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. 
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  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s 
  Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR6-14 
   
   
   
  Cloud of Darkness 
  A Two-Round D&D LIVING GREYHAWK
  ®  
  Core Adventure  
  Version 1 
   
  by Creighton Broadhurst 
  Special Thanks: Andy Glenn, Stuart Kerrigan, Paul Looby, and Pierre van Rooden 
  Circle Reviewer: Stephen Radney-MacFarland  
  Editors: Chris Chesher and Sam Weiss  
  Playtesters: Creighton Broadhurst, Donjin Cieraad, Jon Dobbie, Joshua Glaser, Andy Glenn, Arjen Laan, Andy Lewis, 
  Ward van Oosterum, Pierre van Rooden, Pete Sims, Auke Teeninga, Rob Wills, and Rulf Zuiderhoek 
   
   
  A dark cloud hangs motionless above an ancient sacred site buried deep in the Bright Lands. An ancient power is 
  awaking in the Bright Lands but its true purpose remains occluded. The concluding part of “Sins of Ages Past.” A 
  LIVING GREYHAWK core adventure set in the Empire of the Bright Lands for character levels 8- 15 (APLs 10 – 16). 
   
  Resources for this adventure [and the authors of those works] include Complete Arcane [Richard Baker], Complete 
  Warrior [Andy Collins, David Noonan, Ed Stark],COR1-08 The Future’s Bright [Creighton Broadhurst], COR2-08 Echo 
  [Stephen Radney-MacFarland], COR3-01 The Hidden Fortress [Creighton Broadhurst], COR3-13 Traitor’s Road [Paul 
  Looby], COR4-16 The Frozen Spire [Creighton Broadhurst], COR5-17 Time’s Tide on Bright Sands [Bruce Paris and 
  James Dempsey], “Denizens of the Bright Desert” in Dungeon Magazine 103 [Creighton Broadhurst], Draconomicon 
  [Andy Collins, Skip Williams and James Wyatt],“Hardby: City of the Scorned” in Dungeon Magazine 92 [Paul Looby], 
  “Into the Bright Desert” in Dungeon Magazine 98 [Creighton Broadhurst], Rary the Traitor [Anthony Pryor], Savage 
  Species [David Eckelberry, Rich Redman, and Jennifer Clarke Wilkes], Spell Compendium [Matthew Sernett, Jeff 
  Grubb and Mike McArtor], and The Adventure Begins [Roger E. Moore].  
  
  COR6-14 Cloud of Darkness 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. 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.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 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. 
  
  COR6-14 Cloud of Darkness 
   
  Page 2 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard two-round Core adventure, set in the 
  Bright Lands.Characters native to the Bright Lands pay 
  one Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  SINS OF AGES PAST 
  This adventure is the final installment of the “Sins of 
  Ages Past” campaign arc.  
   
  The prior parts of the series are: 
  • 
  COR1-08 The Future’s Bright 
  • 
  COR3-01 The Hidden Fortress 
  • 
  COR4-16 The Frozen Spire 
   
  The results of these adventures, gathered from compiled 
  Campaign Consequences, are presented below. 
   
  Additionally, this adventure touches on events 
  portrayed in several Onnwal regional adventures and 
  interactives. Knowledge of these adventures and events is 
  not required for participation in this adventure. 
   
  BLIGHT ON BRIGHT SANDS 
  While the events in “Blight on Bright Sands” do not 
  directly influence the “Sins of Ages Past” arc the two 
  series share certain characteristics and AR entries 
  relevant to this series.  
   
  Both take place predominantly in the Bright Desert 
  and sorcerer characters can gain the Dreaming in both 
  story arcs. 
   
  Additionally the actions of the archmage Rary affect 
  both series. While his affect on “Sins of Ages Past” is not 
  great, his influence may affect the way some PCs react in 
  this adventure. 
   
  ADVENTURE BACKGROUND 
  The chain of events leading the PCs to the necropolis of 
  Unaagh begins millennia ago in the ancient past of the 
  Flanaess.  
   
  THE GURONN NUR 
  The Guronn Nur, or Hideous Idol, was an item of ancient 
  and terrible power. It was discovered by Ur-Flan mystics 
  over 4,000 years ago deep within the Cirel Iomadh, or 
  Dreaming Gyre. Here, they discovered a place where 
  time and reality seemed strangely warped and distorted.  
   
  Five great wyrms – Children of Tiamat - also dwelt in 
  that place. They came upon the mystics and struck a 
  bargain with them. The wyrms would teach the mystics 
  the secrets of the Guronn Nur and, in return, the Ur-Flan 
  would unite their brethren against the dwarves and 
  gnomes who waged constant war upon the wyrms. 
  
  COR6-14 Cloud of Darkness 
   
  Page 3 
   
  Using the Guronn Nur’s power the mystics 
  subjugated many local tribes and founded Caerdiralor 
  (called by some sages the Obsidian Kingdom). 
  Caerdiralor was a fell land dominated by Tiamat-
  worshipping priests and mystics bent on the destruction 
  of their dwarf and gnome neighbors and the subjugation 
  of the lowland tribes. The conflict raged for years. 
   
  Yet while the Guroon Nur was used to venerate 
  Tiamat other ambitions and dreams stirred within its 
  depths. Slowly it corrupted its attendant priests with 
  visions of greatness and rebellion against the wyrms. So it 
  was that the most powerful of Caerdiralor’s priests began 
  to construct a weapon powerful enough to throw off the 
  wyrms’ rule.  
   
  However, perhaps alerted by Tiamat herself, her 
  children discovered the plot. As Caerdiralor’s mystics 
  began their final ceremony, the wyrms descended upon 
  Caerdiralor’s capital, Myrsyrna, in an orgy of revenge and 
  destruction.  
   
  In the ensuing battle, control of the Guronn Nur was 
  lost. The subsequent explosion devastated Myrsyrna and 
  slew all of Tiamat’s children present. The Hideous Idol 
  was shattered into five fragments; within each was bound 
  the essence of one of the slain wyrms. These five 
  fragments became the Pentarch of Tiamat. In the 
  resultant 
  chaos 
  following 
  Myrsyrna’s 
  destruction 
  subservient tribes rebelled against their masters and the 
  dwarves pushed home their sudden advantage.  
   
  Caerdiralor’s fall was swift and all but complete. 
  Now, only truly ancient texts bear witness to 
  Caerdiralor’s existence most of which are held by 
  secretive dwarf loremasters in certain deep and extremely 
  well defended holds. 
   
  THE RISE OF SULM 
  A few priests, learned men, and their servants escaped the 
  ruin of the homeland. They sought a haven far removed 
  from the war that consumed their kin in which they 
  could guard their lore.  
   
  Having little knowledge of seamanship, these few 
  survivors were at the mercy of the unforgiving ocean. 
  Eventually the fickle waters of the Gearnat marooned  
  them upon the plains of the Rhugha. Having no choice 
  but to carve out a home for themselves in the arid 
  grasslands of the region they traveled northwards into 
  the interior. 
   
  While few in number their arcane power was easily a 
  match for the nature magic of the tribes wandering the 
  grasslands and none could bar their passage. 
   
  During their journey, they chanced upon several 
  sites steeped in a magic even older and greater than their 
  own. Here they established places of worship and began 
  to slowly rebuild their shattered heritage. 
   
  With the passing of the centuries these Ur-Flan 
  forgot their dark heritage and turned away from the evil 
  that had so consumed their ancestors. They embraced the 
  religions – notably Rao and Pelor – of the indigenous 
  peoples and in return freely shared their knowledge of 
  engineering and agriculture with the friendliest of the 
  tribes.  
   
  Over time, this tribe emerged as the dominant group 
  in the region. Local tribes were peacefully absorbed into 
  the growing kingdom and soon the newly formed 
  kingdom of Sulm dominated great swath of the 
  grasslands. 
   
  THE FALL OF SULM 
  Evil and madness – perhaps a taint of ancient Caerdiralor 
  - lurked in the hearts and minds of Sulm’s rulers. 
  Benevolent co-existence with her neighbors slowly faded 
  to but a memory. Sulm’s sorcerer-kings began to expand 
  their domain in a series of brutal, expansionist wars. 
  Durha, Rhugha, Truun, and Ronhass all fell before the 
  iron-shod legions of Sulm. Last to fall was Itar, greatest of 
  Sulm’s rivals. Even though their patron deity – Vathris  - 
  fought on their side in the final battle, Itar could not 
  withstand Sulm’s fell magics; its army utterly annihilated 
  and its divine patron slain, no power remained in the 
  kingdom to save its capital from being cast into the sea.  
   
  Although with the fall of Itar, Sulm stood unopposed 
  as the region’s preeminent power, peace did not settle 
  upon the region. With all outside foes defeated, Sulmite 
  society stagnated. A once driven and dynamic race 
  became introspective and obsessed with pleasure. Sulm 
  began its long fall.  
   
  Discontent, rebellion, and even civil insurrection 
  seethed throughout the outer provinces. Sulm’s mighty 
  armies could stem these uncoordinated uprisings but his 
  subjects’ disloyalty troubled Shattados, last Sorcerer-King 
  of Sulm. In his arrogance and desperation he cried out to 
  his dark master for aid.  
   
  And, across the immensity of the Void his master 
  heard, for Shattados and his kin worshipped the 
  Slumbering One.  
   
  UNAAGH AND THE GURONN NUR 
  Many dark and secret things were carried from the ruin 
  of Caerdiralor by the last desperate custodians of its dark 
  legacy. Chief amongst these was an item beyond value: 
  Darssvorel, one of the Pentarch of Tiamat. Its purpose 
  and power lost in the destruction of Myrsyrna, Darssvorel 
  slumbered, waiting to be awoken once more.  
   
  As Sulm’s doom overtook it, a few desperate and 
  powerful sorcerers and priests congregated at the 
  Unaagh. One of Sulm’s most sacred sites, here the great 
  and the powerful of the kingdom along with their 
  
  COR6-14 Cloud of Darkness 
   
  Page 4 
  servants and slaves were buried. At the very centre of this 
  great burial complex rose a massive black-stoned ziggurat. 
  At its peak, its significance long forgotten was set 
  Darssvorel brought from doomed Caerdiralor so many 
  centuries before. 
   
  Drawn there by a nameless compulsion, these few 
  survivors took hurried counsel. Protected by wards of 
  immense power, they argued and bickered as about them 
  their civilization fell. With the realization that eventually 
  their wards would also fail exposing them to the Scorpion 
  Crown’s curse, they began a ritual unperformed for 
  centuries. So powerful was the ritual that it caused a rip 
  in the fabric of reality surrounding the necropolis.  
   
  Such was the malevolent force of the Scorpion 
  Crown, however, that even such a powerful ritual was not 
  proof against its curse. Unforeseen by all that day, the 
  magic of the ritual intermingled with the literal waves of 
  magical energy now cascading from Darssvorel, awoken 
  from his long slumber by the Scorpion Crown. This 
  convergence perverted the mystics’ ritual. Instead of 
  opening a portal to an ethereal refuge, it created a one-
  way doorway into what sages would one day call a fading 
  land. 
   
  In an instant Unaagh’s tranquil gardens and clear 
  pools were swept aside and those slumbering in its many 
  mausoleums and crypts were awoken. The massive 
  backlash of magical energies slew three out of every four 
  who stood upon the Black Ziggurat. For the few survivors 
  however salvation (or so it seemed) was at hand, for at the 
  ziggurat’s zenith lay a rift through the very fabric of the 
  Oerth through which they might escape.  
   
  As they staggered upwards their protective wards, 
  fatally weakened by the unprecedented release of magical 
  energy, crumbled. Those too slow to pass through the rift 
  fell victim to the Scorpion Crown’s curse, while those few 
  that did escape became trapped in a strange twilight 
  realm. This realm was at the same time both alien and 
  familiar to them. All of Unaagh’s features and landmarks 
  were present but were warped and bore a sinister aspect. 
  The realm itself seemed to extend to the outer border of 
  the necropolis where an impenetrable black mist 
  bounded it.  
   
  The Sulmites discovered that their prison was  
  timeless and that the shard Darssvorel (which existed 
  both in the real and shadow Unaagh) was its keystone. 
  During their long incarceration they learned that 
  Darssvorel was one of the Pentarch of Tiamat and that it 
  contained the essence of a great wyrm. To honor and 
  placate Tiamat they named their prison “Vuthathrae” 
  which means “black air” in Draconic. 
   
  They also knew that at some point the magics 
  perpetuating Vuthathrae would fail and that unless they 
  controlled the realm’s unmaking, its collapse would 
  likely destroy them.  
   
  Manipulating Darssvorel power’s they eventually 
  were able to breach the boundaries of their prison and 
  call upon Aussirloerchik, one of Darssvorel sister-
  fragments. 
   
  And, far to the east, she heard.  
   
  ICESPIRE 
  In the lands of the Flanaess it was 565 CY and Sulm was 
  but a footnote of history - little more than an esoteric 
  novelty known only to a few scholars. The Sulm mystics’ 
  first attempt to tap into the power of the Pentarch of 
  Tiamat was both a success and failure.  
   
  Using Darssvorel they managed to manipulate the 
  sorcerer Lynerden Oberannin into disrupting the wards 
  surrounding Aussirloerchik.  
   
  To their fury, although they had managed to reach 
  the Oerth, they failed to release themselves from 
  incarceration. 
  Instead, 
  Aussirloerchik’s 
  awakening 
  transformed hundreds of square miles of land into a 
  frozen hell, slaying all who dwelt there. Strange creatures 
  warped by the interlacing energies of the two fragments 
  stalked the land slaying or driving mad all those who 
  dared enter. While this was of little import to the trapped 
  Sulmites, no few powerful individuals took note of this 
  and wondered what could possibly cause such 
  devastation. Some chose to watch and wait, while others 
  determined to investigate this strange turn of events.   
   
  However, for the Sulmite mystics the devastation 
  caused by the second shard’s awakening proved that their 
  scheme had merit. The wisest amongst them counseled 
  more research and patience for there were three more 
  fragments - surely, one of those would have the power to 
  release them. After long deliberations, they agreed that a 
  more subtle course of action was required. 
   
  And so began their second bid for freedom. This 
  time, instead of using Darssvorel’s power to shatter their 
  prison, they used him to send out dreams into the lands 
  of their former homeland. Only those possessing 
  draconic blood were susceptible to these dreamings. 
  Heavily laced with promises of power and mystic visions 
  of the past these dreams drew many powerful individuals 
  – both sorcerers and dragons – to the area. All were 
  drawn by a nameless compulsion to enter the Bright 
  Lands searching for something that they could not quite 
  identify.  
   
  The Sulmites hoped that such powerful individuals 
  would eventually be drawn to the necropolis at Unaagh. 
  In their minds, some of those summoned would prove 
  strong enough to wrestle Darssvorel from the undead 
  infesting Unaaagh and carry him into Vuthathrae. (Those 
  that were not powerful enough would surely die; this did 
  not concern the trapped Sulmites). 
  
  COR6-14 Cloud of Darkness 
   
  Page 5 
   
  Once they had full possession of the shard they were 
  confident they could discover a way to safely transport 
  themselves back to the Oerth.  
   
  Darssvorel has other plans and cares nothing for the 
  trapped Sulmites. He is the first of the five shards to 
  awake in millennia and seeks someway to revive his 
  brother- and sister-stones. Trapped as he is in two realities 
  his powers are weak. While he managed to briefly disturb 
  Aussirloerchik’s slumber, he failed to completely awaken 
  her.  
   
  He has since realized that until the portion of his 
  essence trapped in Vuthathrae is released, he lacks the 
  power to reach his brethren. Thus, when the PCs finally 
  reach him, he plans to betray the Sulmites and 
  manipulate his possessor into destroying Vuthathrae as 
  quickly as possible. (The “Adventure Synopsis” and 
  “Factions” sections as well as encounter 5 present 
  Darssvorel’s plans in more detail). 
   
  CHARIXENLOREAT AWAKES 
  Darssvorel’s growing power has not gone unnoticed. 
  Another slumbering shard – Charixenloreat - has sensed 
  him and began to stir. It was at this point that fate 
  brought a powerful member of the Scralet Brotherhood – 
  Exalted Sister Kuranyie, ruler of Onnwal – to 
  Charixenloreat’s resting place.  
   
  Through many careful months of research and 
  experimentation, she slowly woke Charixenloreat and 
  bound him to her purpose. Kuranyie sensed the immense 
  destructive power lurking within the shard but 
  instinctively knew that to move or touch it would spell 
  her doom. Instead, she turned the shard into a weapon of 
  last resort. Above, in the sunlit lands of the Dragonshead, 
  a war raged for the very future of Onnwal. After almost a 
  decade of savage warfare, forces of the Free State of 
  Onnwal overwhelmed Scant’s defenses and seemed to be 
  on the very brink of total victory.  
   
  It was then that Kuranyie unleashed Charixenloreat. 
  A group of brave Onnwallon heroes discovered her plot 
  moments after its completion. Unable to stop what had 
  been set in motion they fled, warning their companions 
  of the imminent danger. Their warning, and the sacrifice 
  of many of their brave companions, allowed the bulk of 
  Onnwal’s forces to flee Scant moments before it was 
  consumed in a blazing inferno of magical fire. In the 
  ensuing chaos, Kuranyie and Charixenloreat slipped 
  away. 
   
  RARY AND UNAAGH 
  In 584 CY a new power arose in the Bright Desert. The 
  perfidious archmage Rary and his companion Robilar 
  fled here after Rary’s foiled attack on the Day of Great 
  Signing. Over the next few years they extended their 
  hold over the indigenous tribes of the region, forging the 
  Empire of the Bright Lands. 
   
  While Lord Robilar ably led his armies against the 
  desert tribes, Rary explored several ancient sites of Sulm 
  searching for clues to the whereabouts of the Scorpion 
  Crown. 
   
  During his exploration of Unaagh, he fought and 
  bested the necropolis’ dark lord. While the lich Drokaas 
  survived the battle, he was greatly weakened and could 
  not prevent Rary’s investigations of his domain.  
   
  Their titanic battle, fought on the very steps of the 
  Black Ziggurat itself, severely damaged the magics 
  maintaining Vuthathrae. As a result, a black, motionless 
  cloud gathered above the Black Ziggurat. Their battle was 
  so intense that echoes of it resonated across Vuthathrae. 
  While the Sulmites do not know exactly what happened 
  (Darssvorel has deliberately kept the truth from them), 
  they have realized that they must possess both parts of 
  Darssvorel soon, or risk their destruction. 
   
  Because Rary possesses no draconic blood he was 
  immune to Darssvorel’s blandishments. His search 
  complete, Rary returned to his tower; he saw no need to 
  expend further energy destroying the undead infestation 
  of the ruins. His research indicated that the necropolis’ 
  denizens could not move beyond the bounds of the place 
  without being destroyed and thus represented no danger 
  to his burgeoning empire.  
   
  THE SINS OF AGES PAST 
  Events in previous adventures in the “Sins of Ages Past” 
  directly influence the events in this adventure. The 
  course of events, as determined by returned Campaign 
  Consequences are as follows. 
   
  COR1-08 The Future’s Bright 
  In COR1-08 The Future’s Bright, adventurers rescued a 
  single survivor from the shattered remains of The Azure 
  Warden. The ship, the personal vessel of the renowned 
  Onnwalish adventurer and sorcerer Slanisar Bantu, was 
  destroyed by some unknown dark agency as it lay off the 
  coast of the Bright Desert.  
   
  Only one crewman, driven mad by his ordeal, 
  survived the attack. Several months later, explorers 
  arrived to explore the remnants of the shattered vessel. 
  They found that the survivor’s tenuous grip on reality had 
  been lost—the deprivations of the desert driving him 
  into a near catatonic state. 
   
  After an encounter with the ghostly Varn Amandis 
  the characters rescued the survivor and returned him 
  along with Varn’s remains to Onnwal.  
   
  
  COR6-14 Cloud of Darkness 
   
  Page 6 
  COR3-01 The Hidden Fortress 
  For two years, the nameless survivor rescued in COR1-08 
  The Future’s Bright was cared for in Killdeer (capital of 
  Free Onnwal) by Marya Jernal (a disciple of Osprem). 
  The survivor’s physical ailments healed quickly under the 
  watchful eye of the Lady of the Waves disciples, but his 
  mental condition did not improve. Curatives both 
  magical and mundane failed to restore his sanity. A 
  divination cast to gain insight into the survivor’s 
  condition uncovered a cryptic poem, seeming of no 
  relevance and a feeling of deep dread: 
   
  An eternal watch that must not fade, 
  A bolt that must not be shattered. 
   
  Absolute darkness creeps from the bright, 
  A secret long-shrouded is returned to the light, 
   
  Amid the faded glory of a forsaken empire, 
  Among shattered hills, 
  Within choked valleys, 
  Lurk the sins of ages past. 
   
  Additional divinations all indicated that the Bright 
  Desert was the focal point of the threat. Additional 
  research into the Bright Desert unearthed an old map 
  purporting to show the location of a fortress located just 
  two days walk from the coast. Divinations and auguries 
  cast on the map indicated that answers could be found 
  within that fortress. Unnerved by the experience and 
  afraid of what it might portend Marya contacted the 
  brave adventurers who originally rescued the survivor 
  and begged for aid.  
   
  Traveling to the Bright Desert the PCs fought a 
  ghostly blue dragon named Ker-dorptoc, braved a 
  sandstorm, and saved a badly injured norker.  
   
  Discovering a buried tower the PCs explored it, 
  finding the body of Slanisar Bantu and at the tower’s base 
  a room guarded by an ornately carved door featuring five 
  dragon heads, seemingly ready to breathe on any 
  trespassers. 
   
  Beyond the door lay a large chamber dominated by 
  an illusionary prismatic sphere warding a permanent wall 
  of force. After defeating strange spider-like undead 
  creatures, the PCs were able to investigate the sphere. 
  Within was a ragged curtain of gray light and an ancient, 
  crumbling parchment; only one word, “Unaagh,” still 
  visible. Atop the scroll, a single fist-size shard of rock of 
  black hue flecked with blue-green and purple wisps was 
  also recovered. 
   
  Returning to Onnwal, the PCs brought word of the 
  parchment to Marya Jernal. Also returned to the priestess 
  was the black-hued rock and the bones of Slanisar Bantu. 
   
  While in the Bright Desert, and afterwards to this 
  very day, individuals possessing draconic blood were 
  beset by strange dreams of a fell, doom-laden aspect. A 
  year to the day since the PCs investigated the tower the 
  nature of these dreams changed with the afflicted PCs 
  being able to send dream images to similarly afflicted 
  individuals. 
   
  COR4-16 The Frozen Spire 
  In 565 CY the tower and the lands surrounding what was 
  to become known as Icespire were suddenly transformed 
  into a frozen wasteland, slaying all who dwelt there. 
   
  Herzog Chelor, then ruler of South Province, 
  dispatched a large, well-equipped expedition to discover 
  what had caused such destruction. Only two members, 
  both hopelessly insane, returned. Given that the 
  phenomena did not seem to be expanding and that war 
  was looming with the Iron League (as it always did), 
  Chelor forgot about Icespire.  
   
  In 594 CY politics thrust the lands of Icespire into 
  the limelight once more. The United Kingdom of Ahlissa 
  had recently reached an accord with the Free State of 
  Onnwal and the Kingdom of Sunndi. Icespire occupied a 
  strategic location, commanding the thin strip of land 
  separating Dunhead Bay from Relmor Bay and the Sea of 
  Gearnat. Given the new friendship between the 
  signatories of the Naerie Compact this stretch of water 
  became important once more. The increase in traffic 
  through Dunhead Bay necessitated the occupation of 
  Icespire - and the surrounding lands - to protect against 
  Scarlet Brotherhood raiders sailing from their few 
  remaining ports on the Dragonshead.  
   
  Thus, carried by traders of the Royal Guild of 
  Merchants of Aerdy, word went out across the Flanaess 
  that Ahlissa required skilled adventurers. These 
  adventurers were charged to travel into Icespire’s frozen 
  lands and end whatever devilry held sway over the land. 
   
  Adventurers flocked to the region. Those actually 
  braving the frozen lands fought many strange creatures 
  seemingly crafted from madness. After exploring the 
  ruins of Kalinarn and the Icespire itself, the PCs 
  discovered the journal of Lynerden Oberannin – the 
  wizard responsible for awakening Aussirloerchik.  
   
  Clues within the journal led the PCs to the lost 
  shrine of Gyrtulyndarrath wherein they fought skeletal 
  dragons defending a door, twin to the one discovered in 
  COR3-01 The Hidden Fortress. After defeating the 
  dragons and the insane remains of Lynerden Oberannin 
  the 
  PCs 
  reestablished 
  the 
  wards 
  surrounding 
  Aussirloerchik. (While this did not immediately reverse 
  the magics holding Icespire, over time the ice and snow 
  will naturally diminish). 
   
  
  COR6-14 Cloud of Darkness 
   
  Page 7 
  ADVENTURE SUMMARY 
  For a variety of reasons (further expanded upon in the 
  Introduction) the PCs have resolved to investigate the 
  necropolis of Unaagh.  
   
  This adventure has several distinct parts. 
   
  During the first part of the adventure, the PCs are in 
  Hardby. Rumors have swirled around the central 
  Flanaess for some years of a great black cloud hanging 
  motionless above Unaagh. PCs wishing to find out more 
  about the necropolis and the events besetting it can 
  search for more information in Hardby. 
   
  After the PCs have completed their preparations 
  they travel to the necropolis. 
   
  Once the PCs reach Unaagh they fight their way 
  past legions of undead thronging the streets. After 
  defeating the Dark Lord of Unaagh atop the Black 
  Ziggurat the shard Darssvorel speaks to them and tries to 
  persuade them to cross the planar boundary into 
  Vuthathrae. (If they do not go into Vuthathrae they fight 
  the undead of the necropolis and several rival groups of 
  adventurers). 
   
  To reach Vuthathrae the PCs enter the black cloud 
  hanging over Unaagh. Appearing within a strange 
  shadow land the PCs immediately encounter the sorcerer 
  Myghin and his guards who greets them in peace. At her 
  appearance, Darssvorel urges the PCs to kill the Sulmites 
  and take him to the Black Ziggurat straight away. 
   
  GOING IN PEACE 
  If the PCs do not attack Myghin she takes them to the 
  Black Ziggurat where rooms are prepared for them. 
  While resting the PCs meet Branwalather and Peddyr 
  who beg them to hand over Darssvorel so that they might 
  complete their ritual and free themselves.  
   
  If the PCs decline to handover Darssvorel, Myghin 
  and her guards attack them later (but before spellcasters 
  have a chance to relearn spells).  
   
  Subsequently Branwalather and Peddyr attack the 
  PCs in an attempt to gain Darssvorel. With their death 
  the PCs are seemingly trapped in Vuthathrae. PCs 
  searching the Sulmites’ bodies discover the Sulmite 
  ritual.  
   
  Whichever way the PCs decide to free themselves 
  they must reach the top of the Black Ziggurat. As they 
  climb or fly to the top they meet the ziggurat’s final 
  guardian – the dracolich fang dragon, Sjachtiathar. 
  Sjachtiathar does not interfere with the ritual if it is 
  conducted by a Sulmite. Once it is complete the two 
  shards of Darssvorel are reunited and Vuthathrae is 
  destroyed. 
   
  Vuthathrae’s destruction deposits the PCs back in 
  Unaagh from where they can return to civilization. 
   
   
  FIGHTING THEIR WAY THROUGH 
  If the PCs attack Myghin she fights to the death as do his 
  guards. Afterwards the PCs are free to explore the shadow 
  Unaagh. No undead lurk here and nothing bars their 
  exploration. Darssvorel urges them to go straight to the 
  Black Ziggurat so that he might be made whole again. If 
  the PCs do so, Branwalather and Peddyr attack them in a 
  desperate attempt to gain possession of Darssvorel. Once 
  the PCs have defeated them nothing stands between 
  them and the Black Ziggurat.  
   
  As they climb or fly to the ziggurat’s zenith the 
  dracolich fang dragon Sjachtiathar attacks. After 
  defeating the dragon they can reunite the two shards of 
  Darssvorel and safely destroy Vuthathrae. 
   
  Vuthathrae’s destruction deposits the PCs back in 
  Unaagh from where they can return to civilization. 
   
  PREPARATION FOR PLAY 
  This adventure utilizes rule items from many different 
  rulebooks. The DM should take time to familiarize 
  himself with these before play begins. These are 
  presented in Appendix 2. 
   
  AR ITEMS 
  PCs may possess AR items from previous parts of “Sins of 
  Ages Past”. Many of these have some bearing on the 
  course of this adventure. 
   
  Ebon Lexicon of Gyrtulyndarrath 
  Recovered in COR4-16 The Frozen Spire this weighty 
  tomb contains much information about dragons and 
  their affairs. Owners of the book have recently 
  discovered the following passage: 
   
   “…and when the Pentarch of Tiamat is once again 
  abroad on the Oerth and those blessed with the divine 
  mother’s lifeblood have heeded its call a great power will 
  be released. For what was split asunder will be remade 
  whole and what was lost will be re-found.” 
   
  This text is replicated in Player Handout 5. 
   
  Favor of the Circle of Eight 
  During COR2-08 Echo the PCs believed they worked for 
  the famous wizard (and member of the Circle of Eight) 
  Warnes Starcoat. In reality the PCs’ contact – a halfing 
  named Thrics (LG male halfling wizard 11) – was a 
  follower of the archmage Tenser using Warnes’ name to 
  deflect suspicion away from his master. Tenser, recently 
  returned to the Flanaess, sought (and still seeks) revenge 
  against Rary for his death during the Traitor’s failed 
  attack on the Day of Great Signing. 
  
  COR6-14 Cloud of Darkness 
   
  Page 8 
   
  Tenser is also deeply concerned about the fate of 
  Icespire and has been following Ahlissa’s attempts to 
  reclaim its lands. 
   
  Favor of the Circle of Eight: The Circle of Eight, 
  especially Warnes Starcoat, has a favorable view of this 
  character. This effect will come in handy later in this 
  character’s career. 
   
  Effect: When the PCs begin their preparations to 
  explore Unaagh the halfling Thrics approaches them, 
  seeming to know all about their plans. He offers them a 
  wand of endure elements (CL 1st; 50 charges), three 
  potions of remove paralysis (CL 3rd), and three scrolls of 
  restoration (CL 7th) as aid. He expects unused items to be 
  returned. He asks only that the PCs seek him out when 
  they return to relate their adventures. 
   
