such reduced cost spells prepared at any time. 
   
  Special: A wizard can select this feat as a wizard 
  bonus feat. This feat can be taken more than once. Each 
  time you take it, it applies to a different school of magic. 
   
  Source: Complete Mage 45 
   
  QUICK STAFF [STYLE] 
  You have mastered the style of fi ghting with a quarterstaff, and 
  have learned special maneuvers that complement this 
  unique weapon. 
   
  Prerequisites: Combat Expertise, Dodge, Two-
  Weapon Fighting, Weapon Focus (quarterstaff). 
   
  Benefit: When you use Combat Expertise to gain a 
  dodge bonus while wielding a quarterstaff, you gain a 
  dodge bonus 2 points higher than the penalty you take on 
  your attack rolls. 
   
  For example, if you take a –1 penalty on your attack 
  rolls, you gain a +3 dodge bonus to your AC. 
   
  RETRIBUTIVE SPELL [METAMAGIC]  
  You can keep a spell in reserve to use when a foe causes 
  you harm.  
   
  Benefit: When you cast a spell modified by this 
  metamagic feat, the spell has no immediate effect. Any 
  time you are dealt damage by a melee attack during the 
  next 24 hours (or until you next prepare or ready your 
  spells), you can choose to cast the spell on that attacker as 
  an immediate action. Once activated, a retributive spell 
  disappears (it can only affect one attacker).  
   
  You can apply this feat only to a spell that targets a 
  creature. A retributive spell can target only the attacker 
  that triggered it, even if the spell would normally allow 
  you to target multiple creatures. 
   
  You can have only one retributive spell cast at a time. 
  Casting a second retributive spell cancels the first 
  (eliminating it with no effect). If you prepare or ready 
  spells while you have a retributive spell cast, the spell 
  dissipates with no effect.  
   
  A retributive spell uses up a spell slot one level 
  higher than the spell's actual level. 
   
  Source: Complete Mage 47 
   
  REACH SPELL [METAMAGIC] 
  You can cast touch spells without touching the spell 
  recipient. 
   
  Benefit: You may cast a spell that normally has a 
  range of touch at any distance up to 30 feet. The spell 
  effectively becomes a ray, so you must succeed at a ranged 
  touch attack to bestow the spell upon the recipient. A 
  reach spell uses up a spell slot two levels higher than the 
  spell’s actual level. 
   
  Source: Complete Divine 84 
   
  SCULPT SPELL [METAMAGIC] 
  You can alter the area of your spells. 
   
  Prerequisite: Any metamagic feat 
   
  Benefit: You can modify an area spell by changing 
  the area's shape to either a cylinder (10-foot radius, 30 feet 
  high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-
  radius spread), or a 120-foot line. The sculpted spell works 
  normally in all respects except for its shape. For example, 
  a lightning bolt whose area is changed to a ball deals the 
  same amount of damage, but affects a 20-foot-radius 
  spread. 
   
  A sculpted spell uses a spell slot one level higher 
  than the spell's actual level. 
   
  Source: Complete Arcane 83 
   
  SOMATIC WEAPONRY 
  You are adept at performing somatic spell components 
  while your hands are occupied. 
  
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  Prerequisites: Concentration 5 ranks, Spellcraft 5 
  ranks. 
   
  Benefit: When wielding a weapon (or holding an 
  item of comparable size) in one or both hands, you can 
  use that item to trace the somatic component of a spell, 
  rather than using your fingers. This allows you to cast 
  spells with somatic components even while your hands 
  are full or occupied, as long as at least one hand is holding 
  an item of proper size. 
   
  This feat doesn't allow you to use somatic 
  components while grappling, regardless of the size of 
  your foe. 
   
  Normal: You must have a hand free to cast spells 
  that have somatic components. 
   
  Source: Complete Mage 47 
   
  TOUGHENING TRANSMUTATION 
  Casting a transmutation spell briefly transforms your skin 
  or that of an ally into sterner stuff.  
   
  Prerequisite: Spell Focus (transmutation) or 
  transmuter level 1st.  
   
  Benefit: Whenever you cast a transmutation spell, 
  you can choose to grant yourself or any one creature 
  targeted by the spell damage reduction 5/magic. If the 
  creature already has damage reduction (of any type) from 
  another source, you increase that damage reduction by 5 
  instead. This effect lasts for 1 round.  
   
  Special: A transmuter can select this feat as a wizard 
  bonus feat. 
   
  Source: Complete Mage 48 
   
  TWIN SPELL [METAMAGIC] 
  You can simultaneously cast a spell twice. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Casting a twinned spell causes the spell to 
  take effect twice in the same area or on the same target 
  simultaneously. Any variable characteristics (including 
  attack rolls) or decision you would make about the spell 
  (including target and area), are applied to both spells, 
  with affected creatures receiving all the effects of each 
  spell individually (including getting two saving throws, if 
  applicable). 
   
  A spell whose effects wouldn’t stack if it was cast 
  twice under normal circumstances will create redundant 
  effects if successfully twinned (see Combining Magical 
  Effects, page 171 of the Players Handbook). For example, 
  a twinned charm person doesn’t create a more potent or 
  long-lasting effect, but any ally of the target would have 
  to succeed on two dispel attempts in order to free the 
  target from the charm. As with other metamagic feats, 
  twinning a spell does not affect its vulnerability to 
  counterspelling, so a single successful counterspell 
  negates both instances of a twinned spell. 
   
  A twinned spell uses a spell slot four levels higher 
  than the spell's actual level. 
   
