TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  BDK5-01 
   
   
   
   
   
   
   
   
   
   
   
  The Body 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Bandit Kingdom Regional Adventure 
  Version 1.0 
   
   
  by Jason Lauer and John Williams 
  Reviewed by Chris Tulach 
   
   
  Your drinks are interrupted by a screaming woman. What is it that she screams of you ask? She found a body. You think 
  to your self the more things appear different, the more they are really the same. Part One of Cold Dead Hands.  A 
  scenario for APLs 6-12. 
   
   
   
   
     
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  The Body 
   
  Page 2 
   
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLs are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  the Bandit Kingdoms.  Characters native to the Bandit 
  Kingdoms pay one Time Unit per round, all others pay 
  two Time Units per round.  Adventurer’s Standard 
  Upkeep costs 12gp per Time Unit.  Rich Upkeep costs 
  50gp per Time Unit.  Luxury Upkeep costs 100gp per 
  Time Unit. 
  The Body 
   
  Page 3 
   
  
  Adventure Background 
  Several months ago, a wealthy Oeridian scholar named 
  Davan Kolthek hired the wizard Malked Sanyos. Kolthek 
  had located information regarding a demi-plane 
  anchored near the Prime Material, with links to corporeal 
  ruins in the Fellreev Forest. However, exploring the 
  ruins would require additional manpower, so Davan 
  hired Sanyos as well as a party of mercenaries for the 
  expedition. 
   
  Initially, the mission went smoothly. The ruins were 
  located easily enough, and using the knowledge gained 
  from his research, Kolthek was able to open the portal 
  leading to the demi-plane. Passing through the gate, the 
  expedition came upon an incredible discovery – a 
  massive necropolis lay hidden within the demi-plane, 
  housing thousands of mausoleums and tombs. Davan 
  Kolthek was immensely pleased with the discovery and 
  ordered the group to set up a camp for further 
  exploration into the city. 
   
  For several days, the survey of the necropolis 
  continued with Davan and Malked attempting to 
  translate the markings and runes that littered the city. 
  However, during one of his treks, Malked located an 
  open mausoleum. Venturing inside he located a 
  mummified corpse, perfectly preserved from rot and 
  vermin.  Intrigued by the state of the body and the nature 
  of the magics that preserved it, Malked placed the corpse 
  within a portable hole to hold it for future studies within 
  the comfort of his own laboratory. 
   
  At first, there was no change to note the theft of the 
  corpse. However, soon after the explorers started finding 
  more open tombs with the bodies missing and signs of 
  recent activity. Returning to the camp, they discovered 
  their guards dead at their posts with no sign of the cause 
  of death. With the remaining mercenaries beginning to 
  panic and an unknown threat looming, the explorers  fled 
  back to the Prime. 
   
  As the group made their way back to the portal, the 
  inhabitants of the city arrived – strange luminescent 
  undead wreathed in golden light. Fleeing before the 
  oncoming horde, only Davan and Sanyos survived to pass 
  through the portal and return to the material plane. 
   
  With the mission ended in failure, Davan was 
  furious, making claims that the city “belonged to his lord” 
  and “how dare she turn his might against him”. 
  Concerned for his well being in the face of an 
  increasingly mad employer, Sanyos teleported to the 
  safety of his manor in Groucester. 
   
  Placing the corpse from the Necropolis in his 
  laboratory, Malked began casting divinations to learn 
  what he could of Davan and discovered that he was 
  actually a high ranking member of the Horned Society 
  and servant of the Rotting One, Nerull. He also augured 
  that his life was in pressing danger from Davan, or 
  whatever his true name was, and his allies. Fearful of a 
  confrontation with Davan, he chose to flee, making a 
  hasty 
  retreat 
  from 
  his 
  home 
  and 
  Groucester. 
  Unfortunately for him, Davan was already close on his 
  tail and located him within days, killing the wizard 
  before he would spread word of Nerull’s Bane. 
   
  In the time that has passed, Davan never learned of 
  the corpse that Sanyos brought with him out of the demi-
  plane, although he has been wary of any news that 
  Malked may have spread word of Nerull’s Bane. 
   
  Meanwhile, Tabyba, Sanyos’ housekeeper has 
  continued on her task of cleaning his home, expecting 
  the return of her master “any day now”. However, the 
  salary he paid her has nearly run out and there is little 
  other opportunity for work in Groucester. Although 
  Malked warned her against entering his laboratory, her 
  need for coin got the better of her and she broke into the 
  basement, looking for some small item to pawn to keep 
  her fed. Unfortunately, two things went horribly awry 
  for poor Tabyba – the presence of the corpse on the table 
  terrified the poor maid, so much so that she didn’t notice 
  that she had been hit with a small poisoned dart. 
  Running in terror, her life slowly drains from her as she 
  flees the manor house. 
   
  Adventure Summary  
  Introduction:  
  The PCs arrival and introduction to the city of 
  Groucester. 
   
  Encounter One: 
  The PCs arrive at the Dancing Demon Inn where a 
  wedding celebration is in progress. 
   
  Encounter Two:  
  The celebration is interrupted by the arrival of the dying 
  maid Tabyba and her discovery of a body. 
   
  The PCs may choose to tail a man they saw leave the 
  tavern, but will they be able to catch him before curfew. 
   
  Encounter Three:  
  Following up on the screams of the dying women, the 
  party investigates the manor where she worked. 
   
  Encounter Four: 
  You return to the Dancing Demon to find a pair of new 
  guests. 
   
  Encounter Five: 
  The PCs are tracked down by agents of the Pale Lady, 
  ruler of Groucester. 
   
  The Body 
   
  Page 4 
   
  
  Introduction 
  Your travels have brought you to Groucester, one of 
  the nicer towns in the Combination of Free Lords, 
  although it is no less deadly.  The Pale Lady, 
  Xavendra, calls Groucester hers and the stewards and 
  custodians of the community are wel  known to be 
  vampires and their spawn.  Fear of the night and its 
  lords has kept Groucester under Xavendra’s control 
  for over a decade, without having to resort to the 
  brute tactics more common in the region. 
  l
  t 
  l
  i
  f
  t
  l
  i
  i  
   
  After being turned away from the Red Stag Inn, 
  you were directed to the Dancing Demon Inn and 
  Tavern to find a room for the night.  While the inn 
  does not claim a pleasant name, the need to secure 
  shelter before nightfall leaves you with little choice.  
   
  Allow the players to introduce their characters. 
  Groucester is in the northeastern Bandit Kingdoms, 
  between the Bluff Hills and the Fellreev Forest.  
  Groucester 
  has 
  a 
  curfew 
  (which 
  was 
  clearly 
  communicated to the PCs when they entered the city 
  earlier in the day) – after dusk, travel at your own risk.  As 
  the adventure begins it is roughly an hour-and-a-half 
  before dusk. 
   
   
  Encounter One 
  As you make your way through Groucester, you 
  notice a few features that set apart the town from 
  other settlements in the Bandi Kingdoms.  Although 
  the guards and patrols that walk the town’s streets are 
  no less thuggish than in Rookroost or Riftcrag, you 
  note that they are entire y human – no orcs or 
  hobgoblins stand with the watch, and in fact, you 
  have seen very few of either since you entered the 
  town. 
   
  Turning down a side street, you find yourself 
  standing n front of the Dancing Demon Inn.  There 
  is a steady stream of locals flocking into the bar and 
  the sound of mirth and celebration penetrates the 
  walls.  A flyer on a nearby wall advertises the arrival 
  later this evening of a “Legendary Storyteller o  the 
  Rover Barrens”. 
   
  Entering the bar you can see that the interior is 
  decorated in brigh  colors and the room filled with a 
  men and women of various races dancing, singing, 
  and drinking.  Along the right wal , several wide 
  doors open onto a patio where the crowd has cleared 
  space for two half-orcs to dance (or at least something 
  that looks l ke dancing). The male s average height, 
  muscular, and missing his right hand; while the 
  female is much larger, dwarfing most everyone else in 
  the room. 
   
  The tavern is filling fast, and unless you want to 
  sit on the floor you better grab a table; the only one 
  left is on the far side of the room. 
   
  The flyer on the wall is Player Handout 1; give it to the 
  players at this time. Have each character make a Spot 
  check. Characters that make a DC 15 check notice a 
  strange brand on a lentil hanging on the front door as 
  they entered the inn.  A DC 20 check indicates that the 
  characters notice the same brand on the inn’s 
  windowsills.   
   
  This is the wedding party of Un’dar and Ruhda; 
  Un’dar is the owner of the Dancing Demon and has 
  learned to keep his head down and his nose clean. He 
  was a hell-raising adventurer before he was injured, but 
  now his missing hand is a constant reminder of what 
  happens when you step out of place. Un’dar’s wife, 
  Ruhda, was also an adventurer, but he prefers to disclose 
  that to as few as possible. Ruhda is originally from the 
  Barrens to the north and has many ties there, including 
  Oytens, a bard of some renown whom she considers her 
  blood-sister. Oytens has not yet arrived, but is expected at 
  any time. 
   
  The Serving Girl 
  Once the PCs seat themselves, a young Baklunish girl 
  named Maryam will wait on them.  
   
  “I am Maryam, and I shall be serving you?” asks a 
  young dark skinned woman in a rigid and precise 
  accent.  
   
  Maryam arrived from the Baklunish West several years 
  ago, after a bit of youthful wanderlust.  She passed into 
  the Bandit Kingdoms from the north and settled in 
  Groucester when Un’dar hired her. When people talk 
  about how bad the Bandit Kingdoms is she defends it as a 
  nice place to live, because Groucester is all she knows. 
   
  � Maryam: Female human Com1/Exp1; hp 8. 
   
  Maryam gladly answers any questions about the 
  celebration, but when asked about the city she’ll attempt 
  to steer the conversation away, responding, “Can you not 
  relax and enjoy this wondrous occasion?” 
   
  Q: Who/What is this party for? 
  “This is a celebration of Un’dar’s and Ruhda’s union. 
   
  Q: Who are Un’dar and Ruhda? 
  The Body 
   
  Page 5 
   
  
  “Un’dar s the owner of this fine establ shment, and 
  Ruhda is a traveler who pressured Un’dar for some 
  time before he gave in to her.” 
  i
  i
  i
  l
   
  l
  ti
  l
   
  Q: Is Un’dar friendly? 
  “He has been since he gave in to Ruhda; things were 
  quite tense before they got together, I must say I am 
  most grateful for this.” 
   
  Q: Can we get a room for the night? 
  “Sure, there that is no problem, we have one room 
  left. I assume that you will be staying together?” 
   
  Q: What is her sister’s name? / What do you know about 
  the singer? 
  “I do not know much, but I bel eve her name is 
  Oytens (O-tens). Ruhda says she is a great singer and 
  keeper of their tribes’ knowledge.” 
   
  If the characters ask Maryam about the brands on the 
  lentils and the windowsills, she responds that the brand 
  indicates that Un’dar he has paid the optional safe haven 
  tax. “Like most establishments in town, we have paid a 
  safe haven tax. So do no worry… you’l  not be waking 
  up to any nocturnal visitors tonight.” 
   
  Other Patrons 
  In the tavern there are about two-dozen celebrants, 
  including the newlyweds.  Most are caught up in the 
  celebration and enjoying Un’dar’s hospitality.  The next 
  encounter follows shortly after Maryam returns with the 
  PCs’ drinks, so it is unlikely that the party will have the 
  opportunity to interact with the other patrons or the half-
  orc couple. 
   
  � Un’dar: Male half-orc Bbn4/Ftr2/Exp3; hp 84; see 
  Appendix I. 
  � Ruhda: Female half-orc Bbn4/Rgr2; hp 55; see 
  Appendix I. 
  � Celebrants (20): Male and female Com1; hp 1 (x2), 2 
  (x6), 3 (x7), 4 (x4), 5 (x1). 
   
  Encounter Two 
  Maryam has just brought your drinks when you 
  notice a hunched figure stumble into the bar and trip. 
  Her head hits the doorframe with a loud thud, as she 
  slides down to the ground screaming.  “A body…at 
  master’s, he told me not to go in there, but…” The 
  music grinds to a halt, as the crowds attention turns 
  to her. 
   
  The woman’s body contorts in pain, her eyes 
  glazing over as she stares blindly towards the ceiling. 
  She reaches out for something you do not see and 
  screams in horror with her last breath “…THE 
  BODYYY!!!” She falls limp and lifeless, and a crowd 
  begins to muster around her.  
   
  A throng of celebrants begins to gather around the 
  woman, although none of them are eager to touch her, 
  fearing she was driven mad by disease or worse.  
  However, if the PCs want to investigate her, they will 
  need to muscle or talk their way past the crowd. 
   
  Dealing with the Crowd 
  Once the woman has collapsed, people in the crown 
  begin talking among each other.  Allow each PC a Listen 
  check to hear what is being said. 
   
  � DC 15: “I just saw her this morning and she 
  was fine.” 
  � DC 20: “Why that’s Tabyba, she works just 
  down the street at the Sanyos Manor.” 
  � DC 25: Un’dar, the half-orc owner and the 
  newlywed groom mutters “This not good for 
  business.” (plus above) 
   
  In addition, a few minutes after the woman’s arrival and 
  collapse (allow time for the PCs to investigate the body – 
  see Looking at the Woman below), an agent of 
  Xavendra who was in the tavern rises and leaves.  Allow 
  the PCs a Spot check (DC 15) to notice his departure. 
   
  You notice a man in black rising from his stool at the 
  bar; the symbol of the Old One branded into his 
  leather armor, the hilt of his rapier a grinning skul . 
  He quickly downs his drink and walks out the patio 
  doors. 
   
  The man in black is Officer Lerit; one of the many 
  informants Xavendra has crawling the city. Although he 
  doesn’t know Malked Sanyos, he is aware that there is 
  more to the “merchant” than meets the eye and the 
  presence of a body at Sanyo’s home is noteworthy and 
  worth further investigation. 
   
  If the PCs follow Lerit outside: 
   
  The setting sun blinds you as you step outside, its 
  posi on indicating that you have maybe an hour 
  before nightfall.  The man in black has already made 
  it a good way down the street, briskly walking and 
  you will need to hurry if you p an to do anything. 
  Most of the common folk seem to have already gone 
  inside for the night.   
   
  The Body 
   
  Page 6 
   
  
  Although the PCs won’t be able to catch Lerit before he 
  leaves the building they can attempt to catch him in the 
  streets outside.  He is not expecting to be followed, so he 
  must make a Listen check (+3 modifier) to notice 
  pursuers.  Use the base DC’s provided in the Player’s 
  Handbook p. 78, being sure to adjust for distance.  If the 
  PCs simply want to trail Lerit, they must maintain a 
  distance of 60 feet over the course of twenty rounds 
  (traveling 30 feet per round at a walk) in order to keep in 
  sight of him.  If Lerit becomes aware of the PCs (either 
  because they failed a check or announced their presence), 
  he begins running for Xavendra’s palace (moving 60 feet 
  per round as a double move). 
   
  If the party catches Lerit before he has traveled 500 
  feet, there is no risk of the watch noticing or coming to 
  his assistance.  After five hundred feet, he will be within 
  viewing range of the front gates of the palace, where a 
  dozen soldiers are within clear view of him. 
   
  ALL APLs 
  � Officer Lerit: Male human (mixed) Rog1; hp 6; see 
  Appendix I. 
   
  Interrogating Lerit will only reveal his intentions 
  (detailed above).  He otherwise does not possess any 
  other information relevant to this adventure. 
   
  Treasure:  
  All APLs: Loot - 4gp, Coin - 5gp. 
   
  Looking at the Woman 
  A Heal check (DC 15) will locate notice the telltale signs 
  of poisoning (swelling, a circular red welt around a 
  pinprick wound).  A DC 18 check will identify the poison 
  as likely being dark reaver powder, a poison that drains 
  the health and strength of its victims. 
   
  A search of her body (Search DC 15) locates a gold 
  locket on a chain around her neck.  Any character with 
  ranks in the Appraise skill that sees the locket will know 
  that it worth more money than a commoner would earn 
  in several years.  An Appraise check (DC 20) places the 
  value of the locket at 30gp.  Detect magic reveals an aura 
  of faint transmutation. 
   
  Removing the locket the amulet requires a Sleight of 
  Hand check (DC 15) to pocket it secretly or a 
  Bluff/Diplomacy/Intimidate check (DC 18) to fast-
  talk/convince/bully the crowd into letting them take it.  
  Failure results in the crowd turning unfriendly to the 
  party, accusing the offending PC of robbing the poor 
  woman’s corpse and sending a patron to fetch the watch.  
  A fast-talking PC (Diplomacy DC 25) can stop the patron 
  from leaving by offering to leave the locket with the 
  woman and to pay for her funeral (10 gp). 
   
  If the PCs manage to cast raise dead, speak with 
  dead, or any other spell that lets them communicate with 
  Tabyba, use the information presented in the Adventure 
  Background to summarize what she knows. 
   
   
  Treasure:  The only treasure to be gained in this 
  encounter is the woman’s locket. 
   
  All APLs: Loot – 15 gp (Locket) 
   
  Troubleshooting: 
  If the PCs don’t manage to overhear the information 
  regarding the location of woman’s employment (Sanyos 
  Manor), they can make a Gather Information check (DC 
  10) to learn that her name is Tabyba and she worked as a 
  housekeeper at Sanyos Manor. 
   
  Note that if the party does not pursue Lerit, he will 
  reach his contact his superiors.  Once notified, they will 
  use divinations to determine the importance of the 
  situation and deploy several Deathbringers that arrive at 
  the inn later (during Encounter Four). 
   
  Encounter Three 
  When the PCs approach Sanyos Manor read or 
  paraphrase the following: 
   
  i
  i
  The manor stands before you, a two-story building 
  made of pol shed l mestone.  Attached to the back of 
  the manor, a smaller copper domed tower extends 
  another floor higher; the third story is only a tower 
  that extends out of the back of the manor.  The few 
  windows are small and covered with copper-lined 
  shutters.  A pair of large copper plated doors faces the 
  street, the left slightly ajar. 
   