  Narthos 
  During COR3-01 The Hidden Fortress PCs may have 
  befriended Narthos, a norker disaffected with serving 
  Rary.  
   
  Effect: Because of the rules governing a cohort’s 
  participation in the campaign it is possible that Narthos 
  may not be able to accompany his master on this 
  adventure. However, if Narthos still lives he can provide 
  several interesting pieces of information regarding 
  Unaagh. 
  • 
  Before Rary went to Unaagh several expeditions 
  were mounted to explore the ruins. Not a single 
  member of any of these expeditions returned. 
  • 
  Rary sought ancient knowledge he thought may lie 
  forgotten amongst the dead. 
  • 
  Tribal chieftains were told to try and capture live 
  manscopions for Rary. Why is unknown. 
  • 
  Many undead lurk in the necropolis. 
   
  The Dreaming 
  Individuals with levels of sorcerer could have been 
  exposed to “The Dreaming” in a number of previous 
  adventures.  
   
  Effect: The Dreaming is a series of extremely real-
  seeming dreams and visions. Normally these dreams 
  come only when afflicted individuals sleep, enter a 
  trance, or meditate.  
   
  However, 
  these 
  visions 
  also 
  affect 
  afflicted 
  individuals at certain times during this adventure. Such 
  events appear in the relevant encounter’s text. All such 
  dreams and visions are also presented in Player Handout 
  3. Provide copies of the relevant dream to all afflicted 
  PCs. As affected PCs get closer to Unaagh and the Black 
  Ziggurat the Dreaming become ever more vivid and 
  disturbing.  
   
  While the PCs are in Vuthathrae they suffer no more 
  dreams. 
   
   
  Dream 1 
  The night before the PCs set out for Unaagh PCs afflicted 
  by the Dreaming have the following dream: 
   
  A dark city stands alone amongst a great dune sea. 
  Storms 
  of 
  ferocious 
  power 
  batter 
  the 
  worn 
  monuments and thoroughfares of this once peaceful 
  place. Above it all, a great black cloud glowers like 
  some unfathomable menace from beyond.  
   
  Below the cloud stands a ziggurat of darkest hue. 
  At its very tip shines a dim, unwavering light… 
   
  Dream 2 
  When the PCs first enter Unaagh sorcerers suffer this 
  waking vision.  
   
  Dark things creep amongst the ruined sepulchers and 
  sand-choked streets of this damned place. An aura of 
  darkest menaces hangs in the streets, almost palpable 
  to once such as yourself. 
   
  At the very edge of hearing you can make out 
  something indistinct but gloriously familiar. As it 
  grows louder you can make out a few words –  
   
  “Tarry not my kinsman, for I am nearby and have 
  great need of you. Come to me through darkness and 
  death for I am nearby. Beware the dark lord of this 
  place for he is evil incarnate. I have been trapped here 
  for an age and only you can free me.” 
   
  Dream 3 
  If the PCs rest overnight within the precincts of Unaagh 
  afflicted PCs experience the following dream. 
   
  Ebon tentacles of madness coil through the deserted 
  streets of a shattered city. Through the night they 
  writhe, questing for something unknown to them, but 
  all is quiet. In frustration they lash out; shattered 
  walls crumble before their onslaught but still they do 
  not find what they seek. 
   
  And above the desolation a shape begins to form 
  out of the darkness; something monstrous from an 
  earlier age… 
   
  Dream 4 
  As the PCs near the Black Ziggurat any sorcerers 
  amongst them suffer the following waking dream: 
   
  In an instant the vista of death and decay before you 
  is swept aside. In its place you see Unaagh as it once 
  was. Peaceful streets and tranquil parks along with 
  calm reflecting pools and a multitude of shrines stand 
  ready to receive you. All is not peaceful, however. 
  
  COR6-14 Cloud of Darkness 
   
  Page 9 
  People flee towards the centre of the necropolis, 
  towards a Black Ziggurat above which has formed a 
  sinister black cloud. 
   
  As you watch, a solid wave of energy sweeps over 
  the surrounding arid grasslands. In its wake, a low 
  rumbling shakes the ground and a sulphorous smell 
  assaults your nostrils. The energy wave slams into 
  invisible wards protecting the necropolis. The wards 
  buckle but hold as crackling energies writhe across 
  their surface seeking a way through. Lightning 
  crackles across the protective dome as slowly it 
  begins to shrink inwards.  
   
  Within Unaagh the figures you observed earlier 
  surge towards the ziggurat, climbing over the bodies 
  of their fallen companions. Fights break out on the 
  ziggurat’s sacred steps as those trapped within battle 
  upwards. Those few who reach the top disappear as 
  the necropolis wards finally buckle and fail. 
   
  And over all you hear a low, demonic 
  chuckling… 
   
  PCs that have played COR5-17 Time’s Tide on Bright 
  Sands recognize this event as the result of Shattados, last 
  Sorcerer King of Sulm, donning the Scorpion Crown. 
  They have just witnessed the final destruction of the 
  Sulmite civilization. 
   
  THE FACTIONS 
  Two factions in this adventure seek to manipulate the 
  PCs’ actions. Their motivations (and any special 
  knowledge they possess) appear below. Keep this 
  information in mind when portraying these individuals. 
  More detailed information appears in the encounters in 
  which the PCs first meet these NPCs. A brief summary of 
  the information is given here. 
   
  DARSSVOREL 
  Darssvorel is the lingering essence of one of the great 
  wyrms slain when Myrsyrna, Caerdilalor’s capital, fell. 
  The original Darssvorel was a great blue wyrm of 
  incredible power. Such was the depths of his evil and 
  devotion to Tiamat that part of his psyche survived 
  beyond his death becoming infused with a fragment of 
  the Guronn Nur. For more information about 
  Darssvorel’s origins refer to the “Adventure Background” 
  section. 
   
  Darssvorel’s short-term goal is to convince or coerce 
  the PCs into carrying him through the black cloud and to 
  reunite him with the portion of himself trapped in 
  Vuthathrae. He is in contact with the Sulmites in 
  Vuthathrae and knows a little of that fading land and its 
  occupants (see encounter 5 for more details).  
   
  Although he has been working in league with the 
  Sulmites to attract rescuers he plans to double-cross his 
  conspirators. He knows they plan to use him in a ritual 
  designed to safely destroy the fading land. However, he 
  fears they have discovered some way of binding himself 
  to them (in a similar fashion to how the adepts of 
  Caerdiralor tried to master the Guronn Nur). This is 
  unacceptable to him; thus, the Sulmites must die. He 
  views the PCs as his pawns in this matter. 
   
  THE SULMITES 
  Led by the sorcerer Peddyr, the Sulmites have been 
  trapped here since the Scorpion Crown destroyed their 
  civilization. Originally, there were more of them but in-
  fighting and “accidents” have reduced them to their 
  present numbers. The survivors are desperate to escape. 
   
  The Sulmite’s cover story and details of their 
  negotiations are presented in encounter 7.  
   
  Pronunciation: The following phonetic spells 
  illustrates how the Sulmites’ names are pronounced: 
   
  Arthyen (AHRTH-yen) 
   
  Branwalather (bran-wa-LATH-uhr) 
   
  Myghin (MAY-xuhn) 
   
  Peddyr (PETH-uhr) 
   
  INTRODUCTION 
  PCs taking part in this adventure have several possible 
  motivations for doing so.  
   
  If a PC has not played any adventure in the “Sins of 
  Ages Past” series they likely wish to loot the necropolis of 
  its treasures. Characters created for the “Blight on Bright 
  Sands” campaign arc may wish to investigate the ruins in 
  a bid to discover some ancient weapon or item of power 
  to combat the forces of the Empire of Bright Lands. 
  (Alternatively, some PCs may wish to give this item to 
  Rary to safeguard his empire). Finally, good-aligned PCs 
  may simply desire to destroy the undead lurking within 
  the ruins. 
   
  Read the following text to all the PCs: 
   
    
  Rumors of an unchecked and ancient madness 
  lurking in the dark places of the Bright Desert are 
  commonplace in the taprooms of Hardby. One such 
  story tells of a great black cloud hanging motionless 
  over an ancient necropolis in the eastern-most fringes 
  of the Bright Lands.  
   
  What this cloud portents is a matter of wild and 
  speculative debate. Some think a great evil is rising 
  among the dead while others point to Rary’s 
  exploration 
  of 
  the 
  necropolis 
  as 
  proof 
  that 
  momentous events are unfolding. 
   
  Rumors place not only large numbers of undead 
  within the complex but also the interred wealth of an 
  
  COR6-14 Cloud of Darkness 
   
  Page 10 
  entire nation’s dead hidden in the tombs, sepulchres, 
  and sacred vaults of the place. 
   
  BRIGHT LANDS VETERAN 
  Individuals who have completed any adventure set in the 
  Bright Desert have an additional reason to seek out the 
  ruins. For several weeks now a strange dread has been 
  growing within them. Hand these players Player 
  Handout 
  1 
  (reproduced 
  below 
  for 
  the 
  DM’s 
  convenience). 
   
  You are a veteran of the Bright Lands and have 
  ventured deep into the lands controlled by the 
  perfidious Rary. Although you are no stranger to 
  danger, of late a nameless dread has been slowly 
  creeping through your soul.  
   
  Troubleshooting: If the PCs do not seem keen to 
  investigate Unaagh, have the halfling Thrics approach 
  them. He asks them to investigate the area for his master, 
  who will reward them generously. Refer to the 
  “Preparation” section for more information on Thrics, his 
  master, and the aid he offers. 
   
  THE DREAMING 
  If the Dreaming has affected any PC hand that PC Player 
  Handout 
  2 
  (reproduced 
  below 
  for 
  the 
  DM’s 
  convenience). 
   
  You are a veteran of the Bright Lands and have 
  ventured deep into the lands controlled by the 
  perfidious Rary. Although you are no stranger to 
  danger of late a nameless dread has been slowly 
  creeping through your soul.  
   
  Half-remembered dreams of a beautiful, but 
  terrifying, woman haunt your waking hours. Her 
  inhuman beauty both excites and revolts your soul 
  and although you hate your weakness you long for 
  the night, when you may yet catch another glimpse of 
  her.  
   
  You know this woman and her seductive offers 
  only too well. For several years now she has lingered 
  at the edges of your consciousness. You know not her 
  ultimate purpose but her presence fills you with great 
  longing and great fear. You sense that she is old, very 
  old, and that you are in some way bound to her as a 
  brother is bound to a sister. 
   
  Additionally 
  it 
  is 
  possible 
  that some sorcerers 
  experiencing the Dreaming touched the grey sphere 
  found in the lost Shrine of Gyrtulyndarrath (explored in 
  COR4-16 The Frozen Spire). 
   
  Such individuals received the following vision 
  which, with hindsight, could have depicted Unaagh:  
   
  Wind tears at your clothes and your hair as you 
  scream across the sky at an incredible speed. Far 
  below you, the tempestuous waters of the Gearnat 
  pass. It seems like only a matter of minutes before 
  you leave the waters of the Gearnat behind and begin 
  to pass over the scorched and blasted landscape of the 
  Bright.  
   
  Ahead of you a vast black cloud hangs motionless 
  in the sky. The very fabric of your soul exults as you 
  draw closer and while it is a disturbing and sinister 
  sight you also see it as a thing of great beauty. Below 
  the cloud stands, half-buried amongst the dunes, 
  stand row upon row of mausoleums, shrines and 
  other ceremonial edifices. At the dead centre of the 
  site towering over all the dunes and buildings 
  surrounding it stands a black-hued ziggurat, the tip of 
  which may intersect with the dark cloud hanging 
  above.  
   
  As you take all this in a seductive voice laden 
  with malice and longing purrs in your ear “Come...” 
   
  This vision is reproduced in Player Handout 5. Give the 
  text to anyone who touched the grey sphere at the end of 
  COR4-16 The Frozen Spire. 
   
  If any PC at the table has played COR3-01 The 
  Hidden Fortress give them Player Handout 4. 
   
  ENCOUNTER 1: THE 
  SCORNED CITY 
  To facilitate play in Hardby refer to the notes below and 
  DM Aid 1: Hardby–City of the Scorned. Hardby has just 
  come through a period of political unrest and 
  uncertainty. Many tall stories, and indeed tales of war, 
  circulate in its marketplaces and taverns. 
   
  RESEARCH 
  If the PCs try to uncover more about Unaagh use the 
  tables below. A successful result also gains all 
  information gained by lesser checks. 
   
  Unaagh 
  PCs succeeding on Knowledge (local: Core), knowledge 
  (history), or bardic knowledge checks can discover some 
  information about Unaagh. 
  • 
  DC 10: The ruins of Unaagh swarm with all manner 
  of undead. A lich controls the other undead in the 
  necropolis. He fought, and was defeated by, Rary 
  several years ago. What Rary sought in the 
  necropolis is unknown. 
  
  COR6-14 Cloud of Darkness 
   
  Page 11 
  • 
  DC 15: Shortly after Rary explored the necropolis a 
  large black cloud formed over the whole place. 
  • 
  DC 20: Unaagh was one of the most sacred sites of 
  ancient Sulm. The “great and the good” were buried 
  there. The whole place was set out around a huge 
  ziggurat crafted from black stone. 
  • 
  DC 23: Sons of kyuss – a rare form of undead – are 
  among the necropolis’ defenders. 
  • 
  DC 25: The central ziggurat of Unaagh is crafted 
  from black stone of a type not found in the Abbor-
  Alz. Why the Sumlites went to such lengths to 
  acquire it are unknown. 
  • 
  DC 30: Passageways and chambers riddle the 
  ziggurat. The leaders of Sulm’s enemies were 
  sacrificed to Sulm’s dark gods atop the ziggurat. 
   
  Recent Happenings 
  PCs succeeding on Gather Information checks can 
  discover some information about Unaagh. 
  • 
  DC 10: Powerful adventurers have been leaving for 
  Unaagh with increasing regularity. Most do not 
  return. The undead of the place must be numerous 
  and/or very powerful to have defeated so many 
  skilled and brave personages. 
  • 
  DC 15: The ruins of Unaagh swarm with all manner 
  of undead. A lich apparently holds sway there. He 
  fought, and was defeated by Rary, several years ago. 
  What Rary sought in the necropolis is unknown. 
  • 
  DC 18: Rary’s forces do not seek to enter the ruins 
  themselves, but they are thought to keep watch on 
  the place. 
  • 
  DC 20: Shortly after Rary explored the necropolis a 
  large black cloud formed over the whole place. No 
  one knows why. 
   
  Additionally a DC 10 Gather Information check reveals 
  the following verse that has been circulating around 
  Hardby in recent weeks. Many claim that it refers to 
  Unaagh and the threat therein. This text is reproduced in 
  Player Handout 6.  
   
  The last of ancient Sulm to fall, 
  Are not the last of ancient Sulm to fall. 
   
  Through black air, 
  Into black air. 
   
  A devil’s conundrum is yours: 
  Awaken an elder evil, 
   Free an ancient evil onto the Oerth 
  Or seek another path. 
   
  Divination Magics 
  Powerful adventurers have access to divination magics, 
  which can shed some light on Unaagh and the Dreaming. 
  Beyond the various power-up suites of the NPCs lurking 
  in Unaagh and Vuthathrae there are no impediments to 
  this. If characters cast spells such as commune or legend 
  lore answer their questions as comprehensively as 
  possible (given the limits of those spells).  
   
  Rary: PCs allied with the archmage Rary may seek 
  his guidance during this adventure. Rary has no further 
  interest in Unaagh or the black cloud above it, but does 
  know that some kind of magic warding prevents the 
  undead from leaving the immediate area. Obviously, he 
  does not want the warding destroyed. He knows nothing 
  of Darssvorel or Vuthathrae.  
   
  ENCOUNTER 2: ACROSS 
  BRIGHT SANDS 
  DM Map 1 shows the Bright Desert region.  
   
  Before the PCs can explore the necropolis of Unaagh 
  they must cross the burning sands of the Bright Desert. 
  PCs of 10th-level and above likely possess many magical 
  means of easing this journey. If the PCs have access to 
  enough of magics such as endure elements quickly skip 
  over this encounter. If the PCs do not have access to such 
  resources refer to DM Aid 2: Traveling in the Bright 
  Desert. To reach Unaagh the PCs have two basic choices 
  of route (detailed below). 
   
  PCs not employing magical means to travel to 
  Unaagh instantaneously (such as teleport) face no life-
  threatening encounters on their journey.  
  Once the PCs reach the necropolis their first 
  glimpse of Unaagh is from a dune roughly 1,000 ft. from 
  the necropolis. Beyond this high dune three smaller ones 
  separate them from Unaagh. At this point, none of the 
  necropolis’ inhabitants have spotted the PCs. Nothing, 
  except the harsh environment, hinders the PCs’ 
  approach. Proceed to encounter 3. 
   
  ACROSS THE DESERT 
  Traveling this way the PCs set out from Hardby, traverse 
  Hardby Pass and then travel east across the desert to 
  reach Unaagh. They must travel through the Hardby Pass 
  (a journey of 120 miles) before crossing 250 miles of open 
  desert to reach the necropolis. 
   
  THROUGH THE HILLS 
  Traveling this way the PCs set out from Hardby and 
  journey through the Abbor-Alz to reach Unaagh. Thus, 
  they must cross 350 miles of the harsh, arid Abbor-Alz 
  hill range.  
   
  
  COR6-14 Cloud of Darkness 
   
  Page 12 
  TELEPORTING AND SUCH 
  PCs employing this option reach the environs of Unaagh 
  almost instantaneously. Note, however, that the caster 
  must have a clear impression of Unaagh. The most likely 
  way to gain this information is through various 
  divination spells. Few individuals can truly claim to have 
  visited Unaagh and returned to tell the tale. Of these few, 
  none currently resides in Hardby. 
  Unless the PCs state that they are aiming for a 
  specific location in Unaagh they arrive atop a large dune 
  1,000 ft. from Unaagh. Proceed to encounter 3. 
   
  ENCOUNTER 3: THE 
  NECROPOLIS AT UNAAGH 
  The PCs have arrived at the necropolis at Unaagh. Their 
  goal is to reach the Black Ziggurat and investigate the 
  black cloud that hangs motionless above it. At these APLs 
  the PCs likely possess many magical means of 
  transportation which could simplify their journey to the 
  Black Ziggurat. Their mode of travel dictates the 
  challenges they must overcome or avoid to reach their 
  destination (see below). 
   
  From you vantage point atop a high dune much of the 
  necropolis is visible. The complex is arrayed in a great 
  grid pattern radiating out from a massive three-sided 
  black ziggurat. Rows of crumbling, many-tiered 
  mausoleums are interspaced with large open squares 
  choked with sand and debris. 
   
  Unaagh is not deserted. Many creatures, reduced 
  to mere black dots by the distance and shimmering 
  waves of desert heat, move through the necropolis’ 
  choked streets. 
   
  Above all hangs a menacing black cloud 
  hundreds of feet high. 
   
  Atop the dune, PCs are 1000 ft. from Unaagh.  
   
  Rary’s forces do not stand watch over the necropolis. 
  Determining that the undead could not pass beyond the 
  bounds of the place and having found what he sought 
  Unaagh is now of no consequence to him. 
   
  Dreaming: When the PCs enter Unaagh any 
  sorcerer PCs suffers dream 2 of The Dreaming. Hand 
  afflicted characters the relevant part of Player Handout 3. 
   
  UNAAGH 
  There is no overall map of Unaagh. Use the details below 
  to describe the PCs’ journey through the necropolis. 
   
  Originally, a place of great beauty and tranquility, 
  Unaagh is now a travesty of its former self. Laid out in a 
  great grid, Unaagh was composed of many rows of 
  mausoleums interspaced with gardens, tranquil lakes and 
  shrines dedicated to the memory of the departed. In the 
  very centre of the necropolis arose a black-stoned 
  ziggurat from which the whole necropolis was visible. 
  Now all lies in ruins. What beauty once existed here has 
  been eradicated by the harsh elements constantly 
  working to reduce Unaagh to naught but a memory. 
   
  Here interred in many-tiered mausoleums lay Sulm’s 
  elite. Now the ruins teem with a vast legion of undead 
  commanded by Drokkas (LE male lich wizard) once a 
  rival of Shattados himself! Mercifully, these undead are 
  bound to Unaagh and may not leave its confines (this is 
  an effect of the perversion of the Sulmite ritual by the 
  Guronn Nur fragment). 
   
    
  THE BLACK CLOUD 
  The black cloud completely covers the necropolis and 
  extends a hundred feet or so beyond its bounds 
   
  The heavy, thick, black cloud resists all attempts to 
  move or part it. Winds of any speed have absolutely no 
  effect on it. Control weather is similarly ineffective. The 
  fog obscures all vision including darkvision beyond 5 ft. 
  additionally the cloud blocks the desert sun from 
  illuminating Unaagh fully. Unless the PCs bring their 
  own light sources treat Unaagh as only lit by shadowy 
  illumination. Thus, the vampires and other undead 
  susceptible to sunlight in the ruins do not suffer the 
  effects of daylight upon their persons. 
   
  The cloud radiates the following auras: 
   
  Detect Magic: Overwhelming conjuration and 
  transmutation. 
   
  Detect Evil: Faint evil. 
   
  If a PC enters the cloud refer to “Entering the Realm 
  Beyond” in encounter 5 for more information. 
   
  FEATURES OF UNAAGH 
  Desecrate: Unaagh is subject to a massive desecrate-type 
  effect centered on the Black Ziggurat and the altar atop 
  it. Thus, all turning attempts within the necropolis suffer 
  a -6 profane penalty. Additionally all undead created or 
  summoned within Unaagh gain a +2 profane bonus to 
  attack rolls and have an additional 2 hp per HD. These 
  modifiers are included in the relevant stat blocks. 
   
  Treasures: At one time, many of the graves and 
  crypts within Unaagh were full of the treasures of the 
  departed. Over the centuries much of this loot has been 
  plundered and little or nothing remains. Most is now in 
  Drokkas’ private chambers while the remaining pieces 
  have been claimed by the other intelligent undead lairing 
  herein. 
   
  Undead: The gardens, tombs, and thoroughfares of 
  Unaagh are infested with many undead. The vast 
  majority of these are skeletons, zombies, and other minor 
  
  COR6-14 Cloud of Darkness 
   
  Page 13 
  undead that pose little or no threat to high-level 
  adventurers. Describe to the PCs how they hack through 
  this mass of undead with little or no problems. (These 
  combats consume none of the PCs’ resources, but they 
  gain no rewards for them either). 
   
  When the PCs enter Unaagh for the first time read 
  aloud the following: 
   
  The streets of the ruined necropolis teem with minor 
  undead of all sorts. Skeletons, zombies, and a few 
  ghouls shuffle towards you, intent on killing you and 
  your companions! 
   
  As detailed above the PCs can easily destroy these foes; 
  use this text to foreshadow the attack of the vampiric 
  gargoyles. If this adventure is run outside of a time-
  sensitive environment, consider first throwing a small 
  group of zombies and skeletons at the PCs. 
   
  All APLs (EL 7) 
   
  �Human Skeletons (9): hp 6; Monster Manual 226. 
   
  �Human Zombies (10): hp 16; Monster Manual 
  265. 
   
  More powerful undead lurk amongst the ruins and at 
  some point the PCs attract the attention of such - a group 
  of vampiric gargoyles lurk amongst the tombs and crypts 
  of this place. Originally normal gargoyles charged with 
  guarding the necropolis they were corrupted by Unaagh’s 
  fall but yet guard the necropolis against all interlopers.  
   
  Refer to the relevant section below for more 
  information on the combat set-up and the gargoyles’ 
  tactics. Use DM Map 2 to run this combat. When the 
  gargoyles attack read the following: 
   
  Heavily muscled, this large feral-looking gargoyle has 
  exceptionally long and wicked-looking claws and 
  fangs. Its red eyes stare balefully at you as it swoops 
  down to attack you.  
   
  APL 10 (EL 10) 
   
  �Vampiric Gargoyle Guards (2): monk 2; hp 66; 
  Appendix 1.  
   
   
  APL 12 (EL 12) 
   
  �Vampiric Gargoyle Guards (2): monk 2/fighter 
  2; hp 88; Appendix 1. 
   
  APL 14 (EL 14) 
   
  �Vampiric Gargoyle Guards (2): monk 2/fighter 
  4; hp 110; Appendix 1. 
   
  APL 16 (EL 16) 
   
  �Vampiric Gargoyle Guards (2): monk 2/fighter 
  6; hp 132; Appendix 1. 
   
  Tactics: The vampires prefer not to reveal their true 
  nature to lessen the chance of being turned by clerics and 
  the like. Thus, they do not use their creatures of the night 
  or alternate form abilities unless the PCs obviously 
  realize their opponents’ true nature. Turned gargoyles 
  flee by flying as far away as possible. The gargoyles prefer 
  to target different opponents and have two basic modes 
  of attack. These tactic appear below.  
   
  They prefer to attack cleric- and fighter-types, 
  ignoring any obvious monks. If their grappling and blood 
  drain abilities seem ineffectual they resort to energy 
  drain combined with flurry of blows (note though that 
  only one attack per round can drain energy).  
   
   
  If The PCs Travel on Foot: PCs traveling on foot 
  through the necropolis have many encounters with small 
  groups of minor undead. See “Undead “in the “Features of 
  Unaagh” for more information. 
   
  The gargoyles start 50 ft. away from the PCs and 
  watch the PCs dispatch some minor undead to learn 
  more about their foes. They are hiding separately and 
  attack from different directions. A successful opposed 
  Spot check made against the gargoyles’ Hide check 
  (against a stone background) alerts the PCs to the danger. 
   
  Once the PCs have slain the minor undead, the 
  vampiric gargoyles leap from their hiding places among 
  the ruins and attack.  
   
  The gargoyles fly into combat and use Flyby Attack 
  to grapple a PC and continue moving away. If successful, 
  in subsequent rounds they continue moving while 
  grappling, using a standard action to climb as high as they 
  can each round. Once they are around 100 ft. up, they 
  attempt to establish a pin and to use their blood drain 
  ability. The gargoyles drop particularly robust PCs from 
  as high as possible. Gargoyles pinning an opponent 
  always prevent it from speaking effectively stopping a 
  grappled opponent from telling his friends what is going 
  on (and possibly from turning his attacker if the grappled 
  PC is a cleric). 
   
  If The PCs Fly: PCs flying above Unaagh do not 
  encounter any minor undead as they approach the Black 
  Ziggurat. The maximum distance at which the PC can 
  detect the approaching vampiric gargoyles is 6d6x20 ft. – 
  beyond that heat distortion in the air make spotting these 
  flying creatures impossible. In combat they use Flyby 
  Attack and initiate a grapple. Successfully grappled 
  creatures are carried away from their companions as 
  quickly as possible. While doing so they pin their foe and 
  use their blood drain ability. Gargoyles pinning an 
  opponent always prevent it from speaking – see above. 
  
  COR6-14 Cloud of Darkness 
   
  Page 14 
   
  If the PCs Teleport: If the PCs teleport to the Black 
  Ziggurat they do not immediately encounter the 
  vampiric gargoyles. Rather, they encounter Drokkas, the 
  Dark Lord of Unaagh. In this situation, Drokkas is not 
  expecting them (unless the PCs have done something 
  spectacular to draw attention to themselves). Drokkas is 
  only protected by his normal power-up suite and 
  attempts to flee so that he can better prepare before 
  returning to fight. He returns once he has completed 
  casting all the spells in his prepared power-up suite. 
  Depending on the APL this takes at least 13 rounds. In 
  the meantime the vampiric gargoyles notice the PCs and 
  attack. (Under no account should the PCs fight both 
  Drokkas and the vampiric gargoyles at the same time). 
   
  If the PCs slay or incapacitate Drokass before he can 
  flee the gargoyles arrive three rounds later and fall upon 
  the PCs. 
   
  In both situations refer to the “If the PCs Fly” 
  section for the gargoyles’ tactics and encounter 4 for 
  Drokkas’ tactics. 
   
  Slain Vampiric Gargoyles: Slain vampiric gargoyles 
  dissipate into gaseous form and retreat to the building in 
  which they were originally hiding. Their coffins are 
  effectively the sand blown into the building. Once they 
  reach this room, they reform in the sand about one-foot 
  below the surface. Here they are helpless (as described in 
  the Monster Manual). 
   
  Development: Once the PCs have dealt with or avoided 
  the vampiric gargoyles, they may continue on to the 
  Black Ziggurat. No other significant undead present 
  themselves (except for the Dark Lord of Unaagh detailed 
  in encounter 4). When determining whether Drokkas is 
  aware of the PCs approach take into account the nature of 
  the PCs’ combat with the undead detailed above. Use of 
  large, explosive spells, for example, almost certainly alerts 
  Drokkas to the threat. 
   
  ENCOUNTER 4: THE BLACK 
  ZIGGURAT 
  At the very centre of Unaagh stands the Black Ziggurat. 
  Above, hangs the motionless cloud the PCs have traveled 
  here to investigate. DM Map 3 depicts the Black 
  Ziggurat. 
   
  Before they can fully investigate the structure they 
  must battle the Dark Lord of Unaagh, the lich Drokkas. 
  Drokkas lives inside the Black Ziggurat in a series of 
  well-hidden chambers. (These chambers are not 
  described in this adventure and the PCs cannot find 
  them. For more information on the interior of the 
  ziggurat refer to “Inside the Black Ziggurat” below). 
   
   
  Towering above the surrounding structures stands a 
  three-sided black ziggurat of ancient and sinister 
  design. Above it, hanging motionless in the sky, a 
  thick black cloud casts a pall over the entire structure. 
   
  Dreaming: Any sorcerer PCs now suffers dream 4 of the 
  Dreaming. Hand afflicted characters the relevant 
  handout. 
   
  Drokkas: When Drokkas reveals himself read the 
  following: 
   
  Wearing a heavy cloak and cowl not much is visible 
  of this 6 ft. tall, slight of build creature. Leathery, 
  almost bony, hands emerge from its cloak but its face 
  is hidden by deep shadows. 
   