  Source: Complete Arcane 84 
   
  MUNDANE ITEMS 
  Sharkskin: Similar to leather armor in appearance, 
  sharkskin is treated so that the sharp toothlike scales 
  covering the skin remain attached to the outside of the 
  armor. Additionally, shark teeth are embedded along the 
  forearms, shoulders, and legs, which count as armor 
  spikes. 
   
  Sharkskin armor provides a +6 circumstance bonus 
  on Escape Artist checks made when the wearer is bound 
  with rope or similar easily cut bindings. 
   
  Cost: 85 gp, AC Bonus +3, Max Dex +6, ACP -2, ASF 
  20%, Speed 30, Weight 25 lb. 
   
  Source: Stormwrack, page 106. 
   
  MAGIC ITEMS 
  ANKLET OF TRANSLOCATION 
  Price (Item Level): 1,400 gp (5th) 
  Body Slot: Feet 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) conjuration 
  Activation: Swift (command) 
  Weight: — 
   
  A pewter chime hangs from this simple leather ankle-band. 
   
  An anklet of translocation allows you to make short 
  dimensional hops. When it is activated, you can instantly 
  teleport (with no chance of error) up to 10 feet. The new 
  space must be within line of sight and line of effect. 
   
  You can’t use the anklet to move into a space 
  occupied by another creature, nor can you teleport into a 
  solid object; if you attempt to do so, the anklet’s activation 
  is wasted. You can bring along objects weighing up to 
  your maximum load, but you can’t bring another creature 
  with you. 
   
  An anklet of translocation functions two times per day. 
  Prerequisites: Craft Wondrous Item, dimension door. 
  Cost to Create: 700 gp, 56 XP, 2 days. 
   
  Source: Magic Item Compendium 71 
   
  BRACERS OF QUICK STRIKE 
  Price (Item Level): 1,400 gp (5th) 
  Body Slot: Arms 
  Caster Level: 5th 
  Aura: Faint; (DC 17) transmutation 
  Activation: Swift (command) 
  Weight: 1 lb. 
  Each of these mithral bracers bears an image of a needle-sharp 
  dagger. 
  When you activate bracers of quick strike, you can make one 
  extra attack with any weapon you are holding if you 
  already made a full attack on this turn. This attack is made 
  at your full base attack bonus, plus any modifiers 
  appropriate to the situation. This effect is not cumulative 
  with any other effect that grants you an extra attack when 
  making a full attack, such as the Rapid Shot feat, a speed 
  weapon, or the haste spell. 
  Bracers of quick strike function once per day. 
  
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  Source: Magic Item Compendium 81 
   
  BURNING VEIL 
  Price (Item Level): 1,000 gp (4th) 
  Body Slot: Head 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) evocation 
  Activation: —and swift (mental) 
  Weight: — 
   
  This silky red veil is laced with garnets. It is meant to be pinned 
  to the hair above the ears or tied about the head like a bandana. 
   
  Wearing a burning veil gives you immunity to the red 
  effect of any prismatic spell. This is a continuous effect 
  and requires no activation. 
  When you activate a burning veil, it deals 1d6 points 
  of fire damage to a single creature that has already taken 
  fire damage from an arcane spell you cast in this round. 
  This ability functions three times per day. 
  Prerequisites: Craft Wondrous Item, burning hands, 
  possession of a piece of the set. 
  Cost to Create: 500 gp, 40 XP, 1 day. 
   
  Source: Magic Item Compendium 212 
   
  CAUSTIC VEIL 
  Price (Item Level): 2,000 gp (6th) 
  Body Slot: Waist 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) conjuration 
  Activation: —and swift (mental) 
  Weight: — 
   
  This orange silk veil can be worn as a sash, a belt, or a short skirt 
  knotted at one hip. 
   
  Wearing a caustic veil gives you immunity to the orange 
  effect of any prismatic spell. This is a continuous effect 
  and requires no activation. 
  When you activate a caustic veil, it deals 2d6 points of 
  acid damage to a single creature that has already taken 
  acid damage from an arcane spell you cast in this round. 
  This functions three times per day. 
  Prerequisites: Craft Wondrous Item, Melf’s acid arrow, 
  possession of a piece of the set. 
  Cost to Create: 1,000 gp, 80 XP, 2 days. 
   
  Source: Magic Item Compendium 212 
   
  Oil of flame of faith 
  Potion of anticipate teleportation 
  Potion of blindsight 
  Potion of burrow 
  Potion of demonhide 
   
  VEST OF RESISTANCE 
  Price (Item Level): 1,000 gp (4th) (+1); 4,000 (8th) (+2); 9,000 
  (12th) (+3); 16,000 (14th) (+4); 25,000 (15th) (+5) 
  Body Slot: Torso 
  Caster Level: 10th 
  Aura: Moderate; (DC 20) abjuration 
  Activation: — 
  Weight: 1 lb. 
   
  This elegantly styled white leather vest is edged in silver piping 
  and has silver buttons. 
   
  A vest of resistance offers magical protection in the form of 
  a +1 to +5 resistance bonus on saving throws. 
  Prerequisites: Craft Wondrous Item, resistance. 
  Cost to Create: 500 gp, 40 XP, 1 day (+1); 2,000 gp, 160 
  XP, 4 days (+2); 4,500 gp, 360 XP, 9 days (+3); 8,000 gp, 640 
  XP, 16 days (+4); 12,500 gp, 1,000 XP, 25 days (+5). 
   
  Source: Magic Item Compendium 147 
   
  MUNDANE EQUIPMENT 
  Thistledown: This lightweight fabric gets its name from 
  its soft feel and dove-gray color. Elves have made padded 
  armor from this material for centuries, and it is well-liked 
  by arcane spellcasters. 
   