  The clean streets are empty of both merchants 
  and travelers, with the only people visible besides 
  your party being a few guards standing outside nearby 
  manors, most of whom are anxiously watching the 
  falling sun. 
   
  If the PCs investigate the nearby manor houses, they will 
  see that most are of similar decoration, featuring brass 
  and copper ornaments attached to limestone walls.  There 
  is little activity in the ward by the city watch as most of 
  the manors have their own guards, but if necessary a 
  guard patrol can be summoned by using a bell located at 
  each manor. 
   
  Although the guards will tolerate a certain amount 
  of curiosity by strangers, after a few minutes they will call 
  out a warning to the party to move along before they 
  summon a watch patrol. 
   
  The Body 
   
  Page 7 
   
  
  Sanyos Manor 
   
  The manor has very little to steal that is easily 
  portable, as the keeper of the house has already taken 
  them to sell and keep her and the house maintained.  
  Everburning torches light all the rooms unless noted 
  otherwise. 
   
  Although the metal appears to be copper it has been 
  alchemically bound with mithral to give it the strength of 
  steel. 
   
  � Front Doors:  2 in. thick; hardness 5; hp 20; AC 5; 
  Break DC 25. 
   
  � Internal Doors:  1 ½ in thick; hardness 5; hp 15; Break 
  DC 18. 
   
  For the areas described below, refer to the map in DM’s 
  Aid: Map of the Sanyos Manor House. 
   
  Area 1: Parlor 
  To each side of this room are six cloak hooks, from 
  one of which hangs a well maintained red cloak with 
  silver trim.  The far doors are made o  oak and bound 
  with pol shed copper. 
  -
  f
  i
   
  The cloak belongs to Tabyba; she left it behind in her 
  hurry to leave the manor as quickly as possible. 
   
  Area 2: Dining Hall 
  A large solid oak table dominates the center of this 
  room.  The table is bare, but it is well polished.  A 
  copper and gold chandelier hangs from the ceiling by 
  a braided silken rope. 
   
  Area 3: Waiting Room 
  The walls of this room are lined with fine tapestries, 
  below which sit several cushioned chairs.  A low table 
  rests in the center of the room, covered in a variety of
  old and largely uninteresting books, such as “ ournal 
  of the Greyhawk Society of Merchants – 587 CY 
  Edition  and “Jousting Illuminated”. 
   
  J
  ”
   
  Other then the tapestries, there is nothing of value in this 
  room.  Only the most desperate bookseller would be 
  interested in the books. 
   
  Area 4: Kitchen 
  A large wood-burn ng stove fills the far wall of this 
  room, while counters and tables lay bare ready to 
  prepare and serve meals.  However, all of the pots, 
  utensils, and other equipment necessary to cook a 
  meal are missing. 
  i
   
   
  An iron door rests against the back wall, the only 
  one of its kind you have seen so far in the manor.  Its 
  surface seems to have a dull white finish. 
   
  Investigation of the door reveals that it is covered with a 
  light layer of frost and is cold to the touch. 
   
  Other then a pile of wood and a box of 10 
  tindertwigs, there is nothing else here. 
   
  Area 5: Cold Storage 
  As the door opens to this room a blast of chilly air 
  pours out.  After a moment the draft stops, but the 
  room itself still radiates cold. 
   
  From the l ght in the kitchen, you can make out 
  several heavy hooks that hang from the ceiling of the 
  room, while the walls and floor are covered with a 
  thick layer of ice.  In the back of the chamber, you 
  can make out a footlocker-sized box covered with 
  arcane markings. 
  i
   
  A DC 20 Knowledge (Arcana) check allows the PCs to 
  note that the runes are similar to those used in the 
  binding version of a magic circle of protection.  It detects 
  as magical (moderate abjuration) and has a good lock 
  built into it. 
   
  � Lead Box:  1 in. thick; hardness 8; hp 15; Break DC 28; 
  Open Lock DC 30.  
   
  Opening the box (either by getting past the lock or 
  breaking it open), will release an ice mephit that was 
  imprisoned within.   The key for the box is located in 
  Area 8: Master Bedroom. 
   
  With a whirr of blue and white, a four-foot tall 
  winged humanoid takes shape in front of you, his 
  eyes darting back and forth over you nervously. He 
  rises onto the balls of his feet, his fists at the ready 
  and his wings raised up in a defensive posture. 
   
  If the PCs seem like they are going to attack, go ahead 
  and get initiative.  The ice mephit will not attack, except 
  in defense (keep in mind that the interior of the cold 
  storage room is covered with ice and that he will gain his 
  fast healing while in the room). 
   
  All APLs 
  � Ice Mephit: hp 13; see Monster Manual p. 182. 
   
  However, if the party attempts to parlay, he will be much 
  more agreeable and offers the following bit of advice. 
   
  The Body 
   
  Page 8 
   
  
  “Thank you for freeing me, twas not the home I 
  wished to be.  In turn I offer a tidbit, to aid you 
  against the captor nitwit.  Though this room is cold, 
  the merchant purchased the service sold.  Rather his 
  interest is large in those that carry electrical charge.” 
  His rhyme done, the mephit bows and fades. 
   
   
  Inside the box are vials of an unknown liquid. A DC 20 
  Knowledge (arcana) or a DC 25 Craft (alchemy) identifies 
  it as coldfire, a component used in some cold-related 
  spells. 
   
  Treasure:  
  All APLs: 3 vials of coldfire (50 gp each). 
   
  Area 6: Business Room 
  This room contains a finely woven rug that seems to 
  shimmer in the torchlight.  There is a large wooden 
  roller desk covered with gold leaf and a large wooden 
  chair covered with luxurious silken cushions.  The 
  walls are covered with various maps of the local area 
  and marked with trade routes and pinned with 
  various trade depots and mining encampments. 
   
  A Spot check (DC 20) suggests to the PC that the maps 
  and other décor seemed to be placed up in a very 
  deliberate manner.  A further investigation and a DC 25 
  Forgery check or DC 20 Knowledge (geography) check 
  reveals that the maps are well-crafted fallacies and that 
  some of the outposts depicted do not exist. 
   
  � Wooden Desk:  1 in. thick; hardness 5; hp 10; AC 1; 
  Break DC 18; Open Lock DC 15. 
   
  In the desk are various writing items and ledgers of 
  accounts. Spending an hour going through the books and 
  a DC 25 Forgery check with a DC 15 Profession 
  (accounting) check shows that about one month a year is 
  missing.  The largest of these anomalies is two months 
  ago. 
   
  Area 7: Large Storage 
  This chamber is two stories high and filled with 
  crates and boxes.  The crates are all marked with the 
  Sanyos crest, although it looks as though many of the 
  boxes have been opened and emptied of their 
  contents. 
   
  The boxes were once filled with various sundries, such as 
  dried fruits, and meats.  The various crates have already 
  been looted for portable wealth; all that remains is a 
  couple hundred pounds of raw iron and copper ore. 
   
  Treasure:  
  The ore, while being valuable, is very bulky.  If the party 
  has the means to carry several hundred pounds of ore, 
  they can try and take it, but it really isn’t worth it. 
   
  All APLs: Loot – 65 gp. 
   
  Area 8: Master Bedroom 
  A large and intricately carved limestone hearth rests 
  on the east wall of this room.  The bed across the 
  room sits on a small platform with brass doors 
  underneath.  A grand chest sits near the base of the 
  bed, i s lock broken and the l d pried open.  There is 
  nothing left in the chest. It is quite obvious that this 
  room has been ransacked, as evidenced by the articles 
  of clothing tossed carelessly about the room. There 
  are also scratches and gouges on the other door that 
  leads from this room. 
  t
  i
   
   
   
  Tabyba has already ransacked the room and attempted to 
  force her way into the door that leads into the office 
  (Area 9 below). 
   
  A search of this room shows that under the bed in the 
  bed base are piles of ash.  The area is used during the 
  winter by placing hot ember in to keep the bed warm.  
  Due to the difficulty of getting under the bed and the 
  condition, a Search check takes 2 minutes.  A DC 30 
  Search check reveals a small key, the lost key to the 
  mephit’s box in the Area 5: Cold Storage. 
   
  The door leading to the Office (Area 9 below) is heavily 
  damaged and it looks like someone took a crowbar to it 
  and worked it open.  A Spellcraft check (DC 18) check 
  suggests that the door was likely arcane locked based on 
  the amount of damage that was done to the door – a 
  normal door would have given much more easily. 
   
  Area 9: Office 
  This room is different from the décor of the rest of 
  the house; the room is spartan and lit with cool light 
  coming from small steel orbs that are imbedded in 
  the walls.  In the center of the room is a large desk 
  covered with a variety of arcane apparatus and 
  devices, as well as large sheets of parchment with a 
  variety of mystical circles and wards roughly drawn 
  upon them.  Behind the desk, there is a large iron box 
  that sits partially ajar. 
   
   
  The Trap 
  There is a trap located in the center of the room.  Anyone 
  entering the room without speaking the command word 
  The Body 
   
  Page 9 
   
  
  or possessing Tabyba’s locket causes a 5-round delay 
  before the trap goes off, striking the person closest to the 
  safe and spreading to all others within 30 feet as long as 
  they are visible from the center of the room (if a PC 
  happens to be around the corner in the bed room they are 
  not targeted). 
   
  If they bypass the trap by possessing the locket they 
  get full experience for the encounter.  
   
  APL6 (EL 8) 
  � Chain Lightning Trap: CR 8; magical; proximity 
  trigger; reset after one minute; spell effect (heightened 
  chain lightning (7th level spell), 13th level wizard, 13d6 
  electricity to target nearest to center of trigger area plus 
  6d6 electricity to each of up to thirteen secondary targets, 
  DC 20 Reflex save half damage; Search (DC 31); Disable 
  Device (DC 31). 
   
  APL8 (EL 10) 
  � Chain Lightning Trap: CR 10; magic device; 
  proximity trigger (alarm); automatic reset (one minute); 
  spell effect (heightened chain lightning (8th level spell), 
  17th level wizard, 17d6 electricity to target nearest to 
  center of trigger area plus 8d6 electricity to each of up to 
  fifteen secondary targets, DC 22 Reflex save half damage; 
  Search (DC 33); Disable Device (DC 33). 
   
  APL10 (EL 12) 
  � Mass Hold Monster Trap: CR 10; magic device; 
  proximity trigger (alarm); automatic reset (one minute); 
  spell effect (mass hold monster, 17th level wizard, up to 
  17 targets, no two of which can be more than 30 ft. apart, 
  DC 23 Will save negates); Search (DC 34); Disable Device 
  (DC 34).   
   
  � Chain Lightning Trap: CR 10; magic device; 
  proximity trigger (alarm); automatic reset (one minute); 
  spell effect (heightened chain lightning (8th level spell), 
  17th level wizard, 17d6 electricity to target nearest to 
  center of trigger area plus 8d6 electricity to each of up to 
  fifteen secondary targets, DC 22 Reflex save half damage; 
  Search (DC 33); Disable Device (DC 33). 
   
  Note: Characters that are paralyzed by the mass hold 
  person are helpless and may not take advantage of 
  evasion or similar abilities to avoid the damage from the 
  chain lightning trap (although they are still entitled to a 
  Reflex save). 
   
  APL12 (EL 12) 
  � Mass Hold Monster Trap: CR 10; magic device; 
  proximity trigger (alarm); automatic reset (one minute); 
  spell effect (mass hold monster, 17th level wizard, up to 
  17 targets, no two of which can be more than 30 ft. apart, 
  DC 23 Will save negates); Search (DC 34); Disable Device 
  (DC 34).   
   
  � Chain Lightning Trap: CR 10; magic device; 
  proximity trigger (alarm); automatic reset (one minute); 
  spell effect (heightened chain lightning (8th level spell), 
  17th level wizard, 17d6 electricity to target nearest to 
  center of trigger area plus 8d6 electricity to each of up to 
  fifteen secondary targets, DC 22 Reflex save half damage; 
  Search (DC 33); Disable Device (DC 33). 
   
  Note: Characters that are paralyzed by the mass hold 
  person are helpless and may not take advantage of 
  evasion or similar abilities to avoid the damage from the 
  chain lightning trap (although they are still entitled to a 
  Reflex save). 
   
  The Desk 
  The desk is covered with an incomplete set of arcane 
  tools (the tools that were most valuable-looking were 
  taken and sold by Tabyba).  A PC who makes a 
  Knowledge (arcana) check (DC 15) will note that while 
  there are many useful arcane tools here, some of the 
  basics are missing (no astrolabe, only part of a mystic 
  widget, etc). 
   
  The Iron Box 
  The iron box is about eight feet long, four feet wide, and 
  four feet deep.  The lid has a lock affixed to it, but it is 
  unlocked and the lid is partially open.  A Search check 
  (DC 18) or a Spot check (DC 23) notices a small needle 
  sticking out of the lock, covered in dried blood and 
  poison (the poison has been neutralized by exposure to 
  air, after Tabyba triggered the trap). 
   
  After the lid is opened read the following: 
   
   
  t
   
   
  Lifting the lid, you are surprised by the contents – the 
  body that the woman in the tavern must have found. 
  Looking at i  now, you can imagine that it may well 
  have easily frightened the old woman, but you find it
  hard to be scared by what seems to be a very well 
  preserved mummified corpse. 
   
  PCs investigating the body can learn the following 
  information: 
   
  The corpse is resistant to damage (treat as hardness 8, 
  with no particular vulnerability to any type of energy).  It 
  is immune to necromantic spells and is under an effect 
  similar to nondetection (caster level 10).  Any attempt to 
  The Body 
   
  Page 10 
   
  
  cast a divination on the corpse will require the PC to 
  succeed on a caster level check to gain any information. 
   
  Detect Evil 
  The corpse does NOT detect as evil.  PCs with ranks in 
  Knowledge (religion) are automatically aware that that is 
  unheard of in undead. 
   
  Detect Good 
  The corpse detects faintly as good. 
   
  Detect Undead 
  The corpse does not detect as undead.  
   
  Divination 
   
   
   
  l
  If the caster is a worshipper of Beory, any divination cast 
  regarding the corpse will reveal the following: 
  “Wayward son, taken from his Mother’s bosom, no 
  legs to carry him home, no heart to find the way.” 
   
  If the caster is a worshipper of any deity granting the 
  Death domain: 
  “He is outside; not one of ours.  He belongs to the 
  Oerth, regardless of the Reaper’s wishes otherwise.” 
   
  If the caster does not follow one of the above: 
  “The chi d of Oerth has long passed on from this 
  realm, the soul remains in the Mother’s arms, the 
  body returned from her gardens.” 
   
  Heal 
  DC 20 
  There are many different techniques used when 
  embalming the dead, and even just to mummify 
  them.  This body is unusual in that it does not 
  bear the markings that indicate that internal 
  organs were removed (such as the brain or 
  heart). 
  DC 25 
  It is nearly impossible to identify how long ago 
  this corpse was mummified.  Aside from 
  dehydration, there is no deterioration of the 
  body from rot or vermin. 
   
  Knowledge (History) or Bardic Knowledge (DC 20 for 
  all information listed below) 
  DC 20 
  The dressings of the mummy are typical of 
  those used by the Rovers of the Barrens, 
  although this particular specimen is done in a 
  particularly archaic fashion. 
  DC 30 
  Based on the dressings and decorations on this 
  corpse, it is nearly a thousand years old. 
   
  Knowledge (Local – Iuz’s Border States) or Bardic 
  Knowledge 
  DC 15 
  The mummy is obviously Flan – although the 
  body is desiccated, you can clearly see the broad 
  cheekbones and even in death it retains a dusky 
  color in its flesh. 
   
  Spellcraft (in conjunction with detect magic) 
  DC 21 
  There are overwhelming conjuration and 
  necromantic auras on the corpse. 
  DC 30 
  There is actually only one aura on the corpse – a 
  single spell that contains both conjuration and 
  necromantic elements. 
   
  DM’s Note: A lot of the information regarding the 
  corpse is left intentionally vague in order to enable 
  judges to play the future scenarios in the series.  The 
  main things to understand are that the corpse is unique, 
  mysterious, and possibly quite valuable (either for 
  religious or for arcane study). 
   
  The magic on the body is very powerful and 
  unidentifiable.  The PCs should be encouraged to 
  speculate, but ultimately the secret of the body remains 
  to be revealed at a future date. 
   
  Do your best to ensure that the players understand 
  that it would probably not be in their best interest to 
  allow either the Horned Society or the forces of Iuz to get 
  their hands on the Body. 
   
  Area 10: Maid’s Room 
  This room is modestly decorated and dominated by a 
  bed covered in fine linens and contains a wooden-
  framed mirror and a dresser made of finely crafted 
  oak.  The room looks wel  used and 
  s well 
  maintained. 
  l
  i
   
  This is the room that the maid stays and contains her 
  clothing and personal items.   
   
  Treasure:  
  If the party decides to loot her room (shame on them), 
  they can scrounge up a few gold pieces worth of sellable 
  goods in about five minutes. 
  All APLs: Loot – 5 gp. 
   
  Area 11: Private Hall 
  This room looks as if it has not been used in a long 
  time, with the chairs and table covered in linens and 
  the rugs rolled up against the wall.  The room looks as 
  if it is setup for ease of cleaning, not ease of use. 
   
  The Body 
   
  Page 11 
   
  
  Area 12: Library 
  Tome-filled shelves line one wall of this room, while 
  the other half of the room contains a large workbench 
  and three man-sized glass chambers. 
   
  APL 6 
  Two of the tubes are cracked and empty.  The third 
  what appears to be a ball of electricity. 
   
  APL 8 
  One of the tubes is cracked and empty.  The 
  remain ng two contain what appears to be a bal  of 
  electricity. 
  i
  l
   
  APL 10+ 
  The chambers look badly damaged, but each seems to 
  contain a ball of electricity. 
   
  ALL APLs 
  Al  three chambers have large copper cables running 
  through them that twist off into the wall. 
  l
   
  In the near corner, there is a small iron safe. 
   