   
  FEATURES OF THE BLACK ZIGGURAT  
  The Black Ziggurat has the following generic features. 
  Use these when the PCs explore, and fight on, the 
  ziggurat. 
   
  Dimensions: The ziggurat is 231 ft. high. Its three 
  sides each measure 300 ft. wide. It has six terraces that 
  run around the entire structure. Atop the ziggurat is a 40 
  ft. flat area. An altar and a single thin spire of rock atop 
  which is set the Guronn Nur fragment dominates this 
  space. The very tip of the fragment touches the underside 
  of the black cloud. 
   
  Condition: The ziggurat is extremely old. Since 
  Sulm’s fall it has been battered by many ferocious 
  sandstorms which have erased much of its decorative 
  carvings. Additionally, in 591 CY it suffered further 
  damage when Rary and Drokkas fought atop it. Fire and 
  acid have scorched the top of the ziggurat and its upper 
  flanks. 
   
  Steps: A single set of steep steps rises up to the very 
  top of the ziggurat. In places the ziggurat’s steps have 
  succumbed to the elements. Individuals moving up these 
  stairs must spend two squares of movement to enter each 
  square of stairs. Running or charging on the stairs 
  requires a DC 10 Balance check in the first steep stair 
  square entered. Failure indicates the individual has 
  stumbled and ends their movement 1d2x5 ft. later. Those 
  failing by 5 or more also suffer 1d6 points of damage and 
  fall prone in the square in which they end their 
  movement. Steep stairs also increase the DC of Tumble 
  checks by 5. 
   
  In some places light rubble litters the stairs. This 
  adds 2 to the DC of Balance and Tumble checks. 
   
  Ledges: Three 5 ft. wide ceremonial ledges run 
  around the ziggurat. In places these have crumbled away. 
  Some parts of the ledges are unsafe because of the 
  
  COR6-14 Cloud of Darkness 
   
  Page 15 
  constant weathering of the structure. Elsewhere they 
  have been destroyed by (obviously powerful) magic. 
   
  Damaged Ledges: In places the ledges have been 
  reduced to only a 1 ft. in width. Passing through these 
  areas requires a DC 10 Balance check. Additionally, light 
  rubble litters the square either side of these damaged 
  sections (see the “Steps” section for the affects of this). 
   
  Steep Sides: Running or charging up or down the 
  steep sides of the ziggurat requires a DC 15 Balance 
  check. Otherwise, treat steep sides as “steps”, above.  
   
  Stone Blocks: The ziggurat is constructed of large 
  black-hued stone blocks. Individuals closely examining 
  these discover that this rock has subtle wisps of blue-
  green and purple embedded within it. This rock is 
  identical to that found at the conclusion of COR3-01 The 
  Hidden Fortress. 
   
  INSIDE THE BLACK ZIGGURAT 
  If the PCs wish they may attempt to explore the interior 
  of the Black Ziggurat.  
   
  A vast labyrinth of chambers and passageways 
  extend throughout and below the ziggurat. The upper 
  halls of the ziggurat are empty of items of interest. 
  Drokkas has moved all items of significance or value to 
  his heavily warded and well-hidden personal chambers 
  (where his phylactery is kept). Insignificant or worthless 
  items have been left to decay in the dry desert air.  
   
  Minor corporeal and incorporeal undead throng the 
  upper halls. At these APLs the PCs can doubtless slay 
  many of these, but eventually sheer weight of numbers 
  should drive them from the interior. Describe to them 
  the constant battles against the seemingly endless horde 
  of undead and their failure to find anything significant. If 
  the PCs persist in fighting here use the statistics below 
  until they get bored and move on.  
   
  �Human Skeletons (unlimited): hp 6; Monster 
  Manual 226. 
   
  �Human Zombies (unlimited): hp 16; Monster 
  Manual 265. 
   
  Note that because of the PCs’ high level they gain no XP 
  for destroying such (to them) insignificant foes. 
   
  ATOP THE BLACK ZIGGURAT 
  The Dark Lord of Unaagh, Drokkas, spends much of this 
  time either in his quarters buried deep beneath the Black 
  Ziggurat or at its zenith. Unfortunately, for the PCs when 
  they begin their exploration of Unaagh he is atop the 
  ziggurat watching over his realm and examining the dark 
  cloud hanging above it. (Unfortunately for Darssvorel, 
  Drokkas is immune to the Dreaming. Thus he has not 
  been able to persuade Drokkas to aid him). 
   
  Drokkas was severely injured in his battle with Rary 
  the Traitor in 591 CY, but is still a powerful and cunning 
  foe. He is only now beginning to recover from his defeat. 
  Thus, at lower APLs the PCs (mercifully) meet a much 
  weakened foe. Although many of his minions were 
  destroyed during Rary’s incursion he has made great 
  progress in restoring the necropolis’ defenses. 
   
  Use DM Map4 to run this combat. 
   
   
  APL 10 (EL 13) 
   
  �Drokkas, Dark Lord of Unaagh: male lich wizard 
  12; hp 132; Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Drokkas, Dark Lord of Unaagh: male lich wizard 
  13/archmage 1; hp 154; Appendix 1. 
   
  APL 14 (EL 17) 
   
  �Drokkas, Dark Lord of Unaagh: male lich wizard 
  13/archmage 3; hp 176 Appendix 1. 
   
  APL 16 (EL 19) 
   
  �Drokkas, Dark Lord of Unaagh: male lich wizard 
  13/archmage 5; hp 198; Appendix 1. 
   
  The PCs’ method of approach dictates the manner of this 
  combat.  
   
  If the PCs have walked through Unaagh, Drokkas 
  attacks them as they climb the steep stair to the Black 
  Ziggurat’s summit. Note, in this situation he may, or may 
  not, be aware of their approach.  
   
  If the PCs have flown above Unaagh Drokkas is 
  almost certainly aware of them. Thus, he attacks as they 
  get to within 100 ft. of his position. 
   
  If the PCs teleport (or use similar magics) to 
  instantaneously transport themselves to the top of the 
  Black Ziggurat they likely surprise Drokkas. See “If the 
  PCs Teleport” in encounter 3 for more information. 
   
  Tactics: Drokkas’ tactics are APL-dependant, in all cases 
  however he only engages in protracted combat once he 
  has cast all the spells in his prepared power-up suite. His 
  tactics scale up. Thus, when running an APL 16 game 
  consult tactical sections for APLs 10-14 in addition to 
  APL 16. 
   
  He knows he must take down as many of the 
  interlopers as possible as quickly as possible before 
  weight of numbers overwhelms him. He prefers to target 
  arcane casters and obvious clerics. If at any point an 
  opponent looks injured he finishes them off with a 
  quickened spell. 
   
  If surprised by the PCs he flees using dimension 
  door, returning once prepared for combat. He returns 
  using his scroll of dimension door, but arrives some 
  
  COR6-14 Cloud of Darkness 
   
  Page 16 
  distance away (and preferably out of sight – he knows the 
  necropolis and the Black Ziggurat extremely well) from 
  the PCs’ last position. 
   
  He maneuvers about the battlefield using his fast 
  movement and fly to isolate opponents, preferring to 
  melee against only one opponent at a time. He uses his 
  wand of enervation to weaken PCs before using his 
  paralyzing touch. 
   
  Drokkas teleports away if he is obviously going to 
  lose the fight. 
   
  APL 10: Before combat Drokkas casts repulsion 
  (either as the PCs approach or just before he dimension 
  doors to their location).  
   
  He starts off with chain lightning and follows that 
  with either an empowered fireball or lightning bolt 
  depending on the PCs’ formation. Subsequently he uses 
  his remaining empowered 5th-level spell and empowered 
  scorching ray. 
   
  APL 12: Drokkas starts off with prismatic spray and 
  uses disintegrate on wizard-types. 
   
  APL 14: If he can do so (without revealing his 
  position) he uses a greater dispel magic to weaken a 
  cleric’s or wizard’s magical defenses before combat 
  begins. Drokkas starts with his empowered chain 
  lightning following it up with prismatic spray. He uses 
  force cage to imprison a cleric or to protect himself from 
  dangerous melee fighters.  
   
  APL 16: At this APL Drokkas alters all relevant spells 
  with his mastery of elements ability to inflict sonic 
  damage. Drokkas starts with meteor swarm. In the next 
  round he targets the most robust, surviving foe with an 
  empowered chain lightning. He saves his final meteor 
  swarm for emergencies.  
   
  Treasure: Drokkas carries the only treasure here.  
  APL 10: Loot – 25 gp; Magic - ring of counterspells (333 
  gp), scroll of fly* (31 gp), dusty rose ioun stone (416 gp), 
  wand of enervation* (140 gp), scroll of dimension door* 
  (58 gp); Total 978 gp. 
   
  APL 12: Loot – 25 gp; Magic - ring of counterspells 
  (333 gp), scroll of fly* (31 gp), dusty rose ioun stone (416 
  gp), wand of enervation* (140 gp), scroll of dimension 
  door* (58 gp); Total 978 gp. 
   
  APL 14: Loot – 25 gp; Magic - ring of counterspells 
  (333 gp), scroll of fly* (31 gp), dusty rose ioun stone (416 
  gp), wand of enervation* (140 gp), scroll of dimension 
  door* (58 gp), cloak of resistance +3 (750 gp), headband of 
  intellect +2 (333 gp); Total 2,061 gp. 
   
  APL 16: Loot – 25 gp; Magic - ring of counterspells 
  (333 gp), scroll of fly* (31 gp), dusty rose ioun stone (416 
  gp), wand of enervation* (140 gp), scroll of dimension 
  door* (58 gp), cloak of resistance +3 (750 gp), headband of 
  intellect +4 (1,333 gp), boots of speed (1,000 gp); Total 
  4,061 gp. 
   
  *Likely expended during combat. 
   
  Detect Magic Results: ring of counterspells 
  (moderate evocation), scroll of fly (faint abjuration), dusty 
  rose ioun stone (moderate abjuration), wand of 
  enervation (moderate necromancy), scroll of dimension 
  door (moderate conjuration), cloak of resistance +3 (faint 
  abjuration), 
  headband 
  of 
  intellect 
  +4 
  (moderate 
  transmutation), boots of speed (Moderate transmutation). 
   
  Negotiation: Quick-witted PCs may try and speak with 
  Drokkas. He is initially hostile towards the PCs but if 
  they immediately attempt to talk with him he may stay 
  his attack. No matter how successful the resultant 
  Diplomacy check is Drokkas never allows PCs into the 
  Black Ziggurat or gives them permission to remove any 
  objects from the necropolis. He does, however, allow the 
  PCs to investigate the shard and the black cloud 
  (although he hovers nearby to observe).  
   
  Drokkas 
  and 
  Darssvorel 
  have 
  a 
  hate/hate 
  relationship. (However, Darssvorel does not dare attack 
  Drokkas and Drokass is cautious about destroying such 
  an individual as Darssvorel.). Drokkas is aware that 
  Darssvorel is in some way responsible for the steady 
  stream of adventurers investigating Unaagh and that 
  Darssvorel is a remnant of an earlier age. He is also aware 
  – through talking with Darssvorel – that surviving 
  Sulmites are trapped beyond the black cloud. Drokkas is a 
  vengeful creature full of malice who detests the idea that 
  some of Sulm’s citizens yet survived unblemished by 
  death or the curse of the Scorpion Crown. Thus, if the 
  PCs promise to destroy all they encounter beyond the 
  black cloud, Drokkas allows them to pass unhindered. 
  (PCs reneging on this promise should beware of this 
  vengeful lich when they reappear in Unaagh). 
   
  If Drokkas survives the adventure and the PCs 
  successfully destroy Vuthathrae the wards keeping the 
  undead from roaming the surrounding lands are 
  sundered. In the future, this could cause considerable 
  problems for Rary and his nomadic followers. 
   
  Development: Once the PCs have destroyed or driven 
  off Drokkas and reached the top of the Black Ziggurat 
  proceed to encounter 5.  
   
  ENCOUNTER 5: DARSSVOREL 
  Standing atop the Black Ziggurat the PCs have defeated 
  or driven off Drokkas.  
   
  At the very top of the ziggurat is a flat platform. Atop 
  it are an old crumbling altar and a thin stone spire. 
  Both the altar and the spire are burnt and pitted. The 
  spire is 20 ft, high. Its tip just penetrates the black 
  cloud hanging over the ziggurat.  
  
  COR6-14 Cloud of Darkness 
   
  Page 17 
   
  As the PCs reach the top of the Black Ziggurat, 
  Darssvorel introduces himself. Read the following: 
   
  Suddenly a voice speaks from inside your mind, 
  “Greetings my friends; have you come to rescue me at 
  last?” 
   
  The Spire: The spire is 20 ft. high. Its tip just penetrates 
  the black cloud. Most of its length is decorated with a 
  series of dragon carvings intertwined around each other. 
  When this represents conflict or peace is unclear. The top 
  foot or so of the spire is different. It is composed of a 
  jagged black shard of rock shot through with blue flecks. 
  It is slightly warm to the touch. This is Darssvorel. 
   
  The spire gives individuals in the same square cover 
  as a slender pillar (+2 cover bonus to Armor Class and +1 
  cover bonus on Reflex saves).  
   
  �Spire: 1 ft. wide; AC 4; hardness 8; hp 250; Climb 
  DC 25. 
   
  The Altar: The altar is 5 ft. wide, 5 ft. deep and 10 ft. long. 
  Its surface is rough and pitted and has a number of 
  sinister stains across its surface. Here, centuries ago after 
  Sulm’s fall into evil the vanquished leaders of Sulm’s 
  enemies were sacrificed.  
   
  �Altar: 5 ft. wide; AC 2; hardness 8; hp 900. 
   
  DARSSVOREL 
  Physical Description: A jagged black shard of rock shot 
  through with blue flecks almost a foot long. It is slightly 
  warm to the touch. 
   
  Personality: Darssvorel is vain, cunning, and 
  territorial. As a blue dragon, he had a highly developed 
  sense of the natural order of things and is used to being 
  the most important being in any given locality. He is thus 
  incredibly arrogant, although he does his best to hide 
  this. He is unfailingly loyal to Tiamat, and will do 
  anything in this power to reawaken the other shards. His 
  long-term goal is to reunite the Pentarch of Tiamat and to 
  re-make the Guronn Nur itself. 
   
  Darssvorel’s short-term goal is to convince or coerce 
  the PCs into carrying him through the black cloud and to 
  reunite him with the portion of himself trapped in 
  Vuthathrae.  
   
  He is in contact with the Sulmites in Vuthathrae and 
  knows a little of the fading land and its occupants (see 
  “Talking with Darssvorel for details).  
   
  Although he has been working in league with the 
  Sulmites to attract rescuers he plans to double-cross his 
  conspirators. He knows they plan to use him in a ritual 
  designed to safely destroy the fading land. However, he 
  fears they have discovered some way of binding himself 
  to them (in a similar fashion to how the adepts of 
  Caerdiralor tried to master the Guronn Nur). This is 
  unacceptable to him; thus, the Sulmites must die. He 
  views the PCs as his pawns in this matter. 
   
  It is likely that at some point the PCs come into 
  conflict with him. When/if this occurs use the tactical 
  notes below. If he is given a choice he prefers to be 
  carried by a fighter-type – so that he might better affect 
  them with his spells. (This could clue alert PCs to his 
  duplicity – why would he contact sorcerers but desire to 
  be carried by a fighter?) 
   
  APL 10 (EL 10) 
   
  �Darssvorel: sentient Guronn Nur fragment, 
  sorcerer 11; hp 180; Appendix 1. 
   
  APL 12 (EL 12) 
   
  �Darssvorel: sentient Guronn Nur fragment, 
  sorcerer 13; hp 210; Appendix 1. 
   
  APL 14 (EL 14) 
   
  �Darssvorel: sentient Guronn Nur fragment, 
  sorcerer 15; hp 240; Appendix 1. 
   
  APL 16 (EL 16) 
   
  �Darssvorel: sentient Guronn Nur fragment, 
  sorcerer 17; hp 270; Appendix 1. 
   
  Note: Darssvorel’s shard is essentially unbreakable. If 
  Darssvorel is reduced to 0 hp he is not destroyed, rather 
  he is subdued for 1d10 days (in the same manner as a lich 
  being destroyed but its phylactery surviving). When he is 
  reduced to 0 hit points the shard briefly pulses with a 
  black light. 
   
  Tactics: He seeks to coerce, dominate, or charm a party 
  member into carrying him through the black cloud; he 
  does not want to fight and only does so as a last resort. 
  Darssvorel deliberately targets opponents who probably 
  have low Will saves and telepathically orders them to 
  carry out his will.  
   
  He is not interested in killing or wounding the PCs. 
  To him they are insignificant tools, only barely worthy to 
  assist him in his task.  
   
  Detect Evil Results: At all APLs Darssvorel radiates 
  strong evil, unless he is able to cast spells to mask his 
  aura. See his prepared power-up suite for more details. 
   
  Talking with Darssvorel 
  It is his goal to convince the PCs that he must be carried 
  through the black cloud into Vuthathrae. To this end he 
  promises the PCs anything they could reasonable believe 
  
  COR6-14 Cloud of Darkness 
   
  Page 18 
  is in his power to grant and tells any lie he thinks 
  believable. 
  Darssvorel 
  can 
  only 
  communicate 
  telepathically and then only with anyone within 100 ft. 
  He prefers to talk to those of the blood (those with 
  sorcerer levels).  
   
  Likely questions and their answers appear below. 
   
  Did you send the Dreaming? “Yes*.” If asked why 
  he did so Darssvorel elaborates: “It was the only way I 
  could ask for help. Unfortunately I am not completely in 
  control of the images I send – a symptom of being 
  trapped in two realities – hence their strangeness.” He 
  claims he does not understand the images he sends. This 
  is a lie and he fully remembers his time in Caerdiralor. (If 
  the PCs ask him to elaborate on how he is trapped in two 
  realities, Darssvorel explains briefly what lies beyond the 
  cloud). 
   
  How do you send the dreaming? Our shared 
  heritage allowed me to call you for aid. Unfortunately, I 
  could not control the content of my messages. 
   
  What is your purpose? “To be reunited with myself. 
  Part of me is trapped beyond the black mist and I yearn to 
  be whole again.” (Basically true, but a DC 20 Sense 
  Motive check reveals he is holding something back). 
   
  How are you related to Tiamat? “I am of her 
  blood.” If pushed on the point he adds, “I was once 
  beloved by her, but this saved me not.” 
   
  Who is the woman in the dreams? “She is my 
  beloved; my mistress.” 
   
  Do the images in the Dreaming represent 
  anything? “No*.” On this point he is lying. Darssvorel 
  has been sending images of events from old Caerdiralor 
  (and other more recent events) but he is not going to tell 
  the PCs this.  
   
  Some of your visions show the destruction of 
  cities - which ones? One was the home of the 
  treacherous ones; those of ancient Caerdiralor who 
  sought to bind us to their will. The other was a city in the 
  Old Land; I know not its name. 
   
  What caused their destruction? The first - 
  Caerdiralor’s capital, Myrsyrna, was destroyed when 
  treacherous priests and mystic sought to bind us to their 
  will. The other – I know not the name – was destroyed 
  when my sister-shard Charixenloreat was awoken and 
  tainted by one she called “the Lady of Veils.” 
   
  Where is the Old Land? I know not what you call it 
  now. If seen from a great height, though, its outline 
  resembles a dragon’s head. 
   
  Was the destruction of the lands around Icespire 
  your fault? “Yes, but it was an accident. I sought to reach 
  out to one of my sisters for aid. But she awoke too fast.” 
  He names this sister shard as Aussirloerchik. 
   
  Do you have other kin? “Yes, another three.” 
  Darssvorel does not know their locations except for one – 
  a shard named Charixenloreat. She lingers in a cavern in 
  the Old Lands. She is awake now. If you will not help me, 
  she will. He names the others as Vorelaryte and 
  Vuthakurik. 
   
  How old are you/how long have you been here? 
  “I know not. I slumbered as the desert swallowed this 
  land. How long ago is that?” 
   
  How did you come to be trapped here? “I don’t 
  know. I remember suddenly being awakened from a long 
  sleep as part of my being was wrenched away. Powerful 
  magic crackled in the air. Many robed figures ran towards 
  me as something battered at great wards. Then I felt a 
  wrenching sensation deep within me and the robed 
  figures were gone. Since then I have watched this place 
  fall to the encroaching sands.” 
   
  How can we free you? “I must be taken through the 
  black cloud into the realm beyond. There I must be 
  reunited with the fragment of myself trapped there. “ 
   
  Why should we free you? “I will stop sending the 
  Dreaming. Also if you free me the threat from beyond the 
  cloud will be ended.” 
   
  What lies beyond the cloud/what threat lies 
  beyond the cloud? “A version of what lies before you 
  before the deserts drank this place. Many survivors of 
  Sulm dwell within. They are surpassingly evil and seek to 
  escape, perhaps to reestablish their civilizations.” He can 
  tell the PCs that a powerful sorcerer leads the Sulmites 
  trapped within Vuthathrae and that the numbers of those 
  trapped has diminished over time. He does not know 
  exactly however how many yet survive. He emphasizes 
  that the Sulmites are very evil and seek to free 
  themselves. He tells them that the Sulmites plan to re-
  establish their nation in the Bright Lands and it is this 
  threat that must be stopped as they plan to destroy him in 
  the ritual to release themselves. He does not tell the PCs 
  about Sjachtiathar as he is unaware of the dragon’s 
  existence. 
   
  Isn’t freeing you worse than releasing a few 
  trapped wizards? “No, for they are the custodians of 
  wicked Sulm. They know its lore and where its great 
  treasures – and greatest wickedness – are hidden.  
   
   How do we enter the realm beyond? Simply enter 
  the black cloud. 
   
  *A Sense Motive check opposed by Darssvorel’s 
  Bluff check reveals this as a lie. Award Darssvorel a +5 
  circumstance modifier to this check because he has no 
  discernable body language. 
   
  ENTERING THE REALM BEYOND 
  Reaching Vuthathrae is simple; to do so an individual 
  simply enters the cloud. Once he is fully within, he is 
  transported to Vuthathrae. If the PCs take precautions 
  such as roping each other together only PCs fully within 
  
  COR6-14 Cloud of Darkness 
   
  Page 19 
  the cloud disappear; the rope remains. Undead cannot 
  pass through the black cloud to Vuthathrae; thus PCs 
  fleeing Drokkas gain (temporary) refuge from his 
  vengeance. 
   
  Troubleshooting: If all else fails Darssvorel emphasizes 
  how evil the trapped Sulmites are and that eventually 
  they will free themselves; he only wants revenge upon 
  them for trapping him here. He willingly promises not to 
  oppose the PCs in any way as long as they kill the 
  Sulmites. He also knows that the only known way out of 
  Vuthathrae is to reunite him with his other fragment and 
  tells the PCs this if they seem keen to go into the cloud 
  without him (or if one of their number has already 
  disappeared within). 
   
  It is possible that the PCs enter Vuthathrae without 
  Darssvorel (although he advises against it). This is bad as 
  without Darssvorel they are unable to escape the fading 
  land. However, they do still encounter the denizens of 
  Vuthathrae. Proceed with the adventure as written. 
  Initially the Sulmites assume that the PCs have 
  Darssvorel with them. Once they realize their mistake 
  they attack as soon as it suits them to do so. Once the PCs 
  have defeated all their opponents they languish in 
  Vuthathrae for some time before being rescued by 
  another band of adventurers. This miscalculation costs 
  them 2 TUs.  
   
  Finally, it is possible that the PCs decide to destroy 
  Darssvorel and then enter the cloud. While they will fail 
  to destroy him they may render him inert for 1d10 days. 
   
  Development: If the PCs agree to take Darssvorel into 
  Vuthathrae proceed to encounter 6.  
   
  If the PCs don’t carry Darssvorel into Vuthathrae 
  they must still deal with him in some way as when he 
  realizes what they plan he continually attempts to force a 
  member of the party to his will. (See the “Tactics” section 
  in this encounter for more information).  
   
  If they do not either subdue him or carry him 
  through the black cloud the Dreaming continues and 
  more people will be drawn to this place. 
   
  If the PCs definitely do not plan to enter Vuthathrae 
  and have subdued Darssvorel proceed with encounter 11. 
   
  ENCOUNTER 6: 
  VUTHATHRAE 
  The PCs have reached the fading land of Vuthathrae. The 
  manner of their continued progress depends in large part 
  on how they interacted with Darssvorel in encounter 5. 
   
  One moment you were within the roiling thick black 
  cloud. The next, you are in a different place. Writhing 
  walls of boiling black fog shot through with purple 
  wisps stretch away in a great curved wall and ceiling 
  marking the boundaries of this place.  
   
  Ahead of you stands Unaagh as it perhaps once 
  was. Where before you knew death and undeath there 
  is now peace and tranquility. Rows of mausoleums are 
  set out in a grid pattern amongst a network of 
  peaceful gardens, ponds, and shrines. At the centre of 
  the site stands the Black Ziggurat, its zenith almost 
  touching the very “ceiling” of this place. 
   
   
  Darssvorel immediately urges the PCs to hurry down 
  into the necropolis before the “evil wizards” within 
  become aware of their intrusion. 
   
  FEATURES 0F VUTHATHRAE 
  Vuthathrae has the following generic features. Use these 
  as the PCs explore, and fight in, the fading land. 
  Vuthathrae translates as “black air” in Draconic. 
   
  • 
  Normal Gravity. 
  • 
  Timeless: In Vuthathrae creatures do not hunger, 
  age, or thirst.  
  • 
  Finite Size: Vuthathrae is a circular-shaped fading 
  land roughly 2 miles in diameter. Impenetrable 
  black and purple mists surround it. Neither the sun 
  or the moons and stars are visible. Vuthathrae also 
  extends into the ethereal plane and the impenetrable 
  mists surrounding the fading land extend there also. 
  • 
  Alterable Morphic. Visitors to Vuthathrae can 
  affect the fading land and its inhabitants. 
  • 
  No Elemental or Energy Trait. 
  • 
  Strongly Evil-Aligned, Strongly Law-Aligned:In 
  Vuthathrae all non-evil creatures suffer a -2 
  circumstance penalty to all Intelligence-, Wisdom-, 
  and Charisma-based checks. Additionally all non-
  lawful creatures suffer a -2 circumstance penalty to 
  all Intelligence-, Wisdom-, and Charisma-based 
  checks. These penalties stack. Thus, a chaotic good 
  character would suffer a -4 circumstance penalty to 
  all Intelligence-, Wisdom-, and Charisma-based 
  checks. 
  • 
  Normal Magic. While Vuthathrae is essentially 
  timeless treat spell durations as normal. PCs may use 
  summoning spells as normal. Summoned creatures 
  however do not disappear at the end of the spell’s 
  duration. Instead, its compulsion to aid the PC 
  disappears and it just wanders away. Divination 
  spells also function normally and clerics can pray for 
  spells as normal. Transportation spells however fail 
  to move any individual beyond the confines of the 
  fading land. Such spells fail and the caster loses the 
  
  COR6-14 Cloud of Darkness 
   
  Page 20 
  prepared spell (or spell slot) from his daily 
  repertoire. 
  • 
  Illumination: Perpetual twilight cloaks Vuthathrae 
  All outdoor areas have shadowy illumination. 
  Within buildings and tombs it is dark unless the PCs 
  bring their own light sources.  
   
  AN ANCIENT WELCOME  
  When the PCs arrive in Vuthathrae alarm spells warn 
  Peddyr of the intrusion. While evil, he is not stupid. 
  Initially he sends a small group of followers to welcome 
  the PCs and to determine more about them.  
   
  If the PCs rebuff Myghin’s offer of truce, combat 
  ensues. If however they do attack the Sulmites proceed to 
  encounter 7. 
   
   
  Roughly 50 ft ahead of you three humans of obvious 
  Flan descent emerge from an ornate shrine. None 
  carry arms in readiness for battle but one – a woman - 
  is clad in plate armor. The others wear loose-fitting 
  clothes but have hands ending in wicked claws. The 
  woman steps forward and raises her hands: “Peace 
  strangers; I would have words with you”. 
   
  Physical Descriptions: Use the following notes to 
  describe the Sulmites: 
   
  Sulmite Adept: Clawed hands and teeth mark this 
  Flan human as having draconic ancestry. He has a shaven 
  head, black eyes and moves swiftly with grace and poise. 
   
  Mgyhin: 
  Clad 
  in 
  half-plate 
  and bearing a 
  morningstar this Flan woman smiles mechanically, but 
  her smile does not reach her dark brown eyes. 
   
  In Conversation: Initially Mgyhin and her guards stay 
  close to the shrine and flee into it if the PCs attack. From 
  there they flee through another exit and try to lose their 
  pursuers in the street of Unaagh before reporting to 
  Peddyr. 
   
  If the PCs do not immediately attack, use the notes 
  below to roleplay this meeting. Mgyhin is the only one of 
  these that speaks Common having learnt it from an 
  adventurer trapped here some time ago. Some likely 
  questions (and their answers) appear below. Mgyhin also 
  answers other basic questions about Vuthathrae and its 
  characteristics; refer to the “Features of Vuthathrae” 
  section for more information, although she attempts to 
  keep back anything she feels could be tactically 
  important later. 
   
  Who are you? “I am Myghin and these are my 
  guards. Who are you?” 
   
  Are you of Sulm? “No, I am an Itarian! The Sulmites 
  were an evil people” 
   
  You are Sulmites and Sulm was an evil place! You 
  must die! “We speak under a truce stranger. Do the laws 
  of honor mean nothing to you?” 
   
  What do you want with us? “My master wishes to 
  speak with you.” If she can see Darssvorel continue “He 
  wishes to speak to you about the stone you carry.” 
   
  Who is your master? “His name is Peddyr. He is a 
  powerful and learned man. His purpose is his own to 
  explain.” 
   
  What is this place? “Vuthathrae, a copy of Unaagh 
  as it once was.” 
   
  How was it created/what are its features? I am no 
  learned scribe. You will have to ask Peddyr. If pressed 
  Myghin relates the information detailed under “Gravity,” 
  “Finite Size” and “Illumination” in the “Features of 
  Vuthathrae” section. 
   
   
  COMBAT 
  When Myghin and her adepts initially approach the PCs 
  they are protected by their negotiating power-up suites. 
  If they have deliberately prepared to attack the PCs 
  (perhaps after negotiations have failed in encounter 7) 
  they are protected by their prepared power-up suites. 
   