  Thistledown padded armor weighs only half as much 
  as normal padded armor. It grants its wearer a +2 
  circumstance bonus on Hide checks in areas of darkness 
  or shadowy illumination, as it bends in with the dim 
  background. It is treated as masterwork armor (the 
  masterwork cost is included in the armor's given cost). 
   
  Thistledown has 2 hit points per inch of thickness 
  and hardness 0. 
   
  Source: Races of the Wild 168 
   
  SPELLS 
  Acid Breath 
  Acid breath 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 15 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  You breathe forth a cone of acidic droplets. The cone 
  deals 1d6 points of acid damage per caster level 
  (maximum 10d6). 
  Material Component: A handful of fire ants (alive or 
  dead). 
   
  Source: Spell Compendium 7 
   
  Air Breathing 
  Transmutation 
  Level: Cleric 3, druid 3, sorcerer/wizard 3 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 2 hours/level 
  
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  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The transmuted creature can breathe air freely. Divide 
  the duration evenly among all the creatures you touch. 
  This spell does not make creatures unable to breathe 
  water. 
  Arcane Material Component: A short reed or piece of 
  straw. 
   
  Source: Spell Compendium 8 
   
  Amanuensis 
  Transmutation 
  Level: Cleric 0, sorcerer/wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: Object or objects with writing 
  Duration: 10 minutes/level 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
   
  You point at the writing and then move your hand as though 
  holding a stylus or quill. As you intone the spell, the script 
  appears on a sheet of paper close at hand. 
   
  You cause writing from one source (such as a book) 
  to be copied into a book, paper, or parchment. This spell 
  copies 250 words per minute and creates a perfect 
  duplicate of the original. The spell copies only 
  nonmagical text, not illustrations or magical writings 
  (such as the text of a spellbook, a spell scroll, or a sepia 
  snake sigil). If the target contains normal and magical 
  writing (such as a letter with explosive runes), only the 
  normal text is copied, leaving blank space in the copied 
  text where the magical writing would be expected. 
  Likewise, if the target contains text and illustration, only 
  the text is copied.  
  The spell triggers (but does not copy) writing-based 
  magic traps in the material being copied.  
  Blank paper, parchment, or a book must be provided 
  for the spell to write upon. If the target has multiple 
  pages, the spell automatically turns to the next blank page 
  whenever necessary. If more pages in the target exist 
  than blank pages are available, the spell copies the 
  original until it runs out of blank pages. At any time 
  during the spell’s duration you can redirect the magic to 
  copy from another target, copy onto a different blank 
  source, or resume a duplication that was interrupted by a 
  shortfall of blank pages.  
  The spell does not translate the copied writing. If 
  you do not understand the original, you have no 
  additional ability to understand the copy.  
   
  Source: Spell Compendium 9 
   
  Anticipate Teleportation 
  Abjuration 
  Level: Sorcerer/wizard 3 
  Components: V, S, F 
  Casting Time: 10 minutes 
  Range: One willing creature touched 
  Area: 5-ft./level radius emanation from touched creature 
  Duration: 24 hours 
  Saving Throw: None 
  Spell Resistance: No 
   
  The arcane words that activate this spell linger in the air for a 
  moment. As they fade from your hearing, you become more 
  aware of both your surroundings and the possibility of intrusion. 
   
  The subject of the spell is surrounded with an 
  invisible aura that anticipates and delays the teleportation 
  of any creature into the spell’s area. Any teleportation 
  spell or effect (including all spells with the teleportation 
  descriptor) can be anticipated, making the spell’s 
  recipient instantly aware of the exact location where the 
  teleporting creature will arrive (subject to the restrictions 
  below), the creature’s size, and how many other creatures 
  (and their sizes) are arriving with the teleporting 
  creature. The spell also delays the arrival of the 
  teleporting creature by 1 round (so that it arrives on its 
  initiative count immediately before its next turn), 
  generally giving the recipient of the spell and anyone else 
  made aware of the information 1 round to act or ready 
  actions. The teleporting creature does not perceive this 
  delay.  
  Since a teleporting creature doesn’t necessarily arrive 
  at the precise location it intends, the spell also functions 
  against a creature that arrives in range even though its 
  intended destination was elsewhere. For a creature that 
  intends to teleport into range but inadvertently arrives 
  outside the spell’s area, the spell gives the recipient 
  awareness that a creature has attempted to teleport into 
  range and delays the creature as normal, but doesn’t give 
  any awareness as to the actual location of its imminent 
  arrival. 
  The spell has no effect on creatures attempting to 
  teleport away from the spell’s area, although if their 
  destination is within the area, the spell will affect their 
  reentry as normal. 
  Focus: A tiny hourglass of platinum and crystal 
  costing at least 500 gp, which must be carried or worn by 
  the spell’s recipient while the spell is in effect. 
   
  Source: Spell Compendium 13 
   
  Arrow Mind 
  Divination 
  Level: Ranger 1, sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 immediate action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
   
  The bow in your hand feels more like an extension of your body 
  as you complete the spell—as if it’s become a part of your arm. 
  Creatures nearby seem sharper to your eyes, more in focus. 
   
  While this spell is in effect and you are wielding a 
  projectile weapon that fires arrows, such as a longbow or 
  shortbow, you threaten all squares within your normal 
  
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  melee reach (5 feet if Small or Medium, 10 feet if Large) 
  with your bow, allowing you to make attacks of 
  opportunity with arrows shot from the bow. In addition, 
  you do not provoke attacks of opportunity when you 
  shoot a bow while you are in another creature’s 
  threatened square. 
  Material Component: A flint arrowhead. 
   