  Investigating the Room 
  The glass chamber(s) contain Xap-Yaups that Sanyos 
  imprisoned to power his Planar Orrery (see Area 13).  
  Over time some of them may have escaped (at lower 
  APLs), while others have grown larger. 
   
  In the last few months since Sanyos disappeared, the 
  Xap-Yaups had been left on their own and were more or 
  less content, making only half-hearted attempts to 
  escape.  However, with the arrival of the PCs, they 
  believe they will be put back to work and will attempt to 
  break free of their prisons.  On the fourth round after the 
  party enters the room, any Xap-Yaups that are imprisoned 
  will break the glass of their chambers and attack the 
  party.  If a PC casts make whole on a glass chamber(s) 
  before the fourth round, the Xap-Yaup within will 
  remain trapped and the PCs earn full experience for 
  defeating it.  
   
  APL6 (EL 8) 
  You hear the sound of glass shattering, as the 
  remaining glass chamber breaks open.  The orb of 
  electricity within passes through the cracked walls 
  and reveals writhing blue-white tentacles that begin 
  to lash about wildly.  It blurs momentarily and begins
  to split apart forming into three smaller creatures that 
  begin to advance on you. 
   
   
  � Xap-Yaup (3): hp 32 each; see Appendix II. 
   
  APL8 (EL 10) 
  You hear the sound of glass shattering, as the 
  remaining glass chambers break open.  The orbs of 
  electricity within pass through the cracked walls and 
  reveal wri hing blue-white tentacles that begin to lash 
  about wildly.  They blur momentarily and begin to 
  split apart forming into six smaller creatures that 
  begin to advance on you. 
  t
   
  � Xap-Yaup (6): hp 32 each; see Appendix III. 
   
  APL10 and APL12 
  You hear the sound of glass shattering, as the glass 
  chambers break open.  The orbs of electricity within 
  pass through the cracked walls and reveal writhing 
  blue-white tentacles that begin to lash about wildly.  
  Two of them blur momentari y and begin to spl t 
  apart forming into six smaller creatures that advance 
  on you. 
  l
  i
   
  APL10 (EL 12) 
  � Advanced Xap-Yaup: hp 110; see Appendix IV. 
  � Xap-Yaup (6): hp 32 each; see Appendix IV. 
   
  APL12 (EL 14) 
  � Mature Xap-Yaup: hp 127; see Appendix V. 
  � Immature Xap-Yaup (6): hp 58; see Appendix V. 
   
  Tactics:   
  The Xap-Yaups move slowly, moving while using their 
  energy ray attack.  They will concentrate their energy ray 
  attack on the most heavily armored opponent wearing 
  metal armor, until they have engaged in melee. 
   
  � Magically Treated Iron Vault: 2 in thick; hardness 
  20; hp 120; Break DC 38; Open Lock DC 28. 
   
  The vault is mostly empty, having been cleared of most of 
  its contents by Sanyos in preparations for his flight from 
  Groucester.  However, he did leave a recent journal that 
  contains information useful to the PCs (Player Handout 
  II). 
   
  Area 13: Grand Orrery 
  The stairs lead up into the chamber that lies beneath 
  the tower’s copper dome.  The walls and ceiling of the 
  room are lined with cogs and gimbals that link to 
  various sections of the floor that are marked with 
  arcane glyphs. 
   
  A great orrery, with massive metallic globes set 
  on long arms and attached to a very complex machine 
  that fills the center of the room.  On top of the 
  The Body 
   
  Page 12 
   
  
  machine is a crystalline orb containing what looks 
  like a huge ball o  lightning, similar to those found in
  the previous chamber.  As tendrils reach out to the 
  edge of the glass, sigils on the surface of the orb flare 
  and the tendrils withdraw. 
  f
   
   
  .
   
   
   
   
   
   
  The creature in the crystal is a Xap-Yaup (see Appendices 
  II through V for stats and Appendix VI for a description). 
   The creature is being used to power the device and if the 
  crystal is shattered then the creature explodes.  In the 
  room all spells with the electricity descriptor have all 
  effects reduced by half.  All spells that draw power from 
  other planes are cast as extended versions, although not 
  taking up a higher spell slot, while in the orrery. 
   
  The orrery in and of itself is a valuable prize, not only 
  for its effects, but also to be used to predict planar 
  alignments.  Unfortunately the object cannot be taken 
  and following the investigation into Tabyba’s death it will 
  fall under Xavendra’s control. 
   
  Development 
  By this point it should be past dark (and past the curfew). 
   The PCs are left with the choice of trying to make their 
  way back to the Dancing Demon Inn, choosing to “camp” 
  at the manor, or perhaps fleeing Groucester altogether. 
   
  If the party chooses to stay at the manor, see if they 
  set watches.  During the night, have the PCs make Listen 
  checks and regardless of the results, have them hear 
  noises outside (shutters rattling, the sound of footsteps, 
  etc).  Other than the noises however, nothing occurs 
  during the night. 
   
  If the party tries to head back to the Dancing Demon 
  or try to leave town, have them make Spot and Listen 
  checks during the trip.  Regardless of the check results 
  have them see things out of the corner of their eyes and 
  hear suspicious noises in every alley.  Nothing will 
  actually come of these distractions however, and the 
  party reaches their destination unhindered. 
   
  If the party goes to the Dancing Demon proceed to 
  Encounter Four.  If the party leaves town in possession of 
  the body, go to Encounter Six.  If the party leaves town 
  without the body, go to Conclusion 1 if they didn’t kill 
  officer Lerit, or Conclusion 2 if they did. 
   
  Encounter Four 
  Paraphrase the following text if the party arrives the 
  following morning. 
  Entering the Dancing Demon you see that the 
  taproom is mostly empty, the celebrants gone home 
  or upstairs to their rooms.  All that are left are the two 
  half-orcs sitting at a corner table with a dark-skinned 
  human woman  The woman is apparently telling 
  some great tale as she moves her arms about, 
  embellishing the story with grand gestures.  She 
  pauses for a moment as she notices your group, her 
  distraction causing Un’dar to leap to his feet and 
  stride over to you.  “What wrong with you? Are you 
  trying to get my inn burnt down or something? 
  Comin’ in after curfew not a good ting you know!” 
   
  If the PCs are carrying the body (even if it is concealed), 
  Un’dar becomes hostile upon seeing it, as few things 
  resemble a body, even in disguise.  If the party does not 
  have the body, go to Part B below. 
   
  “You kill someone an bring da body here, you trying 
  to ruin my business?”  
   
  Un’dar is hostile, but if the PCs reveal the body or 
  succeed on a DC 15 Diplomacy check the Flan woman 
  intervenes. 
   
  The female human rises and approaches the half-orc, 
  “Settle Un’dar, I am sure they mean no harm to you.” 
   
  She turns to look you all in the eyes.  “May I ask 
  why you are bringing him,“ she nods towards the 
  body, ”to an inn?  ‘Tis not a bed he should be sleeping 
  in.” 
   
  The female human (Oytens) is genuinely curious.  She is 
  an excellent judge of character (or at least she thinks so) 
  and she doesn’t think the PCs have the look of murderers 
  to them. 
   
  However, her opinion of the PCs does change 
  dramatically if the party lets her see the corpse 
  (particularly if they ask her if she knows anything about 
  where it came from or mention a demi-plane with a 
  necropolis).   
  ‘Friends, if that is what I think it is, it would be best if 
  we departed this place as soon as possible.” 
  Ruhda walks up behind the Flan woman.  “You go 
  so soon?  But you just get here?”
   
  Oytens places her hand over the half-orcs.  “I’m 
  sorry, sister, but this is very important.  A secret has 
  been given life.  I must see it put back to the grave.” 
  If the party stopped Lerit in Encounter Two, continue to 
  Encounter Five.  Otherwise, continue with Part A: The 
  Bringers of Death. 
   
  Part A: The Bringers of Death 
  If the PCs failed to stop the information officer the forces 
  of the Xavendra have located them.  
   
  The Body 
   
  Page 13 
   
  
  As Oytens and her sister are saying their goodbyes, 
  the door swings open reveal ng two burly humanoids 
  that could not be anything of Beory’s design; they 
  step though the door, their faces hidden behind 
  grinning skull helmets. One steps forward and 
  grunts, “The Pale Lady is be pleased that you are here. 
   Will you come with us peacefully or will we have to 
  smash you good?”  
  i
   
   
  Allow the PCs to make a Knowledge (religion) check (DC 
  40) to identify these creatures, but even if they fail (and 
  they likely will) let them know that they definitely feel 
  outmatched by them. 
   
  Ruhda screams, “Oytens, get dem ouda of here! Me 
  hold dim off!” A greatsword appears within her grasp 
  as she charges one of the brutes. A great axe appears 
  in Un’dar’s good hand and as he charges the other. 
   
  Oytens turns to the party, “We cannot risk the 
  Old One or his servants finding that body.  Quick 
  follow me.  She leads you back into the kitchen and 
  out the back door.  Pulling a scroll from her cloak, she 
  mutters a few arcane words before you flee into the 
  night, the sounds of combat echoing inside the inn. 
   
  The spell that Oytens casts from the scroll is pass without 
  trace (via Use Magic Device) to cover the PCs tracks.  
  Ruhda and Un’dar manage to hold off the undead 
  soldiers for three rounds – long enough for the heroes to 
  get away. 
   
  If the PCs are foolish enough not to flee, they will 
  face the full power of the two Deathbringers.   
   
  All APLs 
  � Deathbringers (2): hp 195 each; see Appendix I. 
   
  Development: Continue on to Encounter Five. 
   
  Part B: Scott Free? 
  If the party managed to stop the informant Xavendra’s 
  forces are just learning of the situation. 
   
  Oytens and her companion say their goodbyes to 
  their old friends. Un’dar leads you to a corner 
  opposite where you sat earl er that day. As Un’dar 
  opens a secret passage Ruhda’s eyes fill with tears, 
  “Me wish yous could have stayed longer, Oytens.” Her 
  smile says she wishes the same. They embrace for a 
  short time and then she begins down the dark, unlit 
  staircase.  
  i
   
   
   
   
  Encounter Five 
  Griffon riders were dispatched to seek out the PCs and 
  recover the body, to accomplish this at night, Xavendra 
  also dispatched rangers to track down the PCs and signal 
  the Griffons to the Party’s whereabouts. 
  It has been an hours since you escaped Groucester. 
  You still can’t shake the feeling that you are being 
  watched. Just then, out of the darkness of the sky, 
  there come mighty and majestic creatures; one, two, 
  no three of these mighty creatures descend from the 
  clouds followed by large bat. On the backs of each of 
  the powerful bird headed winged lions you can make 
  out riders in heavy armor, carrying lances.   
  APL 4  
  There is a fourth rider on the back of the bat. 
   
  All APLs 
  As the creatures glide the leader waves his hands as a 
  gesture that seems to mean that he would like to talk. 
   
  l
   
   
  DC 15 Spot check: 
  You see one griffon buck and weave mid air.  The 
  rider responds by hitting the griffon on the back of 
  the head. 
   
  DC 15 Listen check: 
  “Take that you stupid beast.  The next time you act 
  out you’re gonna real y get it.”
   
   
  Before combat begins, the PCs may attempt to alter 
  the attitude of the griffons.  A DC 15 Handle Animal 
  check, DC 15 Diplomacy check, or DC 15 wild empathy 
  check changes this griffon from indifferent to friendly. 
  Feel free to give the PCs bonuses for good lines. This is 
  not combat, so there is no –10 penalty. Choosing to do 
  this starts combat. 
   
  Any paladin that consciously and obviously attempts 
  to protect the griffons from harm during combat and 
  later frees the griffons from their evil masters receives 
  Blessings of the Griffons on their AR. 
  Make sure that you give the PCs enough 
  information to realize the power that is around them.  At 
  the higher APLs make sure that they know that two of 
  the griffons are huge creatures and that they appear 
  much stronger then normal.   
   
  At this point the PCs may attack the riders, but if 
  they seem even remotely like they will talk then the 
  leader lands and talk from one hundred feet away and 
  proclaim the following. 
   
  The Body 
   
  Page 14 
   
  
  The one that must be the eader lands one hundred 
  feet from you. “I am Merrix, leader of Xavendra’s 
  Griffon Riders. I am here at her behest and am to ask 
  that you return something that was stolen from a 
  merchant house not too long ago. If you hand over 
  the body we shall let you go, unhindered.” 
  l
   
   
  i
   
  Note: Merrix is currently unfriendly and tries to get the 
  characters to turn over the body without a fight.  If 
  pressed, he says that he doesn’t want the body to be hurt, 
  but says nothing more on why he is giving them a chance 
  to turn over the body.  If they turn over the body, then 
  the druid’s griffon lands to check it out and confirm that 
  it is the real body.  If the PCs pretend that they do not 
  have the body, Merrix lets them know that his scouts 
  have seen them with the body and that they are to turn it 
  over, it’s of no use to them anyway.  Finally, if the PCs 
  decide to attack, then warn them of the odds of fighting 
  by reading or paraphrasing the following. 
   
  If the PCs seem to be contemplating attacking 
  Merrix says the following. 
   
  “The odds in this fight seem to be stacked against you. 
   We are skilled riders and our griffons are trained for 
  combat. Are you sure you want take this course of 
  action? This is your last chance.” 
  If they still decide to press the attack, then proceed to 
  combat as the leader’s griffon takes flight on his turn. 
   
  If the PCs seem to be contemplating giving over the 
  body, Oytens says the following: 
   
  “You would be truly fool sh to turn over the body.  
  She will only use it for her research, to raise an 
  unstoppable army of undead loyal to the old one.” 
   
  APL6 (EL 9) 
  � Merrix: Male Human Ftr4; see Appendix II 
  � Dornell: Male Human Drd4; see Appendix II 
  � Griffon Rider Trainees (2): Male Humans Ftr2; see 
  Appendix II 
  � Griffons (3): see Monster Manual p. 139 
   
  APL8 (EL 11) 
  � Merrix: Male Human Ftr7; see Appendix III 
  � Dornell: Male Human Drd7; see Appendix III 
  � Griffon Rider Regulars (2): Male Human Ftr5; hp see 
  Appendix III 
  � Griffons (3): see Appendix III 
   
  APL10 (EL 13) 
  � Merrix: Male Human Ftr8/Cav2; see Appendix IV 
  � Dornell: Male Human Drd9; see Appendix IV 
  � Griffon Rider Lieutenants (2): Male Humans Ftr7; 
  see Appendix IV 
  � Advanced Griffons (CR 6) (3):  see Appendix IV 
   
  APL12 (EL 15) 
  � Merrix: Male Human Ftr8/Cav3; see Appendix V. 
  � Advanced Griffon (CR 9) (1):  see Appendix V 
  � Dornell: Male Human Drd9/WrShpr3; see Appendix 
  V 
  � Griffon Rider Captains (2): Male Human Ftr8; see 
  Appendix V 
  � Advanced Griffons (CR 6) (2):  see Appendix V 
   
  Tactics by APL 
  APL 6 
  Dornell casts from the back of Soar (his bat). He starts 
  with briar web, followed by entangle to entrap anyone 
  who manages to escape the first spell. The fighters each 
  pick a target and stick with that target. Dornell and Soar 
  attempt to stay out of the fray. 
   
  APL8 
  As above, except that Dornell casts from dire hawk form, 
  while Soar engages a spell caster. In the third round 
  Dornell cast call lightning and focuses on people in 
  heavy armor.  
   
  APL10 and 12 
  As above, except the first spell Dornell casts is transmute 
  rock to mud. He creates a mud pit centered on the party. 
  Medium sized creatures are in waist deep, Small creatures 
  are chest deep in mud. While in the mud, speed is cut to 
  5 feet; you cannot take the normal 5-foot step. You also 
  take a –2 to all attacks and your AC. Dornell uses all his 
  flame strikes, after they are exhausted he casts call 
  lightning and focuses on anyone in heavy armor.  
   
  Note: One rider will have the eyes of the eagle, the 
  other will have the ring of feather falling at APL 10 and 
  12. The Griffon Riders will use their expendable magic 
  items to ensure the recovery of the body 
  Conclusion 
  Conclusion One 
  Use this conclusion if the PCs failed to kill officer Lerit 
  and turned over the body. 
   
  l
   
   
  Oytens turns to you with tear-filled eyes and 
  swallows, “Not only did you fai  the people of Oerth, 
  but those who died so that you could escape. You are 
  lower than the refuse stuck on my boots and if I see 
  you again, I shall kill you myself!” With that she runs
  away. 
  The Body 
   
  Page 15 
   
  
  Results: 
  All of the PCs earn: 
  Mark of the Rovers – Cowardice 
  Favor of Xavendra 
   
  Conclusion Two 
  Use this conclusion if the PCs killed officer Lerit but 
  turned over the body. 
   
   
   
  Oytens turns to you with tear-filled eyes and 
  swallows, “Not only did you doom the people of 
  Oerth, but you have shown your true colors. You are 
  lower than the refuse stuck on my boots and if I see 
  you again, I shall kill you myself!” 
  Results: 
  All of the PCs earn: 
  Mark of the Rovers – Cowardice 
  Favor of Xavendra 
  Conclusion Three 
  Use this conclusion if the PCs failed to kill officer Lerit 
  and did not turn over the body. 
   
   
   
   
  Oytens turns to you with tear filled-eyes and 
  swallows, “At least my friends died for worthy people. 
   You have no idea how many lives you have saved.  
  The question now is what do we do with it?  I feel that 
  it needs to be returned to the place it was put to rest, 
  but who shall carry such a burden?” 
  To the “Bearer of the Body”: 
   
  “You are indeed brave my friend; keep it safe.  I must 
  attempt to locate this ancient ruin so that we can 
  return it. I fear if you ever leave the body anywhere, 
  Xavendra will locate it.  You cannot allow this to 
  occur.” 
   