  APL 10 (EL 10)  
   
  �Myghin: female human (Flan) cleric (Nerull) 6/ 
  sorcerer 1/loremaster 1: hp 61; Appendix 1.  
   
  �Sulmite Adepts (2): male human (Flan) monk 4/ 
  sorcerer 1/dragon disciple 2; hp 52 each; Appendix 1.  
   
  APL 12 (EL 12)  
   
  �Myghin: female human (Flan) cleric (Nerull) 6/ 
  sorcerer 1/loremaster 3: hp 70; Appendix 1.  
   
  �Sulmite Adepts (2): male human (Flan) monk 6/ 
  sorcerer 1/dragon disciple 2; hp 63 each; Appendix 1.  
   
  APL 14 (EL 14)  
   
  �Myghin: female human (Flan) cleric (Nerull) 6/ 
  sorcerer 1/loremaster 5: hp 79; Appendix 1.  
   
  �Sulmite Adepts (2): male human (Flan) monk 8/ 
  sorcerer 1/dragon disciple 2; hp 74 each; Appendix 1.  
   
  APL 16 (EL 16)  
   
  �Myghin: female human (Flan) cleric (Nerull) 6/ 
  sorcerer 1/loremaster 7: hp 88; Appendix 1.  
   
  �Sulmite Adepts (2): male human (Flan) monk 10/ 
  sorcerer 1/dragon disciple 2; hp 85 each; Appendix 1.  
   
  Tactics - Myghin: Myghin prefers to use her spells and 
  magic items to support her adept guards. Before combat 
  she casts silence on one her adepts, who gets as close as 
  possible to enemy spellcasters. She uses her most 
  powerful spells first, preferring to target spellcasters or 
  
  COR6-14 Cloud of Darkness 
   
  Page 21 
  archers. If things go badly she flees, sacrificing her 
  guards to ensure her survival. 
   
  Tactics - Adepts: They hurl their poisoned shuriken 
  as they close to combat and unless the PCs are obviously 
  protected from fire they use their fire breath gained by 
  drinking their elixirs of fire breath as quickly as possible, 
  trusting to their evasion abilities for protection from each 
  other’s breaths.  
   
  After this they melee normally, attempting to set up 
  flanks where possible. If they manage to gang up on an 
  opponent, one attacks normally after the other uses his 
  stunning fist. They fight to the death.  
   
  Treasure: The PCs may loot the bodies of Myghin and 
  her companions. 
   
  APL 10: Loot – 41 gp; Magic - wand of reach inflict 
  moderate wounds (5 charges*) (38 gp), cloak of resistance 
  +1 (167 gp), potion of owl’s wisdom* (25 gp), +1 half-plate 
  (146 gp), ring of protection +1 (3) (167 gp each ), potion of 
  magic fang (3*) (4 gp each), elixir of fire breath(3*), (92 gp 
  each); Total 1,206 gp. 
   
  APL 12: Loot – 41 gp; Magic - wand of reach inflict 
  moderate wounds (5 charges*) (38 gp), cloak of resistance 
  +1 (167 gp), potion of owl’s wisdom* (25 gp), +1 half-plate 
  (146 gp), ring of protection +1 (3) (167 gp each ), potion of 
  magic fang (3*) (4 gp each), elixir of fire breath(3*), (92 gp 
  each), potion of blur (3*) (25 gp each), dusty rose ioun 
  stone (417 gp); Total 1,698 gp. 
   
  APL 14: Loot – 1 gp; Magic - wand of reach inflict 
  moderate wounds (5 charges*) (38 gp), cloak of resistance 
  +1 (167 gp), potion of owl’s wisdom* (25 gp), +1 half-plate 
  (146 gp), ring of protection +1 (3) (167 gp each ), potion of 
  magic fang (3*) (4 gp each), elixir of fire breath(3*), (92 gp 
  each), potion of blur (3*) (25 gp each), dusty rose ioun 
  stone (417 gp), periapt of wound closure (1,250 gp), 1 
  light fortification heavy steel shield  (348 gp); Total 1,698 
  gp. 
   
  APL 16: Loot – 1 gp; Magic - wand of reach inflict 
  moderate wounds (5 charges*) (38 gp), cloak of resistance 
  +1 (167 gp), potion of owl’s wisdom* (25 gp), +1 half-plate 
  (146 gp), ring of protection +1 (3) (167 gp each ), potion of 
  magic fang (3*) (4 gp each), elixir of fire breath(3*), (92 gp 
  each), potion of blur (3*) (25 gp each), dusty rose ioun 
  stone (417 gp), periapt of wound closure (1,250 gp), 1 
  light fortification heavy steel shield  (348 gp), rod of 
  python (1,083 gp); Total 1,698 gp. 
   
  *Likely expended during combat 
   
  Detect Magic Results: wand of reach inflict 
  moderate wounds (faint conjuration), cloak of protection 
  +1 (faint abjuration), potion of owl’s wisdom (faint 
  transmutation), +1 half-plate (faint abjuration), ring of 
  protection +1 (faint abjuration), potion of magic fang 
  (faint transmutation), elixir of fire breath, (moderate 
  evocation), potion of blur (faint illusion), dusty rose ioun 
  stone (moderate abjuration), periapt of wound closure 
  (moderate conjuration), +1 light fortification heavy steel 
  shield  (moderate abjuration), rod of python (moderate 
  transmutation). 
   
  Development: If the PCs attack Myghin and her guards 
  ignore encounter 7, proceeding instead to encounter 8. 
  In this situation Peddyr and Branwalather realize that the 
  PCs are hostile and have no intention of changing their 
  ways.  
   
  ENCOUNTER 7: 
  NEGOTIATIONS 
  In encounter 6 the PCs accepted Myghin’s offer of peace. 
  In this encounter she leads them to a suite of rooms in 
  the Black Ziggurat where they may rest. While there, 
  Peddyr and Branwalather visit them and bargain for 
  Darssvorel. 
   
  TRAVELLING THROUGH UNAAGH 
  Read or paraphrase the text below, modifying it to take 
  into account the PCs’ actions. 
   
  Myghin leads you through the serene and tranquil 
  deserted streets of Unaagh towards the Black 
  Ziggurat. 
   
  Myghin is happy to answer any further questions the PCs 
  might have about Unaagh as she escorts them to the 
  Black Ziggurat. 
   
  The PCs may express an interest in exploring some 
  of the burial places of Unaagh. If so, Myghin politely asks 
  them to desist. She points out that many of her own 
  relatives are buried hereabouts and that disturbing their 
  graves would be an act of desecration. If the PCs proceed, 
  Myghin and her guards attack. If this occurs, use the 
  tactical notes presented in encounter 6. She has no 
  objection however to the PCs exploring the various 
  shrines and gardens of Vuthathrae.  
   
  PCs approaching the Black Ziggurat do not 
  necessarily spot Sjachtiathar as he lurks at its very zenith 
  as the shadowy light and his elevation conspire to 
  probably keep him hidden. 
   
  THE BLACK ZIGGURAT 
  When the PCs approach the Black Ziggurat read aloud 
  the following text: 
   
  Ahead of you towers the Black Ziggurat. Three-sided 
  and over 200 ft. in height it reaches almost to the very 
  roof of this strange land. Three terraces girdle the 
  
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  structure, each one joined to the next by a set of wide 
  and steep steps.  
   
   
  From here Myghin leads the PCs into a large ceremonial 
  passageway leading into the ziggurat’s core. 
   
  Alert PCs can easily note the details of their travel so 
  that they can backtrack if needed. Eventually they arrive 
  at a suite of rooms. Read aloud the following: 
   
  Eventually you arrive at a richly appointed suite of 
  rooms.  
   
  “Here you are my friends” says Myghin “I hope 
  these chambers are comfortable enough for you. 
  Please rest, my master wishes to speak with you and 
  will be here soon.” 
   
   
   
  The PCs may have questions for Myghin before she 
  departs but she is reluctant to answer questions about 
  why Peddyr wishes to talk with them. She has been 
  ordered to leave negotiations to Branwalather and 
  Peddyr. She however relates the following if questioned 
  by the PCs: 
   
  Where are we? “This ziggurat is our most sacred 
  place and these rooms were once for the exclusive use of 
  visiting nobles.” 
   
  Are we free to explore? “I would much prefer that 
  you wait here for Peddyr. Some things lurk in the darker 
  places of the ziggurat that you might find objectionable. 
   
  If pressed about her origins she professes to be from 
  Itar. Refer to the “Negotiation” section below for more 
  information. 
   
  Guest Rooms: The suite of rooms given to the PCs is 
  extremely opulent and well-appointed. There are four 
  bedchambers, a garderobe and a reception chamber. 
  Refer to DM Map 5. 
   
  EXPLORING 
  There is nothing to stop the PCs exploring the Black 
  Ziggurat’s. They can do this either before or after they 
  meet Peddyr.  
   
  A vast labyrinth of chambers and passageways 
  extend throughout and below the ziggurat. The upper 
  chambers are all richly appointed. There are shrines, 
  priest’s cells, reception chambers, guard rooms and so. All 
  are unoccupied. Peddyr and his minions dwell in as series 
  of well-hidden chambers under the ziggurat (the same 
  chambers used by Drokkas in the “real” Unaagh). While 
  high-level PCs could undoubtedly eventually find these 
  Peddyr and Branwalather intercept then beforehand and 
  escort them back to their room.  
   
  If the PCs explore the outside of the Black Ziggurat 
  and climb to its zenith they automatically encounter 
  Sjachtiathar. Refer to encounter 9 for more details. 
   
  NEGOTIATIONS 
  After about an hour the PCs are roused by a knock on the 
  door. This is Peddyr, accompanied by Branwalather (and 
  Arthyen), come to negotiate for possession of Darssvorel. 
  Prior to their arrival, both have cast the spells listed in 
  their “Negotiating” power-up suite. 
   
  Read aloud the following: 
   
  A tall, thin, and bald-headed man accompanied by a 
  shorter, muscular, and dangerous-looking man enters 
  your chambers.  
   
  “Greetings friends,” says the taller of the two “I 
  am Peddyr and this is Branwalather. You have 
  something we want. What can we give you in return? 
  We have been imprisoned here for ages and desire 
  our freedom greatly.” 
   
  Arthyen waits outside in case of trouble and is not 
  immediately visible to the PCs. 
   
  Physical Descriptions: Use the following notes to 
  describe the Sulmites: 
   
  Arthyen: Clad in full plate his hands twitch 
  unnervingly and often stray to the hilt of his falchion. 
   
  Branwalather: Short, muscular this man exudes an 
  air of barely restrained violence. His head is shaved and 
  his black eyes glitter with malice. 
   
   
  Peddyr: Tall, thin and bald-headed he wears well cut, 
  but archaic, robes of expensive appearance. 
   
   
  In Conversation: Neither Peddyr nor Branwalather want 
  a fight; they would much rather negotiate for possession 
  of Darssvorel.  
   
  This is not the first group of outsiders to reach 
  Vuthathrae. Thus, the Sulmites are aware of some of the 
  recent changes in the Flanaess. They know of their 
  nation’s reputation and seek to hide their true origins. 
  Both Peddyr and Branwalather profess to hail from Itar – 
  Sulm’s greatest enemy. They attempt to portray 
  themselves as Sulmite slaves trapped here when their 
  masters created this place to escape Sulm’s fall. For 
  background information about Itar refer to the “Itar” 
  section below. (They say that they slew their former 
  masters). 
   
  Alert PCs making a DC 20 Sense Motive check 
  realize that something about Peddyr and Branwalather 
  does not seem right. Subsequent shrewd questioning and 
  successful Sense Motive checks opposed by the Sulmites’ 
  Bluff checks may reveal additional information (or at 
  least confirm the PCs’ suspicions).  
  
  COR6-14 Cloud of Darkness 
   
  Page 23 
   
  Additionally, at this point Darssvorel telepathically 
  communicates with the PC carrying him vociferously 
  arguing that Peddyr and Branwalather are lying and are 
  in fact “evil wizards” bent on the PCs’ destruction. If this 
  doesn’t work, he reveals that he believes they plot to 
  unleash a great evil into the Flanaess. 
   
   The PCs likely have questions for Peddyr. Some 
  likely questions (and their answers) appear below: 
   
  What do you know about the Dreaming? 
  “Nothing, what is that?” 
   
  What is this place in which we are trapped? 
  “Vuthathrae.” In order to gain the PCs’ trust Peddyr, if 
  asked, shares his research and assumptions about 
  Vuthathrae. Relate to the PCs all the information in the 
  “Features of Vuthathrae” section.  
   
  How do we escape? I have researched a ritual that 
  when complete will bind the two shards of that,” he 
  gestures at Darsvorrel, “together. I have everything I 
  need but that. Please give it to us.” He does not tell them 
  that he requires an antimagic field spell to complete the 
  ritual. 
   
  You are lying, Darssvorel tells us so! So you 
  believe the trapped consciousness of an elder wyrm over 
  us? Surely you know of their cunning and manipulative 
  ways?  
   
  If the PCs Refuse: If the PCs refuse the Sulmite’s offer 
  combat does not necessarily immediately ensue. Instead 
  Peddyr and Branwalather retire to “discuss a better offer.” 
  However, this is a ruse. The Sulmites prepare to attack. 
  Peddyr first sends in Myghin and her guards. If they are 
  defeated the remaining Sulmites join the fray. 
   
  If the PCs Agree: If the PCs agree to hand over 
  Darssvorel the Sulmites are overjoyed – their long 
  incarceration is almost at an end. Darssvorel is however 
  less sanguine and uses all his powers to resist. Unless the 
  PCs side with him he is easily subdued. Peddyr and 
  Branwalather then immediately begin preparations to 
  complete the ritual. They allow interested PCs to witness 
  the ritual, which they carried out atop the Black Ziggurat. 
   
  Itar 
  Given the Sulmites’ cover story the PCs will no doubt 
  wish to learn more about Itar. Successful Knowledge 
  (history) or bardic knowledge checks reveal the 
  following: 
  • 
  DC 20: Itar was one of Sulm’s rival nations. It is said 
  a god – Vathris – fought on their side in the final 
  battle. 
  • 
  DC 25: Itar was the last of Sulm’s enemies to fall and 
  many of her citizens became slaves as a result. Her 
  destruction was so complete that Vathris was slain 
  and Sennerae – Itar’s capital – was thrown down into 
  the sea. 
  • 
  DC 30: Itarians should be immune to the Scorpion 
  Crown’s curse as it only affected trueborn Sulmites. 
   
  A DC 15 Knowledge (religion) check reveals that Vathris 
  is the LN Flan hero-god of Anguish, Lost Causes, and 
  Revenge.  
   
  The Sulmites know all this information and can talk 
  around the subject with reasonable confidence. 
   
  Development: If /when relations between the PCs and 
  the Sulmites deteriorate to such a point that combat 
  seems inevitable, proceed to encounter 8. Similarly, if it 
  becomes obvious to Peddyr that Darssvorel is trying to 
  betray them the Sulmites retreat before preparing for 
  combat. 
   
  If the PCs give Darssvorel to the Sulmites willingly, 
  combat does not ensure (unless the PCs start it). Instead, 
  proceed to encounters 10.  
   
  ENCOUNTER 8: CHILDREN 
  OF SULM 
  Either because the PCs refused Peddyr’s request to give 
  up Darssvorel, or because they have slain Myghin (and 
  her guards) Peddyr, Branwalather and Arthyen resort to 
  violence to gain possession of Darssvorel.  
   
  If the Sulmites initiate this combat they are fully 
  prepared, having cast all spells listed in their prepared 
  power-up suites.  
   
  If the PCs initiate this combat the Sulmites flee and 
  hide amongst the tombs and mausoleums of Vuthathrae. 
  When fully prepared for combat they return. This 
  encounter can happen in a variety of places:  
  • 
  If the PCs barricade themselves into their rooms 
  Peddyr and Branwalather attack them before the PCs 
  can heal and relearn spells. (Use DM Map 5). 
  • 
  If the PCs have killed Myghin, the remaining 
  Sulmites attack them as they climb the Black 
  Ziggurat’s stair or at another time when the 
  interlopers are spread out.(Use DM Maps 4 and 5 to 
  extrapolate a likely combat location). 
  • 
  Under no circumstances do they attack when the 
  PCs are fighting Sjachtiathar. They much prefer to 
  wait until the PCs are greatly weakened fearing that 
  Sjachtiathar may fail to distinguish friend from foe 
  during the chaos of combat. 
   
  APL 10 (EL 12)  
   
  �Peddyr: male human (Flan) sorcerer 10; hp 50; 
  Appendix 1. 
  
  COR6-14 Cloud of Darkness 
   
  Page 24 
   
  �Branwalather: male human (Flan) fighter 1/ 
  monk 2/ sorcerer 6/ eldritch knight 1; hp 72; Appendix 1. 
   
  �Arthyen: 
  male 
  human 
  (Flan) 
  fighter 
  6/ 
  blackguard 2: hp 52; Appendix 1. 
   
  APL 12 (EL 14) 
   
  �Peddyr: male human (Flan) sorcerer 12; hp 59; 
  Appendix 1. 
   
  �Branwalather: male human (Flan) fighter 1/ 
  monk 2/ sorcerer 6/ eldritch knight 3; hp 83; Appendix 1. 
   
  �Arthyen: 
  male 
  human 
  (Flan) 
  fighter 
  6/ 
  blackguard 4: hp 65; Appendix 1. 
   
  APL 14 (EL 16) 
   
  �Peddyr: male human (Flan) sorcerer 14; hp 68; 
  Appendix 1. 
   
  �Branwalather: male human (Flan) fighter 1/ 
  monk 2/ sorcerer 6/ eldritch knight 5; hp 94; Appendix 1. 
   
  �Arthyen: 
  male 
  human 
  (Flan) 
  fighter 
  7/ 
  blackguard 4: hp 71; Appendix 1. 
   
  APL 16 (EL 18) 
   
  �Peddyr: male human (Flan) sorcerer 16; hp 77; 
  Appendix 1. 
   
  �Branwalather: male human (Flan) fighter 2/ 
  monk 3/ sorcerer 6/ eldritch knight 5; hp 108; Appendix 
  1. 
   
  �Arthyen: 
  male 
  human 
  (Flan) 
  fighter 
  8/ 
  blackguard 4: hp 90; Appendix 1. 
   
  Tactics - Peddyr: Peddyr uses Branwalather and Arthyen 
  to screen his attacks and is careful not to get too close to 
  either of his companions. He uses his most deadly spells 
  first and targets those he feels have the least chance of 
  avoid the effects.  
   
  He uses confusion when he won’t catch his allies 
  and targets spellcasters (preferably wizards and sorcerers) 
  with 
  feeblemind. 
  He 
  does 
  not 
  mind 
  catching 
  Branwalather in the area of affect of damage-dealing 
  spells as he knows that he will likely avoid the effect. 
  Note, he knows that Arthyen is protected against fire and 
  will likely survive two such attacks. 
   
  He uses invisibility and Draconic Flight to move 
  about the battlefield. Injured opponents are finished off 
  with a scorching ray. 
   
  Unlike his companions, Peddyr does not intend to 
  fight to the death and surrenders if things are obviously 
  hopeless and he cannot escape. 
   
  Tactics – Branwalather: Protected by his prepared 
  power-up suite Branwalather fearlessly leaps into combat. 
  He uses Arcane Strike and Power Attack every round 
  sacrificing the most powerful spell slot available to power 
  his attacks. (He dumps the attack bonus from Arcane 
  Strike and any situational modifier, such as those gained 
  from flanking, into Power Attack unless he is having 
  problems striking his foes). Arcane Strike also augments 
  his attacks of opportunity. 
   
  Tactics – Arthyen: Before combat Arthyen uses his 
  detect good ability. When facing a good-aligned 
  opponent he smites good at the earliest opportunity. 
  Arthyen fights in concert with Branwalather, setting up 
  flanks where possible. He fights to the death to protect 
  Branwalather. 
   
  Treasure: The PCs can recover the Sulmites’ possessions. 
  In addition to the magic items and such listed below PCs 
  searching Peddyr’s body discover his research notes 
  detailing his theories on how to escape Vuthathrae. 
   
  APL 10: Loot – 26 gp; Magic - +1 keen falchion (698 
  gp), amulet of natural armor +1 (2) (167 gp), gauntlets of 
  ogre power (333 gp), scroll of false life* (13 gp), cloak of 
  resistance +2 (333 gp), metamagic rod of lesser empower 
  spell (750 gp), ring of protection +1 (167 gp),scroll of 
  antimagic field (135 gp),+1 falchion (198 gp),+1 full plate 
  (221 gp); Total 3,208 gp. 
   
  APL 12: Loot – 26 gp; Magic - +1 keen falchion (698 
  gp), amulet of natural armor +1 (2) (167 gp), gauntlets of 
  ogre power (333 gp), scroll of false life* (13 gp), cloak of 
  resistance +2 (333 gp), metamagic rod of lesser empower 
  spell (750 gp), scroll of antimagic field (135 gp),+1 
  falchion (198 gp),+1 full plate (221 gp), ring of protection 
  +2 (2) (667 gp each); Total 4,375 gp. 
   
  APL 14: Loot – 26 gp; Magic - +1 keen falchion (698 
  gp), amulet of natural armor +1 (2) (167 gp), gauntlets of 
  ogre power (333 gp), scroll of false life* (13 gp), cloak of 
  resistance +2 (333 gp), metamagic rod of lesser empower 
  spell (750 gp), scroll of antimagic field (135 gp),+1 
  falchion (198 gp),+1 full plate (221 gp), ring of protection 
  +2 (2) (667 gp each), rope of entanglement (1,750 gp), 
  pearl of power (5th-level) (2,083 gp); Total 8,208 gp. 
   
  APL 16: Loot – 26 gp; Magic - +1 keen human bane 
  falchion (1,531 gp), amulet of natural armor +1 (2) (167 
  gp), gauntlets of ogre power (333 gp), scroll of false life* 
  (13 gp), cloak of resistance +2 (333 gp), metamagic rod of 
  lesser empower spell (750 gp), scroll of antimagic field 
  (135 gp),+1 falchion (198 gp),+1 full plate (221 gp), ring of 
  protection +2 (2) (667 gp each), rope of entanglement 
  (1,750 gp), pearl of power (5th-level) (2,083 gp), pearl of 
  power (6th-level) (3,000 gp); Total 12,041 gp. 
   
  *Likely expended during combat 
   
  Detect Magic Results: +1 keen falchion (moderate 
  transmutation), amulet of natural armor +1 (faint 
  transmutation), 
  gauntlets 
  of 
  ogre 
  power 
  (faint 
  transmutation), scroll of false life (faint necromancy), 
  cloak of resistance +2 (faint abjuration), metamagic rod of 
  lesser empower spell (strong [no school]), ring of 
  protection +1 (faint abjuration), scroll of antimagic field 
  
  COR6-14 Cloud of Darkness 
   
  Page 25 
  (moderate abjuration), +1 falchion (faint evocation), +1 
  full plate (faint abjuration), ring of protection +2 (faint 
  abjuration), 
  rope 
  of 
  entanglement 
  (moderate 
  transmutation), pearl of power (5th-level) (Strong 
  transmutation), pearl of power (6th-level) (Strong 
  transmutation), +1 keen falchion (strong transmutation). 
   
  Peddyr’s Research: Peddyr’s research is actually a 
  confused jumble of research notes written in at least four 
  different hands. They deal with the nature of Vuthathrae 
  and Darssvorel’s role as the key to unmaking the fading 
  land. The papers go onto detail the ritual for this. An 
  antimagic field must be created before the two shards of 
  Darssvorel are reunited within it. Peddyr theorizes that 
  this will unmake Vuthathrae safely and expel those 
  trapped back to Unaagh. The notes explicitly state that to 
  reunite the two shards without the protection of an 
  antimagic field is extremely dangerous. 
   
  Additionally the research notes detail some of 
  Dassvorel’s history and that of Caerdiralor. If the PCs 
  read these notes, give them Player Handout 7. 
   
  Development: If Peddyr and Branwalather are slain it is 
  likely that the remainder of the Sulmites are also dead. 
  Any survivors avoid the PCs at all costs, hoping that 
  Sjachtiathar slays them. 
   
  ENCOUNTER 9: 
  SJACHTIATHAR  
  In this encounter, the PCs reach the top of the Black 
  Ziggurat. Refer to the “Features of the Black Ziggurat” in 
  encounter 4 for information on the ziggurat’s generic 
  features. This version of the ziggurat is not damaged; 
  ignore all references to rubble and so forth. 
   
  When the PCs reach the top of the ziggurat read the 
  following: 
   
  At the very top of the ziggurat is a flat platform. Atop 
  it are an altar and a thin stone spire. The spire is 20 ft. 
  high. At its zenith, seemingly welded in place, is a 
  shard of stone identical to that which you bear.  
   
  About the spire is coiled a skeletal, heavily 
  armored large/huge draconic figure. Thick, bony 
  spikes cover its mottled gray body and its long, forked 
  tail is tipped with a pair of scythelike bone blades. Its 
  glowing red eyes regard you balefully from its 
  shadowy eye sockets as it unfurls its wings. 
   
  If the PCs arrive here with Peddyr and/or Branwalather, 
  Sjachtiathar does not attack, nor does he interfere in the 
  ritual. If the PCs arrive here without Peddyr or 
  Branwalather, Sjachtiathar immediately attacks. 
   
  Ordered to carry his master to Unaagh in a vain 
  attempt to escape the curse of the Scorpion Crown 
  Sjachtiathar fled into Vuthathrae when he sensed 
  Darssvorel awake. 
   
  His name means “shadow spawn of Tiamat” in 
  Draconic, which is an apt description and tribute to the 
  depths of his fall into evil. Once a normal fang dragon he 
  was corrupted by a powerful sorcerer who transformed 
  him into a dracolich so that he might better serve as a 
  steed and bodyguard. Sjachtiathar is now completely 
  devoted to Tiamat. He lurks near the Guronn Nur 
  fragment - he knows it is precious to his mistress – and 
  protects it with all his might and cunning.  
   
  Some of Sjachtiathar’s tactics are APL-dependant. 
  Additional basic information about his combat strategy 
  appears below. 
   
  Use DM Maps 3 and 4 to run this combat; 
  remembering that this version of the Black Ziggurat is 
  undamaged. 
   
  APL 10 (EL 12) 
   
  �Sjachtiathar: male adult fang dragon dracolich; hp 
  162; Appendix 1. 
   
  APL 12 (EL 14) 
   
  �Sjachtiathar: male adult two-headed 20 HD fang 
  dragon dracolich; hp 180; Appendix 1. 
   
  APL 14 (EL 16) 
   
  �Sjachtiathar: male mature adult two-headed 23 
  HD fang dragon dracolich; hp 207; Appendix 1. 
   
  APL 16 (EL 18) 
   
  �Sjachtiathar: male advanced 27 HD mature adult 
  three-headed fang dragon dracolich; hp 243; Appendix 1. 
   
  Tactics: Sjachtiathar is an accomplished fighter who 
  enjoys melee combat. He prefers to fight his foes one at a 
  time and expects the PCs to scatter at the sight of him – 
  after all most dragons have fearsome breath weapons. If 
  he has had time to prepare for combat Sjachtiathar casts 
  all the spells in his prepared power-up suite.  
   
  In melee combat he concentrates on a single foe 
  using a full attack action in conjunction with his ability 
  drain and paralyzing touch abilities before moving on to 
  the next closest opponent. (The exception to this rule is if 
  he is badly damaged by a fire-, acid- or sonic-based spell. 
  In this situation, he switches his attention to the caster.) 
   
  He makes his claw and tail attacks first (always 
  attempting to trip his opponents) before using his bite 
  and wing attacks. He normally Power Attacks for 5 
  points; if an opponent is prone he increases this to 9 
  points.  
  
  COR6-14 Cloud of Darkness 
   
  Page 26 
   
  If forced to take flight he uses his Wingover and 
  Flyby Attack feats to target one foe. If he is unable to 
  make a melee attack in any round he uses his paralyzing 
  gaze. He never strays more than 100 ft. from the spire. 
   
   
   
   
  �Inert Darssvorel Shard: 1 ft. thick; hardness 20; 
  hp 180; AC 5; SQ break DC 50. 
   
  Physical Description: A jagged black shard of rock 
  shot through with blue flecks almost a foot long. It is 
  slightly warm to the touch. 
   
  Note: This shard does not radiate evil but does 
  radiate strong magic of the universal school. Unlike the 
  portion already encountered this shard is not sentient, 
  but it does store great power.  
   
  The Spire: The spire is 20 ft. high. 
   
  The spire gives individuals in the same square cover 
  as a slender pillar (+2 cover bonus to Armor Class and +1 
  cover bonus on Reflex saves).  
   
  �Spire: 1 ft. wide; AC 4; hardness 8; hp 250; Climb 
  DC 25. 
   
  The Altar: The altar is 5 ft. wide, 5 ft. deep and 10 ft. long. 
  Its surface is rough and pitted and has a number of 
  sinister stains across its surface. Here, centuries ago after 
  Sulm’s fall into evil the vanquished leaders of Sulm’s 
  enemies were sacrificed – their souls sent screaming into 
  the Abyss.  
   
  �Altar: 5 ft. wide; AC 2; hardness 8; hp 900. 
   
  Development: Once Sjachtiathar has been defeated, the 
  PCs are free to examine the portion of Darssvorel trapped 
  in Vuthathrae. Proceed to encounter 10. However, in 
  desperate circumstances a PC may elect (or be coerced) 
  into reuniting the two shards of Darssvorel as combat 
  rages. 
   
  PCs only get XP for this encounter if they defeat 
  Sjachtiathar. 
   
  ENCOUNTER 10: THE RITUAL 
  In this encounter, one way or another, the two portions 
  of Darssvorel are brought together and Vuthathrae is 
  destroyed. The PCs’ actions at this point depend in a large 
  part on whether they believe Darssvorel’s or the Sulmite’s 
  story. 
   
  REUNITE THE FRAGMENTS  
  This is what Darssvorel wants the PCs to do.  
   
  Bringing the shards together causes them to merge. 
  This allows Darssvorel to access the powers held dormant 
  in the non-sentient fragment. The resultant uncontrolled 
  surge of magical energy shatters the spells binding 
  Vuthathrae. As the fading land collapses a great explosion 
  wracks it.  
   