  Source: Spell Compendium 15 
   
  Ball Lightning 
  Evocation [Electricity] 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One lightning ball 
  Duration: 1 round/level 
  Saving Throw: Reflex negates 
  Spell Resistance: Yes 
   
  With a circuitous pass of your hand through the air, a crackling 
  ball of lightning appears before you, accompanied by the smell of 
  ozone. 
   
  You create a 5-foot-diameter ball of concentrated 
  electricity that rolls in whichever direction you point, 
  dealing electricity damage to creatures it strikes. 
   
  It moves 30 feet per round. As part ofthis movement, 
  it can ascend or jump up to 30 feet to strike a subject. If it 
  enters a space with a creature, it stops moving for the 
  round and deals 1d6 points of electricity damage per 
  caster level (maximum 15d6), though a successful Reflex 
  save negates that damage. 
   
  The ball moves as long as you actively direct it (a 
  move action for you), otherwise it merely stays at rest, 
  damaging any creature in its space. It cannot push aside 
  unwilling creatures or batter down large obstacles. The 
  lightning winks out if it exceeds the spell’s range. 
   
  Material Component: A handful of copper and iron 
  pellets. 
   
  Source: Spell Compendium 44 
   
  Blast of Flame 
  Conjuration (Creation) [Fire] 
  Level: Sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
   
  As you cast the spell, your hand becomes sheathed in barely 
  perceptible yellow flames. With a roar, the flames burst from 
  your hand in the shape of a cone, leaving your hand trailing 
  wisps of smoke. 
   
  Flames fill the area, dealing 1d6 points of fire damage 
  per caster level (maximum 10d6) to any creature in the 
  area that fails its saving throw. 
  Material Component: A bit of wick soaked in oil. 
   
  Source: Spell Compendium 31 
   
  Blindsight  
  Transmutation 
  Level: Cleric 3, Druid 3 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  This spell grants the subject the blindsight ability (MM 
  306) effective out to 30 feet. Source: Spell Compendium 32 
   
  Brambles 
  Transmutation 
  Level: Cleric 2, druid 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Wooden weapon touched 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  With the sound of twisting wood, the weapon you touch 
  grows sharp spikes like rose thorns. 
  For the duration of the spell, the weapon deals both 
  piercing and bludgeoning damage. It gains a +1 
  enhancement bonus on its attacks and also gains a +1 
  enhancement bonus per caster level on melee damage 
  rolls (maximum +10). 
   
  This spell works only on melee weapons with 
  wooden striking surfaces. For instance, it does not work 
  on a bow, an arrow, or a metal mace. 
  Material Component: A small thorn. 
   
  Source: Spell Compendium 38 
   
  Brilliant Blade 
  Transmutation 
  Level: Cleric 7, druid 7, sorcerer/wizard 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One melee or thrown weapon, or fifty projectiles 
  (all of which must be in contact with each other at the 
  time of casting) 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
   
  With a word, the indicated weapon glows with a soft bluewhite 
  halo that emits a low, slowly pulsating hum. The faint smell of 
  ozone permeates the air. 
   
  
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  You transform a single melee weapon, natural weapon, 
  thrown weapon, or group of projectiles into a weapon 
  with the brilliant energy special ability (DMG 224). 
   
  If this spell is cast on arrows or crossbow bolts, the 
  effect on a particular projectile ends after one use, 
  whether or not the missile strikes its intended target. 
  Treat shuriken as arrows, rather than as thrown weapons, 
  for the purpose of this spell. 
   
  Source: Spell Compendium 40 
  For quick reference, here is the description of the brilliant 
  energy special ability: 
  Brilliant Energy: A brilliant energy weapon has its 
  significant portion transformed into light, although this 
  does not modify the item’s weight. It always gives off light 
  as a torch (20-foot radius). A brilliant energy weapon 
  ignores nonliving matter. Armor and shield bonuses to AC 
  (including any enhancement bonuses to that armor) do not 
  count against it because the weapon passes through armor. 
  (Dexterity, deflection, dodge, natural armor, and other such 
  bonuses still apply.) A brilliant energy weapon cannot 
  harm undead, constructs, and objects. This property can 
  only be applied to melee weapons, thrown weapons, and 
  ammunition. 
  Strong transmutation; CL 16th; Craft Magic Arms and 
  Armor, gaseous form, continual flame; Price +4 bonus. 
   
  Burrow 
  Transmutation 
  Level: Druid 2, Ranger 2 
  Components: V,S, F/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject can burrow through earth and loose rock (but 
  not solid stone) with a speed of 30 feet (or 20 feet if it 
  wears medium or heavy armor, or if it carries a medium 
  or heavy load). 
   
  Source: Spell Compendium 32 
   
  Caltrops 
  Conjuration (Creation) 
   
  Level: Sorcerer/Wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Duration: 1 round/level 
  Range: 25 ft 
  Area: 5' x 5' area 
  Saving Throw: None 
  Spell Resistance: No 
   
  You speak the words and spread your palm open, as if you were 
  throwing jacks. Coppery sparks spring from your palm, filling 
  the corridor with small four-pronged spikes. 
   