  If no one volunteers to be the bearer, then Oytens is 
  forced to do it. Read the following: 
   
  “It is clear that I must bear the burden of my 
  ancestors.  I will look for your help in the future. Till 
  then, live well.” 
  Results:  
  All of the PCs earn: 
  Mark of the Rovers – Bravery 
  Sought for Questioning 
   
  In addition, a single PC that volunteers to be the 
  caretaker of the Body until it can be put to rest in Nerull’s 
  Bane earns Bearer of the Body.  If multiple PCs 
  volunteer, first choice is a good-aligned character, second 
  choice is a cleric.  If there are still multiple volunteers, 
  determine randomly.  
  Conclusion Four 
  Use this conclusion if the PCs killed officer Lerit and did 
  not turn over the body. 
   
  Oytens turns to you and smiles; “You have proven 
  yourself true heroes, you have no idea how many live 
  you have saved. The question now is what do we do 
  with it. I feel that it needs to be returned to the place 
  it was put to rest, but who shall carry such a burden?” 
   
   
   
  To the “Bearer of the Body”: 
   
  “You are indeed brave my friend; keep it safe.  I must 
  attempt to locate this ancient ruin so that we can 
  return it. I fear if you ever leave the body anywhere, 
  Xavendra will locate it.  You cannot allow this to 
  occur.” 
   
  If no one volunteers be the bearer, then Oytens is forced 
  to do it. Read the following: 
   
  “It is clear that I must bear the burden of my 
  ancestors.  I will look for your help in the future. Till 
  then, live well.” 
  Results:  
  All of the PCs earn: 
  Mark of the Rovers – Bravery 
  Sought for Questioning 
   
  In addition, a single PC that volunteers to be the 
  caretaker of the Body until it can be put to rest in Nerull’s 
  Bane earns Bearer of the Body.  If multiple PCs 
  volunteer, first choice is a good-aligned character and the 
  second choice is a cleric.  If there are still multiple 
  volunteers, determine randomly. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  role-playing) to each character. 
   
  Encounter Three 
  Disable / bypass the chain lightning trap 
  The Body 
   
  Page 16 
   
  
  APL6 240 XP; APL8 300 XP; APL10 360 XP;  
  APL12 360 xp. 
   
  Defeat the Xap-Yaups 
  APL6 240 XP; APL8 300 XP; APL10 360 XP;  
  APL12 420 xp. 
   
  Encounter Five 
  APL6 270 xp; APL8 330 xp; APL10 390 xp;  
  APL12 450 xp. 
   
  Story Award 
  Did the PCs Keep from the body from the Old One’s 
  Forces? 
  APL6 50 xp; APL8 95 xp; APL10 140 xp; 
  APL12 215 xp. 
   
  Discretionary roleplaying award 
  All APL’s 100 xp. 
   
  Total possible experience:  
   
  APL6 900 xp; APL8 1,125 xp; APL10 1,350 xp; 
  APL12 1,545 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter Two: Officer Lerit 
   
  All APLs: L: 30gp, C: 5gp 
   
  Encounter Three:  Manor 
   
  All APLs L: 65gp, M: coldfire (3 vials @ 12 GP each) 
   
  Encounter Five:  Escape 
   
  APL6: L: 173 gp; C: 10 gp; M: +1 banded mail (2 @ 
  116 gp each), +1 hide armor (97 gp), +1 b eastplate (112 
  gp), darkwood shield (21 gp), potion of bull’s strength (25 
  gp), potion of cure light wounds (2 @ 4 gp each), divine 
  scroll of call lightning (31 gp), divine scroll of cure 
  critical wounds (58 gp), ring of feather falling (183gp). 
  r
   
  APL8: L: 182 gp; C: 8 gp; M: +1 banded mail (2 @ 116 
  gp each), masterwork bronzewood breastplate (362 gp), 
  +1 full plate (220 gp), darkwood shield (21 gp), cloak of 
  resistance +1 (2 @ 83 gp each), potion of bull’s strength 
  (25 gp), potion of cure light wounds (2 @ 4 gp each), 
  potion of shield of faith +4 (50 gp), divine scroll of call 
  lightning (31 gp), divine scroll of cure critical wounds (58 
  gp), ring of feather falling (183gp), dust of appearance 
  (150 gp), eyes of the eagle (208gp). 
   
  APL10: L: 106 gp; C: 9 gp; M: +1 lance (192 gp), +1 
  composite shortbow (+3) (2 @ 216 gp each), +1 banded 
  mail (2 @ 116 gp each), +1 bronzewood breastplate (445 
  gp), +1 full plate (220 gp), darkwood shield (21 gp), cloak 
  of resistance +1 (2 @ 83 gp each), potion of bull’s strength 
  (25 gp), potion of shield of faith +4 (50 gp), divine scroll 
  of call lightning (31 gp), divine scroll of cure critical 
  wounds (58 gp), divine scroll of flame strike (93 gp), ring 
  of feather falling (183gp), dust of appearance (150 gp), 
  eyes of the eagle (208gp), bead of force (250gp), boots of 
  levitation (625gp). 
   
  APL12: L: 103 gp; C: 10 gp; M: +1 thundering cold 
  iron lance (860 gp), +1 composite shortbow (+3) (2 @ 216 
  gp each), +1 breastplate (2 @ 112 gp each), +1 wild 
  The Body 
   
  Page 17 
   
  
  Bronzewood Breastplate: This breastplate is made of 
  exceptionally hard wood.  Although dense and weighty 
  compared to other woods, it is lighter than most metal.  
  This bronzewood armor is also less obtrusive than similar 
  armor made of metal.  The armor check penalty does not 
  apply to Hide checks made in woodland environments.  
  Bronzewood has a hardness of 10 and a nonmagical 
  breastplate has 25 hit points. 
  bronzewood breastplate (1,695 gp), +2 full plate (470 gp), 
  darkwood shield (21 gp), cloak of resistance +1 (3 @ 83 gp 
  each), potion of bull’s strength (25 gp), potion of shield of 
  faith +4 (50 gp), potion of barkskin +3 (50 gp), potion of 
  cat’s grace (2 @ 25 gp each), ring of feather falling 
  (183gp), dust of appearance (150 gp), eyes of the eagle 
  (208gp), bead of force (250gp), boots of levitation (625gp). 
   
  Total Possible Treasure 
   
  Masterwork Bronzewood Breastplate: No aura 
  (nonmagical); Price 4,350 gp; Weight 27 lb. 
  APL 6: L: 268 gp; C: 15 gp; M: 803 gp  - Total: 1086 gp 
  (maximum 900 gp) 
   
  +1 Bronzewood Breastplate: Faint abjuration; CL 3
  rd; 
  Craft Magic Arms and Armor, bronzewood; Price 5,350 
  gp; Weight 27 lb. 
  APL 8: L: 277 gp; C: 13 gp; M: 1750 gp  - Total: 2040 
  gp (maximum 1300 gp) 
  APL 10: L: 201 gp; C: 14 gp; M: 3417 gp  - Total: 3632 
  gp (maximum 2300 gp) 
   
  +1 
  Wild 
  Bronzewood 
  Breastplate: 
  Moderate 
  transmutation; CL 9
  th; Craft Magic Arms and Armor, 
  bronzewood, baleful polymorph; Price 20,350 gp; Weight 
  27 lb. 
  APL 12: L: 198 gp; C: 15 gp; M: 5578 gp – Total: 5791 
  gp (maximum 3300 gp) 
   
   
  Special 
  Items for the Adventure 
  Record 
  Mark of the Rovers: Due to your actions, Oytens passes 
  word of your deeds back to her allies within the Rovers.  
  The initial attitude of non-evil Rovers is adjusted by one 
  step.  Check one of the following: 
   
  Item Access 
  [   ] Bravery: Improve attitude one step. 
  APL 6: 
  [   ] Cowardice: Reduce attitude one step. 
  Coldfire (Adventure, 3 vials [one ounce per vial] 
  maximum, 50 gp, Frostburn) 
   
  Wanted for Questioning: Increase your Wanted Score 
  by 2. 
  Darkwood shield (Adventure, DMG) 
  Ring of feather falling (Adventure, DMG) 
   
   
  Bearer of the Body: Until you are able to return the 
  Body to its proper resting place, you must spend 10% of 
  your earned gold from every regional or metaregional 
  scenario occurring in Iuz’s Border States.  This time 
  represents bribes and other costs of hiding the body from 
  the forces of evil. 
  APL 8: (All of APL 6 plus the following) 
  Dust of appearance (Adventure, DMG) 
  Eyes of the eagle (Adventure, DMG) 
  Masterwork bronzewood breastplate (Adventure, see 
  above) 
   
   
  However, some force is watching over you.  While 
  undertaking the guardianship of the body, you 
  automatically stabilize if brought to negative hit points.  
  This does not prevent death at -10 or more hit points, nor 
  does it heal any damage. 
  APL 10: (All of APLs 6-8 plus the following) 
  Bead of force (Adventure, DMG)  
  Boots of levitation (Adventure, DMG) 
  Scroll of flame strike (Adventure, DMG) 
   
   
  The effects above end when the body is returned to 
  its resting place, or on December 31, 2006, whichever 
  comes first. 
  APL 12: (All of APLs 6-10 plus the following) 
  +1 thundering cold iron lance (Adventure, DMG) 
  +1 wild bronzewood breastplate (Adventure, see above & 
  DMG) 
   
  Favor of Xavendra: In exchange for the Body, Xavendra 
  has granted you clemency.  Reduce your Wanted Score 
  by 2 or remove the effects of “Notice of Xavendra”. 
  +2 full plate (Adventure, DMG) 
   
  Blessings of the Griffons:  Paladins of 8
  th level or higher 
  are able to call a griffon mount, using the rules from p. 
  204 of the Dungeon Master’s Guide.  Paladins lower than 
  8
  th level may summon the griffon once they reach 8
  th 
  level. 
   
  The Body 
   
  Page 18 
   
  
   
   
   
  Appendix I − NPCs  
   
  Un’dar: Male Half Orc Bbn4/Ftr2/Exp3; CR 7; 
  Medium Humanoid (orc); HD 4d12+2d10+3d6+18; hp 
  84; Init: +1; Spd 40 ft.; AC 15 (touch 11, flatfooted 
  15)[+1 Dex, +4 armor]; BA/G +8/+13; Atk: +15 (1d12+6 
  [x3], +1 greataxe); Full Atk +15/+10 (1d12+6 [x3], +1 
  greataxe); SA Rage 2/day; SQ: Darkvision, uncanny 
  dodge; AL N; SV Fort +10, Ref +3, Will +4; Str 20, Dex 
  12, Con 14, Int 10, Wis 10, Cha 8; Height 5’ 9”; Weight 
  225 lb. 
   
  Skills and Feats: Bluff +4, Climb +12, Diplomacy 
  +8, Intimidate +13, Jump +16, Listen +5, Ride +3, Sense 
  Motive +5, Swim +7; Cleave, Extra Rage, Improved 
  Toughness, Monkey Grip, Power Attack, Weapon 
  Focus (greataxe). 
   
  Possessions: +1 greataxe, mithral shirt, glove of 
  storing. 
   
  Ruhda: Female Half Orc Bbn4/Rgr2; CR 6; Medium 
  Humanoid (orc); HD 4d12+2d8+12; hp 55; Init +2; Spd 
  40 ft.; AC 16 (touch 12, flatfooted 16)[+2 Dex, +4 
  armor]; BA/G +6/+10; Atk +10 melee (2d6+7 [19-
  20/x2], +1 greatsword); Full Atk +10/+5 melee (2d6+7 
  [19-20/x2], +1 greatsword); SA Rage 2/day; SQ: 
  Darkvision, uncanny dodge; AL NG; SV Fort + 9, Ref + 
  6, Will + 2; Str 18, Dex 15, Con 14, Int 6, Wis 12, Cha 8; 
  Height 6’ 6”; Weight 295 lb. 
   
  Skills and Feats: Jump +12, Listen +10, Survival 
  +10; Extra Rage, Power Attack, Track, Rapid Shot, 
  Weapon Focus (greatsword). 
   
  Possessions: +1 greatsword, mithral shirt, glove of 
  storing. 
   
  Officer Lerit: Male Human (Mixed) Rog1: CR 1; 
  Medium Humanoid (human); HD 1d6+1; hp 6; Init +2; 
  Spd 30 ft.; AC 15 (touch 12, flat-footed 13)[[+2 Dex, +3 
  leather armor]]; BA/G +0/+0; Atk +0 melee (1d6 [18-
  20/x2], rapier); Full Atk +0 (1d6 [18-20/x2], rapier); SA 
  Sneak attack +1d6; SQ Trapfinding; AL NE; SV Fort +1, 
  Ref +4, Will -1; Str 10, Dex 15, Con 13, Int 14, Wis 8, 
  Cha 11. 
  Skills and Feats: Bluff +4, Diplomacy +4, Gather 
  Information  +6, Hide +6, Knowledge (local – Iuz’ 
  Border States) +6, Listen +3, Move Silently +6, Search 
  +8, Sense Motive +1, Spot +3; Investigator. 
   
  Possessions: Rapier, leather armor, silver holy 
  symbol of Iuz. 
   
   
  Oytens, Female Human (Flan) Brd12; CR 12; Medium 
  Humanoid (human); HD 12d6+12; hp 62; Init +7; Spd 
  30 ft.; AC 22 (touch 15, flatfooted 19)[+3 Dex, +5 armor, 
  +2 deflection, +2 natural]; BA/G +9/+9 Atk: +13 ranged 
  (1d6+1 [x3], +1 shortbow); Full Atk +13/+8 ranged 
  (1d6+1 [x3], +1 shortbow); SA Spells; AL NG; SV Fort 
  +5, Ref +11, Will +8; Str 10, Dex 16, Con 12, Int 14, Wis 
  10, Cha 22; Height 5’ 6”; Weight 119 lb. 
  Skills and Feats: Bluff +11, Diplomacy +25, Disguise 
  +12, Gather Information +15, Hide +15, Knowledge 
  (arcana) +7, Knowledge (architecture and engineering) 
  +7, Knowledge (dungeoneering) +8, Knowledge 
  (geography) +7, Knowledge (history) +8, Knowledge 
  (local – Iuz’ Border States) +8, Knowledge (nature) +8, 
  Knowledge (nobility) +7, Knowledge (planes) +8, 
  Knowledge (religion) +8, Move Silently +15, Perform 
  (sing) +21, Tumble +8; Dodge, Mobility, Point Blank 
  Shot, 
  Precise 
  Shot, 
  Rapid 
  Shot, 
  Weapon 
  Focus(shortbow) 
   
  Spells Known  (3/5/5/4/3; base DC 16 + spell 
  level): 0—[Detect Magic, Ghost Sound, Know 
  Direction, Mending, Message, Read magic]; 1
  st-[Cure 
  Light Wounds, Detect Secret Doors, Disguise Self, 
  Remove Fear]; 2
  nd-[Blindness/Deafness, Glitterdust, 
  Silence, Tongues]; 3
  rd-[Cure Serious Wounds, Daylight, 
  Haste, See Invisibility]; 4
  th-[Cure Critical Wounds, 
  Greater Invisibility, Legend Lore]. 
   
  Possessions: +1 shortbow, +1 mithral shirt, cloak of 
  charisma +2, gloves of dexterity +2, ring of protection 
  +2, amulet of natural armor +2. 
   
  Deathbringers (4): CR 17; Large Undead; HD 30d12; 
  hp 195; Init + 2; Spd 40 ft.; AC 32 (touch 11, flatfooted 
  30)[-1 size, +2 Dex, +16 natural, +5 chain mail]; BA/G 
  +15/+24; Atk +21 melee (3d6+8 [17-20/x2], +1 Large 
  adamantine greatsword) or +19 melee (1d8+5, slam); 
  Full Atk +21/+16/+11 (3d6+11 [17-20/x2], +1 Large 
  adamantine greatsword) or +19 melee (1d8+5, 2 slams); 
  Space / Reach: 10 ft. / 10 ft.; SA Greater dispelling, 
  negative energy burst, trample 1d8+7; SQ Darkvision 
  60 ft., undead traits; AL CE; SV Fort +10, Ref +12, Will 
  +19; Str 20, Dex 15, Con -, Int 13, Wis 14, Cha 7. 
   
  Skills and Feats: Intimidate +31, Jump +36, Listen 
  +35, Move Silently +29, Spot +35; Blind-Fight, Cleave, 
  Combat Reflexes, Great Cleave, Improved Bull Rush, 
  Improved Critical (greatsword), Improved Sunder, 
  Power Attack, Two-Weapon Defense, Two-Weapon 
  Fighting, Weapon Focus (greatsword). 
   
  Greater Dispelling (Sp):  A deathbringer can 
  produce a greater dispelling effect at will.  Caster level 
  20
  th. 
   
  Negative Burst (Su): A deathbringer can release a 
  silent burst of negative energy at a range of up to 100 
  feet.  The burst has a 20-foot radius and deals 1d8+10 
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  points of negative energy damage to each living 
  creature in the area (Will DC 23 half).  Since undead 
  are powered by negative energy, this effect heals the 
  deathbringer and any other undead within the area of 
  as much damage as it would otherwise deal.  Once a 
  deathbringer releases a negative burst, it must wait 1d4 
  rounds before it can do so again. 
   
  Trample (Ex): Reflex half (DC 30).  The save DC is 
  Strength-based. 
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  Appendix II – APL 6 
   
  Encounter 3 (EL8) 
  Xap-Yaup (3): CR 5; Medium Outsider (Extraplanar, 
  Incorporeal); HD 5d8+10; hp 32; Init +2; Spd 20 ft. fly 
  (good); AC 16 (touch 16, flat-footed 14)[[+2 Dex, +4 
  deflection]]; BA/G +5/-; Atk +7 melee (1d6 plus 2d6 
  electricity, incorporeal touch) or +7 ranged touch (1d8 
  electricity, energy ray); Full Atk +7 melee (1d6 plus 2d6 
  electricity, 4 incorporeal touches) or +7 ranged touch 
  (1d8 electricity, energy ray); SQ Darkvision 60ft, 
  explosion, immunity to electricity, incorporeal traits, 
  outsider traits; AL N; SV Fort +6, Ref +8, Will +4; Str -, 
  Dex 15, Con 14, Int 7, Wis 10, Cha 18. 
   