  With an audible sigh, the two shards of Darssvorel 
  merge. A strong blue light momentarily emanates 
  from the shards. Quickly the light intensifies as arcs 
  of energy crackle up into the sky striking the 
  shadowy firmament of Vuthathrae. Brilliant blue 
  light crackles across the sky causing huge rifts to 
  open. 
  The 
  ground 
  shakes 
  uncontrollably 
  and 
  buildings begin to crumble around you. There is a 
  massive explosion. 
   
  This final explosion destroys Vuthathrae. This explosion 
  affects everyone in the fading land. Individuals surviving 
  this explosion (and the bodies of those that do not) are 
  expelled from Vuthathrae, arriving in Unaagh in the 
  same spot they occupied when the fragments were 
  reunited. 
   
  Resolve the results of the explosion before 
  continuing. 
   
   
   
  �Destabilizing Vuthathrae: CR 5; magic device; 
  touch trigger; no reset; spell effect (greater glyph of 
  warding, 11th-level cleric, 8d8 sonic, DC 19 Reflex save 
  half damage); multiple targets; Search and Disable Device 
  impossible. 
   
  Blinding sunlight surrounds and dazzles you. The 
  perpetual twilight of Vuthathrae is no more. About 
  you lies the death and decay of Unaagh and the 
  burning heat of the Bright Lands. 
   
  Surviving PCs have escaped Vuthathrae.  
   
  If any of the Sulmites or Sjachtiathar were still alive 
  at the time of Vuthathrae destruction check to see if they 
  survived the explosion. Immediately resolve any 
  outstanding combat actions. For example, if Darssvorel 
  was reunited during combat and Sjachtiathar survived 
  the resultant combat, the PCs are not safe yet! 
   
  Additionally some Sulmites may now lurk amongst 
  the ruins. Their main goal is now immediate flight as 
  they have achieved their plans. However, the PCs may 
  want to track them down. The DM should improvise this 
  keeping in mind the Sulmites’ resources. 
   
  PERFORM THE SULMITE RITUAL  
  This is what the Sulmite mystics want to do.  
   
  Alternatively, the PCs may perform this ritual if they 
  have slain Peddyr and have discovered his research. 
   
  Performing the ritual destabilizes the very fabric of 
  Vuthathrae, causing the fading land to collapse. The ritual 
  consists of creating an antimagic field around the two 
  
  COR6-14 Cloud of Darkness 
   
  Page 27 
  fragments of Darssvorel before bringing them together. 
  This nullifies the magics keeping them apart and fuses 
  them together. 
   
  With an audible sigh the two shards of Darssvorel 
  merge. A strong blue light briefly emanates from the 
  shards. Quickly the light intensifies as arcs of energy 
  crackle up into the sky striking the shadowy 
  firmament of Vuthathrae. Brilliant blue light flash 
  across the sky causing huge rifts to open. The ground 
  shakes uncontrollably and buildings begin to crumble 
  around you. There is a massive explosion. 
   
  The antimagic field protects everyone within from the 
  resulting 
  explosion. 
  As 
  Vuthathrae 
  collapses 
  all 
  individuals (living and dead) within are expelled, arriving 
  in Unaagh in the same spot they occupied in Vuthathrae 
  when the ritual was completed. 
   
  Individuals outside the antimagic field suffer the full 
  affects of the explosion (see “Destabilizing Vuthathrae” 
  above.) 
   
  Blinding sunlight surrounds and dazzles you. The 
  perpetual twilight of Vuthathrae is no more. About 
  you lies the death and decay of Unaagh and the 
  burning heat of the Bright Lands. 
   
  Variant: Clever groups may elect to protect themselves 
  with an antimagic field, while one of their number 
  remains outside its protection to reunite the shards. This 
  works as detailed above with only the PCs reuniting the 
  shard taking damage from Vuthathrae’s destruction. 
   
  Surviving PCs have escaped Vuthathrae. The 
  Sulmites have absolutely no interest in fighting the PCs.  
   
  IN VUTHATHRAE WITHOUT 
  DARSSVOREL  
  If the PCs entered Vuthathrae without Darssvorel they 
  have no way to free themselves. The wards holding 
  Vuthathrae together though are extremely fragile. 
  Shortly after the PCs’ arrival another group of 
  adventurers arrives and completes the ritual. The PCs 
  spend 2 TUs waiting for this to occur. 
   
  Treasure: There is no physical treasure in this encounter. 
  However, if a PC was the one to reunite Darssvorel’s 
  shards he receives the “Beloved of Tiamat” AR entry. 
   
  Additionally, after the explosion the PCs quickly 
  discover that Darssvorel has completely disappeared – his 
  fate unknown. The blast may have destroyed him, or he 
  might have escaped - there is no way for the PCs to 
  discover his true fate.  
   
  Development: Proceed to the conclusion. 
   
  ENCOUNTER 11: EXPLORING 
  UNAAGH 
  Use this encounter if the PCs do not carry Darssvorel 
  into Vuthathrae. If the PCs do not go to Vuthathrae they 
  miss out on encounters 6 – 10 and the dangers and 
  rewards as presented therein. However, they are not yet 
  out of danger. 
   
  If the party stays within the ruins or doesn’t travel 
  back to Hardby using some form of instantaneous travel 
  they have the following encounters (which can happen 
  in any order). If the PCs immediately teleport back to 
  Hardby they only fight the two groups of rival 
  adventurers, who seek to take the wealth the PCs no 
  doubt fo0und in the ruins. 
   
   
  RIVAL ADVENTURES 
  The PCs are not the only adventurers exploring Unaagh. 
  Utilize the stat blocks and tactical notes presented in 
  Encounter 6 (making the following changes): 
  • 
  Myghin and her companions are not from ancient 
  Sulm. Rather they are itinerant adventurers drawn 
  here by the Dreaming. They have not yet explored 
  the Black Ziggurat as they fear Drokkas. 
  • 
  They speak Common instead of Flan. 
  • 
   They see the PCs are a source of knowledge and 
  treasure. They prefer to attack from ambush. This 
  combat can happen in the necropolis itself or on the 
  return journey through the Abbor-Alz or Bright 
  Lands. 
   
  MORE RIVALS 
  Utilize the stat blocks and tactical notes presented in 
  encounter 8 for this encounter making the following 
  changes: 
  • 
  Peddyr and his companions are not from ancient 
  Sulm. Rather they are itinerant adventurers drawn 
  here by the Dreaming.  
  • 
  They speak Common instead of Flan. 
  • 
  They are more cunning and devious than Myghin 
  and her companions. They seek to befriend the PCs 
  so that they might attack when the party’s defenses 
  are down. 
   
  DENIZENS OF UNAAGH 
  In this encounter, the PCs battle some of the powerful 
  undead creatures lurking within the ruins. In all cases, 
  use the recommended tactics for these creatures found in 
  the Monster Manual, bearing in mind the additional 
  tactical notes below. 
  
  COR6-14 Cloud of Darkness 
   
  Page 28 
   
  The creatures have been drawn to this place; they 
  were not summoned or created here. Thus, they do not 
  gain the profane bonuses listed under “Undead” in the 
  “Features of Unaagh” section.  
   
  This encounter takes place when the PCs investigate 
  inside the Black Ziggurat or some of the ruined tombs. 
   
  APL 10 (EL 12) 
   
  �Dread Wraith (1): hp 144; Monster Manual 258. 
   
  �Wraith (2): hp 45 each; Monster Manual 258. 
   
  APL 12 (EL 14) 
   
  �Dread Wraith (2): hp 144 each; Monster Manual 
  258. 
   
  �Wraith (6): hp 45 each; Monster Manual 258. 
   
  APL 14 (EL 16) 
   
  �Dread Wraith (3): hp 144 each; Monster Manual 
  258. 
   
  Several spectral creatures of living darkness carrying 
  falchions and seemingly clad in mail of ancient 
  design burst from out of a nearby wall and 
  soundlessly glide towards you. Malevolent red eyes 
  glare at you as a supernatural chill flows from their 
  bodies. 
   
  Wraith Tactics: At APLs 10 - 14 the undeads’ tactics are 
  essentially the same. If present, the normal wraiths 
  swarm the PCs attacking any heavily armored foes.  
   
  The dread wraith use more sophisticated tactics 
  employing Spring Attack, Dodge, and Mobility to emerge 
  from the floor or wall, attack the nearest PC before 
  melting away again.  
   
  APL 16 (EL 18) 
   
  �Nightcrawler (1): hp 263; Monster Manual 195 
   
  An immense black-hued worm suddenly rears out of 
  the ground in front of you. The worm’s black toothy 
  maw is wider than a human male is tall as sand and 
  small pieces of rubble rain down around you.  
   
  Tactics: Using its tremorsense the nightcrawler trails the 
  party for a few rounds. It summons 2-4 dread wraiths and 
  when they arrive it attacks, keeping them between it and 
  any obvious clerics. It uses deeper darkness to avoid its 
  aversion to daylight and tremorsense to locate foes in the 
  darkened area. 
   
  Development: PCs only get XP for this encounter if they 
  defeat the opponents herein; simply meeting one or both 
  bands of adventurers is insufficient to gain a reward. 
  Proceed to the conclusion. 
   
   
   
  CONCLUSION 
  Select the appropriate result from those presented below. 
   
  THE PCS DON’T ENTER VUTHATHRAE 
  Use this conclusion if the PCs do not travel to 
  Vuthathrae. Given Darssvorel’s powers, however, and the 
  nature of his claims this is the least likely outcome. 
  Unfortunately, it is also the best outcome for the 
  Flanaess.  
   
  After the PCs have dealt with the undead of Unaagh 
  there is nothing to do but return to civilization. Their 
  actions trap the Sulmites in Vuthathrae until they can 
  research a new way to escape their imprisonment. 
   
  THE PCS ENTER VUTHATHRAE 
  Use this conclusion if the PCs explore Vuthathrae. This is 
  the most likely outcome of the adventure.  
   
  After Vuthathrae is destroyed, surviving Sulmites 
  immediately flee, using the fastest means available to 
  them. They are devastated by the state of their former 
  empire; their subsequent actions are beyond the scope of 
  this adventure (but they do not bode well for the region). 
   
  If Sjachtiathar survived he flees toward his old lair in 
  the Abbor-Alz. If the PCs wish they can try to hunt any 
  survivors down. Refer to the relevant stat blocks and 
  tactical notes for more information. 
   
  If Darssvorel was reunited with his alternate shard 
  he disappears in the resultant explosion. After this event 
  sorcerers do not receive any more dreams or visions 
  linked to the Dreaming. 
   
  The destruction of Vuthathrae destroys the binding 
  effect that keeps the undead from leaving Unaagh’s 
  precincts. The archmage Rary will not be pleased by this.  
   
  MISCELLANEOUS MATTERS 
  Note: It is possible for a PC to receive one or more of the 
  below AR entries; they are not mutually exclusive. 
   
  Thrics and Tenser: If/when the PCs return to 
  Hardby they find Thrics the halfling waiting for them. 
  He enquires after the PCs’ adventures and asks for the 
  return of any unexpended loaned magical items. He 
  listens intently to the PCs’ tale, but seems disappointed 
  that no real proof of Rary’s involvement or intentions 
  could be found. All characters reporting to Thrics get the 
  “Ally of Tenser” AR entry. 
   
  Beloved of Tiamat: The PC assisting in the 
  reuniting of Darssvorel receives this AR entry.  
  
  COR6-14 Cloud of Darkness 
   
  Page 29 
   
  Enemy of Tiamat: Any PC who damaged 
  Darssvorel, or who tried to stop him from being reunited 
  with himself receives this AR entry. 
   
  A PCs cannot have both the Beloved of Tiamat and 
  Enemy of Tiamat entries. If a PC could gain both, he only 
  receives the Enemy of Tiamat listing. 
   
   
   
  CAMPAIGN CONSEQUENCES 
  This is the last part of the “Sins of Ages Past” arc. 
  Answering the below questions allow your table to 
  influence the arc’s conclusion. Email your answers to 
  creighton@greyworks.co.uk. 
  1. 
  Did the PCs work for Thrics and his master? 
  2. 
  Did the PCs travel to Vuthathrae?  
  3. 
  Did Myghin, Peddyr, or Branwalather survive 
  the adventure? 
  4. 
  Did Sjachtiathar survive the adventure? 
  5. 
  What was Darssvorel’s fate? 
  6. 
  How was Vuthathrae destroyed? 
  
  COR6-14 Cloud of Darkness 
   
  Page 30 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 3: The Necropolis at Unaagh 
  Defeat the undead of Unaagh. 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
  APL 14  
  420 XP 
  APL 16  
  480 XP 
   
  Encounter 4: The Black Ziggurat 
  Defeat or deal peacefully with Drokkas, the Dark Lord of 
  Unaagh 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  Encounter 5: Darssvorel 
  Dealing with or defeating Darssvorel 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
  APL 14  
  420 XP 
  APL 16  
  480 XP 
   
  Encounter 6: Vuthathrae 
  Defeating or befriending the Sulmites 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
  APL 14  
  420 XP 
  APL 16  
  480 XP 
   
  Encounter 8: Children of Sulm 
  Defeating or befriending the Sulmites 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  Encounter 9: Sjachtiathar 
  Defeating Sjachtiathar 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  Encounter 10: The Ritual 
  Survive the destruction of Vuthathrae 
  APL 10  
  150 XP 
  APL 12  
  150 XP 
  APL 14  
  150 XP 
  APL 16  
  150 XP 
   
  Encounter 11: Exploring Unnagh 
  Defeating the rival adventurers 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
  APL 14  
  420 XP 
  APL 16  
  480 XP 
   
  Defeating the rival adventurers 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  Defeating the undead 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
  APL 14  
  420 XP 
  APL 16  
  480 XP 
   
  Discretionary Roleplaying Award 
  APL 10  
  540 XP 
  APL 12  
  630 XP 
  APL 14  
  720 XP 
  APL 16  
  810 XP 
   
  Total Possible Experience 
  APL 10  
  2,700 XP 
  APL 12  
  3,150 XP 
  APL 14  
  3,600 XP 
  APL 16  
  4,050 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., 
  
  COR6-14 Cloud of Darkness 
   
  Page 31 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
   
  Treasure Cap 
  APL 10: 4,600 gp. 
   
  APL 12: 6,600 gp. 
   
  APL 14: 13,200 gp. 
   
  APL 16: 19,800 gp. 
   
  Note: PCs only gain access to treasure from defeated foes. 
  In this adventure, it is possible to befriend many of the 
  opponents, but this does not grant PCs access to their 
  equipment. 
   
  Total Possible Treasure 
  APL 10: Loot – 92 gp; Magic 5,037 gp. 
   
  APL 12: Loot – 92 gp; Magic 7,051 gp 
   
  APL 14: Loot – 52 gp; Magic 13,565 gp 
   
  APL 16: Loot – 52 gp; Magic 20,481 gp 
   
  Encounter 4: The Black Ziggurat  
  APL 10: Loot – 25 gp; Magic - ring of counterspells (333 
  gp), scroll of fly* (31 gp), dusty rose ioun stone (416 gp), 
  wand of enervation* (140 gp), scroll of dimension door* 
  (58 gp); Total 978 gp. 
   
  APL 12: Loot – 25 gp; Magic - ring of counterspells 
  (333 gp), scroll of fly* (31 gp), dusty rose ioun stone (416 
  gp), wand of enervation* (140 gp), scroll of dimension 
  door* (58 gp); Total 978 gp. 
   
  APL 14: Loot – 25 gp; Magic - ring of counterspells 
  (333 gp), scroll of fly* (31 gp), dusty rose ioun stone (416 
  gp), wand of enervation* (140 gp), scroll of dimension 
  door* (58 gp), cloak of resistance +3 (750 gp), headband of 
  intellect +2 (333 gp); Total 2,061 gp. 
   
  APL 16: Loot – 25 gp; Magic - ring of counterspells 
  (333 gp), scroll of fly* (31 gp), dusty rose ioun stone (416 
  gp), wand of enervation* (140 gp), scroll of dimension 
  door* (58 gp), cloak of resistance +3 (750 gp), headband of 
  intellect +4 (1,333 gp), boots of speed (1,000 gp); Total 
  4,061 gp. 
   
  Encounter 6: Vuthathrae 
   
  APL 10: Loot – 41 gp; Magic - wand of reach inflict 
  moderate wounds (5 charges*) (38 gp), cloak of resistance 
  +1 (167 gp), potion of owl’s wisdom* (25 gp), +1 half-plate 
  (146 gp), ring of protection +1 (3) (167 gp each ), potion of 
  magic fang (3*) (4 gp each), elixir of fire breath(3*), (92 gp 
  each); Total 1,206 gp. 
   
  APL 12: Loot – 41 gp; Magic - wand of reach inflict 
  moderate wounds (5 charges*) (38 gp), cloak of resistance 
  +1 (167 gp), potion of owl’s wisdom* (25 gp), +1 half-plate 
  (146 gp), ring of protection +1 (3) (167 gp each ), potion of 
  magic fang (3*) (4 gp each), elixir of fire breath(3*), (92 gp 
  each), potion of blur (3*) (25 gp each), dusty rose ioun 
  stone (417 gp); Total 1,698 gp. 
   
  APL 14: Loot – 1 gp; Magic - wand of reach inflict 
  moderate wounds (5 charges*) (38 gp), cloak of resistance 
  +1 (167 gp), potion of owl’s wisdom* (25 gp), +1 half-plate 
  (146 gp), ring of protection +1 (3) (167 gp each ), potion of 
  magic fang (3*) (4 gp each), elixir of fire breath(3*), (92 gp 
  each), potion of blur (3*) (25 gp each), dusty rose ioun 
  stone (417 gp), periapt of wound closure (1,250 gp), 1 
  light fortification heavy steel shield  (348 gp); Total 1,698 
  gp. 
   
  APL 16: Loot – 1 gp; Magic - wand of reach inflict 
  moderate wounds (5 charges*) (38 gp), cloak of resistance 
  +1 (167 gp), potion of owl’s wisdom* (25 gp), +1 half-plate 
  (146 gp), ring of protection +1 (3) (167 gp each ), potion of 
  magic fang (3*) (4 gp each), elixir of fire breath(3*), (92 gp 
  each), potion of blur (3*) (25 gp each), dusty rose ioun 
  stone (417 gp), periapt of wound closure (1,250 gp), 1 
  light fortification heavy steel shield  (348 gp), rod of 
  python (1,083 gp); Total 1,698 gp. 
   
  Encounter 8: Children of Sulm  
  APL 10: Loot – 26 gp; Magic - +1 keen falchion (698 gp), 
  amulet of natural armor +1 (2) (167 gp), gauntlets of ogre 
  power (333 gp), scroll of false life* (13 gp), cloak of 
  resistance +2 (333 gp), metamagic rod of lesser empower 
  spell (750 gp), ring of protection +1 (167 gp),scroll of 
  
  COR6-14 Cloud of Darkness 
   
  Page 32 
  antimagic field (135 gp),+1 falchion (198 gp),+1 full plate 
  (221 gp); Total 3,208 gp. 
   
  APL 12: Loot – 26 gp; Magic - +1 keen falchion (698 
  gp), amulet of natural armor +1 (2) (167 gp), gauntlets of 
  ogre power (333 gp), scroll of false life* (13 gp), cloak of 
  resistance +2 (333 gp), metamagic rod of lesser empower 
  spell (750 gp), scroll of antimagic field (135 gp),+1 
  falchion (198 gp),+1 full plate (221 gp), ring of protection 
  +2 (2) (667 gp each); Total 4,375 gp. 
   
  APL 14: Loot – 26 gp; Magic - +1 keen falchion (698 
  gp), amulet of natural armor +1 (2) (167 gp), gauntlets of 
  ogre power (333 gp), scroll of false life* (13 gp), cloak of 
  resistance +2 (333 gp), metamagic rod of lesser empower 
  spell (750 gp), scroll of antimagic field (135 gp),+1 
  falchion (198 gp),+1 full plate (221 gp), ring of protection 
  +2 (2) (667 gp each), rope of entanglement (1,750 gp), 
  pearl of power (5th-level) (2,083 gp); Total 8,208 gp. 
   
  APL 16: Loot – 26 gp; Magic - +1 keen human bane 
  falchion (1,531 gp), amulet of natural armor +1 (2) (167 
  gp), gauntlets of ogre power (333 gp), scroll of false life* 
  (13 gp), cloak of resistance +2 (333 gp), metamagic rod of 
  lesser empower spell (750 gp), scroll of antimagic field 
  (135 gp),+1 falchion (198 gp),+1 full plate (221 gp), ring of 
  protection +2 (2) (667 gp each), rope of entanglement 
  (1,750 gp), pearl of power (5th-level) (2,083 gp), pearl of 
  power (6th-level) (3,000 gp); Total 12,041 gp. 
   
  Special 
  �Beloved of Tiamat: You have carried out a great 
  service for Tiamat, The Chromatic Dragon, and she is 
  grateful. You receive a +5 profane bonus to Diplomacy 
  checks made against evil dragons and a -5 profane penalty 
  to Diplomacy checks made against good-aligned dragons.
   
  Your right hand has become stained through your 
  association with Tiamat. Your palm is deep black in hue 
  and each finger is a different color: white, black, green, 
  blue, and red. 
   
  �Enemy of Tiamat: You have angered The Chromatic 
  Dragon. You receive a -5 profane penalty to Diplomacy 
  checks made against evil dragons and a +5 sacred bonus 
  to Diplomacy checks made against good-aligned dragons. 
  Additionally, in combat evil dragons attack you in 
  preference to all other targets (if they are aware of your 
  presence). 
   
  �Ally of Tenser: You have carried out a great service for 
  the forces of good. Tenser, a powerful wizard and one-
  time member of the Circle of Six, counts you as an ally. 
  By spending a TU, and visiting the Fortress of Unknown 
  Depths, you gain as many of the following benefits are 
  you wish when you: 
  • 
  Access to any arcane spell in the Player’s Handbook 
  which you may copy into your spellbook or onto a 
  scroll. (Except any spells restricted as detailed in the 
  most 
  recent 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook).  
  • 
  Access to the armor and shield special abilities of 
  light fortification, moderate fortification, and 
  invulnerability (for armor only). 
  • 
  Access to the weapon special quality of bane 
  (dragons). 
  • 
  Access to a holy avenger or a staff of power. 
  • 
  Tenser can arrange for any Player’s Handbook 7th-
  level or lower Conjuration (healing) spell to be cast 
  on your behalf. 
   
  This favor is usable multiple times but the TU cost – as 
  well as all normal costs - must be paid each time. Each 
  time you use this favor you may purchase up to 2 items or 
  copy 2 spells (or buy 1 item and 1 spell).  
   
  If you are lawful good and played this adventure at 
  APL 16, contact creighton@greyworks.co.uk. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL 10: 
  • 
  Ring of countespells (Core; DMG) 
  • 
  Dusty rose ioun stone (Adventure; DMG) 
  • 
  Wand of enervation (4 chgs.) (Adventure; DMG) 
  • 
  Wand of reach inflict moderate wounds (5 chgs) 
  (Adventure; CD; 450 gp) 
  • 
  +1 keen falchion (Core; DMG) 
  • 
  Cloak of resistance +2 (Core; DMG) 
  • 
  Metamagic rod of lesser empower spell (Adventure; 
  DMG) 
  • 
  Scroll of antimagic (Core; DMG) 
   
  APL 12 (all of APL 10 plus the following): 
  • 
  Ring of protection +2 (Core; DMG) 
   
  APL 14 (all of APLs 10-12 plus the following): 
  • 
  Periapt of wound closure (Core; DMG) 
  • 
  +1 light fortification heavy steel shield (Core; DMG) 
  • 
  Rope of entanglement (Adventure; DMG) 
  • 
  pearl of power (5th-level) (Core; DMG) 
  • 
  Cloak of resistance +3 (Core; DMG) 
   
  APL 16 (all of APLs 10-14 plus the following):  
  • 
  Rod of python (Core; DMG) 
  • 
  Pearl of power (6th-level) (Core; DMG) 
  • 
  +1 keen human bane falchion (Adventure; DMG) 
  
  COR6-14 Cloud of Darkness 
   
  Page 33 
  • 
  Headband of intellect +4 (Core DMG) 
  • 
  Boots of speed (Core; DMG) 
  
  COR6-14 Cloud of Darkness 
   
  Page 34 
  APPENDIX 1: APL 10
  ENCOUNTER 3: THE NECROPOLIS AT 
  UNAAGH 
  �Vampire Gargoyle Guards: male gargoyle monk 2 
  (2): CR 8; Medium undead (Augmented Monstrous 
  Humanoid, earth); HD 6d12 plus 12; hp 66; Init +10; 
  Spd 40 ft., fly 60 ft. (average); AC 27, touch 17, flat-
  footed 21; Base Atk +5; Grp +17; Atk +16 melee (1d6+8 
  plus 2 negative levels, unarmed strike); Full Atk +14 
  melee (1d6+8 plus 2 negative levels, unarmed strike 
  [flurry of blows]), +14 melee, (1d6+8, unarmed strike 
  [flurry of blows]), +13 melee (1d6+4, bite) and +13 
  melee (1d6+4, gore); SA blood drain, children of the 
  night, create spawn, dominate, energy drain, flurry of 
  blows; SQ AC bonus, alternate form, darkvision 60 ft., 
  DR 10/magic and silver, evasion, fast healing 5, freeze, 
  gaseous form, resistance to cold 10 and electricity 10, 
  spider climb, turn resistance +4; AL LE; SV Fort +4, Ref 
  +15, Will +8; Str 26, Dex 22, Con -, Int 10, Wis 12, Cha 
  8. 
   
  Skills and Feats: Balance +8, Hide +12 (+20 against 
  stone background), Jump +14, Listen +11, Move 
  Silently +14, Search +8, Sense Motive +9, Spot +15, 
  Tumble +14; Alertness, Combat Reflexes, Deflect 
  Arrows, Dodge, Flyby Attack, Improved Initiative, 
  Improved Unarmed Grapple, Improved Unarmed 
  Strike, Lightning Reflexes, Multiattack, Weapon Focus 
  (unarmed strike). 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the 
  vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. (If the base 
  creature is not terrestrial, this power might summon 
  other creatures of similar power.) These creatures 
  arrive in 2d6 rounds and serve the vampire for up to 1 
  hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the vampire 
  must use a standard action, and those merely looking at 
  it are not affected. Anyone the vampire targets must 
  succeed on a DC 12 Will save or fall instantly under 
  the vampire’s influence as though by a dominate 
  person spell (CL 12th). The ability has a range of 30 
  feet. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For 
  each negative level bestowed, the vampire gains 5 
  temporary hit points. A vampire can use its energy 
  drain ability once per round. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12th-level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here. While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form. It can remain in that form until it assumes 
  another or until the next sunrise. (If the base creature 
  is not terrestrial, this power might allow other forms.) 
   
  Evasion (Ex): If the vampire gargoyle makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he 
  instead takes no damage. 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. 
  If reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. (It can travel up to nine miles in 2 hours.) 
  Any additional damage dealt to a vampire forced into 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, 
  then is no longer helpless and resumes healing at the 
  rate of 5 hit points per round. 
   
  Freeze (Ex): A gargoyle can hold itself so still it 
  appears to be a statue. An observer must succeed on a 
  DC 20 Spot check to notice the gargoyle is really alive. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 feet with perfect 
  manoeuvrability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  ENCOUNTER 4: THE BLACK 
  ZIGGURAT  
  �Drokkas, Dark Lord of Unaagh: male lich wizard 
  (evoker) 12: CR 14; Medium undead (Augmented 
  Humanoid); HD 12d12 plus 24; hp 132; Init +7; Spd 30 
  ft.; AC 20, touch 14, flat-footed 17; Base Atk +6/+1, Grp 
  +6; Atk +8 melee (1d8+5 negative energy [DC 19 Will 
  
  COR6-14 Cloud of Darkness 
   
  Page 35 
  halves] plus paralysis [DC 21 Fortitude negates], touch 
  attack); Full Atk +8/+3 melee (1d8+5 negative energy 
  [DC 19 Will halves] plus paralysis [DC 21 Fortitude 
  negates], touch attack); SA damaging touch, fear aura, 
  paralyzing touch, spells; SQ +4 turn resistance, 
  contingency (blink) spell effect, damage reduction 
  15/bludgeoning 
  and 
  magic; 
  darkvision 
  60 
  ft.; 
  immunity to cold, electricity, polymorph and mind-
  affecting attacks; permanent spell effects; undead traits; 
  AL LE; SV Fort +5, Ref +8, Will +12; Str 10, Dex 16, Con 
  --, Int 23, Wis 16, Cha 16. 
   
  Skills and Feats: Concentration +18, Hide +11,  
  Jump +2, Knowledge (arcana) +21, Knowledge 
  (architecture 
  and 
  engineering) 
  +7, 
  Knowledge 
  (dungeoneering) +7, Knowledge (geography) +7, 
  Knowledge (history) +9, Knowledge (nature) +9, 
  Knowledge (nobility) +10, Knowledge (religion) +9, 
  Knowledge (the planes) +21,  Listen +11, Move Silently 
  +11, Search +14, Sense Motive +14,  Spellcraft +26, Spot 
  +18, Tumble +10; Ability Focus (paralyzing touch), 
  Empower Spell, Extend Spell, Greater Spell Focus 
  (evocation), Improved Initiative, Quicken Spell, Scribe 
  Scroll, Skill Focus (Spellcraft), Spell Focus (evocation). 
   
  Languages: Abyssal, Flan, Draconic, Dwarven, 
  Infernal.  
   
  Damaging Touch: 1d8+5 negative energy; DC 19 
  Will save halves. 
   
  Fear Aura (Su): A dreadful aura of death and evil 
  shrouds Drokkas. Creatures of less than 5 HD in a 60-
  foot radius looking at him must succeed on a DC 19 
  Will save or be affected as though by a fear spell cast by 
  a 12th-level sorcerer. A creature that successfully saves 
  cannot be affected again by Drokkas’ aura for 24 hours. 
   
  Paralyzing Touch (Su): Any living creature 
  Drokkas hits with his touch attack must succeed on a 
  DC 21 Fortitude save or be paralyzed permanently. 
  Remove paralysis or any spell that can remove a curse 
  frees the victim. The effect cannot be dispelled. 
  Anyone paralyzed by Drokkas seems dead, though a 
  DC 20 Spot check or a DC 15 Heal check reveals that 
  the victim is still alive. 
   