  A caltrops spell covers one 5-foot-by-5-foot square 
  with caltrops. Every time a creature moves into an area 
  covered by caltrops or spends a round fighting while 
  standing in such an area, it might step on one. The 
  caltrops make one attack roll (+0 melee) against the 
  creature. For this attack, the target’s shield and deflection 
  bonuses do not count, nor does its armor bonus for armor 
  worn. A target wearing shoes or other footwear gains a +2 
  armor bonus to Armor Class (which does count). 
  A successful attack by a caltrop deals 1 point of 
  damage. If the target is Small, Medium, or Large, its land 
  speed is reduced by one-half because of the injury. This 
  movement penalty lasts for 24 hours, until the creature is 
  successfully treated with a DC 15 Heal check, or until it 
  receives at least 1 point of magical healing. A charging or 
  running creature must immediately stop if it steps on a 
  caltrop. Any creature moving at half speed or slower can 
  pick its way through a bed of caltrops with no trouble. 
  The DM judges the effectiveness of caltrops against 
  unusual opponents or against opponents outside the size 
  range given above.  
  For every two caster levels beyond 1st, you can affect 
  an additional 5-foot-by-5-foot square, and the caltrops’ 
  attack bonus increases by 1.  
  Multiple caltrops spells (or mundane caltrops) 
  occupying the same space have no additional effect. 
   
  Source: Spell Compendium 42 
   
  Castigate 
  Evocation [Sonic] 
  Level: Cleric 4, paladin 4, Purification 4 
  Components: V 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Area: 10-ft.-radius burst centered on you 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
   
  Shouting your deity’s teachings, you rebuke your foes with the 
  magic of your sacred words. 
   
  This spell has no effect on creatures that cannot hear. 
  All creatures whose alignment differs from yours on both 
  the law–chaos and the good–evil axes take 1d4 points of 
  damage per caster level (maximum 10d4). All creatures 
  whose alignment differs from yours on one component 
  take half damage, and this spell does not deal damage to 
  those who share your alignment. For example, a lawful 
  good cleric who casts this spell deals full damage to any 
  creature that is not lawful and not good, half damage to 
  any creature that is lawful or good (but not both), and no 
  damage to lawful good creatures. 
   
  A Fortitude saving throw reduces damage by half. 
   
  Source: Spell Compendium 44 
   
  Curse of Ill Fortune 
  Transmutation 
  Level: Blackguard 2, cleric 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  
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  Target: One living creature 
  Duration: 1 minute/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  Letting loose a stream of foul incantations, you curse the subject. 
  You place a temporary curse upon the subject, giving 
  it a –3 penalty on attack rolls, saving throws, ability 
  checks, and skill checks. Curse of ill fortune is negated by 
  any spell that removes a bestow curse spell. 
   
  Source: Spell Compendium 77 
   
  Deeper Darkvision 
  Transmutation 
  Level: Ranger 4, sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You toss the powdered dried carrot into the air as you cast this 
  spell, and it vanishes. You choose yourself as the spell’s recipient 
  and your eyes begin to glow with an alien purple luster. 
   
  The subject gains the ability to see 90 feet in total 
  darkness and ignores the 20% miss chance normally 
  present in shadowy illumination (such as might be 
  created by a darkness spell). Deeper darkvision is black 
  and white only but otherwise similar to normal sight. 
   
  Material Component: A pinch of dried carrot or an 
  agate. 
   
  Source: Spell Compendium 62 
   
  Ebon Eyes 
  Transmutation 
  Level: Assassin 1, cleric 1, sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
   
  The subject of this spell gains the ability to see normally 
  in natural and magical darkness, although it does not 
  otherwise improve the subject's ability to see in natural 
  dark or shadowy conditions. The subject ignores the miss 
  chance due to lack of illumination other than total 
  darkness. 
  Material component: A pinch of powdered black 
  gemstone of any type. 
   
  Source: Spell Compendium 77 
   
  Expeditious Retreat, Swift 
  Transmutation 
  Level: Bard 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Duration: 1 round 
   
  In a breathless voice you call out, as if you were already running 
  a race. 
  This spell functions like expeditious retreat (PH 228), 
  except as noted above. 
   
  Source: Spell Compendium 85 
   
  Faith Healing 
  Conjuration (Healing) 
  Level: Blackguard 1, cleric 1, paladin 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You place your hands on your loyal acolyte and blue-silver 
  radiance discharges from your hands. The horrendous wounds 
  across his chest heal, leaving no scar. 
   
  When laying your hand upon a living creature, you 
  channel positive energy that cures 8 points of damage +1 
  point per caster level (up to +5). The spell works only on a 
  creature that worships the same deity as you. A target 
  with no deity or a different deity from yours is unaffected 
  by the spell, even if the target would normally be harmed 
  by positive energy. 
   
  Source: Spell Compendium 87 
   
  Flame of Faith 
  Evocation 
  Level: Cleric 3, paladin 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Nonmagical weapon touched 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  Using your faith as a guide for your magic, you touch the 
  weapon and it bursts into flame. 
  You can temporarily turn any single normal or 
  masterwork melee weapon into a magic, flaming one. For 
  the duration of the spell, the weapon acts as a +1 flaming 
  burst weapon. 
   
  Material Component: A lump of phosphorus, 
  touched to the target weapon. 
   
  Source: Spell Compendium 95 
  For quick reference, here are the descriptions of the flaming 
  burst and flaming special abilities: 
  Flaming Burst: A flaming burst weapon functions 
  as a flaming weapon that also explodes with flame 
  upon striking a successful critical hit. The fire does 
  
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  not harm the wielder. In addition to the extra fire 
  damage from the flaming ability (see above), a 
  flaming burst weapon deals an extra 1d10 points of 
  fire damage on a successful critical hit. If the 
  weapon’s critical multiplier is x3, add an extra 2d10 
  points of fire damage instead, and if the multiplier is 
  x4, add an extra 3d10 points of fire damage. Bows, 
  crossbows, and slings so crafted bestow the fire 
  energy upon their ammunition. 
   