  Skills and Feats: Hide +10, Knowledge (the planes) 
  +6, Search +6, Sense Motive +8, Spot +8 (+10 on other 
  planes); Combat Reflexes, Lightning Reflexes. 
   
  Energy Ray (Ex): A xap-yaup’s energy ray has a 
  range of 30 feet. 
   
  Explosion (Su): If a xap-yaup is reduced to 0 hit 
  points, its body is instantaneously destroyed in an 
  explosion that deals 1d8 + 9 points of electricity 
  damage to everyone in a 20-foot-radius burst (Reflex 
  DC 16 half). 
   
  Encounter 5 (EL9) 
  Merrix: Male Human Ftr4; CR 4; Medium Humanoid 
  (human); HD 4d10+8; hp 36; Init +1; Spd 20 ft.; AC 19 
  (touch 11, flat-footed 18)[+1 Dex, +6 armor, +2 shield]; 
  BA/G +4/+7; Atk +9 melee (1d8+6 [x3], lance); Full Atk 
  +9 melee (1d8+6 [x3], lance) or +5 ranged (1d6+3 [x3], 
  composite shortbow (+3)) or +7 melee (1d6+3 [18-
  20/x2], scimitar); AL LE; SV Fort +6, Ref +2, Will +1; 
  Str 16, Dex 12, Con 15, Int 10, Wis 10, Cha 9. 
        Skills and Feats:  Handle Animal +6, Ride +9, 
  Knowledge (nobility) +3; Mounted Combat, Ride by 
  Attack, Spirited Charge, Trample, Weapon Focus 
  (lance), Weapon Specialization (lance). 
        Possessions: 
  Masterwork 
  lance, 
  composite 
  shortbow (+3), scimitar, heavy steel shield, +1 
  breastplate, arrows (20), exotic military saddle, bit and 
  bridle, potion of bull’s strength, potion of cure light 
  wounds (2), ring of feather falling, pouch with 17 gp. 
   
  Dornell: Male Human Drd4; CR 4; Medium 
  Humanoid (human); HD 4d8+8; hp 31; Init +0; Spd 30 
  ft.; AC 16 (touch 10, flat-footed 16)(+4 armor, +2 
  shield); BA/G +3/+2; Atk +2 melee (1d6-1, club); Full 
  Atk +2 melee (1d6-1, club) or +3 ranged (1d4-1, 
  sling); SA Spells, spontaneous casting (summon 
  nature’s ally); SQ Animal Companion, nature sense, 
  trackless step, wild empathy (1d20+4), woodland stride, 
  resist nature’s lure; AL NE; SV Fort +6, Ref +1, Will +7; 
  Str 9, Dex 10, Con 14, Int 14, Wis 17, Cha 10. 
        Skills and Feats: Concentration +9, Diplomacy +7, 
  Handle Animal +7, Knowledge (Nature) +5, Ride +9, 
  Spellcraft +8, Spot +10, Survival +6; Spell Focus 
  (Conjuration), Sudden Widen, Track. 
   
  Animal Companion: Dornell has a dire bat as an 
  animal companion.  Its statistics are as described on 
  page 62 of the Monster Manual, except that Dornell 
  can handle it as a free action and share spells if the 
  companion is within 5 feet (see page 36 of the Player’s 
  Handbook). 
        Spells Prepared (5/4/3; base DC = 13 + spell level): 
  0—[detect magic (2), guidance, know direction, 
  virtue]; 1st—[cure light wounds, entangle, faerie fire, 
  obscuring mist]; 2nd—[barkskin, briar web, briar web]. 
        Possessions: Club, sling, sling bullets (20), +1 hide 
  armor, darkwood shield, spell component pouch, holly 
  and mistletoe, exotic military saddle, bit and bridle, 
  divine scroll of call lightning (CL 5
  th), divine scroll of 
  cure critical wounds (CL 7
  th), pouch with 11 gp. 
   
  Griffon Rider Trainee (2): Male Human Ftr2; CR 2; 
  Medium Humanoid (human); HD 2d10+4; hp 20; Init 
  +1; Spd 20 ft.; AC 20 (touch 11, flat-footed 19)[+7 
  armor, +2 shield, +1 Dex]; BA/G +2/+4; Atk +4 melee 
  (1d8+3 [x3], lance); Full Atk +5 melee (1d8+3[x3], 
  lance) or +5 ranged (1d6+2 [x3], shortbow), or +4 melee 
  (1d6+2 [18-20/x2], scimitar); AL NE; SV Fort +5, Ref +1, 
  Will +1; Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 10. 
        Skills and Feats:  Handle Animal +5, Ride +7, 
  Intimidate +1; Improved Mounted Archery, Mounted 
  Archery, Mounted Combat, Weapon Focus (shortbow). 
        Possessions: 
  Lance, 
  masterwork 
  composite 
  shortbow (+2), scimitar, heavy steel shield, +1 banded 
  mail, arrows (20), exotic military saddle, bit and bridle, 
  pouch with 17 gp. 
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  Appendix III – APL 8 
  Encounter 3 (EL10) 
  Xap-Yaup (6): CR 5; Medium Outsider (Extraplanar, 
  Incorporeal); HD 5d8+10; hp 32; Init +2; Spd 20 ft. fly 
  (good); AC 16 (touch 16, flat-footed 14)[[+2 Dex, +4 
  deflection]]; BA/G +5/-; Atk +7 melee (1d6 plus 2d6 
  electricity, incorporeal touch) or +7 ranged touch (1d8 
  electricity, energy ray); Full Atk +7 melee (1d6 plus 2d6 
  electricity, 4 incorporeal touches) or +7 ranged touch 
  (1d8 electricity, energy ray); SQ Darkvision 60ft, 
  explosion, immunity to electricity, incorporeal traits, 
  outsider traits; AL N; SV Fort +6, Ref +8, Will +4; Str -, 
  Dex 15, Con 14, Int 7, Wis 10, Cha 18. 
   
  Skills and Feats: Hide +10, Knowledge (the planes) 
  +6, Search +6, Sense Motive +8, Spot +8 (+10 on other 
  planes); Combat Reflexes, Lightning Reflexes. 
   
  Energy Ray (Ex): A xap-yaup’s energy ray has a 
  range of 30 feet. 
   
  Explosion (Su): If a xap-yaup is reduced to 0 hit 
  points, its body is instantaneously destroyed in an 
  explosion that deals 1d8 + 9 points of electricity 
  damage to everyone in a 20-foot-radius burst (Reflex 
  DC 16 half). 
   
  Encounter 5 (EL11) 
  Merrix: Male Human Ftr7; CR 7; Medium Humanoid 
  (human); HD 7d10+14; hp 60; Init +1; Spd 20 ft.; AC 22 
  (touch 11, flat-footed 21)[+1 Dex, +9 armor, +2 shield]; 
  BA/G +7/+10; Atk +12 melee (1d8+6 [x3], lance); Full 
  Atk +12/+7 melee (1d8+6 [x3], lance) or +8 ranged 
  (1d6+3 [x3], composite shortbow (+3)) or +10 melee 
  (1d6+3 [18-20/x2], scimitar); AL LE; SV Fort +7, Ref +3, 
  Will +2; Str 16, Dex 12, Con 15, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats:  Handle Animal +9, Intimidate 
  +1, Ride +13, Knowledge (nobility) +4, Spot +5; Cavalry 
  Charger, Mounted Combat, Power Attack, Ride-By 
  Attack, Spirited Charge, Trample, Weapon Focus 
  (Lance), Weapon Specialization (Lance). 
  Possessions: Masterwork lance, composite shortbow 
  (+3), scimitar, heavy steel shield, +1 full plate, arrows 
  (20), exotic military saddle, bit and bridle, potion of 
  bull’s strength, potion of cure light wounds (2), potion 
  of shield of faith +4, ring of feather falling, eyes of the 
  eagle, pouch with 17 gp. 
   
  Dornell: Male Human Drd7; CR 7; Medium 
  Humanoid (human); HD 7d8+14; hp 52; Init +0; Spd 30 
  ft.; AC 17 (touch 10, flat-footed 17)[+5 armor, +2 
  shield]; BA/G +5/+4; Atk +5 melee (1d6-1, club); Full 
  Atk +5 melee (1d6-1, club) or +6 ranged (1d4-1, 
  sling); SA Spells, spontaneous casting (summon 
  nature’s ally); SQ Animal companion, nature sense, 
  trackless step, wild empathy (1d20+7), wild shape 
  (3/day), woodland stride; AL NE; SV Fort +7, Ref +2, 
  Will +8; Str 9, Dex 10, Con 14, Int 13, Wis 17, Cha 9. 
   
  Skills and Feats: Concentration +12, Diplomacy 
  +9, Handle Animal +9, Knowledge (Nature) +10, Ride 
  +10, Spellcraft +10, Spot +12, Survival +10; Natural 
  Spell, Spell Focus (Conjuration), Sudden Widen, Track. 
   
  Animal Companion: Dornell has a dire bat 
  named Soar as an animal companion (see below).  
        Spells Prepared (6/5/4/3/1; base DC = 13 + spell 
  level): 0—[detect magic (2), guidance (2), virtue (2)]; 
  1st—[cure light wounds, entangle, faerie fire, 
  longstrider (cast), obscuring mist]; 2nd—[barkskin, 
  bull's strength, briar web, earthbind]; 3rd—[call 
  lightning, 
  plant 
  growth, 
  protection 
  from 
  energy, vigor]; 4th—[contingent energy resistance 
  (cast)]. 
  Possessions: Club, sling, sling bullets (20), masterwork 
  bronzewood breastplate, darkwood shield, spell 
  component pouch, holly and mistletoe, exotic military 
  saddle, bit and bridle, divine scroll of call lightning (CL 
  5
  th), divine scroll of cure critical wounds (CL 7
  th), Dust 
  of Appearance, pouch with 1 gp. 
   
  Dornell (As Dire Hawk): Male Human Drd7; CR 7; 
  Medium Animal (Augmented humanoid); HD 7d8+14; 
  hp 49; Init +6; Spd 10 ft., fly 80 ft. (average); AC 19 
  (touch 16, flat-footed 13)[+6 Dex, +3 natural]; BA/G 
  +5/+6; Atk +6 melee (1d4+1, claw); Full Atk +6 melee 
  (1d4+1, 2 claws) and +1 melee (1d6, bite); SA Spells, 
  spontaneous casting (summon nature’s ally); SQ 
  Nature sense, trackless step, venom immunity, wild 
  empathy (1d20+8), wild shape (3/day), woodland 
  stride; AL NE; SV Fort +7, Ref +8, Will +8; Str 12, Dex 
  22, Con 15, Int 14, Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +12, Diplomacy 
  +9, Handle Animal +9, Knowledge (Nature) +10, Ride 
  +16, Spellcraft +10, Spot +12, Survival +10; Augment 
  Summoning, Natural Spell, Spell Focus (Conjuration), 
  Sudden Widen. 
   
  Soar: Dire bat; Large animal; HD 6d8+18; hp 42; Init 
  +6; Spd 20 ft., fly 40 ft. (good); AC 22 (touch 15, flat-
  footed 16)[-1 size, +6 Dex, +7 natural]]; BA/G +4/+12; 
  Atk +7 melee (1d8+6, bite); Full Atk +7 melee (1d8+6, 
  bite); SQ: Animal companion abilities, blindsense 40 
  ft.; AL N; SV Fort +8, Ref +11, Will +7; Str 18, Dex 23, 
  Con 17, Int 2, Wis 14, Cha 6. 
   
  Skills and Feats: Hide +5 Listen +12, Move Silently 
  +12 Spot +8; Alertness, Stealthy, Flyby Attack. 
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  Animal Companion Abilities: Link, share spells, 
  evasion, 2 bonus tricks.  Soar knows the tricks attack all 
  creatures, come, down, fetch, heel, seek, and defend. 
   
  Griffon Rider Regular (2): Male Human Ftr5; CR 5; 
  Medium Human; 5d10+10; hp 44; Init +1; Spd 20 ft.; 
  AC 19 (touch 11, flat-footed 18)[+1 Dex, +7 armor, +2 
  shield]; BA/G +5/+8; Atk +8 melee (1d8+4 [x3], lance); 
  Full Atk +8 melee (1d8+4 [x3], lance) or +8 ranged 
  (1d6+5 [x3], composite shortbow (+3)), or +8 melee 
  (1d6+3 [18-20/x2], scimitar); AL NE; SV Fort +7, Ref +3, 
  Will +3; Str 16, Dex 13, Con 14, Int 8, Wis 12, Cha 10. 
        Skills and Feats:  Handle Animal +5, Ride +10, 
  Intimidate +4; Improved Mounted Archery, Mounted 
  Archery, Mounted Combat, Point Blank Shot, Weapon 
  Focus (shortbow), Weapon Specialization (shortbow). 
        Possessions: Lance, composite shortbow (+3), 
  scimitar, heavy steel shield, +1 banded mail, cloak of 
  resistance +1, arrows (20), exotic military saddle, bit 
  and bridle, pouch with 17 gp. 
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  Appendix IV – APL 10 
   
  Encounter 3 (EL12) 
  Advanced 
  Xap-Yaup: 
  CR 
  10; 
  Large 
  Outsider 
  (Extraplanar, Incorporeal); HD 13d8+52, hp 110; Init 
  +2; Spd 20 ft. fly (good); AC 15 (touch 15, flat-footed 
  13) [-1 size, +2 Dex, +4 deflection]; BA/G +13/-; Atk +14 
  melee (1d8 plus 2d6 electricity, incorporeal touch) or 
  +14 ranged touch (1d8 electricity, energy ray); Full Atk 
  +14 melee (1d8 plus 2d6 electricity, 4 incorporeal 
  touches) or +14 (1d8 electricity, energy ray); SQ 
  Darkvision 60ft, explosion, immunity to electricity, 
  incorporeal traits, outsider traits; AL N; SV Fort +12, 
  Ref +12, Will +10; Str -, Dex 14, Con 18, Int 8, Wis 10, 
  Cha 18. 
   
   
  Skills and Feats: Hide +10, Knowledge (the planes) 
  +9, Search +7, Sense Motive +8, Spot +10 (+12 on other 
  planes); Combat Reflexes, Iron Will, Lightning 
  Reflexes, Point Blank Shot, Precise Shot. 
   
  Energy Ray (Ex): A xap-yaup’s energy ray has a 
  range of 30 feet. 
   
  Explosion (Su): If a xap-yaup is reduced to 0 hit 
  points, its body is instantaneously destroyed in an 
  explosion that deals 1d8 + 9 points of damage of 
  electricity to everyone in a 20-foot-radius burst (Reflex 
  DC 16 half). 
   
  Xap-Yaup (6): CR 5; Medium Outsider (Extraplanar, 
  Incorporeal); HD 5d8+10; hp 32; Init +2; Spd 20 ft. fly 
  (good); AC 16 (touch 16, flat-footed 14)[[+2 Dex, +4 
  deflection]]; BA/G +5/-; Atk +7 melee (1d6 plus 2d6 
  electricity, incorporeal touch) or +7 ranged touch (1d8 
  electricity, energy ray); Full Atk +7 melee (1d6 plus 2d6 
  electricity, 4 incorporeal touches) or +7 ranged touch 
  (1d8 electricity, energy ray); SQ Darkvision 60ft, 
  explosion, immunity to electricity, incorporeal traits, 
  outsider traits; AL N; SV Fort +6, Ref +8, Will +4; Str -, 
  Dex 15, Con 14, Int 7, Wis 10, Cha 18. 
  Skills and Feats: Hide +10, Knowledge (the planes) 
  +6, Search +6, Sense Motive +8, Spot +8 (+10 on other 
  planes); Combat Reflexes, Lightning Reflexes. 
   
  Energy Ray (Ex): A xap-yaup’s energy ray has a 
  range of 30 feet. 
   
  Explosion (Su): If a xap-yaup is reduced to 0 hit 
  points, its body is instantaneously destroyed in an 
  explosion that deals 1d8 + 9 points of electricity 
  damage to everyone in a 20-foot-radius burst (Reflex 
  DC 16 half). 
   
  Encounter 5 (EL13) 
  Merrix: Male Human Ftr8/Cav2; CR 10; Medium 
  Humanoid (human); HD 10d10+30; hp 94; Init +1; 
  Spd 20 ft.; AC 22 (touch 11, flat-footed 22)[+1 Dex, +9 
  armor, +2 shield]; BA/G +9/+12; Atk +16 melee (1d8+7 
  [19-20 x3], +1 lance); Full Atk +16/+11 melee (1d8+7 
  [19-20 x3], +1 lance) or +11 ranged (1d6+3 [x3], 
  composite shortbow (+3)) or +13/+8 melee (1d6+3 [18-
  20/x2], scimitar); SA Deadly charge 1/day, mounted 
  weapon bonus (lance, sword); SQ Courtly knowledge, 
  ride bonus +2; AL LE; SV Fort +12, Ref +3, Will +5; Str 
  16, Dex 12, Con 16, Int 10, Wis 10, Cha 9. 
        Skills and Feats:  Handle Animal +10, Intimidate +5, 
  Ride +18, Knowledge (nobility) +6; Cavalry Charger, 
  Greater Weapon Focus (lance), Improved Critical 
  (lance), Mounted Combat, Power Attack, Ride-By 
  Attack, Spirited Charge, Trample, Weapon Focus 
  (Lance), Weapon Specialization (Lance). 
   
  Mounted Weapon Bonus (Ex): Merrix gains a +1 
  competence bonus on his attack roll using a lance or 
  sword while mounted.(Not added in) 
   
  Deadly Charge (Ex): When mounted and using 
  the charge action, Merrix may declare a “deadly charge” 
  before making his attack roll (thus, a failed attack ruins 
  the attempt).  If he hits, he deals triple damage with a 
  melee weapon (or quadruple damage with a lance).  
  This ability does not stack with the benefit of the 
  Spirited Charge feat. 
        Possessions: +1 lance, composite shortbow (+3), 
  scimitar, heavy steel shield, +1 full plate, arrows (20), 
  exotic military saddle, bit and bridle, potion of bull’s 
  strength, potion of shield of faith +4, bead of force, 
  boots of levitation, pouch with 17 gp.  
   