  Skills: Drokkas has a +8 racial bonus on Hide, 
  Listen, Move Silently, Search, Sense Motive, and Spot 
  checks. 
   
  Contingency: A successfully grapple attempt on 
  Drokkas activates a blink spell. 
   
  Permanent 
  Spell 
  Effects: 
  arcane 
  sight, 
  comprehend languages, resistance, see invisibility, 
  tongues.  
   
  Wizard Spells Prepared: (5/7/7/6/5/5/4; base DC 
  = 16 + spell level); 0—dancing lights, mage hand, 
  prestidigitation (2), touch of fatigue; 1st—expeditious 
  retreat, feather fall, grease, mage armor, protection 
  from good, ray of enfeeblement, shield; 2nd—
  blindness (2), extended mage armor, false life,
   fox’s 
  cunning,
   resist energy
  ,, scorching ray
  E; 3rd—dispel 
  magic, extended false life, fly, protection from energy 
  (2), vampiric touch; 4th—detect scrying, dimension 
  door, 
  empowered 
  scorching 
  ray, 
  extended 
  nondetection, stoneskin; 5th—empowered fireball
  E, 
  empowered lightning bolt
  E, extended fire shield, 
  quickened 
  magic 
  missile
  E, 
  teleport; 
  6th—chain 
  lightning
  E, quickened scorching ray
  E, repulsion, true 
  seeing. 
   
  E: Evocation spell. Base DC = 18 + spell level). 
   
  Barred Schools: Enchantment, Illusion. 
   
  Possessions: 
  masterwork 
  dagger, 
  ring 
  of 
  counterspells (dispel magic), scroll of fly, dusty rose 
  ioun stone, wand of enervation (4 chgs), scroll of 
  dimension door.  
   
  Power-Up Suite (Normal - 4th—detect scrying, 
  extended nondetection; 3rd—extended false life; 
  2nd—extended mage armor): hp 148; AC 24, touch 
  14, flat-footed 21. 
   
  Power-Up Suite (Prepared – 5th—extended 
  fire shield [protects against fire], true seeing; 4th—
  detect scrying, extended nondetection, stoneskin; 
  3rd—extended false life, fly, protection from 
  energy (acid), protection from energy (fire), 
  vampiric touch;  2nd—fox’s cunning, extended 
  mage armor, resist energy (sonic); 1st—expeditious 
  retreat, protection from good, shield): Spd 60 ft., fly 
  60 ft. (good); hp 148; AC 28 (29), touch 15 (16), flat-
  footed 25 (26) (against good opponents); Atk +8 melee 
  (1d8+5 negative energy [DC 19 Will halves] plus 
  paralysis [DC 21 Fortitude negates] plus 7d6 points of 
  damage [vampiric touch], first touch attack); SQ as 
  above plus resist sonic 10/round, immunity to acid 
  (120 points) and fire (120 points), DR 10/adamantine; 
  SV Fort +5 (+6), Ref +8 (+9), Will +11 (+12) (against 
  good opponents); Int 27.  
   
  Skills: Jump +14, Knowledge (arcana) +23, 
  Knowledge 
  (architecture 
  and 
  engineering) 
  +9, 
  Knowledge 
  (dungeoneering) 
  +9, 
  Knowledge 
  (geography) +9, Knowledge (history) +11, Knowledge 
  (nature) +11, Knowledge (nobility) +12, Knowledge 
  (religion) +11, Knowledge (the planes) +23, Search +16, 
  Spellcraft +28.  
   
  Wizard Spells (DC 18 + spell level;
   E: Evocation 
  spell. Base DC = 20 + spell level). 
   
  ENCOUNTER 5: DARSSVOREL 
  �Darssvorel: CR 10; tiny construct (augmented 
  dragon); hp 180; Init +0; AC 5, touch 5, flat-footed 5; SQ 
  break DC 50, construct traits, greater powers, hardness 
  20; lesser powers; AL LE; SV Fort +8, Ref +8, Will +8; 
  Int 19, Wis 10, Cha 19, Ego score 25. 
  
  COR6-14 Cloud of Darkness 
   
  Page 36 
   
  Skills and Feats: Bluff +14, Diplomacy +14; Eschew 
  Materials, Heighten Spell, Still Spell. 
   
  Languages: Speech (Abyssal, Common, Draconic, 
  Flan, Infernal), telepathy, read languages, read magic; 
  120 ft. darkvision, blindsense and hearing. 
   
  Lesser Powers (Sp): CL 11th; 1/day major image, 
  minor image.  
   
  Greater Powers (Sp): CL 11th; At will - detect 
  thoughts; 3/day deeper darkness, fear.  
   
  Special Purpose: Expand the power and dominion 
  of Tiamat. 
   
  Special Purpose Power: The Dreaming. 
   
  Sorcerer Spells Known (6/7/7/7/7/4; CL 11th; 
  base DC = 14 + spell level): 0- dancing lights, daze, 
  detect magic, flare, ghost sound, light, message, 
  prestidigitation, resistance; 1st- alarm, charm person, 
  comprehend languages, grease, ventriloquism; 2nd-, 
  eagle’s splendor, misdirection, obscure object, see 
  invisibility, Tasha’s hideous laughter; 3rd- dispel magic, 
  hold person, protection from energy, suggestion; 4th- 
  confusion, lesser globe of invulnerability, phantasmal 
  killer; 5th- dominate person, feeblemind. 
   
  Power-Up Suites (prepared—eagle’s splendor, 
  misdirection, obscure object, see invisibility, detect 
  magic, resistance,): SV Fort +8, Ref +8, Will +8; Cha 
  23. 
   
  Skills and Feats: Bluff +16, Diplomacy +16. 
   
  Sorcerer Spells Known (base DC = 16 + spell 
  level). 
   
  ENCOUNTER 6: VUTHATHRAE 
  �Myghin: female human (Flan) cleric (Nerull) 
  6/sorcerer 1/loremaster 1: CR 8; Medium humanoid; 
  HD 6d8+12 plus 1d4+2 plus 1d4+2 plus 3; hp 61; Init 
  +0; Spd 20 ft.; AC 20, touch 10, flat-footed 20; Base Atk 
  +4; Grp +4; Atk +5 melee (1d8, masterwork 
  morningstar); Full Atk +5 melee (1d8, masterwork 
  morningstar); SA spells, spontaneous casting, rebuke 
  undead; SQ secret (secret health), weasel familiar; NE; 
  SV Fort +8, Ref +5, Will +14; Str 11, Dex 10, Con 14, Int 
  13, Wis 18, Cha 12. 
   
  Skills and Feats: Concentration +16, Knowledge 
  (arcana) +11, Knowledge (religion) +11, Knowledge 
  (the planes) +5, Spellcraft +13; Craft Wand, Reach 
  Spell, Scribe Scroll, Skill Focus (concentration). 
   
  Languages: Common, Flan. 
   
   
  Weasel Familiar: Unstated; nearby. 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; CL 
  7th; base DC = 14 + spell level): 0—cure minor wounds 
  (2), guidance, light, resistance, virtue; 1st—bless, 
  command, cure light wounds,, entropic shield, 
  protection from good*, sanctuary; 2nd—death knell*, 
  hold person (2), silence, spiritual weapon; 3rd—
  blindness , dispel magic, magic circle against good*, 
  prayer; 4th—freedom of movement, poison, unholy 
  blight*. 
   
  *Domain Spell. Domains: Death (death touch 
  1/day; melee touch attack; 6d6), Evil (cast evil spells at 
  +1 caster level). 
   
  Sorcerer Spells Known: (5/4; CL 1st; base DC = 11 
  + spell level): 0--mage hand, message, prestidigitation, 
  ray of frost; 1st- comprehend languages, true strike.  
   
  Possessions: wand of reach inflict moderate 
  wounds (5 charges), cloak of resistance +1, potion of 
  owl’s wisdom, masterwork morningstar, +1 half-plate, 
  masterwork heavy steel shield. 
   
  Power-Up Suite (Negotiating - protection from 
  good, sanctuary): AC 20 (22 against good), touch 10 
  (12), flat-footed 20 (22). 
   
  Power-Up Suite (Prepared - freedom of 
  movement, poison, magic circle against good, 
  prayer, owl’s wisdom [from potion],entropic shield): 
  AC 20 (22 against good), touch 10 (12), flat-footed 20 
  (22); Atk +6 melee (1d8+1, masterwork morningstar); 
  Full Atk +6 melee (1d8+1, masterwork morningstar); 
  SV Fort +9, Ref +6, Will +15; Wis 22. 
   
  Skills: Concentration +17, Knowledge (arcana) 
  +12, Knowledge (religion) +12, Knowledge (the planes) 
  +6,Spellcraft +14. 
   
  Cleric Spells Prepared (base DC = 16 + spell level). 
   
  �Sulmite Adept (2): male human (Flan) monk 4/ 
  sorcerer 1/ dragon disciple 2: CR 7; Medium 
  humanoid; HD 4d8+4 plus 1d4+1 plus 2d12+2; hp 
  52;Init +2; Spd 40 ft.; AC 16, touch 15, flat-footed 14; 
  Base Atk +4; Grp +8; Atk +9 melee (1d8+4, unarmed 
  strike), +8 melee (1d6+4, bite) , or +6 ranged (1d2+4, 
  shuriken); Full Atk +7/+7 melee (1d8+4, unarmed 
  strike[flurry of blows]) and +3 (1d6+4, bite) or +4/+4 
  ranged (1d2+4, shuriken[flurry of blows]); SA flurry of 
  blows, ki strike (magic), spells, stunning fist; SQ AC 
  bonus, dragon disciple traits, evasion, fast movement, 
  still mind, slow fall 20 ft., rat familiar; AL LE; SV Fort 
  +10, Ref +8, Will +11; Str 18, Dex 15, Con 12, Int 8, Wis 
  14, Cha 11. 
   
  Skills and Feats: Balance +8, Jump +15, Knowledge 
  (arcana) +7, Listen +2, Spellcraft +5, Spot +6, Tumble 
  +11; Deflect Arrows, Dodge, Improved Unarmed 
  Strike, Lightning Reflexes, Mobility, Stunning Fist, 
  Weapon Focus (unarmed strike). 
   
  Languages: Draconic, Flan. 
   
  Stunning Fist (Ex): 
  4/day; DC 15 Fort save 
  negates. 
   
  Dragon Disciple Traits: ability boost (Str +2), 
  bonus claws and bite attacks, bonus spells (2), natural 
  armor +1. 
  
  COR6-14 Cloud of Darkness 
   
  Page 37 
   
  Evasion (Ex): If the adept makes a successful 
  Reflex saving throw against an attack that normally 
  deals half damage on a successful save, he instead takes 
  no damage. 
   
  Rat Familiar: Unstated; nearby. 
   
  Slow Fall (Ex): An adept within arm’s reach of a 
  wall can use it to slow his descent while falling. The 
  adept takes damage as it the fall was 20 ft. shorter than 
  it actually is.  
   
  Still Mind (Ex): The adept gains a +2 bonus on 
  saving throws against spells and effects from the 
  enchantment school. 
   
  Sorcerer Spells Known (5/5; base DC = 10 + spell 
  level): 0—acid splash, mage hand, message, resistance, 
  touch of fatigue; 1st—mage armor, shield. 
   
  Possessions: ring of protection +1, potion of magic 
  fang (2), elixir of fire breath, shuriken (5), vial of large 
  scorpion venom, monk’s outfit. 
   
  Power-Up Suite (Negotiating – mage armor): 
  AC 20, touch 15, flat-footed 19. 
   
  Power-Up Suite (Prepared - mage armor, magic 
  fang [from potion], shield): AC 24, touch 15, flat-
  footed 22; Atk +10 melee (1d8+5, unarmed strike), +8 
  melee (1d6+3, bite) , or +6 ranged (1d2+4 plus poison 
  [DC 18 Fort, 1d6 Str/1d6 Str],shuriken); Full Atk +8/+8 
  melee (1d8+5, unarmed strike[flurry of blows]) and +3 
  (1d6+3, bite). 
   
   
  ENCOUNTER 8: CHILDREN OF SULM 
  �Branwalather: male human (Flan) fighter 1/ monk 
  2/ sorcerer 6/ eldritch knight 1: CR 10; Medium 
  humanoid; HD 1d10+2 plus 2d8+4 plus 6d4+12 plus 
  1d6+2 plus 10; hp 72; Init +2; Spd 30 ft.; AC 15, touch 
  14, flat-footed 13 (+2 Dex, +2 monk, +1 natural); Base 
  Atk +6/+1; Grp +14; Atk +12 melee (2d4+7/15-20, +1 
  keen falchion) or +10 melee (1d6+4, unarmed strike); 
  Full Atk +12/+7 melee (2d4+7/15-20, +1 keen falchion) 
  or +8/+8/+3 melee (1d6+4, unarmed strike [flurry of 
  blows]); SA flurry of blows, spells; SQ AC bonus, 
  evasion, weasel familiar; AL LE; SV Fort +11, Ref +11, 
  Will +10; Str 17 (19), Dex 14, Con 14, Int 10, Wis 14, 
  Cha 14. 
   
  Skills and Feats:  Balance +4, Concentration +15, 
  Jump +11, Listen +2, Ride +6, Spellcraft +6, Spot +4, 
  Tumble 
  +14; 
  Arcane 
  Strike, Combat Reflexes, 
  Improved Grapple, Improved Toughness, Improved 
  Unarmed Strike, Leadership, Lightning Reflexes, 
  Power Attack, Power Critical (falchion), Weapon Focus 
  (falchion). 
   
  Languages: Flan. 
   
  Stunning Fist (Ex): 4/day; DC 17 Fortitude 
  negates. 
   
  Evasion (Ex): If Branwalather makes a successful 
  Reflex saving throw against an attack that normally 
  deals half damage on a successful save, he instead takes 
  no damage. 
   
  Weasel Familiar: Unstated; nearby. 
   
  Sorcerer Spells Known (6/7/6/3; CL 6th; base DC 
  = 12 + spell level); 0—caltrops, dancing lights, mage 
  hand, message, prestidigitation, resistance, touch of 
  fatigue; 1st—enlarge person, expeditious retreat, mage 
  armor, shield; 2nd—cat’s grace, mirror image; 3rd— 
  weapon of energy. 
   
  Possessions: +1 keen falchion, amulet of natural 
  armor +1, gauntlets of ogre power, scroll of false life. 
   
  Power-Up Suite (Negotiating – cat’s grace, 
  expeditious retreat, mage armor): Init +4; Spd 60 ft.; 
  AC 21, touch 16, flat-footed 17 (+4 Dex, +2 monk, +1 
  natural, +4 armor); Dex 18. 
   
  Skills: Balance +6, Tumble +16. 
   
  Power-Up Suite (Prepared – heroism [from 
  Peddyr], weapon of energy, cat’s grace, false life 
  [from scroll], mirror image, enlarge person, 
  expeditious retreat, mage armor, shield, resistance): 
  hp 85; Init +3, Spd 60 ft.; AC 23, touch 14, flat-footed 21 
  (+3 Dex, +2 monk, +1 natural, +4 armor, +4 shield, -1 
  size); Atk +14 melee (2d6+7 plus 1d6 acid/15-20 plus 
  1d10 acid, +1 keen falchion) or +12 melee (1d8+4, 
  unarmed strike); Full Atk +14/+9 melee (2d6+7 plus 
  1d6 acid/15-20 plus 1d10 acid, +1 keen falchion) or 
  +12/+7 melee (1d8+4, unarmed strike) or +10/+10/+5 
  melee (1d8+4, unarmed strike [flurry of blows]); 
  Space/Reach 10 ft./10 ft.; SV Fort +14, Ref +15, Will 
  +13; Str 21, Dex 16. 
   
  Skills: Balance +6, Concentration +17, Jump +26,  
  Listen +4, Ride +9, Spellcraft +8, Spot +6,  Tumble +17. 
   
  Spells Cast: If Branwalather completes this power-
  up suite he uses up one 0-level, four 1st-level, two 2nd-
  level, and one 3rd-level spell slots. 
   
   
  �Peddyr: male human (Flan) sorcerer 10: CR 10; 
  Medium humanoid; HD 10d4+20; hp 50; Init +1; Spd 
  30 ft.; AC 13 touch 12, flat-footed 12 (+1 Dex, +1 
  natural, +1 deflection); Base Atk +5; Grp +4; Atk +5 
  melee (1d4-1/19-20, masterwork dagger); Full Atk +5 
  melee (1d4-1/19-20, masterwork dagger); SA spells; SQ 
  draconic heritage, weasel familiar; AL LE; SV Fort +7, 
  Ref +8, Will +9; Str 8, Dex 13, Con 14, Int 12, Wis 10, 
  Cha 17. 
   
  Skills and Feats:  Concentration +15, Knowledge 
  (arcana) +6, Knowledge (the planes) +3, Move Silently 
  +12, Spellcraft +16, Tumble +3; Draconic Breath, 
  Draconic Flight(9), Draconic Heritage (green), Greater 
  Spell Focus (enchantment),Spell Focus (enchantment). 
   
  Languages: Flan. 
  
  COR6-14 Cloud of Darkness 
   
  Page 38 
   
  Draconic Heritage (Ex): Peddyr gains a +3 bonus 
  to saving throws against sleep, paralysis and attacks 
  with the acid descriptor. Move Silently is a class skill 
  for Peddyr.  
   
  Weasel Familiar: Unstated; nearby. 
   
  Sorcerer Spells Known: (6/7/7/7/5/3; base DC = 
  13 + spell level); 0—acid splash, caltrop, daze
  E, detect 
  magic, ghost sound, mage hand, prestidigitation, touch 
  of fatigue, read magic; 1st—inhibit
  E, mage armor, 
  magic missile, shield, true strike; 2nd—eagle’s 
  splendor, false life, invisibility, scorching ray; 3rd—
  fireball, heroism
  E, protection from energy; 4th—
  confusion
  E, dimension door, 5th—feeblemind
  E. 
   
  E: Enchantment spell. DC = 15 + spell level. 
   
  Possessions: Cloak of resistance +2, masterwork 
  dagger, metamagic rod of lesser empower spell, ring of 
  protection +1, amulet of natural armor +1, scroll of 
  antimagic field, scroll case containing research papers. 
   
  Power-Up Suite (Normal - mage armor, false 
  life): AC 18, touch 13, flat-footed 17; hp 67. 
   
  Power-Up Suite (Negotiating - eagle’s splendor, 
  false life, mage armor): AC 17, touch 12, flat-footed 16 
  (+1 Dex, +1 natural, +2 deflection, +4 armor); hp 67; Cha 
  21. 
   
  Sorcerer Spells Known (base DC = 15 + spell level 
  [17 if enchantment spell). 
   
  Power-Up Suite (Prepared - heroism, protection 
  from 
  energy 
  [fire], 
  protection 
  from 
  energy 
  [lightning],eagle’s splendor, false life, mage armor, 
  shield): AC 21, touch 12, flat-footed 20 (+1 Dex, +1 
  natural, +1 deflection, +4 armor, +4 shield); hp 65; Atk 
  +7 melee (1d4-1/19-20, masterwork dagger); Full Atk 
  +7 melee (1d4-1/19-20, masterwork dagger); SQ 
  immunity to fire (120 points) and lightning (120 
  points), SV Fort +9, Ref +8, Will +11; Cha 21. 
   
  Skills: Concentration +17, Knowledge (arcana) +8, 
  Knowledge (the planes) +5, Move Silently +14, 
  Spellcraft +18, Tumble +5. 
   
  Sorcerer Spells Known (base DC = 15 + spell level 
  [17 if enchantment spell). 
   
  Spells Cast: If Peddyr completes this power-up 
  suite and adds to those of Arthyen and Branwalather 
  where indicated, he uses up two 1st-level, two 2nd-level 
  and six 3rd-level spell slots. 
   
   
  �Arthyen: male human (Flan) fighter 6/ blackguard 2: 
  CR 8; medium humanoid; HD 6d10+6 plus 2d10+2; hp 
  52; Init +1; Spd 20 ft.; AC 20, touch 11, flat-footed 19 
  (+1 Dex, +9 armor); Base Atk +8/+3; Grp +10; Atk +12 
  melee (2d4+7/15-20, +1 falchion); Full Atk +12/+7 
  melee (2d4+6/15-20, +1 falchion); SA poison use, smite 
  good 1/day; SQ aura of evil, dark blessing, detect good; 
  AL LE; SV Fort +12, Ref +8,Will +7; Str 15, Dex 12, Con 
  13, Int 8, Wis 11, Cha 16. 
   
  Skills and Feats: Hide +1, Intimidate +11, 
  Knowledge (religion) +1; Improved Critical (falchion), 
  Improved Sunder, Iron Will, Lightning Reflexes, 
  Power Attack, Power Critical (falchion), Weapon focus 
  (falchion), Weapon Specialization (falchion). 
   
  Smite Good (Su): Once a day, Arthyen may 
  attempt to smite good with one normal melee attack. 
  He gains a +3 modifier to their attack roll and deal 2 
  points of extra point of damage. If he accidentally 
  smites a creature that is not good, the smite has no 
  effect but it is still used up for that day. 
   
  Aura of Evil (Ex): Arthyen radiates a moderate 
  aura of evil (see the detect evil spell). 
   
  Dark Blessing (Su): Arthyen applies his Charisma 
  modifier (+3) as a bonus on all saving throws. 
   
  Detect Good (Sp): At will, Arthyen can use detect 
  good as a spell-like ability, duplicating the effect of the 
  detect good spell. 
   
  Blackguard Spells Prepared: (1; spell DC = 10 + 
  spell level); 1st- corrupt weapon. 
   
  Possessions: +1 falchion, +1 full plate. 
   
  Power-Up Suite (Prepared -heroism [from 
  Peddyr], protection from fire [from Peddyr] corrupt 
  weapon): Atk +14 melee (2d4+7/15-20, +1 falchion); 
  Full Atk +14/+9 melee (2d4+6/15-20, +1 falchion); SQ 
  immune fire (120 points); SV Fort +14, Ref +10, Will 
  +9.Skills: Hide +3, Intimidate +13, Knowledge 
  (religion) +1. 
   
  ENCOUNTER 9: SJACHTIATHAR  
  �Sjachtiathar: male adult fang dragon dracolich: CR 
  13; Large undead; HD 18d12; hp 162; Init +0; Spd 60 ft., 
  fly 120 ft. (poor); AC 28, touch 9, flat-footed 28; Base 
  Atk +18; Grp +28; Atk +23 melee (2d8+6 plus 1d6 cold 
  plus paralyzation, bite); Full Atk +23 melee (2d8+6 plus 
  1d6 cold plus paralyzation, bite), +21 melee (2d6+3 plus 
  1d6 cold plus paralyzation, 2 claws), +21 melee (1d8+3 
  plus 1d6 cold plus paralyzation, 2 wings), and +21 
  melee (2d6+9 plus 1d6 cold plus paralyzation, tail slap); 
  Space/Reach 10 ft./5 ft. (10 ft. with bite); SA ability 
  drain, control undead, frightful presence, increased 
  damage, paralyzing glare, paralyzing touch, trip; SQ DR 
  5/bludgeoning and magic, dragon traits, immunities, 
  invulnerability, sound imitation, spell-like abilities, SR 
  23, undead traits; AL LE; SV Fort + 11, Ref +11, Will 
  +14; Str 23, Dex 10, Con -; Int 12, Wis 17, Cha 14. 
   
  Skills and Feats Concentration +23, Escape Artist 
  +21, Intimidate +23, Listen +24, Search +22 , Sense 
  Motive +24, Spot +24; Ability Focus (paralyzing touch), 
  Blind-Fight, Flyby Attack, Multiattack, Power Attack, 
  Wingover. 
  
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  Ability Drain (Su): Sjachtiathar has no breath 
  weapon but his bite drains 1d6 points of Constitution. 
  A DC 21 Fortitude save negates this damage. 
   
  Control Undead (Sp): Once every 3 days 
  Sjachtiathar can use control undead as the spell (CL 
  15th). He cannot cast any other spells while this ability 
  is in effect. 
   
  Frightful Presence (Ex): 180 ft. range; DC 21 
  Will save negates. Creatures with less than 4 HD are 
  panicked for 4d6 rounds and those with 5 or more HD 
  are shaken for 4d6 rounds.  
   
   
  Increased Damage (Ex): Sjachtiathar’s claws, 
  teeth and scales are so sharp that he deals damage as if 
  he were a huge dragon. 
   
  Paralyzing Gaze (Su): 40 ft. range; DC 21 Will 
  save negates. If the save is successful the target is 
  forever immune to Sjachtiathar’s gaze. It is fails the 
  victim is paralyzed for 2d6 rounds. 
   
  Paralyzing Touch (Su): A creature struck by any 
  of Sjachtiathar’s physical attacks must make a DC 23 
  Fortitude save or be paralyzed for 2d6 rounds. A 
  successful saving throw against this effect does not 
  confer any immunity from subsequent attacks. 
   
  Trip (Ex): If Sjachtiathar hits with a claw or tail 
  attack he can attempt to trip his opponent as a free 
  action. If his attempt fails, his opponent cannot 
  attempt to trip him. 
   
  Draconic Traits: Blindsense 60 ft.; keen senses, 
  darkvision 120 ft.; immunity to magic sleep and 
  paralysis effects.  
   
  Immunities: 
  Sjachtiathar 
  is 
  immune 
  to 
  polymorph, cold and electricity effects. 
   
  Invulnerability: If Sjachtiathar is slain, his spirit 
  immediately returns to his phylactery. If no dragon-
  type corpse lies within 90 ft. for the spirit to possess he 
  is trapped in the phylactery until such a time – if ever – 
  that a corpse becomes available. Destroying the 
  phylactery destroys Sjachtiathar. 
   
  Sound Imitation (Ex): Sjachtiathar can mimic 
  any voice or sound he has heard anytime he likes. 
  Listeners must succeed on a DC 21  Will save to detect 
  the ruse. 
   
  Undead Traits: Sjachtiathar is immune to mind-
  affecting effects, poison, magic sleep effects, paralysis, 
  stunning, disease, death effects, and any effect that 
  requires a Fortitude save unless it also works on objects 
  or is harmless. He is not subject to critical hits, 
  nonlethal damage, ability damage to its physical ability 
  scores, ability drain, energy drain, fatigue, exhaustion, 
  or death from massive damage.  
   
  Spell-Like Abilities: CL 6; At will—detect magic, 
  read magic; 2/day—shield; 1/day—dispel magic, spell 
  turning. 
   
  Sorcerer Spells Known (CL 3rd; 6/6; base DC = 12 
  + spell level): 0—dancing lights, message, mage hand, 
  prestidigitation, 
  resistance; 
  1st—mage 
  armor, 
  obscuring mist, protection from good. 
   
  Power-Up Suite (Prepared-- spell turning, mage 
  armor, resistance, protection from good, shield): AC 
  36 (38 against good opponents), touch 9 (11), flat-
  footed 36 (38); SV Fort + 12 (+13 against good 
  opponents), Ref +12 (+13), Will +15 (+16). 
   
  
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  APL 12 
  ENCOUNTER 3: THE NECROPOLIS AT 
  UNAAGH 
  �Vampire Gargoyle Guards: male gargoyle monk 
  2/fighter 2 (2): CR 10; Medium undead (augmented 
  monstrous humanoid, earth); HD 8d12 plus 16; hp 88; 
  Init +10; Spd 40 ft., fly 60 ft. (average); AC 27, touch 17, 
  flat-footed 21; Base Atk +7; Grp +19; Atk +18 melee 
  (1d6+8 plus 2 negative levels, unarmed strike); Full Atk 
  +16 melee (1d6+8 plus 2 negative levels, unarmed strike 
  [flurry of blows]), +16 melee, (1d6+8, unarmed strike 
  [flurry of blows]), +11 melee, (1d6+8, unarmed strike 
  [flurry of blows]), +15 melee (1d6+4, bite) and +15 melee 
  (1d6+4, gore); SA blood drain, children of the night, 
  create spawn, dominate, energy drain, flurry of blows; SQ 
  AC bonus, alternate form, darkvision 60 ft., DR 10/magic 
  and silver, evasion, fast healing 5, freeze, gaseous form, 
  resistance to cold 10 and electricity 10, spider climb, turn 
  resistance +4; AL LE; SV Fort +7, Ref +15, Will +8; Str 26, 
  Dex 23, Con -, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +8, Hide +12 (+20 against 
  stone background), Jump +14, Listen +11, Move Silently 
  +14, Search +8, Sense Motive +9, Spot +16, Tumble +15; 
  Alertness, Blind-Fight, Combat Reflexes, Deflect Arrows, 
  Dodge, Flyby Attack, Improved Initiative, Improved 
  Unarmed Grapple, Improved Unarmed Strike, Lightning 
  Reflexes, Mobility, Multiattack, Weapon Focus (unarmed 
  strike). 
   
  Blood Drain (Ex): A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the vampire 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action. (If the base creature is 
  not terrestrial, this power might summon other creatures 
  of similar power.) These creatures arrive in 2d6 rounds 
  and serve the vampire for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes. This is similar to 
  a gaze attack, except that the vampire must use a standard 
  action, and those merely looking at it are not affected. 
  Anyone the vampire targets must succeed on a DC 13 
  Will save or fall instantly under the vampire’s influence 
  as though by a dominate person spell (CL 12th). The 
  ability has a range of 30 feet. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points. A vampire can use its energy drain ability once 
  per round. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast by 
  a 12th-level character, except that the vampire does not 
  regain hit points for changing form and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It can 
  remain in that form until it assumes another or until the 
  next sunrise. (If the base creature is not terrestrial, this 
  power might allow other forms.) 
   
  Evasion (Ex): If the vampire gargoyle makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he 
  instead takes no damage. 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. If 
  reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. (It can travel up to nine miles in 2 hours.) Any 
  additional damage dealt to a vampire forced into gaseous 
  form has no effect. Once at rest in its coffin, a vampire is 
  helpless. It regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the 
  rate of 5 hit points per round. 
   
  Freeze (Ex): A gargoyle can hold itself so still it 
  appears to be a statue. An observer must succeed on a DC 
  20 Spot check to notice the gargoyle is really alive. 
   
  Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster level 
  5th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect manoeuvrability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  ENCOUNTER 4: THE BLACK ZIGGURAT  
  �Drokkas, Dark Lord of Unaagh: male lich wizard 
  (evoker) 13/archmage 1: CR 16; Medium undead 
  (augmented humanoid); HD 14d12 plus 28; hp 154; Init 
  +7; Spd 30 ft.; AC 20, touch 14, flat-footed 17; Base Atk 
  +6/+1, Grp +6; Atk +8 melee (1d8+5 negative energy [DC 
  20 Will halves] plus paralysis [DC 20 Fortitude negates], 
  touch attack); Full Atk +8/+3 melee (1d8+5 negative 
  energy [DC 20 Will halves] plus paralysis [DC 20 
  Fortitude negates], touch attack); SA damaging touch, 
  fear aura, paralyzing touch, spells; SQ +4 turn resistance, 
  contingency (blink) spell effect, damage reduction 
  
  COR6-14 Cloud of Darkness 
   
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  15/bludgeoning and magic; darkvision 60 ft.; high arcane 
  (spell power +1), immunity to cold, electricity, 
  polymorph and mind-affecting attacks; permanent spell 
  effects; undead traits; AL LE; SV Fort +5, Ref +8, Will +14; 
  Str 10, Dex 16, Con --, Int 25, Wis 16, Cha 16. 
   
  Skills and Feats: Concentration +20, Hide +11,  Jump 
  +2, Knowledge (arcana) +23, Knowledge (architecture 
  and engineering) +7, Knowledge (dungeoneering) +7, 
  Knowledge (geography) +7, Knowledge (history) +9, 
  Knowledge (nature) +9, Knowledge (nobility) +10, 
  Knowledge (religion) +10, Knowledge (the planes) +23,  
  Listen +13, Move Silently +11, Search +14, Sense Motive 
  +14,  Spellcraft +28, Spot +19, Tumble +11; Empower 
  Spell, Extend Spell, Greater Spell Focus (evocation), 
  Improved Initiative, Quicken Spell, Scribe Scroll, Skill 
  Focus (Spellcraft), Spell Focus (abjuration), Spell Focus 
  (evocation). 
   
  Languages: Abyssal, Flan, Draconic, Dwarven, 
  Infernal.  
   
  Damaging Touch: 1d8+5 negative energy; DC 19 
  Will save halves. 
   
  Fear Aura (Su): A dreadful aura of death and evil 
  shrouds Drokkas. Creatures of less than 5 HD in a 60-foot 
  radius looking at him must succeed on a DC 20 Will save 
  or be affected as though by a fear spell cast by a 12th-level 
  sorcerer. A creature that successfully saves cannot be 
  affected again by Drokkas’ aura for 24 hours. 
   
  Paralyzing Touch (Su): Any living creature Drokkas 
  hits with his touch attack must succeed on a DC 20 
  Fortitude save or be paralyzed permanently. Remove 
  paralysis or any spell that can remove a curse frees the 
  victim. The effect cannot be dispelled. Anyone paralyzed 
  by Drokkas seems dead, though a DC 20 Spot check or a 
  DC 15 Heal check reveals that the victim is still alive. 
   
  Skills: Drokkas has a +8 racial bonus on Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot checks. 
   
  Contingency: A successfully grapple attempt on 
  Drokkas activates a blink spell. 
   
  Permanent Spell Effects: arcane sight, comprehend 
  languages, resistance, see invisibility, tongues.  
   
  Wizard Spells Prepared: (CL 15; 5/7/7/6/6/4/5/2; 
  base DC = 17 + spell level); 0—dancing lights, mage hand, 
  prestidigitation (2), touch of fatigue; 1st—expeditious 
  retreat, feather fall, grease, mage armor, protection from 
  good, ray of enfeeblement, shield
  A; 2nd—blindness (2), 
  extended mage armor, false life,
   fox’s cunning,
   resist 
  energy
  ,A, scorching ray
  E; 3rd—dispel magic
  A, extended 
  false life, fly, protection from energy
  A (2), vampiric touch; 
  4th—detect scrying, dimension door, empowered 
  scorching ray (2), extended nondetection, stoneskin; 
  5th—empowered fireball
  E, empowered lightning bolt
  E, 
  extended fire shield, teleport; 6th—chain lightning
  E, 
  disintegrate, quickened scorching ray
  E, repulsion
  A, true 
  seeing; 7th—prismatic spray, spell turning
  A,  
   
  A: Abjuration spell. Base DC = 18 + spell level. 
   
  E: Evocation spell. Base DC = 19 + spell level. 
   
  Barred Schools: Enchantment, Illusion. 
   
  Possessions: 
  masterwork 
  dagger, 
  ring 
  of 
  counterspells (dispel magic), scroll of fly, dusty rose ioun 
  stone, wand of enervation (4 chgs), scroll of dimension 
  door, cloak of resistance +3, headband of intellect +2. 
   
  Power-Up Suite (Normal - 4th—detect scrying, 
  extended nondetection; 3rd—extended false life; 
  2nd—extended mage armor): hp 170; AC 24, touch 14, 
  flat-footed 21. 
   
  Power-Up Suite (Prepared – 7th spell turning; 
  5th—extended fire shield [protects against fire], true 
  seeing; 4th—detect scrying, extended nondetection, 
  stoneskin; 3rd—extended false life, fly, protection 
  from energy (acid), protection from energy (fire), 
  vampiric touch;  2nd—fox’s cunning, extended mage 
  armor, resist energy (sonic); 1st—expeditious retreat, 
  protection from good, shield): Spd 60 ft., fly 60 ft. 
  (good); hp 170; AC 28 (29), touch 15 (16), flat-footed 25 
  (26) (against good opponents); Atk +8 melee (1d8+5 
  negative energy [DC 18 Will halves] plus paralysis [DC 
  20 Fortitude negates] plus 7d6 points of damage 
  [vampiric touch], first touch attack); SQ as above plus 
  resist sonic 10/round, immunity to acid (120 points) and 
  fire (120 points), DR 10/adamantine; SV Fort +5 (+6), Ref 
  +8 (+9), Will +14 (+15) (against good opponents); Int 27.  
   
  Skills: 
  Jump 
  +14, 
  Knowledge 
  (arcana) 
  +25, 
  Knowledge 
  (architecture 
  and 
  engineering) 
  +9, 
  Knowledge (dungeoneering) +9, Knowledge (geography) 
  +9, Knowledge (history) +11, Knowledge (nature) +11, 
  Knowledge (nobility) +12, Knowledge (religion) +12, 
  Knowledge (the planes) +25, Search +16, Spellcraft +30.  
   
  Wizard Spells (DC 18 + spell level;
   E: Evocation spell. 
  Base DC = 20 + spell level); A: Abjuration spell. Base DC = 
  19 + spell level. 
   
  ENCOUNTER 5: DARSSVOREL 
  �Darssvorel: CR 10; tiny construct (augmented dragon); 
  hp 210; Init +0; AC 5, touch 5, flat-footed 5; SQ break DC 
  50, construct traits, greater powers, hardness 20; lesser 
  powers; AL LE; SV Fort +9, Ref +9, Will +9; Int 19, Wis 10, 
  Cha 19, Ego score 25. 
   
  Skills and Feats: Bluff +16, Diplomacy +16; Eschew 
  Materials, Heighten Spell, Still Spell. 
   
  Languages: Speech (Abyssal, Common, Draconic, 
  Flan, Infernal), telepathy, read languages, read magic; 120 
  ft. darkvision, blindsense and hearing.  
   
  Lesser Powers (Sp): CL 13th; 1/day major image, 
  minor image.  
   
  Greater Powers (Sp): CL 13th; At will - detect 
  thoughts; 3/day deeper darkness, fear.  
  
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  Special Purpose: Expand the power and dominion of 
  Tiamat. 
   
  Special Purpose Power: The Dreaming. 
   
  Sorcerer Spells Known (6/7/7/7/7/6/4; CL 13th; 
  base DC = 14 + spell level): 0- dancing lights, daze, detect 
  magic, flare, ghost sound, light, message, prestidigitation, 
  resistance; 1st- alarm, charm person, comprehend 
  languages, grease, ventriloquism; 2nd-, eagle’s splendor, 
  misdirection, obscure object, see invisibility, Tasha’s 
  hideous laughter; 3rd- dispel magic, hold person, 
  protection from energy, suggestion; 4th- confusion, 
  crushing despair, lesser globe of invulnerability, 
  phantasmal killer; 5th- dominate person, feeblemind, 
  mind fog; 6th—geas/quest, mass suggestion. 
   
  Power-Up Suites (prepared—eagle’s splendor, 
  misdirection, obscure object, see invisibility, detect 
  magic, resistance): SV Fort +10, Ref +10, Will +10; Cha 
  23. 
   
  Skills and Feats: Bluff +18, Diplomacy +18. 
   
  Sorcerer Spells Known (base DC = 16 + spell level). 
   
  ENCOUNTER 6: VUTHATHRAE 
  �Myghin: female human (Flan) cleric (Nerull) 
  6/sorcerer 1/loremaster 3: CR 10; Medium humanoid; 
  HD 6d8+12 plus 1d4+2 plus 3d4+6 plus 3; hp 70; Init +0; 
  Spd 20 ft.; AC 21, touch 11, flat-footed 21; Base Atk +5; 
  Grp +5; Atk +6 melee (1d8, masterwork morningstar); 
  Full Atk +6 melee (1d8, masterwork morningstar); SA 
  spells, spontaneous casting, rebuke undead; SQ lore, 
  secret (secret health, true stamina), weasel familiar; NE; 
  SV Fort +11, Ref +8, Will +15; Str 11, Dex 10, Con 14, Int 
  13, Wis 18, Cha 12. 
   
  Skills and Feats: Concentration +18, Knowledge 
  (arcana) +11, Knowledge (religion) +11, Knowledge (the 
  planes) +7, Listen +10, Spellcraft +15; Craft Wand, 
  Lightning Reflexes, Reach Spell, Scribe Scroll, Skill Focus 
  (concentration). 
   
  Languages: Common, Flan. 
   
   
  Weasel Familiar: Unstated; nearby. 
   
  Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; CL 
  9th; base DC = 14 + spell level): 0—cure minor wounds 
  (2), guidance, light, resistance, virtue; 1st—bless, 
  command, cure light wounds,, entropic shield, protection 
  from good*, sanctuary; 2nd—cure moderate wounds, 
  death knell*, hold person (2), silence, spiritual weapon; 
  3rd—blindness , dispel magic, invisibility purge, magic 
  circle against good*, prayer; 4th—freedom of movement, 
  poison, spell immunity, unholy blight*;5th—flame strike, 
  slay living*. 
   
  *Domain Spell. Domains: Death (death touch 1/day; 
  melee touch attack; 6d6), Evil (cast evil spells at +1 caster 
  level). 
   
  Sorcerer Spells Known: (5/4; CL 1st; base DC = 11 + 
  spell level): 0--mage hand, message, prestidigitation, ray of 
  frost; 1st- comprehend languages, true strike.  
   
  Possessions: wand of reach inflict moderate wounds 
  (5 charges), cloak of resistance +1, potion of owl’s 
  wisdom, masterwork morningstar, +1 half-plate, dusty 
  rose ioun stone, masterwork heavy steel shield. 
   
  Power-Up Suite (Negotiating - protection from 
  good, sanctuary): AC 21 (23 against good), touch 11 (13), 
  flat-footed 21 (23) . 
   
  Power-Up 
  Suite 
  (Prepared 
  - 
  freedom 
  of 
  movement, poison, spell immunity (dispel magic, 
  magic missile), invisibility purge, magic circle against 
  good, prayer, owl’s wisdom [from potion],entropic 
  shield): AC 21 (23 against good), touch 11 (13), flat-footed 
  21 (23); Atk +7 melee (1d8+1, masterwork morningstar); 
  Full Atk +7 melee (1d8+1, masterwork morningstar); SV 
  Fort +13, Ref +10, Will +17; Wis 22. 
   
  Skills: Concentration +19, Knowledge (arcana) +12, 
  Knowledge (religion) +12, Knowledge (the planes) +8, 
  Listen +11, Spellcraft +17. 
   
  Cleric Spells Prepared (base DC = 16 + spell level). 
   
  �Sulmite Adept (2): male human (Flan) monk 6/ 
  sorcerer 1/ dragon disciple 2: CR 9; Medium humanoid; 
  HD 6d8+6 plus 1d4+1 plus 2d12+2; hp 63;Init +3; Spd 50 
  ft.; AC 18, touch 17, flat-footed 15; Base Atk +5; Grp +9; 
  Atk +10 melee (1d8+4, unarmed strike), +9 melee (1d6+4, 
  bite) , or +8 ranged (1d2+4, shuriken); Full Atk +9/+9 
  melee (1d8+4, unarmed strike[flurry of blows]) and +4 
  (1d6+3, bite) or +7/+7 ranged (1d2+4, shuriken[flurry of 
  blows]); SA flurry of blows, ki strike (magic), purity of 
  body, spells, stunning fist; SQ AC bonus, dragon disciple 
  traits, evasion, fast movement, still mind, slow fall 30 ft., 
  rat familiar; AL LE; SV Fort +11, Ref +10, Will +12; Str 18, 
  Dex 17, Con 12, Int 8, Wis 14, Cha 11. 
   
  Skills and Feats: Balance +9, Jump +21, Knowledge 
  (arcana) +7, Listen +5, Spellcraft +5, Spot +6, Tumble +19; 
  Acrobatic, Deflect Arrows, Dodge, Improved Trip, 
  Improved Unarmed Strike, Lightning Reflexes, Mobility, 
  Stunning Fist, Weapon Focus (unarmed strike). 
   
  Languages: Draconic, Flan. 
   
  Stunning Fist (Ex): 6/day; DC 16 Fort save negates. 
   
  Dragon Disciple Traits: ability boost (Str +2), bonus 
  claws and bite attacks, bonus spells (2), natural armor +1. 
   
  Evasion (Ex): If the adept makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, he instead takes no damage. 
   
  Rat Familiar: Unstated; nearby. 
   
  Slow Fall (Ex): An adept within arm’s reach of a wall 
  can use it to slow his descent while falling. The adept 
  takes damage as it the fall was 30 ft. shorter than it 
  actually is.  
  
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  Still Mind (Ex): The adept gains a +2 bonus on 
  saving throws against spells and effects from the 
  enchantment school. 
   
  Sorcerer Spells Known (5/5; base DC = 10 + spell 
  level): 0—acid splash, mage hand, message, resistance, 
  touch of fatigue; 1st—mage armor, shield. 
   
  Possessions: ring of protection +1, potion of magic 
  fang (2), elixir of fire breath, potion of blur, shuriken (5), 
  vial of Large scorpion venom, monk’s outfit. 
   
  Power-Up Suite (Negotiating – mage armor): AC 
  22, touch 17, flat-footed 19. 
   
  Power-Up Suite (Prepared - blur [from potion], 
  mage armor, magic fang [from potion], shield): AC 26, 
  touch 17, flat-footed 23; Atk +11 melee (1d8+5, unarmed 
  strike), +9 melee (1d6+4, bite) , or +8 ranged (1d2+4 plus 
  poison [DC 18 Fort, 1d6 Str/1d6 Str],shuriken); Full Atk 
  +10/+10 melee (1d8+4, unarmed strike[flurry of blows]) 
  and +4 (1d6+4, bite). 
   
  ENCOUNTER 8: CHILDREN OF SULM 
  �Branwalather: male human (Flan) fighter 1/ monk 2/ 
  sorcerer 6/ eldritch knight 3: CR 12; Medium humanoid; 
  HD 1d10+2 plus 2d8+4 plus 6d4+12 plus 3d6+6 plus 10; 
  hp 83; Init +2; Spd 30 ft.; AC 17, touch 16, flat-footed 15 
  (+2 Dex, +2 monk, +1 natural, +2 deflection); Base Atk 
  +8/+3; Grp +17; Atk +15 melee (2d4+8/15-20, +1 keen 
  falchion) or +13 melee (1d6+5, unarmed strike); Full Atk 
  +15/+10 melee (2d4+8/15-20, +1 keen falchion) or 
  +11/+11/+6 melee (1d6+5, unarmed strike [flurry of 
  blows]); SA flurry of blows, spells; SQ AC bonus, evasion, 
  weasel familiar; AL LE; SV Fort +12, Ref +12, Will +11; Str 
  18 (20), Dex 14, Con 14, Int 10, Wis 14, Cha 14. 
   
  Skills and Feats:  Balance +4, Concentration +17, 
  Jump +11, Listen +2, Ride +6, Spellcraft +10, Spot +4, 
  Tumble +14; Arcane Strike, Combat Reflexes, Dodge, 
  Improved Grapple, Improved Toughness, Improved 
  Unarmed Strike, Leadership, Lightning Reflexes, Power 
  Attack, Power Critical (falchion), Weapon Focus 
  (falchion). 
   
  Languages: Flan. 
   
  Stunning Fist (Ex): 4/day; DC 18 Fortitude negates. 
   
  Evasion (Ex): If Branwalather makes a successful 
  Reflex saving throw against an attack that normally deals 
  half damage on a successful save, he instead takes no 
  damage. 
   
  Weasel Familiar: Unstated; nearby. 
   
  Sorcerer Spells Known (6/7/7/5/3; CL 8th; base DC 
  = 12 + spell level); 0—caltrops, dancing lights, mage hand, 
  message, prestidigitation, read magic, resistance, touch of 
  fatigue; 1st—enlarge person, expeditious retreat, mage 
  armor, shield, true strike; 2nd—bear’s endurance, cat’s 
  grace, mirror image; 3rd—haste, weapon of energy; 4th—
  stoneskin. 
   
  Possessions: +1 keen falchion, amulet of natural 
  armor +1, gauntlets of ogre power, scroll of false life, ring 
  of protection +2. 
   
  Power-Up Suite (Negotiating – bear’s endurance, 
  cat’s grace, expeditious retreat, mage armor): Init +4; 
  hp 107; Spd 60 ft.; AC 23, touch 18, flat-footed 19 (+4 Dex, 
  +2 monk, +1 natural, +4 armor, +2 deflection); Dex 18, 
  Con 18. 
   
  Skills: Balance +6, Concentration +17, Tumble +16. 
   
  Power-Up Suite (Prepared – greater heroism 
  [from Peddyr], stoneskin, haste, weapon of energy, 
  bear’s endurance, cat’s grace, false life [from scroll], 
  mirror image, enlarge person, expeditious retreat, 
  mage armor, shield, resistance): hp 120; Init +3, Spd 60 
  ft.; AC 26, touch 17, flat-footed 22 (+3 Dex, +2 monk, +1 
  natural, +4 armor, +4 shield, -1 size, +1 dodge, +2 
  deflection); Atk +20 melee (2d6+10 plus 1d6 acid/15-20 
  plus 1d10 acid, +1 keen falchion) or +18 melee (1d8+6, 
  unarmed strike); Full Atk +20/+20/+15 melee (2d6+10 
  plus 1d6 acid/15-20 plus 1d10 acid, +1 keen falchion) or 
  +16/+16/+16/+11 melee (1d8+6, unarmed strike [flurry of 
  blows]); SQ DR 10/adamantine (80 hp) Space/Reach 10 
  ft./10 ft.; SV Fort +16, Ref +16, Will +13; Str 22, Dex 16. 
   
  Skills: Balance +8, Concentration +23, Jump +29,  
  Listen +6, Ride +11, Spellcraft +14, Spot +8,  Tumble +19. 
   
  Spells Cast: If Branwalather completes this power-up 
  suite he uses up one 0-level, four 1st-level, three 2nd-
  level, two 3rd-level, and one 4th-level spell slots. 
   
  �Peddyr: male human (Flan) sorcerer 12: CR 
  12;Medium humanoid; HD 12d4+24; hp 59; Init +1; Spd 
  30 ft.; AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, 
  +2 deflection); Base Atk +6; Grp +5; Atk +6 melee (1d4-
  1/19-20, masterwork dagger); Full Atk +6/+1 melee (1d4-
  1/19-20, masterwork dagger); SA spells; SQ draconic 
  heritage, weasel familiar; AL LE; SV Fort +8, Ref +9, Will 
  +10; Str 8, Dex 13, Con 14, Int 12, Wis 10, Cha 18. 
   
  Skills and Feats:  Concentration +17, Knowledge 
  (arcana) +6, Knowledge (the planes) +3, Move Silently 
  +12, Sense Motive +2, Spellcraft +18 Tumble +3; Draconic 
  Breath, Draconic Flight(9), Draconic Heritage (green), 
  Draconic 
  Heritage,Greater 
  Spell 
  Focus 
  (enchantment),Spell Focus (enchantment). 
   
  Languages: Flan. 
   
  Draconic Heritage (Ex): Peddyr gains a +4 bonus to 
  saving throws against sleep, paralysis and attacks with the 
  acid descriptor. Move Silently is a class skill for Peddyr.  
   
  Weasel Familiar: Unstated; nearby. 
   
  Sorcerer Spells Known: (6/7/7/7/6/5/3; base DC = 
  14 + spell level); 0—acid splash, caltrop, daze
  E, detect 
  magic, ghost sound, mage hand, prestidigitation, touch of 
  fatigue, read magic; 1st—inhibit
  E, mage armor, magic 
  missile, shield, true strike; 2nd—eagle’s splendor, false 
  life, invisibility, mirror image, scorching ray; 3rd—dispel 
  
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  Page 44 
  magic, fireball, heroism
  E, protection from energy; 4th—
  confusion
  E, dimension door, globe of invulnerability, 
  5th—feeblemind
  E, magic jar; 6th—greater heroism
  E. 
   
  E: Enchantment spell. DC = 15 + spell level. 
   
  Possessions: Cloak of resistance +2, masterwork 
  dagger, metamagic rod of lesser empower spell, ring of 
  protection +2, amulet of natural armor +1, scroll of 
  antimagic field, scroll case containing research papers. 
   
  Power-Up Suite (Normal - mage armor, false life): 
  AC 19, touch 13, flat-footed 18; hp 67. 
   
  Power-Up Suite (Negotiating - eagle’s splendor, 
  false life, mage armor): AC 19, touch 13, flat-footed 18 
  (+1 Dex, +2 natural, +2 deflection, +4 armor); hp 67; Cha 
  21. 
   
  Sorcerer Spells Known (base DC = 16 + spell level 
  [18 if enchantment spell). 
   
  Power-Up Suite (Prepared – greater heroism, 
  haste [Branwalather], protection from energy [fire], 
  protection from energy [lightning],eagle’s splendor, 
  false life, mirror image, mage armor, shield): Spd 60 ft.; 
  AC 23, touch 13, flat-footed 21 (+1 Dex, +2 natural, +1 
  deflection, +4 armor, +4 shield, +1 dodge); hp 65; Atk +11 
  melee (1d4-1/19-20, masterwork dagger); Full Atk 
  +11/+11/+6 melee (1d4-1/19-20, masterwork dagger); SQ 
  immunity to fire (120 points) and lightning (120 points), 
  SV Fort +12, Ref +12, Will +14; Cha 21. 
   
  Skills: Concentration +21, Knowledge (arcana) +10, 
  Knowledge (the planes) +7, Move Silently +16, Sense 
  Motive +6, Spellcraft +22, Tumble +7. 
   
  Sorcerer Spells Known (base DC = 15 + spell level 
  [17 if enchantment spell). 
   
  Spells Cast: If Peddyr completes this power-up suite 
  and adds to those of Arthyen and Branwalather where 
  indicated, he uses up two 1st-level, two 2nd-level, three 
  3rd-level spell slots, and three 6th-level spells. 
   
  �Arthyen: male human (Flan) fighter 6/ blackguard 4: 
  CR 10; medium humanoid; HD 6d10+6 plus 4d10+4; hp 
  65; Init +1; Spd 20 ft.; AC 20, touch 11, flat-footed 19 (+1 
  Dex, +9 armor); Base Atk +10/+5; Grp +12; Atk +14 melee 
  (2d4+7/15-20, +1 falchion); Full Atk +14/+9 melee 
  (2d4+6/15-20, +1 falchion); SA poison use, smite good 
  1/day, sneak attack +1d6; SQ aura of despair, aura of evil, 
  command undead, dark blessing, detect good; AL LE; SV 
  Fort +13, Ref +9,Will +8; Str 15, Dex 12, Con 13, Int 8, Wis 
  11, Cha 16. 
   
  Skills and Feats: Hide +1, Intimidate +15, Knowledge 
  (religion) +1; Improved Critical (falchion), Improved 
  Overrun, Improved Sunder, Iron Will, Lightning 
  Reflexes, Power Attack, Power Critical (falchion), 
  Weapon 
  focus 
  (falchion), 
  Weapon 
  Specialization 
  (falchion). 
   
  Smite Good (Su): Once a day, Arthyen may attempt 
  to smite good with one normal melee attack. He gains a 
  +3 modifier to their attack roll and deal 4 points of extra 
  point of damage. If he accidentally smites a creature that 
  is not good, the smite has no effect but it is still used up 
  for that day. 
   
  Aura of Evil (Ex): Arthyen radiates a moderate aura 
  of evil (see the detect evil spell). 
   
  Dark Blessing (Su): Arthyen applies his Charisma 
  modifier (+3) as a bonus on all saving throws. 
   
  Detect Good (Sp): At will, Arthyen can use detect 
  good as a spell-like ability, duplicating the effect of the 
  detect good spell. 
   
  Blackguard Spells Prepared: (1/1; spell DC = 10 + 
  spell level); 1st—corrupt weapon; 2nd—bull’s strength. 
   
  Possessions: +1 falchion, +1 full plate. 
   
  Power-Up Suite (Prepared – greater heroism 
  [from Peddyr], haste [from Branwalather], protection 
  from fire [from Peddyr], bull’s strength, corrupt 
  weapon): Spd 50 ft.; AC 21, touch 12, flat-footed 19 (+1 
  Dex, +9 armor, +1 dodge); Atk +21 melee (2d4+9/15-20, +1 
  falchion); Full Atk +21/+21/+16/ melee (2d4+9/15-20, +1 
  falchion); SQ immune fire (120 points); SV Fort +17, Ref 
  +14, Will +12; Str 19Skills: Hide +5, Intimidate +19, 
  Knowledge (religion) +3. 
   
  ENCOUNTER 9: SJACHTIATHAR  
  �Sjachtiathar: male adult two-headed fang dragon 
  dracolich: CR 15; Large undead; HD 20d12; hp 180; Init 
  +4; Spd 60 ft., fly 120 ft. (poor); AC 29, touch 9, flat-footed 
  29; Base Atk +20; Grp +31; Atk +26 melee (2d8+7 plus 1d6 
  cold plus paralyzation, bite); Full Atk +26 melee (2d8+7 
  plus 1d6 cold plus paralyzation, 2 bites), +26 melee (2d6+3 
  plus 1d6 cold plus paralyzation, 2 claws), +26 melee 
  (1d8+3 plus 1d6 cold plus paralyzation, 2 wings), and +26 
  melee (2d6+10 plus 1d6 cold plus paralyzation, tail slap); 
  Space/Reach 10 ft./5 ft. (10 ft. with bite); SA ability drain, 
  control undead, frightful presence, increased damage, 
  paralyzing glare, paralyzing touch, trip; SQ DR 
  5/bludgeoning and magic, dragon traits, immunities, 
  invulnerability, multiheaded, sound imitation, spell-like 
  abilities, SR 23, undead traits; AL LE; SV Fort +14, Ref 
  +12, Will +15; Str 24, Dex 10, Con -; Int 12, Wis 17, Cha 
  14. 
   
  Skills and Feats Concentration +25, Escape Artist 
  +23, Intimidate +25, Listen +28, Search +24, Sense Motive 
  +26, Spot +28; Ability Focus (paralyzing touch), Blind-
  Fight, Combat Reflexes, Flyby Attack, Great Fortitude, 
  Improved Initiative, Improved Multiattack, Multiattack, 
  Power Attack, Wingover. 
   
  Ability Drain (Su): Sjachtiathar has no breath 
  weapon but his bite drains 1d6 points of Constitution. A 
  DC 22 Fortitude save negates this damage. 
   
  Control Undead (Sp): Once every 3 days 
  Sjachtiathar can use control undead as the spell (CL 
  
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  Page 45 
  15th). He cannot cast any other spells while this ability is 
  in effect. 
   
  Frightful Presence (Ex): 180 ft. range; DC 22 Will 
  save negates. Creatures with less than 4 HD are panicked 
  for 4d6 rounds and those with 5 or more HD are shaken 
  for 4d6 rounds. 
   
   
   
  Increased Damage (Ex): Sjachtiathar’s claws, teeth 
  and scales are so sharp that he deals damage as if he were 
  a huge dragon. 
   
  Paralyzing Gaze (Su): 40 ft. range; DC 22 Will save 
  negates. If the save is successful the target is forever 
  immune to Sjachtiathar’s gaze. It is fails the victim is 
  paralyzed for 2d6 rounds. 
   
  Paralyzing Touch (Su): A creature struck by any of 
  Sjachtiathar’s physical attacks must make a DC 24 
  Fortitude save or be paralyzed for 2d6 rounds. A 
  successful saving throw against this effect does not 
  confer any immunity from subsequent attacks. 
   
  Trip (Ex): If Sjachtiathar hits with a claw or tail 
  attack he can attempt to trip his opponent as a free action. 
  If his attempt fails, his opponent cannot attempt to trip 
  him. 
   
  Draconic Traits: Blindsense 60 ft.; keen senses, 
  darkvision 120 ft.; immunity to magic sleep and paralysis 
  effects.  
   
  Immunities: Sjachtiathar is immune to polymorph, 
  cold and electricity effects. 
   
  Invulnerability: If Sjachtiathar is slain, his spirit 
  immediately returns to his phylactery. If no dragon-type 
  corpse lies within 90 ft. for the spirit to possess he is 
  trapped in the phylactery until such a time – if ever – that 
  a corpse becomes available. Destroying the phylactery 
  destroys Sjachtiathar. 
   
  Multiheaded (Ex): Having a redundant head makes 
  a creature more able to survive otherwise lethal attacks. 
  Severing a head requires hitting the creature’s neck (same 
  AC as creature) with a slashing weapon and dealing 90 
  points of damage. The player must declare an attack 
  against Sjachtiathar’s neck before making the attack roll. 
  If the head is severed, a natural reflex seals the neck shut 
  to prevent further blood loss and Sjachtiathar can no 
  longer attack with the severed head (which does not 
  grow back naturally).  
   