  Even if the flaming ability is not active, the 
  weapon still deals its extra fire damage on a 
  successful critical hit. 
  Strong evocation; CL 12th; Craft Magic Arms and Armor 
  and flame blade, flame strike, or fireball; Price +2 bonus. 
  Flaming: Upon command, a flaming weapon is 
  sheathed in fire. The fire does not harm the wielder. 
  The effect remains until another command is given. 
  A flaming weapon deals an extra 1d6 points of fire 
  damage on a successful hit. Bows, crossbows, and 
  slings so crafted bestow the fire energy upon their 
  ammunition. 
  Moderate evocation; CL 10th; Craft Magic Arms and 
  Armor and flame blade, flame strike, or fireball; Price +1 
  bonus. 
   
  Guided Shot 
  Divination 
  Level: Ranger 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  With a guttural utterance made with unmoving lips, you 
  magically focus your attention on a distant foe. Upon aiming 
  your weapon, you note how clearly defined your intended target 
  is. 
   
  While this spell is in effect, your ranged attacks do not 
  take a penalty due to distance. In addition, your ranged 
  attacks ignore the AC bonus granted to targets by 
  anything less than total cover, and also ignore the miss 
  chance granted to targets by anything less than total 
  concealment.  
  This spell does not provide any ability to exceed the 
  maximum range with the weapon with which you are 
  attacking, nor does it confer any ability to attack targets 
  protected by total cover. 
   
  Source: Spell Compendium 108 
   
  Hail of Stone 
  Conjuration (Creation) [Earth] 
  Level: Wu jen 1 (earth), warmage 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Cylinder (5-ft. radius, 40 ft. high) 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You create a rain of stones that deals 1d4 points of damage 
  per caster level (maximum 5d4) to creatures and objects 
  within the area. 
  Material Component: A piece of jade worth 5 gp. 
   
  Source: Spell Compendium 108 
   
  Haste, Swift 
  Transmutation 
  Level: Ranger 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Duration: 1d4 rounds 
   
  Two quick syllables release the power of the spell, and the world 
  moves a bit slower about you. 
   
  This spell functions like haste (PH 239), except as 
  noted above. This spell counters and dispels any slow 
  effect on you. 
   
  Source: Spell Compendium 110 
   
  Mage Armor, Greater 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S 
   
  An invisible sheen of armor-shaped force surrounds you. 
   
  This spell functions like mage armor (PH 249), except 
  that it requires no material component and its tangible 
  field of force provides a +6 armor bonus to Armor Class. 
   
  Source: Spell Compendium 136 
   
  Orb of Acid 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: No 
   
  An orb of acid about 3 inches across shoots from your 
  palm at its target, dealing 1d6 points of acid damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target. 
  A creature struck by the orb takes damage and 
  becomes sickened by the acid’s noxious fumes for 1 
  round. A successful Fortitude save negates the sickened 
  effect but does not reduce the damage. 
   
  Source: Spell Compendium 150 
   
  Orb of Acid, Lesser 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1, warmage 1 
  
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  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of acid damage. You 
  must succeed on a ranged touch attack to hit your target. 
  For every two caster levels beyond 1st, your orb deals 
  an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 
  at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 
  9th level or higher. 
   
  Source: Spell Compendium 150 
   
  Orb of Fire 
  Conjuration (Creation) [Fire] 
  Level: Sorcerer/wizard 4 
  Effect: One orb of fire 
   
  This spell functions like orb of acid, except that it 
  deals fire damage. In addition, a creature struck by an orb 
  of fire must make a Fortitude save or be dazed for 1 round 
  instead of being sickened. 
   
  Source: Spell Compendium 151 
   
  Orb of Fire, Lesser 
  Conjuration (Creation) [Fire] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of fire 
   
  This spell functions like lesser orb of acid, except it 
  deals fire damage. 
   
  Source: Spell Compendium 151 
   
  Repair Light Damage 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Construct touched 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  When laying your hand upon a construct that has at least 
  1 hit point remaining, you transmute its structure to 
  repair the damage it has taken. The spell repairs 1d8 
  points of damage +1 point per caster level (maximum +5). 
   
  Source: Spell Compendium 173 
   
  Repair Minor Damage 
  Transmutation 
  Level: Sorcerer/wizard 0 
   
  As repair light damage, except you repair 1 point of damage 
  to a construct. 
   
  Source: Spell Compendium 173 
   
  Righteous Wrath of the Faithful 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Cleric 5, Purification 7 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Targets: Allies within a 30-ft.-radius burst centered on 
  you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  When you cast this spell, you fire your allies and companions 
  with a divine madness or fury, greatly enhancing their combat 
  ability.  
   
  Allies gain one additional melee attack each round, at 
  their highest attack bonus, when making a full attack. 
  (This additional attack is not cumulative with other 
  effects that grant extra attacks, such as a haste spell.) They 
  also gain a +3 morale bonus on melee attack rolls and 
  damage rolls. (This bonus on melee attack rolls does stack 
  with the bonus provided by haste.) 
   
  Source: Spell Compendium 177 
   
  Sonic Snap 
  Evocation [Sonic] 
  Level: Sorcerer/wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 feet + 5 feet/2 levels) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
   
  You create a brief but loud noise adjacent to the target. 
  The subject takes 1 point of sonic damage and must 
  succeed on a Will saving throw or be deafened for 1 
  round. This spell has no effect if cast into the area of a 
  silence spell. 
   
  Source: Spell Compendium 195 
   
  Sonic Weapon 
  Transmutation [Sonic] 
  Level: Bard 2, sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 minute/level (D) 
   
  Holding the weapon to your mouth, you whisper the spell’s 
  arcane words, shrouding the weapon in visible sound like a thin 
  sheen of water. 
   