  Dornell: Male Human Drd9; CR 9; Medium 
  Humanoid (human); HD 9d8+18; hp 66; Init +0; Spd 30 
  ft.; AC 18 (touch 10, flat-footed 18)[+6 armor, +2 
  shield]; BA/G +6/+5; Atk +5 melee (1d6-1, club); Full 
  Atk +5 melee (1d6-1, club) or +6 ranged (1d4-1, 
  sling); SA Spells, spontaneous casting (summon 
  nature’s ally); SQ Nature sense, trackless step, venom 
  immunity, wild empathy (1d20+9), wild shape (3/day; 
  large), woodland stride,; AL NE; SV Fort +8, Ref +3, 
  Will +10; Str 9, Dex 10, Con 14, Int 14, Wis 18, Cha 10. 
        Skills and Feats: Concentration +14, Diplomacy +9, 
  Handle Animal +11, Knowledge (Nature) +10, Ride 
  +12, Spellcraft +10, Spot +15, Survival +15; Fast Wild 
  Shape, Natural Spell, Spell Focus (Conjuration), 
  Sudden Widen, Track. 
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  Animal Companion: Dornell has a dire bat 
  named Soar as an animal companion (see below).  
        Spells Prepared (6/5/5/4/3/1; base DC = 14 + spell 
  level): 0—[detect magic (2), guidance (2), virtue (2)]; 
  1st—[cure light wounds, entangle (2), faerie fire, 
  longstrider (cast), obscuring mist]; 2nd—[barkskin, 
  bull's strength, briar web, earthbind]; 3rd—[call 
  lightning, 
  plant 
  growth, 
  protection 
  from 
  energy, vigor]; 4th—[contingent energy resistance 
  (2)(cast)]; 5th –[transmute rock to mud]. 
        Possessions: Club, sling, sling bullets (20), +1 
  bronzewood breastplate, darkwood shield, spell 
  component pouch, holly and mistletoe, exotic military 
  saddle, bit and bridle, divine scroll of call lightning (CL 
  5
  th), divine scroll of cure critical wounds (CL 7
  th), divine 
  scroll of flame strike (CL 9
  th), dust of appearance, pouch 
  with 1 gp. 
   
  Dornell (As Dire Hawk): Male Human Drd9; CR 9; 
  Medium Animal (Augmented humanoid); HD 9d8+18; 
  hp 62; Init +6; Spd 10 ft., fly 80 ft. (average); AC 19 
  (touch 16, flat-footed 13)[+6 Dex, +3 natural]; BA/G 
  +6/+7; Atk +7 melee (1d4+1, claw); Full Atk +7 melee 
  (1d4+1, 2 claws) and +2 melee (1d6, bite); SA Spells, 
  spontaneous casting (summon nature’s ally); SQ 
  Nature sense, trackless step, venom immunity, wild 
  empathy (1d20+10), wild shape (3/day; large), 
  woodland stride; AL NE; SV Fort +8, Ref +9, Will +10; 
  Str 12, Dex 22, Con 15, Int 13, Wis 18, Cha 9. 
        Skills and Feats: Concentration +14, Diplomacy +9, 
  Handle Animal +11, Knowledge (Nature) +10, Ride 
  +18, Spellcraft +10, Spot +15, Survival +15; Augment 
  Summoning, Fast Wild Shape, Natural Spell, Spell 
  Focus (Conjuration), Sudden Widen. 
   
  Soar: Dire bat; Large animal; HD 8d8+24; hp 60; Init 
  +7; Spd 20 ft., fly 40 ft. (good); AC 25 (touch 16, flat-
  footed 18)[-1 size, +7 Dex, +9 natural]]; BA/G +6/+14; 
  Atk +9 melee (1d8+6, bite); Full Atk +9 melee (1d8+6, 
  bite); SQ: Animal companion abilities, blindsense 40 
  ft.; AL N; SV Fort +9, Ref +13, Will +8; Str 19, Dex 24, 
  Con 17, Int 2, Wis 14, Cha 6. 
   
  Skills and Feats: Hide +5 Listen +12, Move Silently 
  +14, Spot +8; Alertness, Stealthy, Flyby Attack. 
   
  Animal Companion Abilities: Link, share spells, 
  evasion, devotion, 3 bonus tricks.  Soar knows the 
  tricks attack all creatures, come, down, fetch, guard, 
  heel, seek, and defend. 
   
  Griffon Rider Lieutenant (2): Male Human Ftr7; CR 
  7; Medium Humanoid (human); HD 7d10+14; hp 60; 
  Init +1; Spd 20 ft.; AC 20 (touch 11, flat-footed 19)[+1 
  Dex, +7 armor, +2 shield]; BA/G +7/+10; Atk +11 melee 
  (1d8+4 [x3], lance); Full Atk +11/+6 melee (1d8+4 [x3], 
  lance) or +10/+5 ranged (1d6+6 [x3], composite 
  shortbow (+3)) or +10/+5 melee (1d6+3 [18-20/x2], 
  scimitar); AL NE; SV Fort +8, Ref +4, Will +6; Str 16, 
  Dex 13, Con 14, Int 8, Wis 12, Cha 10. 
        Skills and Feats:  Handle Animal +5, Ride +13, 
  Intimidate +5; Improved Mounted Archery, Iron Will, 
  Mounted Archery, Mounted Combat, Point Blank 
  Shot, Precise Shot, Weapon Focus (shortbow), Weapon 
  Specialization (shortbow). 
        Possessions: Masterwork lance, +1 composite 
  shortbow (+3), scimitar, heavy steel shield, +1 banded 
  mail, cloak of resistance +1, ring of feather falling, eyes 
  of the eagle, arrows (20), exotic military saddle, bit and 
  bridle, pouch with 18 gp. 
   
  Griffons (3): CR 6; Huge Magical Beast; HD 11d10+55; 
  hp 116; Init +2; Spd 30 ft., fly 80 ft. (average); AC 19 
  (touch 10, flat-footed 17) [[-2 size, +2 Dex, +9 natural]]; 
  BA/G +11/+27; Atk +18 melee (3d6+8, bite); Full Atk 
  +18 melee (3d6+8, bite) and +15 melee (1d6+4, 2 claws); 
  SA Pounce, rake 1d8+4, SQ Darkvision 60 ft., low light 
  vision, scent; Space/Reach:15ft/10ft.; AL N; SV Fort 
  +12, Ref +9, Will +6; Str 26, Dex 14, Con 20, Int 5, Wis 
  13, Cha 8. 
   
  Skills and Feats: Jump +12, Listen +8, Spot+12; 
  Flyby Attack, Iron Will, Multiattack, Weapon Focus 
  (bite). 
   
  Pounce (Ex): If a griffon dives upon or charges a 
  foe, it can make a full attack, including two rake 
  attacks. 
   
  Rake (Ex): Attack bonus +15 melee, damage 
  1d8+4. 
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  The Body 
   
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  Appendix V – APL 12 
   
  Encounter 3 (EL14) 
  Mature 
  Xap-Yaup: 
  CR 
  11; 
  Large 
  Outsider 
  (Extraplanar, Incorporeal); HD 15d8+60, hp 127; Init 
  +2; Spd 20 ft. fly (good); AC 15 (touch 15, flat-footed 
  13) [-1 size, +2 Dex, +4 deflection]; BA/G +15/-; Atk +16 
  melee (1d8 plus 2d6 electricity, incorporeal touch) or 
  +16 ranged touch (1d8 electricity, energy ray); Full Atk 
  +16 melee (1d8 plus 2d6 electricity, 4 incorporeal 
  touches) or +16 (1d8 electricity, energy ray); SQ 
  Darkvision 60ft, explosion, immunity to electricity, 
  incorporeal traits, outsider traits; AL N; SV Fort +13, 
  Ref +13, Will +11; Str -, Dex 14, Con 18, Int 8, Wis 10, 
  Cha 18. 
   
   
  Skills and Feats: Hide +10, Knowledge (the planes) 
  +10, Search +8, Sense Motive +8, Spot +10 (+12 on 
  other planes); Combat Reflexes, Iron Will, Lightning 
  Reflexes, Point Blank Shot, Precise Shot, Sharp-
  Shooting. 
   
  Energy Ray (Ex): A xap-yaup’s energy ray has a 
  range of 30 feet. 
   
  Explosion (Su): If a xap-yaup is reduced to 0 hit 
  points, its body is instantaneously destroyed in an 
  explosion that deals 1d8 + 9 points of damage of 
  electricity to everyone in a 20-foot-radius burst (Reflex 
  DC 16 half). 
   
  Immature Xap-Yaup (6): CR 7; Medium Outsider 
  (Extraplanar, Incorporeal); HD 9d8+18; hp 58; Init +3; 
  Spd 20 ft. fly (good); AC 17 (touch 17, flat-footed 
  14)[[+3 Dex, +4 deflection]]; BA/G +7/-; Atk +10 melee 
  (1d6 plus 2d6 electricity, incorporeal touch) or +10 
  ranged touch (1d8 electricity, energy ray); Full Atk +10 
  melee (1d6 plus 2d6 electricity, 4 incorporeal touches) 
  or +10 ranged touch (1d8 electricity, energy ray); SQ 
  Darkvision 60ft, explosion, immunity to electricity, 
  incorporeal traits, outsider traits; AL N; SV Fort +8, Ref 
  +11, Will +8; Str -, Dex 16, Con 14, Int 7, Wis 10, Cha 
  18. 
  Skills and Feats: Hide +15, Knowledge (the planes) 
  +6, Search +6, Sense Motive +8, Spot +8 (+10 on other 
  planes); Combat Reflexes, Iron Will, Lightning 
  Reflexes. 
   
  Energy Ray (Ex): A xap-yaup’s energy ray has a 
  range of 30 feet. 
   
  Explosion (Su): If a xap-yaup is reduced to 0 hit 
  points, its body is instantaneously destroyed in an 
  explosion that deals 1d8 + 9 points of electricity 
  damage to everyone in a 20-foot-radius burst (Reflex 
  DC 16 half). 
   
  Encounter 5 (EL15) 
  Merrix: Male Human Ftr8/Cav3; CR 11; Medium 
  Humanoid (human); HD 11d10+33; hp 103; Init +1; 
  Spd 20 ft.; AC 23 (touch 11, flat-footed 22)[+1 Dex, +10 
  armor, +2 shield]; BA/G +11/+14; Atk +17 melee 
  (1d8+7 [19-20 x3], +1 thundering lance); Full Atk 
  +17/+12/+7 melee (1d8+7 [19-20 x3], +1 thundering 
  lance) or +12/+7/+2 ranged (1d6+3 [x3], composite 
  shortbow (+3)) or +14/+9/+4 melee (1d6+3 [18-20/x2], 
  scimitar); SA Deadly charge 1/day, mounted weapon 
  bonus (lance, sword); SQ Burst of speed, courtly 
  knowledge, ride bonus +2; AL LE; SV Fort +12, Ref +4, 
  Will +5; Str 16, Dex 12, Con 16, Int 10, Wis 10, Cha 9. 
        Skills and Feats:  Handle Animal +10, Intimidate +7, 
  Ride +19, Knowledge (nobility) +7; Cavalry Charger, 
  Greater Weapon Focus (lance), Improved Critical 
  (lance), Mounted Combat, Power Attack, Ride-By 
  Attack, Spirited Charge, Trample, Weapon Focus 
  (Lance), Weapon Specialization (Lance). 
   
  Mounted Weapon Bonus (Ex): Merrix gains a +1 
  competence bonus on his attack roll using a lance or 
  sword while mounted.(Not added in) 
   
  Deadly Charge (Ex): When mounted and using 
  the charge action, Merrix may declare a “deadly charge” 
  before making his attack roll (thus, a failed attack ruins 
  the attempt).  If he hits, he deals triple damage with a 
  melee weapon (or quadruple damage with a lance).  
  This ability does not stack with the benefit of the 
  Spirited Charge feat. 
   
  Burst of Speed (Ex): Merrix can urge his mount 
  to greater than normal speed when charging.  This 
  ability doubles the maximum distance the mount can 
  travel when making a charge, up to four times its 
  speed.  This ability can be used once per day without 
  penalty to the mount.  Each additional use of the 
  ability in a single day requires the mount to make a DC 
  20 Will save immediately after the conclusion of the 
  charge, failure results in the mount taking 2d6 points 
  of damage. 
        Possessions: +1 thundering cold iron lance, 
  composite shortbow (+3), scimitar, heavy steel shield, 
  +2 full plate, cloak of resistance +1, arrows (20), exotic 
  military saddle, bit and bridle, potion of bull’s strength, 
  potion of barkskin +3, potion of shield of faith +4, bead 
  of force, pouch with 32 gp. 
   
  Dornell: Male Human Drd9/WrShpr3; CR 12; 
  Medium Humanoid (human); HD 12d8+24; hp 87; Init 
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  +0; Spd 30 ft.; AC 18 (touch 10, flat-footed 18)[+6 
  armor, +2 shield]; BA/G +8/+7; Atk +7 melee (1d6-1, 
  club); Full Atk +7 melee (1d6-1, club) or +8 ranged 
  (1d4-1, sling); SA Spells, spontaneous casting (summon 
  nature’s ally); SQ Animal companion, morphic body, 
  morphic 
  immunities, 
  morphic 
  reach, 
  morphic 
  weapons, 
  nature 
  sense, 
  trackless 
  step, 
  venom 
  immunity, wild empathy (1d20+13), wild shape (3/day; 
  large), woodland stride; AL NE; SV Fort +10, Ref +4, 
  Will +11; Str 9, Dex 10, Con 14, Int 13, Wis 19, Cha 9. 
        Skills and Feats: Concentration +17, Diplomacy +9, 
  Handle Animal +11, Jump +6, Knowledge (Nature) 
  +15, Ride +12, Spellcraft +10, Spot +15, Survival +15; 
  Augment Summoning, Fast Wild Shape, Natural Spell, 
  Spell Focus (Conjuration), Sudden Widen, Track. 
        Spells Prepared (6/5/5/4/3/1; base DC = 14 + spell 
  level): 0—[detect magic (2), guidance (2), virtue (2)]; 1
  st-
  [cure 
  light 
  wounds, 
  entangle, 
  faerie 
  fire, 
  longstrider, obscuring 
  mist]; 
  2
  nd-[barkskin, 
  bull's 
  strength, briar web (2), earthbind]; 3
  rd-[call lightning, 
  plant growth, nature's favor, protection from energy]; 
  4
  th-[contingent 
  energy 
  resistance 
  (3)(cast)]; 
  5
  th-
  [transmute rock to mud]. 
   
  Animal Companion: Dornell has a dire bat 
  named Soar as an animal companion (see below).  
   
  Morphic Body (Su): Dornell gains a +4 bonus to 
  Strength and a +4 bonus to Constitution when in 
  animal form. 
   
  Morphic Immunities (Ex): When in animal 
  form, Dornell is immune to stunning and critical hits. 
   
  Morphic Reach: Dornell’s reach when in animal 
  form is 5 feet greater than normal for an animal of that 
  kind.  
   
  Morphic Weapons (Ex): As a move action, 
  Dornell can grow natural weapons such as claws or 
  fangs, allowing a natural attack that deals the 
  appropriate amount of damage to the size of the new 
  form (see Table 5-1 on page 296 of the Monster 
  Manual).  These morphic weapons need not be natural 
  weapons that the creature already possesses. 
   
  If Dornell’s form already has a natural weapon of 
  that type, the weapon deals damage as if it were one 
  category larger. 
   
  Dornell can change morphic weapons as often as 
  he likes, even if he is using a shapechanging technique 
  such as the polymorph spell or the wild shape class 
  feature that doesn’t allow subsequent changes after the 
  initial transformation. 
        Possessions: Club, sling, sling bullets (20), +1 wild 
  bronzewood breastplate, darkwood shield, dust of 
  appearance, spell component pouch, holly and 
  mistletoe, exotic military saddle, bit and bridle, pouch 
  with 6 gp. 
   
  Dornell 
  (As 
  Dire 
  Hawk): 
  Male 
  Human 
  Drd9/WrShpr3; CR 11; Medium Animal (Augmented 
  humanoid); HD 12d8+48; hp 102; Init +6; Spd 10 ft., fly 
  80 ft. (average); AC 25 (touch 16, flat-footed 19)[+6 Dex, 
  +6 armor, +3 natural]; BA/G +8/+11; Atk +11 melee 
  (1d4+3, claw); Full Atk +11 melee (1d4+3, 2 claws) and 
  +6 melee (1d6+1, bite); Space / Reach: 5 ft. / 10 ft. (due 
  to morphic reach); SA Spells, spontaneous casting 
  (summon nature’s ally); SQ Morphic body, morphic 
  immunities, morphic weapons, nature sense, trackless 
  step, venom immunity, wild empathy (1d20+12), wild 
  shape (3/day; large), woodland stride; AL NE; SV Fort 
  +12, Ref +10, Will +11; Str 16, Dex 22, Con 19, Int 13, 
  Wis 19, Cha 9. 
        Skills and Feats: Concentration +19, Diplomacy +9, 
  Handle Animal +11, Jump +6, Knowledge (Nature) 
  +15, Ride +18, Spellcraft +10, Spot +15, Survival +15; 
  Augment Summoning, Fast Wild Shape, Natural Spell, 
  Spell Focus (Conjuration), Sudden Widen. 
   
  Soar: Dire bat; Large animal; HD 8d8+24; hp 60; Init 
  +7; Spd 20 ft., fly 40 ft. (good); AC 25 (touch 16, flat-
  footed 18)[-1 size, +7 Dex, +9 natural]]; BA/G +6/+14; 
  Atk +9 melee (1d8+6, bite); Full Atk +9 melee (1d8+6, 
  bite); SQ: Animal companion abilities, blindsense 40 
  ft.; AL N; SV Fort +9, Ref +13, Will +8; Str 19, Dex 24, 
  Con 17, Int 2, Wis 14, Cha 6. 
   