  
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  While the spell is in effect, the affected weapon deals an 
  extra 1d6 points of sonic damage with each successful 
  attack. The sonic energy does not harm the weapon’s 
  wielder. Bows, crossbows, and slings that are affected by 
  this spell bestow the sonic energy upon their 
  ammunition. 
   
  Source: Spell Compendium 195 
   
  Spikes 
  Transmutation 
  Level: Cleric 3, druid 3 
   
  With the sound of twisting wood, the weapon you touch grows 
  sharp spikes like rose thorns. 
   
  This spell functions like brambles (page 38), except 
  that the affected weapon gains a +2 enhancement bonus 
  on its attack rolls, and its threat range is doubled. This 
  effect does not stack with other effects that increase a 
  weapon’s threat range, such as the Improved Critical feat. 
   
  Source: Spell Compendium 202 
   
  Summon Undead I 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 1, cleric 1, sorcerer/wizard 1 
  Components: V, S, F/DF 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One summoned creature 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  The undead you summon appear in a burst of smoke and fog. 
  The vapor swiftly dissipates, but you can’t shake the impression 
  of screaming faces in the cloud’s tendrils. 
   
  This spell functions like summon monster I (PH 
  285), except that you summon an undead creature. 
  Summon undead I conjures one of the creatures from 
  the 1st-level list in the accompanying sidebar. You choose 
  which creature to summon, and you can change that 
  choice each time you cast the spell. 
  Summoned undead do not count toward the total 
  Hit Dice of undead that you can control with animate dead 
  or the other command undead abilities. No undead 
  creature you summon can have more Hit Dice than your 
  caster level +1. 
  Focus: A tiny bag, a small (not lit) candle, and a carved 
  bone from any humanoid. 
   
  Source: Spell Compendium 215  
   
  Summon Undead II 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 2, cleric 2, sorcerer/wizard 2 
  Effect: One or more summoned creatures, no two of 
  which are more than 30 ft. apart 
   
  This spell functions like summon undead I, except that you 
  can summon one undead from the 2nd-level list or two 
  undead of the same kind from the 1st-level list. 
   
  Source: Spell Compendium 215 
   
  Summon Undead III 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 3, cleric 3, sorcerer/wizard 3 
  Effect: One or more summoned creatures, no two of 
  which are more than 30 ft. apart 
   
  This spell functions like summon undead I, except that you 
  can summon one undead from the 3rd-level list, two 
  undead of the same kind from the 2nd-level list, or four 
  undead of the same kind from the 1st-level list. 
   
  Source: Spell Compendium 215 
   
  Summon Undead IV 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 4, cleric 4, sorcerer/wizard 4 
  Effect: One or more summoned creatures, no two of 
  which are more than 30 ft. apart 
   
  This spell functions like summon undead I, except that you 
  can summon one undead from the 4th-level list, two 
  undead of the same kind from the 3rd-level list, or four 
  undead of the same kind from a lower-level list. 
   
  Source: Spell Compendium 215 
   
  Summon Undead V 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 5, cleric 5, sorcerer/wizard 5 
  Effect: One or more summoned creatures, no two of 
  which are more than 30 ft. apart 
   
  This spell functions like summon undead I, except that you 
  can summon one undead from the 5th-level list, two 
  undead of the same kind from the 4th level list, or four 
  undead of the same kind from a lower-level list. 
   
  Source: Spell Compendium 215 
   
  SUMMON UNDEAD LISTS 
  1st Level: Human warrior skeleton (MM 226), kobold 
  zombie (MM 266) 
  2nd Level: Owlbear skeleton (MM 226), bugbear zombie 
  (MM 267). 
  3rd Level: Ghoul (MM 118), troll skeleton (MM 227), 
  ogre zombie (MM 267). 
  4th Level: Allip (MM 10), ghast (MM 119), wyvern 
  zombie (MM 267). 
  5th Level: Mummy (MM 190), shadow (MM 221), 
  vampire spawn (MM 253), wight (MM 255). 
   
  Vigor 
  Conjuration (Healing) 
  Level: Cleric 1, druid 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 15 rounds) 
  Saving Throw: Will negates (harmless) 
  
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  Spell Resistance: Yes (harmless) 
   
  The sounds of battle ring in your ears as you lay hands on your 
  fallen comrade. You can spare neither time nor magic to do more 
  right now, but the blood flow slows to a trickle and her 
  breathing becomes less labored, even as you are called to the aid 
  of another. 
   
  The subject gains fast healing 1, enabling it to heal 1 
  hit point per round until the spell ends and automatically 
  becoming stabilized if it begins dying from hit point loss 
  during that time. Lesser vigor does not restore hit points 
  lost from starvation, thirst, or suffocation, nor does it 
  allow a creature to regrow or attach lost body parts. 
   
  The effects of multiple vigor spells do not stack; only 
  the highest-level effect applies. 
   
  Source: Spell Compendium 229 
   
  Vigor, Mass Lesser 
  Conjuration (Healing) 
  Level: Cleric 3, druid 3 
  Range: 20 ft. 
  Target: One creature/2 levels, no two of which are more 
  than 30 ft. apart 
  Duration: 10 rounds + 1 round/level (max 25 rounds) 
   
  This spell functions like lesser vigor, except that it affects 
  multiple creatures. 
   