  Skills and Feats: Hide +5 Listen +12, Move Silently 
  +14, Spot +8; Alertness, Stealthy, Flyby Attack. 
   
  Animal Companion Abilities: Link, share spells, 
  evasion, devotion, 3 bonus tricks.  Soar knows the 
  tricks attack all creatures, come, down, fetch, guard, 
  heel, seek, and defend. 
   
  Griffon Rider Captain (2): Male Human Ftr8; CR 8; 
  Medium Humanoid (human); HD 8d10+16; hp 68; Init 
  +2; Spd 20 ft.; AC 18 (touch 12, flat-footed 16)[+2 Dex, 
  +6 armor]; BA/G +8/+11; Atk +12 melee (1d8+4 [x3], 
  lance); Full Atk +12/+7 melee (1d8+4 [x3], lance) or 
  +12/+7 ranged (1d6+6 [x3], +1 composite shortbow 
  (+3)), or +11 melee (1d6+3 [18-20/x2], scimitar); AL NE; 
  SV Fort +9, Ref +5, Will +6; Str 16, Dex 14, Con 14, Int 
  8, Wis 12, Cha 10. 
        Skills and Feats:  Handle Animal +5, Ride +15, 
  Intimidate +6; Improved Mounted Archery, Iron Will, 
  Mounted Archery, Mounted Combat, Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (shortbow), Weapon Specialization (shortbow). 
        Possessions: Masterwork lance, +1 composite 
  shortbow (+3), scimitar, +1 breastplate, cloak of 
  resistance +1, potion of cat’s grace, arrows (20), exotic 
  military saddle, bit and bridle, pouch with 12 gp. 
   
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  Advanced Griffon: CR 9; Huge Magical Beast; HD 
  19d10+114; hp 218; Init +2; Spd 30 ft., fly 80 ft. 
  (average); AC 19 (touch 10, flat-footed 17) [[-2 size, +2 
  Dex, +9 natural]]; BA/G +19/+35; Atk +26 melee 
  (3d6+8, bite); Full Atk +26 melee (3d6+8, bite) and +23 
  melee (1d8+4, 2 claws); SA Pounce, rake 1d8+4, SQ 
  Darkvision 60 ft., low light vision, scent; AL N; SV Fort 
  +17, Ref +13, Will +9; Str 26, Dex 14, Con 22, Int 5, Wis 
  13, Cha 8. 
   
  Skills and Feats: Jump +12, Listen +8, Spot +12; 
  Improved 
  Natural 
  Attack 
  (claw), 
  Iron 
  Will, 
  Multiattack, Power Attack, Rend, Snatch, Weapon 
  Focus (bite). 
   
  Pounce (Ex): If a griffon dives upon or charges a 
  foe, it can make a full attack, including two rake 
  attacks. 
   
  Rake (Ex): Attack bonus +15 melee, damage 
  1d8+4. 
   
  Rend (Ex): If the griffon hits with both claw 
  attacks, it automatically deals an additional 2d8+12 
  points of damage.  (This is the effect of the Rend feat). 
   
  Advanced Griffons (2): CR 6; Huge Magical Beast; 
  HD 11d10+55; hp 116; Init +2; Spd 30 ft., fly 80 ft. 
  (average); AC 19 (touch 10, flat-footed 17) [[-2 size, +2 
  Dex, +9 natural]]; BA/G +11/+27; Atk +18 melee 
  (3d6+8, bite); Full Atk +18 melee (3d6+8, bite) and +15 
  melee (1d6+4, 2 claws); SA Pounce, rake 1d8+4, SQ 
  Darkvision 60 ft., low light vision, scent; AL N; SV Fort 
  +12, Ref +9, Will +6; Str 26, Dex 14, Con 20, Int 5, Wis 
  13, Cha 8. 
   
  Skills and Feats: Jump +12, Listen +8, Spot+12; 
  Flyby Attack, Iron Will, Multiattack, Weapon Focus 
  (bite). 
   
  Pounce (Ex): If a griffon dives upon or charges a 
  foe, it can make a full attack, including two rake 
  attacks. 
   
  Rake (Ex): Attack bonus +15 melee, damage 
  1d8+4. 
  Appendix VI: New Rules 
   
  New Feats: 
  Cavalry Charger [Tactical] 
  Fighting from the back of a steed is second nature to 
  you. 
   
  Prerequisites: Mounted Combat, Spirited Charge, 
  Trample, base attack bonus +6. 
   
  Benefit: The Cavalry Charger feat enables the use 
  of three tactical maneuvers. 
   
  Unhorse: To use this maneuver, you must be 
  mounted and charge a mounted foe.  If your charge 
  attack hits, you may make a free bull rush attempt.  If 
  the bull rush attempt succeeds, you move your foe 
  normally, but his mount remains where it was. 
   
  Leaping Charge: To use this maneuver, you must 
  be mounted and charge a foe at least one size category 
  smaller than your mount.  Make a Ride check at the 
  conclusion of the move portion of the charge action.  
  Prior to making the roll, determine the DC of the 
  check: either DC 10 for a chance to deal 2 extra points 
  of damage or DC 20 for a chance to deal 4 extra points 
  of damage.  If you fail this Ride check, you miss your 
  target (no attack roll) and if you fail this Ride check by 
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  5 or more, you miss your target and fall off your mount, 
  landing in a square adjacent to the mount’s space. 
   
  Fell Trample: You can make mounted overrun 
  attempts against more than one foe, resolving each 
  attempt according to the rules on page 157 and 158 of 
  the Player’s Handbook.  Your mount gets a hoof attack 
  against each foe you successfully overrun. 
   
  Special: A fighter may select Cavalry Charger as 
  one of his fighter bonus feats. 
   
  (Source: Complete Warrior p. 108) 
   
  Extra Rage [General] 
  You may rage more frequently than normal. 
   
  Prerequisites: Rage or frenzy ability 
   
  Benefit: You rage or frenzy two more times per 
  day than you otherwise could. 
   
  Special: You can take this feat multiple times.  Its 
  effects stack. 
   
  (Source: Complete Warrior p. 98) 
   
  Fast Wild Shape [Wild] 
  You assume your wild shape faster and more easily 
  than you otherwise could. 
   
  Prerequisite: Dex 13, ability to use wild shape. 
   
  Benefit: You gain the ability to use wild shape as a 
  move-equivalent action. 
   
  Normal: A druid uses wild shape as a standard 
  action. 
   
  (Source: Complete Divine p. 81) 
   
  Improved Mounted Archery [General] 
  You can make ranged attacks from a mount almost as 
  well as you can from the ground. 
   
  Prerequisites: Ride 1 rank, Mounted Archery, 
  Mounted Combat. 
   
  Benefit: The penalty you take when using a 
  ranged weapon if your mount is taking a double move 
  is eliminated, and the penalty for using a ranged 
  weapon when your mount is running is lessened from -
  4 to -2.  You can attack at any time during your mount’s 
  move. 
   
  Special: A fighter may select Improved Mounted 
  Archery as one of his fighter bonus feats. 
   
  (Source: Complete Warrior p. 101) 
   
  Monkey Grip [General] 
  You are able to use a larger weapon than other people 
  your size. 
   
  Prerequisite: Base attack bonus +1. 
   
  Benefit: You can use melee weapons one size 
  category larger than you are with a -2 penalty on the 
  attack roll, but the amount of effort it takes you to use 
  the weapon does not change.  For instance, a Large 
  longsword (a one-handed weapon for a Large creature) 
  is considered a two-handed weapon for a Medium 
  creature that does not have this feat.  For a Medium 
  creature that has this feat, it is still considered a one-
  handed weapon.  You can wield a larger light weapon 
  as a light weapon or a larger two-handed weapon in 
  two hands.  You cannot wield a larger weapon in your 
  off hand, and you cannot use this feat with a double 
  weapon. 
   
  Normal: You can use a melee weapon one size 
  category larger than you are with a -2 penalty on the 
  attack roll, and the amount of effort it takes to use the 
  weapon increases.  A larger light weapon is considered 
  a one-handed weapon, a larger one-handed weapon is 
  considered a two-handed weapon, and you cannot use a 
  larger two-handed weapon at all. 
   
  (Source: Complete Warrior p. 103) 
   
  Rend [Monstrous] 
  You can rend opponents you hit with your claws. 
   
  Prerequisites: Two claw attacks, Str 13, Power 
  Attack, Snatch, size Huge or larger. 
   
  Benefit: If you strike the same opponent with two 
  claw attacks, you automatically deal extra damage equal 
  to that of two claw attacks plus 1-1/2 time your 
  Strength bonus.  You cannot grab an opponent at the 
  same time you rend that opponent. 
   
  (Source: Draconomicon p. 73) 
   
  Sharp-Shooting [General] 
  Your skill with ranged weapons lets you score hits 
  others would miss due to an opponents cover. 
   
  Prerequisites: Point Blank Shot, Precise Shot, 
  base attack bonus +3. 
   
  Benefit: Your targets only receive a +2 bonus to 
  Armor Class due to cover.  This feat has no effect 
  against foes with no cover or total cover. 
   
  Normal: Cover normally gives a +4 bonus to AC. 
   
  Special: A fighter may select Sharp-Shooting as 
  one of his fighter bonus feats. 
   
  (Source: Complete Warrior p. 105) 
   
  Sudden Widen [Metamagic] 
  You can increase a spell’s area without special 
  preparation. 
   
  Benefit: Once per day, you can apply the effect of 
  the Widen Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time.  You can still use Widen Spell normally 
  if you have it. 
   
  (Source: Complete Arcane p. 83) 
   
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  New Spells: 
  Briar Web 
  Transmutation 
  Level: Cleric 3, druid 2, ranger 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. / level) 
  Area: Plants in a 20-ft.-radius spread 
  Duration: 1 minute / level 
  Saving Throw: Reflex negates, see text 
  Spell Resistance: No 
   
  This spell causes grasses, weeds, bushes, and even trees 
  to grow thorns and then wrap and twist around 
  creatures in or entering the area. 
   
  Creatures that make their save against this spell 
  are unaffected other than having to move half speed 
  within the area of affect. 
   
  If a creature fails its initial saving throw, it has 
  three options: stay perfectly still, attempt to break free 
  from the thorns, or continue to act normally. 
   
  A creature that fails its save but stands perfectly 
  still is entangled (-2 attack, -4 Dexterity), but 
  experiences no other effect and takes no damage.  
  Anyone entangled in this way loses the entangled 
  condition if they leave the area of the spell. 
   
  Each round in which a creature remains in the 
  area, it may spend a full round action extricating 
  themselves from the thorns.  Doing so allows for a new 
  saving throw.  If successful, the creature is unaffected 
  by the thorns except that it may only move at half 
  speed in the area of the spell.  Successfully breaking 
  free in this way is the only thing a character can do that 
  does not cause thorn damage to the character.  A failed 
  attempt to break free deals the normal 2d6 thorn 
  piercing damage. 
   
  Those that attempt actions (such as attack, cast a 
  spell with a somatic component, or move) take 2d6 
  points of piercing damage from the thorns.  A creature 
  that tries to cast a spell must also make a Concentration 
  check (DC 15 + spell level + damage taken) or lost the 
  spell. 
   
  The plants provide cover.  A creature 5 feet away 
  has cover.  Creatures separated by 20 or more feet of 
  briar webs have total cover. 
  (Source: Complete Divine p. 156) 
   
  Contingent Energy Resistance 
  Abjuration 
  Level: Clr 4, Drd 4, Sor/Wiz 5 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: Personal 
  Target: You 
  Duration: 1 hour / level (D) 
   
  This spell functions similarly to contingency, but with 
  a more limited scope.  While contingent energy 
  resistance is in effect, if you are dealt damage 
  associated with one of the five types of energy (acid, 
  cold, electricity, fire, or sonic), the spell automatically 
  grants you resistance 10 against that type of energy for 
  the remainder of the spell’s duration (just as if you 
  were under the effect of a resist energy spell of the 
  appropriate type). 
   
  Once the energy type protected against by a 
  particular casting of this spell is determined, it can’t be 
  changed.  You can’t have more than one contingent 
  energy resistance in effect on yourself at the same time 
  – if you cast the spell a second time while an earlier 
  casting is still in effect, the earlier spell automatically 
  expires. 
   
  The energy resistance granted by this spell does 
  not stack with similar benefits against the same energy 
  type (such as from the resist energy spell).  However, it 
  is possible to be simultaneously under the effect of 
  resist energy (fire) and contingent energy resistance 
  (electricity), or any other two such spells that protect 
  against different types of energy. 
   
  Material Component: A pearl worth at least 100 
  gp. 
   
  (Source: Draconomicon p. 110) 
   
  Earthbind 
  Transmutation 
  Level: Druid 2, Sor/Wiz 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels) 
  Targets: One creature 
  Duration: 1 minute / level (D) 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
   
  You hamper the subject creature’s ability to fly 
  (whether through natural or magical means) for the 
  duration of the spell.  If the target fails its saving throw, 
  its fly speed (if any) becomes 0 feet.  An airborne 
  creature subject to this spell falls to the ground as if 
  under the effect of a feather fall spell.  Even if a new 
  effect would grant the creature the ability to fly, that 
  effect is suppressed for the duration of the earthbind 
  spell. 
   
  If the target makes a successful Fortitude save, its 
  fly speed (including any new effect granted during the 
  spell’s duration) is reduced by 10 feet per caster level 
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  (maximum reduction 100 feet at 10
  th level).  This 
  reduction can’t bring the creature’s fly speed down to 
  less than 10 feet. 
   
  Earthbind has no effect on other forms of 
  movement, or even on effects that might grant 
  airborne movement without granting a fly speed (such 
  as jumping or levitate or air walk spells). 
   
  (Source: Draconomicon p. 113) 
   
  Nature’s Favor 
  Evocation 
  Level: Druid 3, ranger 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Animal touched 
  Duration: 1 minute / level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  By calling on the power of nature, you grant the target 
  animal a +1 luck bonus on attack and damage rolls for 
  every three caster levels you possess (maximum +3). 
   
  (Source: Complete Divine p. 170) 
   
  New Prestige Classes: 
  Cavalier 
  Representing the ultimate in mounted warfare, the 
  cavalier is the quintessential knight in shining armor.  
  The charge of the cavalier is among the most 
  devastating offensive weapons any culture can hope to 
  field. 
   
  Most cavaliers belong to the upper social class or 
  nobility of a society.  The cavalier dedicates his life to 
  the service of a higher authority, such as a noble or 
  sovereign, deity, military, or religious order, or a 
  special cause.  His is a hereditary honor that comes 
  with the price of lifelong service to his monarch, 
  country, or other object or entity.  The cavalier is 
  expected to participate in any wars or other armed 
  conflict in which his lord or cause is engaged.  
  Cavaliers in service to other nobles often serve their 
  masters beyond the battlefield as well, performing such 
  duties as their skills, and their noble lord, see fit. 
   
  The cavalier often pursues such selfless goals as 
  the eradication of evil and chaos from the world, and 
  justice for all the subjects of his land.  He can also be a 
  bully and a braggart who uses his status and privileges 
  to pursue only his own self-aggrandizement. 
   
  Hit Die: d10. 
   
  Requirements 
  To qualify to become a cavalier, a character must fulfill 
  the following criteria. 
   
  Alignment: Any lawful. 
   
  Base Attack Bonus: +8 
   
  Skills: Handle Animal 4 ranks, Knowledge 
  (nobility and royalty) 4 ranks, Ride 6 ranks. 
   
  Feats: Spirited Charge, Weapon Focus (lance), 
  Mounted Combat, Ride-By Attack. 
   
  Class Skills 
  The cavalier’s class skills (and the key ability for each 
  skill) are Diplomacy (Cha), Handle Animal (Cha), 
  Intimidate (Cha), Knowledge (nobility and royalty) 
  (Int), Profession (Wis), and Ride (Dex). 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All of the following are class features of the cavalier 
  prestige class. 
   
  Weapon and Armor Proficiency:  Cavaliers are 
  proficient with all simple and martial weapons, all 
  types of armor, and shields. 
   
  Special Mount (Sp): A cavalier’s class levels stack 
  with any paladin levels the character may have for 
  determining the characteristics of a paladin’s mount. 
   
  Mounted Weapon Bonus (Ex): A cavalier gains a 
  competence bonus on his attack roll when using the 
  indicated weapon while mounted.  For the lance this 
  bonus starts out at +1 at 1
  st level.  For the sword, this 
  bonus starts out at +1 at 2
  nd level. 
   
  Ride Bonus (Ex): A cavalier gains a competence 
  bonus on Ride checks.  This bonus starts out at +2. 
   
  Courtly Knowledge (Ex): A cavalier adds his 
  class level to his Knowledge (nobility and royalty) 
  checks as a competence bonus. 
   
  Deadly Charge (Ex): When mounted and using 
  the charge action, a cavalier of 2
  nd level or higher may 
  declare a “deadly charge” before making his attack roll 
  (thus, a failed attack ruins the attempt).  If he hits, he 
  deals triple damage with a melee weapon (or quadruple 
  damage with a lance).  This ability does not stack with 
  the benefit of the Spirited Charge feat. 
   
  Burst of Speed (Ex): At 3
  rd level and higher, a 
  cavalier can urge his mount to greater than normal 
  speed when charging.  This ability doubles the 
  maximum distance the mount can travel when making 
  a charge, up to four times its speed.  This ability can be 
  used once per day without penalty to the mount.  Each 
  additional use of the ability in a single day requires the 
  mount to make a DC 20 Will save immediately after 
  the conclusion of the charge; failure results in the 
  mount taking 2d6 points of damage. 
   
  (Excerpted from Complete Warrior p. 19) 
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  Warshaper 
  Most martial characters rely on manufactured gear 
  such as a sword and a shield or natural endowments 
  such as teeth and claws to survive on the battlefield.  
  The warshaper finds those options sadly limiting, 
  instead growing and evolving her own weapons and 
  armor to suit the threat at hand.  Blessed with the 
  ability to change form at a moment’s notice, 
  warshapers delight in surprising their foes by growing 
  massive claws, armored skin, or other unpleasant 
  surprises. 
   
  Warshapers must have some ability to change 
  their form, and many are shapechangers such as 
  doppelgangers and lycanthropes.  Wizards and 
  sorcerers who know the polymorph spell can take 
  levels in the prestige class, as can druids who have 
  mastered the wild shape class feature. 
   
  Most 
  warshapers 
  can 
  change 
  their 
  outer 
  appearance in the blink of an eye, so they don’t stand 
  out among the ranks of their allies.  It’s not until the 
  soldier you’re fighting grows a tentacle and fangs that 
  you know you have met a warshaper. 
   
  Hit Die: d8. 
   
  Requirements 
  To qualify to become a warshaper a character must 
  fulfill all the following criteria: 
   
  Race: Any (but see below) 
   
  Base Attack Bonus: +4 
   
  Special: Must be able to change shape in one of 
  the following five ways: 
  • 
  Change shape supernatural ability 
  • 
  Shapechanger subtype 
  • 
  Polymorph as a spell-like ability 
  • 
  Able to cast the polymorph spell 
  • 
  Wild shape or similar class feature 
   
  The alternate form ability is insufficient to become 
  a warshaper. 
   
  Class Skills 
  The warshaper’s class skills (and the key ability for each 
  skill) are Balance (Dex), Climb (Str), Concentration 
  (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), 
  Jump (Str), and Swim (Str). 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All of the following are class features of the warshaper 
  prestige class.  The class features function only when 
  the warshaper is in a form other than her own. 
   
  Weapon and Armor Proficiency: Warshapers 
  gain no proficiency with any weapon or armor. 
   
  Morphic Immunities (Ex): A warshaper is adept 
  at distributing her form’s vital organs around her body 
  to keep them safe from harm.  Warshapers are immune 
  to stunning and critical hits. 
   
  Morphic Weapons (Su): As a move action, a 
  warshaper can grown natural weapons such as claws or 
  fangs, allowing a natural attack that deals the 
  appropriate amount of damage according to the size of 
  the new form (see Table 5-1 on page 296 of the 
  Monster Manual).  These morphic weapons need not 
  be natural weapons that the creature already possesses. 
   For example, a warshaper polymorphed into an ettin 
  (Large giant) could grow a claw that deals 1d6 points of 
  damage, or horns for a gore attack that deals 1d8 points 
  of damage. 
   
  If the warshaper’s form already has a natural 
  weapon of that type, the weapon deals damage as if it 
  were one category larger.  For example, a warshaper 
  who used wild shape to become a dire wolf (Large 
  animal) could grow its jaw and snout, enabling a bite 
  attack that deals 2d6 points of damage (as for a Huge 
  animal), not the normal 1d8. 
   
  A warshaper can change morphic weapons as 
  often as it likes, even if it is using a shapechanging 
  technique such as the polymorph spell or the wild 
  shape class feature that doesn’t allow subsequent 
  changes after the initial transformation. 
   
  Morphic Body (Su): At 2
  nd level and higher, a 
  warshaper can use its precise control over its form to 
  make itself stronger and heartier.  It gains +4 to 
  Strength and +4 to Constitution. 
   
  Morphic Reach (Su): A warshaper of 3
  rd level or 
  higher can suddenly stretch its limbs, neck, or other 
  appendages outward, giving it 5 more feet of reach 
  than the creature it’s emulating.  Unlike most 
  creatures, warshapers don’t appear to have a longer 
  reach until they actually use it. 
   
  (Excerpted from Complete Warrior p. 89) 
   
  New Monsters: 
  Deathbringer 
  Large Undead 
  Hit Dice: 30d12 (195 hp) 
  Initiative: +2 
  Speed: 40 ft. 
  Armor Class: 34 (-1 size, +2 Dex, +16 natural, +6 
  banded mail, +1 shield), touch 11, flatfooted 32 
  Base Attack / Grapple: +15 / +24  
  Attack: Large flail +20 melee (2d6+5 /19-20) or slam 
  +19 melee (1d8+5)  
  Full Attack: Large flail +16/+11/+6 melee (2d6+5 / 19-
  20) and large flail +16/+11/+6 melee (2d6+2 / 19-
  20) or 2 slams +19 melee (1d8+5) 
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  Space / Reach: 10 ft. / 10 ft. 
  Special Attacks: Greater dispelling, negative burst, 
  trample 1d8+7 
  Special Qualities: Darkvision 60 ft., undead traits 
  Saves: Fort +10, Ref +12, Will +19 
  Abilities: Str 20, Dex 15, Con -, Int 13, Wis 14, Cha 7 
  Skills: Intimidate +31, Jump +36, Listen +35, Move 
  Silently +29, Spot +35 
  Feats: Blind-Fight, Cleave, Combat Reflexes, Great 
  Cleave, Improved Bull Rush, Improved Critical 
  (flail), Improved Sunder, Power Attack, Two-
  Weapon Defense, Two-Weapon Fighting, Weapon 
  Focus (flail) 
  Environment: Any 
  Organization: Solitary, pair, or gang (3-5) 
  Challenge Rating: 17 
  Treasure: None 
  Alignment: Usually neutral evil 
  Advancement: 31-50 HD (Large); 51-70 HD (Huge); 
  71-90 HD (Gargantuan) 
  Level Adjustment: - 
   
  These powerful undead often lead undead armies 
  assembled by necromancers, liches, demons, devils, or 
  any other evil beings intent on inflicting pain and 
  destruction on the living.  Deathbringers care not 
  whom they serve; they care only about inflicting 
  widespread destruction. 
   
  A deathbringer is a hulking brute of humanoid 
  shape.  It has waxy gray skin and a bald head with no 
  external ears.  Its lips and eyelids appear to have been 
  sewn shut with blue thread.  The creature wears 
  banded mail and wields two wickedly spiked flails. 
   
  Deathbringers speak Common and either Abyssal 
  or Infernal. 
   
  Combat 
  A deathbringer uses little subtlety in battle, but 
  whenever it can make a full attack, it attempts to trip 
  its opponent.  If tripped during its own attempt, it 
  drops its flail and attacks with its armored fists.  When 
  severely damaged, a deathbringer uses its negative 
  burst power, centered on itself.  This heals both the 
  deathbringer and any undead compatriots it has in the 
  area while also harming its opponents. 
   
  Greater Dispelling (Sp):  A deathbringer can 
  produce a greater dispelling effect at will.  Caster level 
  20
  th. 
   
  Negative Burst (Su): A deathbringer can release a 
  silent burst of negative energy at a range of up to 100 
  feet.  The burst has a 20-foot radius and deals 1d8+10 
  points of negative energy damage to each living 
  creature in the area (Will DC 23 half).  Since undead 
  are powered by negative energy, this effect heals the 
  deathbringer and any other undead within the area of 
  as much damage as it would otherwise deal.  Once a 
  deathbringer releases a negative burst, it must wait 1d4 
  rounds before it can do so again. 
   
  Trample (Ex): Reflex half (DC 30).  The save DC is 
  Strength-based. 
   
  (Source: Monster Manual II p. 55, with revisions 
  from the D&D 3.5 Update Booklet) 
   
  Energon (Xap-Yaup) 
  Medium Outsider (Extraplanar, Incorporeal) 
  Hit Dice: 5d8+10 (32 hp) 
  Initiative: +2 
  Speed: Fly 20 ft. (good) (4 squares) 
  Armor Class: 16 (+2 Dex, +4 deflection), touch 16, 
  flatfooted 14 
  Base Attack / Grapple: +5 / - 
  Attack: Incorporeal touch +7 melee (1d6 plus 2d6 
  electricity) or energy ray +7 ranged touch (1d8 
  electricity) 
  Full Attack: 4 incorporeal touches +7 melee (1d6 plus 
  2d6 electricity) or energy ray +7 ranged touch (1d8 
  electricity) 
  Space / Reach: 5 ft. / 5 ft. 
  Special Attacks: - 
  Special Qualities: Darkvision 60 ft., explosion, 
  immunity 
  to 
  electricity, 
  incorporeal 
  traits, 
  outsider traits 
  Saves: Fort +6, Ref +8, Will +4 
  Abilities: Str - , Dex 15, Con 14, Int 7, Wis 10, Cha 18 
  Skills: Hide +10, Knowledge (the planes) +6, Search 
  +6, Sense Motive +8, Spot +8 (+10 on other planes) 
  Feats: Combat Reflexes, Lightning Reflexes 
  Environment: Wilderness of the Beastlands 
  Organization: Solitary 
  Challenge Rating: 5 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 6-9 HD (Medium); 10-15 HD (Large) 
  Level Adjustment: - 
   
  The air around this jellyfish like creature crackles and 
  pulses with electrical energy. 
   
  The xap-yaup lingers in areas of the planes with natural 
  electrical phenomena.  On the Material Plane, it often 
  accompanies a fierce, lightning-filled storm. 
   
  A xap-yaup is a translucent globe about 2 feet 
  across that floats and shimmers in the air, giving off a 
  static aura.  A pair of spots on the upper hemisphere of 
  the globe suggests eyes.  Beneath the lower 
  hemisphere of the globe, six to twelve tentacles dangle 
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  and curl.  Xap-yaup spread and contract their tentacles 
  when they move, much as an octopus or squid does. 
   
   
  Combat 
  A xap-yaup targets characters in heavy armor, 
  especially metal, first. 
   
  Energy Ray (Ex): An energon’s energy ray has a 
  range of 30 ft. 
   
  Explosion (Su): If an xap-yaup is reduced to 0 hit 
  points, its body is instantly destroyed in an explosion 
  that deals 1d8+9 points of electrical damage to 
  everyone in a 20-foot-radius burst (Reflex DC 16 half). 
   
  Incorporeal Traits: A xap-yaup is harmed only by 
  other incorporeal creatures, magic weapons, spells, 
  spell-like abilities, and supernatural abilities.  It has a 
  50% chance to ignore damage from a corporeal source, 
  except for force effects or attacks made with ghost 
  touch weapons.  It can pass through solid objects, but 
  not force effects, at will.  Its attacks ignore natural 
  armor, armor, and shields, but deflection bonuses or 
  force effects work normally against them.  An 
  incorporeal creature always moves silently and cannot 
  be heard with Listen checks if it doesn’t wish to be. 
   
  Outsider Traits: An energon cannot be raised, 
  reincarnated or resurrected (though a limited wish, 
  wish, miracle, or true resurrection spell can restore 
  life).  It has darkvision out to 60 feet. 
   
  Energons do not speak even among themselves. 
   
  (Source: Planar Handbook p. 119) 
  The Body 
   
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  DM’s Aid: Map of the Sanyos Manor House 
   
   
  The Body 
   
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  Player Handout I: The Flyer 
   
  ‘Oytens Of The Rovers, The Teller of Legends’ 
   
  Tonight shall be a night that shall not be forgotten! Tonight the Great Storyteller 
  Of Times Long Past shall attend the Reception Of Un’dar and Ruhda! Prepare 
  yourself to be amazed by stories of ancient battles, forgotten loves and legendary 
  betrayals. She shall arrive this evening. 
   
  The Body 
   
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  Player Handout II: The Journal 
   
   
   
   
   
   
   
   
   
   
   
  5 Harvester, 594 CY - I was hired by a man that went by the name of Davan Kolthek today. He wishes to engage my 
  services for a planar expedition, although I’m curious why he didn’t hire an illusionist.  He will not confide much in the 
  way of details, although he did admit that it is a demi-plane of some sort with an anchor of some sort tying it to the 
  Material Plane.  
  9 Harvester, 594 CY - I met with Kolthek and the other members of the expedition – a group of thugs and mercenaries 
  fled from Molag following Furyondy’s capture of the old Horned Society capital.  I’m curious what sort of man Kolthek 
  is that he considers hiring them a wise choice, given the history of that place. 
  16 Harvester, 594 CY - We’ve traveled for several days, working our way along the Northern edge of the Fellreev.  I have 
  repeatedly expressed my reservations about this route, I would much rather risk the unforgiving hospitality of the elves 
  than an encounter with a Marauder patrol, but Davan feels that the elves are a graver threat. 
  19 Harvester, 594 CY - Yesterday we entered the Fellreev, heading due south into the forest.  It is far more foreboding 
  than I had imagined, nearly as dark beneath the boughs of the trees as dusk on open plains.  But truth be told, the 
  darkness has lent far more comfort than not.  At the edges of vision, I’ve would swear that I’ve seen the trees move as we 
  make our progress, and more than once I think I’ve seen lifeless eyes watching us from beneath black branches. 
  21 Harvester, 594 CY - We confirmed part of my fears today.  We came upon an old burial ground within the forest, 
  bearing marks of the Rovers and their ancestors.  While the graves were undisturbed, the forest around it was not – 
  hanging from the branches were the bodies of dozens of soldiers, most bearing the icon of the Grinning Skull.  Davan 
  spent a few moments investigating the corpses, but ultimately urged us to push on rather than risk being caught by 
  whatever slaughtered the Old One’s servants. 
  22 Harvester, 594 CY - This afternoon we came upon the ruins of a village, little more than the stone remains of a few 
  small buildings.  Kolthek was pleased however, and bade us to make camp.  He has spent the remainder of the afternoon 
  exploring – he urged me to get my rest as he expects I will need my rest for tonight. 
  23
   Harvester, 594 CY - He summoned me to him, beneath the ruins of a white granite arch.  “I must tell you a secret, 
  before we go further,” he said in a conspiratorial tone.  “The place we seek is lost and forgotten, both in memory and in 
  magic.  To summon it from beyond, it must be remembered.  Look about you, see the ruins of this village, imagine them 
  as they were when they were new, when they stood tall and proud beneath the sun and moons.  Imagine tall Flan men 
  and women walking in the streets, carrying their harvest to their homes and to the market.  Imagine all of this…and 
  make it real.” 
  I’ll admit that he lost me at that point.  I looked at the ruins and while I could bring images to my mind of what it 
  once might have looked like, I could not understand what he meant until I recalled why he had hired me – I had 
  learned mirage arcane some years back, although I had never had much call to cast it.  Looking over the ruins one last 
  time, I began the incantation, stumbling over some of the poorly practiced memes, but with no ill effect.  Within 
  seconds, stones took shape one over another, raising the buildings from ruins to their birth.  The overgrowth of 
  centuries was hidden underneath paved walkways; ivy and moss gave way to thatch roofs and wooden doors.  Candles 
  lit from within the homes, torches in sconces on the streets, giving a strange life to the reborn city.  And standing 
  beneath the restored arch, Davan smiled. 
  I could pay no attention to his casting, as I had to concentrate on maintaining my illusion.  I was aware of words 
  sung in a language I have never heard before and cannot recall with all my focus.  I remember Davan swaying, magical 
  energy slowly pulsing from his hands and weaving with my illusion, filling air underneath the arch with an ethereal 
  glow.  And I remember Davan turning to me, “It is done.  You may let go now.” 
  As I let my focus slip from my spell, I looked beneath the arch and my heart leapt into my throat.  Beyond the arch 
  I could see a city that stretched out into the distance, sitting beneath a dawning sun.  Looking up, I saw that it was not 
  just in the city that the sun was rising – I could see Pelor’s light beginning to filter through the branches. 
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  24 Harvester, 594 CY - Amazing, simply amazing.  The city beyond the arch is a massive necropolis, held under the light 
  of an eternal dawn.  The buildings are obviously ancient; although it seems time has little effect on them or the bodies 
  under their care. 
   
   
   
   
   
  The bodies themselves are fascinating.  Davan has been very wary of disturbing the corpses in any fashion, going so 
  far as to forbid me to even cast the most basic divinations on them.  He is instead concentrating most of his efforts on 
  studying the glyphs and sigils that seem to cover nearly every surface of the city. 
  I have spent most of the last several days at the camp we established just within the portal.  There is no sign of the 
  magic fading that binds this place to the Material Plane, even though my spell should have long since expired.  
  However, as Davan has seen fit to have the mercenaries keep an eye on me and discourage my own explorations, I’m left 
  with little to do but sit and write in my journal. 
  27 Harvester, 594 CY - I have little time to write, but write I must, in case Kolthek finds me and the truth is not found 
  out.  I was angered by Davan’s treatment of me, using me as a common servant while he explored.  Frustrated, I snuck 
  off, masking my disappearance with illusion, to explore one of the tombs myself.  Free from Kolthek’s supervision, I cast 
  my divinations to reveal the raw power contained within those entombed in the necropolis.  So much power, just sitting 
  there, idle, unused. 
  To know more, I knew that I would need time to study a corpse in depth, in my laboratory at home.  I was able to 
  access the space of my portable hole, and heaved one of the corpses into it.  My task complete, I set to return to the 
  camp, knowing that although Davan may try to keep me from learning the demi-planes secrets, I would have my own 
  means of study. 
   
  As I approached the camp, I could hear the sounds of battle and the screams of men dying.  Sneaking upon the 
  camp, I could see only two of the guards still up, running towards the portal back to the Material.  From behind one of 
  the buildings, I saw beams of radiant golden light catch the men in the back, incinerating them instantly. 
   
  I tried to make my way thru the alleys of the necropolis, avoiding whatever foes that had killed the guards and 
  make my own way to the archway.  As I did, I saw Davan running across the sky, his feet touching the air as if solid, 
  while beams of energy fired at him from behind distant buildings.  Turning to face his foes, I could see him present a 
  medallion carved with the symbol of the Reaper, as he called out to his god to strike down his enemies – but nothing 
  happened.  A look of panic crossed his face and he bolted for the portal, his fear driving me forward as well. 
   He passed through the portal ahead of me, unaware that I followed close on his heels.  As I traveled through the 
  archway, I could see that he had turned and had begun casting.  Uncertain of his spell or its target, I spoke but a word 
  and was returned to my home as ebon flames stretched out from his hands. 
   
  Davan knows that I’m alive.  I don’t think that he knows about the body, but I suspect he will pursue me all the 
  same to guard the secret of that place.  I can only hope that by taking flight I might avoid whatever Istus has in store for 
  me. 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Bandit Kingdoms/BDK5-01 - The Body.pdf