  Source: Spell Compendium 229 
   
  
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  PLAYER HANDOUT 1 
   
  Please assist the DM by filling in the following information: 
   
  Character name 
  Which region 
  is this PC 
  from? 
  Did this PC 
  play in COR2-
  04 Birthday 
  Bash? 
  Did this PC 
  receive the 
  Favor: Point of 
  Contact in 
  Istivin from 
  COR2-04 
  Birthday Bash? 
  Does this PC 
  still have 
  Bettulos' Dying 
  Curse from 
  CORS3-01 
  Assault on the 
  Vault (Low 
  Level). 
  What’s this 
  character’s 
  race?  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  COR8-04 Bridge Over Svartjet 
   
  Page 59 
  PLAYER HANDOUT 2 
  This is an engraved invitation to the festival for characters who participated in COR2-04 Birthday Bash. 
   
   
   
   
   
   
   
   
  The parents of Lady Larath Mindon 
  request the honor of your presence 
  at the marriage of their daughter to 
  Wells Oakshire 
  at the Birthday Bash Festival, 
  on the sixth day of Flocktime, 
  at the fairgrounds outside of Istivin. 
   
  Formal attire is not required. 
   
  Come, spend the day with us to 
  celebrate the wedding of these 
  two fine young people! 
  And to celebrate the birthdays of  
  Landowner Arwin Mindon and  
  his lovely daughter! 
   
  The ceremony will be at noon. 
   
   
  Lord and Lady Mindon 
   
   
   
   
   
  
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  PLAYER HANDOUT 3 
   
  You may call me Synnda. I've passed beyond the veil. 
  My spirit here is honor-bound to tell this tragic tale. 
   
  Of mighty House Noquar and its bitter rivalry 
  in the Vault of great dark elves with ancient House Godeep.  
   
  It's hard to be a ghostly drow here in the human lands 
  where ghostly humans hunt for me in their ghostly bands. 
   
  I avoid them, by and large, as I spend my time 
  learning more of this great tale and setting it in rhyme. 
   
  Let me tell you of the past and Loremaster Durgu, 
  the greatest bard who ever lived on earth, or under, too. 
   
  The Loremaster, he had the gift of prophecy quite grand. 
  But he wrote it in an obscure verse that few can understand. 
   
  As words of wisdom from the past that now our future guide, 
  he told of great drow Houses and of prejudice and pride. 
   
  He said a threat from Istivin would bring us all despair. 
  But what's the nature of this threat? Who and when and where? 
   
  The wizards of drow House Noquar read legends, found the clues. 
  We delved into the prophecies of Loremaster Durgu. 
   
  I was a member of a little scouting party here 
  when I met my death and so began my ghostly life so queer. 
   
  We were scouting Istivin for Starchild legends and 
  gathering intelligence to help invade this land. 
   
  After death, I kept my vow to follow this dark tale. 
  I learned that drow had formed a cult beneath an inn, The Veil. 
   
  We almost had the Starchild there, but humans intervened. 
  A succubus named Eilatana failed and fled the scene. 
   
  Our kidnapping of three humans turned out to be a fault. 
  We did not know that Emondav would then assault the Vault. 
   
  They teleported to our home with mercenaries skilled. 
  They rescued our three hostages and many drow were killed. 
   
  This set about a loss of face within the Vault of Drow. 
  And House Noquar was cast aside and exiled until now. 
   
  This brings me to the end of things, until the present time. 
  It also brings me to the end of this posthumous rhyme. 
  
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  Page 61 
  DM MAP: INTRODUCTION 
   
   
   
  
  COR8-04 Bridge Over Svartjet 
   
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  DM MAP 1: COMING OF AGE IN ISTIVIN 
  There are two maps for this encounter: (1) a map of the festival and (2) a combat map (make your own). It would be fun 
  to have the combat take place next to Fodor’s tent so the characters have access to a flaming pot of oil (Fodor’s coin 
  bucket) and some lit torches.  
   
   
  1A: Madame Zenobia 
  1BBB: The Incredible Bouncing Barrister Brothers 
  1C: Fondor The Fire Eater 
  1D: Meilo's Cakes And Pies 
  1E: Lar's Lizards On A Stick 
  1F: Shandis' Grove 
  1G: Kanga, The Lion Tamer 
   
  
  COR8-04 Bridge Over Svartjet 
   
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  DM MAP 2: THE DARK AT THE END OF THE TUNNEL 
   
   
   
  Tip: Print this page out at 100% scale and use it as your battle mat. 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 64 
  DM MAP 3: THE BRIDGE OVER THE RIVER SVARTJET 
   
  Tip: Print this page out at 400% scale and use it as your battle mat. 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 65 
  DM MAP 4: THE SHAFT 
   
   
   
  Tip: Print this page out at 400% scale and use it as your battle mat. 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 66 
  DM MAP 5: CONFRONTATION WITH YERESK 
   
  Gravity is altered on this map. Area 27 (the cross-hatched section of the map) has gravity down on the page, so that the 
  portal at the bottom of the map is “down.” The ceilings are 15 ft. tall in this area, making area 27 a 15-ft.-by-15-ft. vertical 
  shaft, 55 ft. tall. In areas 28-31, gravity is into the page, so “down” is the normal direction for a D&D map. 
   
  Tip: Print this page out at 500% scale and use it as your battle mat. 
  
  COR8-04 Bridge Over Svartjet 
   
  Page 67 
  DM MAP 5: CONFRONTATION WITH YERESK 
   
   
  This view of area 27 shows the vertical challenge facing the party. The portal to area 30 is open. 
   
  Tip: Print this page out at 100% scale and use it as your battle mat. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/598/COR8-04 Bridge Over Svartjet (APL 2-14)/COR8-04 Bridge Over Svartjet.pdf