  Sound Imitation (Ex): Sjachtiathar can mimic any 
  voice or sound he has heard anytime he likes. Listeners 
  must succeed on a DC 22  Will save to detect the ruse. 
   
  Undead Traits: Sjachtiathar is immune to mind-
  affecting effects, poison, magic sleep effects, paralysis, 
  stunning, disease, death effects, and any effect that 
  requires a Fortitude save unless it also works on objects 
  or is harmless. He is not subject to critical hits, nonlethal 
  damage, ability damage to its physical ability scores, 
  ability drain, energy drain, fatigue, exhaustion, or death 
  from massive damage.  
   
  Spell-Like Abilities: CL 6; At will—detect magic, 
  read magic; 2/day—shield; 1/day—dispel magic, spell 
  turning. 
   
  Sorcerer Spells Known (CL 3rd; 6/6; base DC = 12 + 
  spell level): 0—dancing lights, message, mage hand, 
  prestidigitation, resistance; 1st—mage armor, obscuring 
  mist, protection from good. 
   
  Power-Up Suite (Prepared-- spell turning, mage 
  armor, resistance, protection from good, shield): AC 
  37 (39 against good opponents), touch 9 (11), flat-footed 
  37 (39); SV Fort +15 (+16 against good opponents), Ref 
  +13 (+14), Will +16 (+17). 
  
  COR6-14 Cloud of Darkness 
   
  Page 46 
  APL 14 
  ENCOUNTER 3: THE NECROPOLIS AT 
  UNAAGH 
  �Vampire Gargoyle Guards: male gargoyle monk 
  2/fighter 4 (2): CR 12; Medium undead (augmented 
  monstrous humanoid, earth); HD 10d12 plus 20; hp 110; 
  Init +10; Spd 40 ft., fly 60 ft. (average); AC 27, touch 17, 
  flat-footed 21; Base Atk +9; Grp +21; Atk +20 melee 
  (1d6+10 plus 2 negative levels, unarmed strike); Full Atk 
  +18 melee (1d6+10 plus 2 negative levels, unarmed strike 
  [flurry of blows]), +18 melee, (1d6+10, unarmed strike 
  [flurry of blows]), +13 melee, (1d6+10, unarmed strike 
  [flurry of blows]), +17 melee (1d6+4, bite) and +17 melee 
  (1d6+4, gore); SA blood drain, children of the night, 
  create spawn, dominate, energy drain, flurry of blows; SQ 
  AC bonus, alternate form, darkvision 60 ft., DR 10/magic 
  and silver, evasion, fast healing 5, freeze, gaseous form, 
  resistance to cold 10 and electricity 10, spider climb, turn 
  resistance +4; AL LE; SV Fort +10, Ref +16, Will +9; Str 26, 
  Dex 23, Con -, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +8, Hide +12 (+20 against 
  stone background), Jump +14, Listen +11, Move Silently 
  +14, Search +8, Sense Motive +9, Spot +16, Tumble +17; 
  Alertness, Blind-Fight, Combat Reflexes, Deflect Arrows, 
  Dodge, Flyby Attack, Great Fortitude,Improved Initiative, 
  Improved Unarmed Grapple, Improved Unarmed Strike, 
  Lightning Reflexes, Mobility, Multiattack, Weapon Focus 
  (unarmed strike), Weapon Specialization (unarmed 
  strike). 
   
  Blood Drain (Ex): A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the vampire 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action. (If the base creature is 
  not terrestrial, this power might summon other creatures 
  of similar power.) These creatures arrive in 2d6 rounds 
  and serve the vampire for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes. This is similar to 
  a gaze attack, except that the vampire must use a standard 
  action, and those merely looking at it are not affected. 
  Anyone the vampire targets must succeed on a DC 16 
  Will save or fall instantly under the vampire’s influence 
  as though by a dominate person spell (CL 12th). The 
  ability has a range of 30 feet. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points. A vampire can use its energy drain ability once 
  per round. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast by 
  a 12th-level character, except that the vampire does not 
  regain hit points for changing form and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It can 
  remain in that form until it assumes another or until the 
  next sunrise. (If the base creature is not terrestrial, this 
  power might allow other forms.) 
   
  Evasion (Ex): If the vampire gargoyle makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he 
  instead takes no damage. 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. If 
  reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. (It can travel up to nine miles in 2 hours.) Any 
  additional damage dealt to a vampire forced into gaseous 
  form has no effect. Once at rest in its coffin, a vampire is 
  helpless. It regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the 
  rate of 5 hit points per round. 
   
  Freeze (Ex): A gargoyle can hold itself so still it 
  appears to be a statue. An observer must succeed on a DC 
  20 Spot check to notice the gargoyle is really alive. 
   
  Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster level 
  5th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect manoeuvrability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  ENCOUNTER 4: THE BLACK ZIGGURAT  
  �Drokkas, Dark Lord of Unaagh: male lich wizard 
  (evoker) 13/archmage 3: CR 18; Medium undead 
  (augmented humanoid); HD 16d12 plus 32; hp 176; Init 
  +7; Spd 30 ft.; AC 20, touch 14, flat-footed 17; Base Atk 
  +7/+2, Grp +7; Atk +9 melee (1d8+5 negative energy [DC 
  21 Will halves] plus paralysis [DC 21 Fortitude negates], 
  touch attack); Full Atk +9/+4 melee (1d8+5 negative 
  energy [DC 21 Will halves] plus paralysis [DC 21 
  Fortitude negates], touch attack); SA damaging touch, 
  fear aura, paralyzing touch, spells; SQ +4 turn resistance, 
  
  COR6-14 Cloud of Darkness 
   
  Page 47 
  contingency (blink) spell effect, damage reduction 
  15/bludgeoning and magic; darkvision 60 ft.; high arcane 
  (mastery of counterspelling, spell-like power, spell power 
  +1), immunity to cold, electricity, polymorph and mind-
  affecting attacks; permanent spell effects; undead traits; 
  AL LE; SV Fort +10, Ref +11, Will +17; Str 10, Dex 16, Con 
  --, Int 24, Wis 16, Cha 16. 
   
  Skills and Feats: Concentration +22, Hide +11,  Jump 
  +2, Knowledge (arcana) +26, Knowledge (architecture 
  and engineering) +8, Knowledge (dungeoneering) +8, 
  Knowledge (geography) +8, Knowledge (history) +10, 
  Knowledge (nature) +10, Knowledge (nobility) +11, 
  Knowledge (religion) +11, Knowledge (the planes) +26,  
  Listen +16, Move Silently +11, Search +15, Sense Motive 
  +14,  Spellcraft +31, Spot +20, Tumble +12; Empower 
  Spell, Extend Spell, Greater Spell Focus (evocation), Great 
  FortitudeImproved Initiative, Quicken Spell, Scribe 
  Scroll, Skill Focus (Spellcraft), Spell Focus (abjuration), 
  Spell Focus (evocation),  
   
  Languages: Abyssal, Flan, Draconic, Dwarven, 
  Infernal.  
   
  Damaging Touch: 1d8+5 negative energy; DC 21 
  Will save halves. 
   
  Fear Aura (Su): A dreadful aura of death and evil 
  shrouds Drokkas. Creatures of less than 5 HD in a 60-foot 
  radius looking at him must succeed on a DC 21 Will save 
  or be affected as though by a fear spell cast by a 12th-level 
  sorcerer. A creature that successfully saves cannot be 
  affected again by Drokkas’ aura for 24 hours. 
   
  Paralyzing Touch (Su): Any living creature Drokkas 
  hits with his touch attack must succeed on a DC 21 
  Fortitude save or be paralyzed permanently. Remove 
  paralysis or any spell that can remove a curse frees the 
  victim. The effect cannot be dispelled. Anyone paralyzed 
  by Drokkas seems dead, though a DC 20 Spot check or a 
  DC 15 Heal check reveals that the victim is still alive. 
   
  Mastery of Counterspelling (Su): When Drokkas 
  counterspells a spell, it is turned back upon the caster as 
  if it were fully affected by a spell turning spell. If the spell 
  cannot be affected by spell turning, then it is merely 
  counterspelled.  
   
  Skills: Drokkas has a +8 racial bonus on Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot checks. 
   
  Contingency: A successfully grapple attempt on 
  Drokkas activates a blink spell. 
   
  Permanent Spell Effects: arcane sight, comprehend 
  languages, resistance, see invisibility, tongues.  
   
  Wizard Spells Prepared: (CL 15; 5/7/7/7/6/4/4/3/1; 
  base DC = 16 + spell level); 0—dancing lights, mage hand, 
  prestidigitation (2), touch of fatigue; 1st—expeditious 
  retreat, feather fall, grease, mage armor, protection from 
  good, ray of enfeeblement, shield
  A; 2nd—blindness (2), 
  extended mage armor, false life,
   fox’s cunning,
   resist 
  energy
  ,A, scorching ray
  E; 3rd—dispel magic
  A, extended 
  false life, fireball
  E, fly, protection from energy
  A (2), 
  vampiric touch; 4th—detect scrying, dimension door, 
  empowered scorching ray (2), extended nondetection, 
  stoneskin; 
  5th—empowered 
  fireball
  E, 
  empowered 
  lightning bolt
  E, extended fire shield, teleport; 6th—chain 
  lightning
  E, quickened scorching ray
  E, repulsion
  A, true 
  seeing; 7th—force cage
  E, prismatic spray, spell turning
  A; 
  8th—empowered chain lightning
  E. 
   
  A: Abjuration spell. Base DC = 18 + spell level. 
   
  E: Evocation spell. Base DC = 19 + spell level. 
   
  Barred Schools: Enchantment, Illusion. 
   
  Spell-Like Ability: 2/day—greater dispel magic. 
  Possessions: masterwork dagger, ring of counterspells 
  (dispel magic), scroll of fly, dusty rose ioun stone, wand of 
  enervation (4 chgs), scroll of dimension door, headband 
  of intellect +2, cloak of resistance +3. 
   
  Power-Up Suite (Normal - 4th—detect scrying, 
  extended nondetection; 3rd—extended false life; 
  2nd—extended mage armor): hp 186; AC 24, touch 14, 
  flat-footed 21. 
   
  Power-Up Suite (Prepared – 7th—spell turning; 
  5th—extended fire shield [protects against fire], true 
  seeing; 4th—detect scrying, extended nondetection, 
  stoneskin; 3rd—extended false life, fly, protection 
  from energy (acid), protection from energy (fire), 
  vampiric touch;  2nd—fox’s cunning, extended mage 
  armor, resist energy (sonic); 1st—expeditious retreat, 
  protection from good, shield): Spd 60 ft., fly 60 ft. 
  (good); hp 186; AC 28 (29), touch 15 (16), flat-footed 25 
  (26) (against good opponents); Atk +9 melee (1d8+5 
  negative energy [DC 21 Will halves] plus paralysis [DC 
  21 Fortitude negates] plus 7d6 points of damage 
  [vampiric touch], first touch attack); SQ as above plus 
  resist sonic 10/round, immunity to acid (120 points) and 
  fire (120 points), DR 10/adamantine; SV Fort +10, Ref 
  +11, Will +17; Int 28.  
   
  Skills: 
  Jump 
  +14, 
  Knowledge 
  (arcana) 
  +28, 
  Knowledge 
  (architecture 
  and 
  engineering) 
  +10, 
  Knowledge 
  (dungeoneering) 
  +10, 
  Knowledge 
  (geography) +10, Knowledge (history) +12, Knowledge 
  (nature) +12, Knowledge (nobility) +13, Knowledge 
  (religion) +13, Knowledge (the planes) +28, Search +17, 
  Spellcraft +31.  
   
  Wizard Spells (DC 19 + spell level;
   E: Evocation spell. 
  Base DC = 21 + spell level); A: Abjuration spell. Base DC = 
  20 + spell level. 
   
  ENCOUNTER 5: DARSSVOREL 
  �Darssvorel: CR 10; tiny construct (augmented dragon); 
  hp 240; Init +0; AC 5, touch 5, flat-footed 5; SQ break DC 
  50, construct traits, greater powers, hardness 20; lesser 
  powers; AL LE; SV Fort +10, Ref +10, Will +10; Int 19, 
  Wis 10, Cha 19, Ego score 25. 
  
  COR6-14 Cloud of Darkness 
   
  Page 48 
   
  Skills and Feats: Bluff +18, Diplomacy +18; Eschew 
  Materials, Heighten Spell, Still Spell. 
   
  Languages: Speech (Abyssal, Common, Draconic, 
  Flan, Infernal), telepathy, read languages, read magic; 120 
  ft. darkvision, blindsense and hearing.  
   
  Lesser Powers (Sp): CL 15th; 1/day major image, 
  minor image.  
   
  Greater Powers (Sp): CL 15th; At will - detect 
  thoughts; 3/day deeper darkness, fear.  
   
  Special Purpose: Expand the power and dominion of 
  Tiamat. 
   
  Special Purpose Power: The Dreaming. 
   
  Sorcerer Spells Known (6/7/7/7/7/6/6/4; CL 15th; 
  base DC = 14 + spell level): 0- dancing lights, daze, detect 
  magic, flare, ghost sound, light, message, prestidigitation, 
  resistance; 1st- alarm, charm person, comprehend 
  languages, grease, ventriloquism; 2nd-, eagle’s splendor, 
  misdirection, obscure object, see invisibility, Tasha’s 
  hideous laughter; 3rd- dispel magic, hold person, 
  protection from energy, suggestion; 4th- confusion, 
  crushing despair, lesser globe of invulnerability, 
  phantasmal killer; 5th- break enchantment, dominate 
  person, feeblemind, mind fog; 6th—geas/quest, globe of 
  invulnerability, mass suggestion.; 7th—insanity, power 
  word blind. 
   
  Power-Up Suites (prepared—eagle’s splendor, 
  misdirection, obscure object, see invisibility, detect 
  magic, resistance): SV Fort +11, Ref +11, Will +11; Cha 
  23. 
   
  Skills and Feats: Bluff +21, Diplomacy +21. 
   
  Sorcerer Spells Known (base DC = 16 + spell level). 
   
  ENCOUNTER 6: VUTHATHRAE 
  �Myghin: female human (Flan) cleric (Nerull) 
  6/sorcerer 1/loremaster 5: CR 12; Medium humanoid; 
  HD 6d8+12 plus 1d4+2 plus 5d4+10 plus 3; hp 79; Init +0; 
  Spd 20 ft.; AC 22, touch 11, flat-footed 22; Base Atk +6; 
  Grp +6; Atk +7 melee (1d8, masterwork morningstar); 
  Full Atk +7/+1 melee (1d8, masterwork morningstar); SA 
  spells, spontaneous casting, rebuke undead; SQ lore, 
  secret (avoidance, secret health, true stamina), weasel 
  familiar; NE; SV Fort +13, Ref +10, Will +16; Str 11, Dex 
  10, Con 14, Int 13, Wis 19, Cha 12. 
   
  Skills and Feats: Concentration +20, Knowledge 
  (arcana) +11, Knowledge (religion) +11, Knowledge (the 
  planes) +9, Listen +16, Spellcraft +17; Craft Wand, Great 
  Fortitude, Lightning Reflexes, Reach Spell, Scribe Scroll, 
  Skill Focus (concentration). 
   
  Languages: Common, Drconic, Flan. 
   
   
  Weasel Familiar: Unstated; nearby. 
   
  Cleric Spells Prepared (6/5+1/5+1/5+1/4+1/2+1/1+1; 
  CL 11th; base DC = 14 + spell level): 0—cure minor 
  wounds (2), guidance, light, resistance, virtue; 1st—bless, 
  command, cure light wounds,, entropic shield, protection 
  from good*, sanctuary; 2nd—cure moderate wounds, 
  death knell*, hold person (2), silence, spiritual weapon; 
  3rd—blindness , dispel magic, invisibility purge, magic 
  circle against good*, magic vestment, prayer; 4th—cure 
  critical wounds, freedom of movement, poison, spell 
  immunity, unholy blight*;5th—flame strike, insect 
  plague, slay living*; 6th—create undead*, harm. 
   
  *Domain Spell. Domains: Death (death touch 1/day; 
  melee touch attack; 6d6), Evil (cast evil spells at +1 caster 
  level). 
   
  Sorcerer Spells Known: (5/4; CL 1st; base DC = 11 + 
  spell level): 0--mage hand, message, prestidigitation, ray of 
  frost; 1st- comprehend languages, true strike.  
   
  Possessions: wand of reach inflict moderate wounds 
  (5 charges), cloak of resistance +1, potion of owl’s 
  wisdom, masterwork morningstar, +1 half-plate, dusty 
  rose ioun stone, periapt of wound closure, +1 light 
  fortification heavy steel shield. 
   
  Power-Up Suite (Negotiating – magic vestment, 
  protection from good, sanctuary): AC 23 (25 against 
  good), touch 11 (13), flat-footed 23 (25). 
   
  Power-Up 
  Suite 
  (Prepared 
  - 
  freedom 
  of 
  movement, poison, spell immunity (dispel magic, 
  magic missile), invisibility purge, magic circle against 
  good, magic vestment, prayer, owl’s wisdom [from 
  potion],entropic shield): AC 23 (25 against good), touch 
  11 (13), flat-footed 23 (25); Atk +8 melee (1d8+1, 
  masterwork morningstar); Full Atk +8/+3 melee (1d8+1, 
  masterwork morningstar); SV Fort +15, Ref +12, Will +18; 
  Wis 23. 
   
  Skills: Concentration +21, Knowledge (arcana) +12, 
  Knowledge (religion) +12, Knowledge (the planes) +10, 
  Listen +17, Spellcraft +19. 
   
  Cleric Spells Prepared (base DC = 16 + spell level). 
   
  �Sulmite Adept (2): male human (Flan) monk 8/ 
  sorcerer 1/ dragon disciple 2: CR 11; Medium humanoid; 
  HD 8d8+8 plus 1d4+1 plus 2d12+2; hp 74;Init +3; Spd 50 
  ft.; AC 18, touch 17, flat-footed 15; Base Atk +7; Grp +11; 
  Atk +12 melee (1d10+4, unarmed strike), +11 melee 
  (1d6+4, bite) , or +10 ranged (1d2+4, shuriken); Full Atk 
  +11/+11/+6 melee (1d10+4, unarmed strike[flurry of 
  blows]) and +6 (1d6+3, bite) or +9/+9/+4 ranged (1d2+4, 
  shuriken [flurry of blows]); SA flurry of blows, ki strike 
  (magic), purity of body, spells, stunning fist; SQ AC 
  bonus, dragon disciple traits, evasion, fast movement, still 
  mind, slow fall 40 ft., rat familiar, wholeness of body; AL 
  LE; SV Fort +12, Ref +11, Will +13; Str 18, Dex 17, Con 12, 
  Int 8, Wis 14, Cha 11. 
   
  Skills and Feats: Balance +9, Jump +21, Knowledge 
  (arcana) +7, Listen +13, Spellcraft +5, Spot +6, Tumble +21; 
  Acrobatic, Deflect Arrows, Dodge, Improved Trip, 
  
  COR6-14 Cloud of Darkness 
   
  Page 49 
  Improved Unarmed Strike, Lightning Reflexes, Mobility, 
  Stunning Fist, Weapon Focus (unarmed strike). 
   
  Languages: Draconic, Flan. 
   
  Stunning Fist (Ex): 8/day; DC 17 Fort save negates. 
   
  Dragon Disciple Traits: ability boost (Str +2), bonus 
  claws and bite attacks, bonus spells (2), natural armor +1. 
   
  Evasion (Ex): If the adept makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, he instead takes no damage. 
   
  Rat Familiar: Unstated; nearby. 
   
  Slow Fall (Ex): An adept within arm’s reach of a wall 
  can use it to slow his descent while falling. The adept 
  takes damage as it the fall was 40 ft. shorter than it 
  actually is.  
   
  Still Mind (Ex): The adept gains a +2 bonus on 
  saving throws against spells and effects from the 
  enchantment school. 
   
  Wholeness of Body (Su): A sulmite adept can heal 
  his own wounds. He can heal 16 hp of damage a day and 
  can spread this healing over multiple uses. 
   
  Sorcerer Spells Known (5/5; base DC = 10 + spell 
  level): 0—acid splash, mage hand, message, resistance, 
  touch of fatigue; 1st—mage armor, shield. 
   
  Possessions: ring of protection +1, potion of magic 
  fang (2), elixir of fire breath, potion of blur, shuriken (5), 
  vial of Large scorpion venom, monk’s outfit. 
   
  Power-Up Suite (Negotiating – mage armor): AC 
  22, touch 17, flat-footed 19. 
   
  Power-Up Suite (Prepared - blur [from potion], 
  mage armor, magic fang [from potion], shield): AC 26, 
  touch 17, flat-footed 23; Atk +13 melee (1d10+5, unarmed 
  strike), +11 melee (1d6+4, bite) , or +10 ranged (1d2+4 
  plus poison [DC 18 Fort, 1d6 Str/1d6 Str],shuriken); Full 
  Atk +12/+12/+7 melee (1d10+4, unarmed strike[flurry of 
  blows]) and +6 (1d6+4, bite). 
   
  ENCOUNTER 8: CHILDREN OF SULM 
  �Branwalather: male human (Flan) fighter 1/ monk 2/ 
  sorcerer 6/ eldritch knight 5: CR 14; Medium humanoid; 
  HD 1d10+2 plus 2d8+4 plus 6d4+12 plus 5d6+10 plus 10; 
  hp 94; Init +2; Spd 30 ft.; AC 17, touch 16, flat-footed 15 
  (+2 Dex, +2 monk, +1 natural, +2 deflection); Base Atk 
  +10/+5; Grp +19; Atk +17 melee (2d4+8/15-20, +1 keen 
  falchion) or +15 melee (1d6+5, unarmed strike); Full Atk 
  +17/+12 melee (2d4+8/15-20, +1 keen falchion) or 
  +13/+13/+8 melee (1d6+5, unarmed strike [flurry of 
  blows]); SA flurry of blows, spells; SQ AC bonus, evasion, 
  fast weasel familiar; AL LE; SV Fort +13, Ref +12, Will 
  +11; Str 18 (20), Dex 14, Con 14, Int 10, Wis 14, Cha 14. 
   
  Skills and Feats:  Balance +4, Concentration +19, 
  Jump +11, Listen +2, Ride +6, Spellcraft +10, Spot +6, 
  Tumble +14; Arcane Strike, Combat Reflexes, Dodge, 
  Improved Grapple, Improved Toughness, Improved 
  Unarmed Strike, Leadership, Lightning Reflexes, Power 
  Attack, Power Critical (falchion), Weapon Focus 
  (falchion). 
   
  Languages: Flan. 
   
  Stunning Fist (Ex): 5/day; DC 19 Fortitude negates. 
   
  Evasion (Ex): If Branwalather makes a successful 
  Reflex saving throw against an attack that normally deals 
  half damage on a successful save, he instead takes no 
  damage. 
   
  Weasel Familiar: Unstated; nearby. 
   
  Sorcerer Spells Known (6/7/7/6/5/3; CL 10th; base 
  DC = 12 + spell level); 0—caltrops, dancing lights, detect 
  poison, mage hand, message, prestidigitation, read magic, 
  resistance, touch of fatigue; 1st—enlarge person, 
  expeditious retreat, mage armor, shield, true strike; 2nd—
  bear’s endurance, cat’s grace, mirror image, see 
  invisibility; 3rd—fly, haste, weapon of energy; 4th—
  greater invisibility, stoneskin; 5th—greater blink. 
   
  Possessions: +1 keen falchion, amulet of natural 
  armor +1, gauntlets of ogre power, scroll of false life, ring 
  of protection +2, rope of entanglement. 
   
  Power-Up Suite (Negotiating – bear’s endurance, 
  cat’s grace, expeditious retreat, mage armor): hp 122; 
  Init +4; Spd 60 ft.; AC 23, touch 18, flat-footed 19 (+4 Dex, 
  +2 monk, +1 natural, +4 armor, +2 deflection); Dex 18, 
  Con 18. 
   
  Skills: Balance +6, Concentration +21, Tumble +16. 
   
  Power-Up Suite (Prepared – greater blink, greater 
  heroism [from Peddyr], greater invisibility, stoneskin, 
  fly, haste, weapon of energy, bear’s endurance, cat’s 
  grace, false life [from scroll], mirror image, see 
  invisibility, enlarge person, expeditious retreat, mage 
  armor, shield, resistance): hp 135; Init +3, Spd 60 ft., fly 
  60 ft. (good); AC 26, touch 17, flat-footed 22 (+3 Dex, +2 
  monk, +1 natural, +4 armor, +4 shield, -1 size, +1 dodge, +2 
  deflection); Atk +22 melee (2d6+10 plus 1d6 acid/15-20 
  plus 1d10 acid, +1 keen falchion) or +20 melee (1d8+6, 
  unarmed strike); Full Atk +22/+22/+17 melee (2d6+10 
  plus 1d6 acid/15-20 plus 1d10 acid, +1 keen falchion) or 
  +20/+20/+20/+15 melee (1d8+6, unarmed strike [flurry of 
  blows]); SQ DR 10/adamantine (100 hp) Space/Reach 10 
  ft./10 ft.; SV Fort +17, Ref +16, Will +13; Str 22, Dex 16. 
   
  Skills: Balance +8, Concentration +25, Jump +29,  
  Listen +6, Ride +11, Spellcraft +14, Spot +10,  Tumble +19. 
   
  Spells Cast: If Branwalather completes this power-up 
  suite he uses up one 0-level, four 1st-level, four 2nd-level, 
  three 3rd-level, two 4th-level, and one 5th-level spell slot. 
   
  �Peddyr: male human (Flan) sorcerer 14: CR 
  14;Medium humanoid; HD 14d4+28; hp 68; Init +1; Spd 
  30 ft.; AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, 
  +2 deflection); Base Atk +7; Grp +6; Atk +7 melee (1d4-
  1/19-20, masterwork dagger); Full Atk +7/+2 melee (1d4-
  1/19-20, masterwork dagger); SA spells; SQ draconic 
  
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  Page 50 
  heritage, weasel familiar; AL LE; SV Fort +8, Ref +9, Will 
  +11; Str 8, Dex 13, Con 14, Int 12, Wis 10, Cha 18. 
   
  Skills and Feats:  Concentration +19, Knowledge 
  (arcana) +6, Knowledge (the planes) +3, Move Silently 
  +12, Sense Motive +2, Spellcraft +20, Tumble +5; 
  Draconic Breath, Draconic Flight(9), Draconic Heritage 
  (green), 
  Draconic 
  Skin,Greater 
  Spell 
  Focus 
  (enchantment),Spell Focus (enchantment). 
   
  Languages: Flan. 
   
  Draconic Heritage (Ex): Peddyr gains a +4 bonus to 
  saving throws against sleep, paralysis and attacks with the 
  acid descriptor. Move Silently is a class skill for Peddyr.  
   
  Weasel Familiar: Unstated; nearby. 
   
  Sorcerer Spells Known: (6/7/7/7/6/6/5/3; base DC = 
  14 + spell level); 0—acid splash, caltrop, daze
  E, detect 
  magic, ghost sound, mage hand, prestidigitation, touch of 
  fatigue, read magic; 1st—inhibit
  E, mage armor, magic 
  missile, shield, true strike; 2nd—eagle’s splendor, false 
  life, invisibility, mirror image, scorching ray; 3rd—dispel 
  magic, fireball, heroism
  E, protection from energy; 4th—
  confusion
  E, dimension door, globe of invulnerability, 
  5th—feeblemind
  E, magic jar, teleport, wall of fire; 6th—
  flesh to stone, greater heroism
  E; 7
  th—insanity
  E. 
   
  E: Enchantment spell. DC = 15 + spell level. 
   
  Possessions: Cloak of resistance +2, masterwork 
  dagger, metamagic rod of lesser empower spell, ring of 
  protection +2, amulet of natural armor +1, scroll of 
  antimagic field, pearl of power (5th-level), scroll case 
  containing research papers. 
   
  Power-Up Suite (Normal - mage armor, false life): 
  AC 19, touch 13, flat-footed 18 (+1 Dex, +2 natural, +2 
  deflection, +4 armor); hp 67. 
   
  Power-Up Suite (Negotiating - eagle’s splendor, 
  false life, mage armor): AC 19, touch 13, flat-footed 18; 
  hp 67; Cha 21. 
   
  Sorcerer Spells Known (base DC = 16 + spell level 
  [18 if enchantment spell). 
   
  Power-Up Suite (Prepared – greater heroism, 
  haste [Branwalather], protection from energy [fire], 
  protection from energy [lightning],eagle’s splendor, 
  false life, mirror image, mage armor, shield): Spd 60 ft.; 
  AC 23, touch 13, flat-footed 21 (+1 Dex, +2 natural, +1 
  deflection, +4 armor, +4 shield, +1 dodge); hp 65; Atk +12 
  melee (1d4-1/19-20, masterwork dagger); Full Atk 
  +12/+12/+7 melee (1d4-1/19-20, masterwork dagger); SQ 
  immunity to fire (120 points) and lightning (120 points), 
  SV Fort +12, Ref +12, Will +15; Cha 21. 
   
  Skills: Concentration +23, Knowledge (arcana) +10, 
  Knowledge (the planes) +7, Move Silently +16, Sense 
  Motive +6, Spellcraft +24, Tumble +9. 
   
   
  Sorcerer Spells Known (base DC = 15 + spell level 
  [17 if enchantment spell). 
   
  Spells Cast: If Peddyr completes this power-up suite 
  and adds to those of Arthyen and Branwalather where 
  indicated, he uses up two 1st-level, two 2nd-level, three 
  3rd-level spell slots, and three 6th-level spells. 
   
  �Arthyen: male human (Flan) fighter 7/ blackguard 4: 
  CR 11; medium humanoid; HD 7d10+7 plus 4d10+4; hp 
  71; Init +1; Spd 20 ft.; AC 20, touch 11, flat-footed 19 (+1 
  Dex, +9 armor); Base Atk +11/+6/+1; Grp +13; Atk +15 
  melee (2d4+7/15-20, +1 falchion); Full Atk +15/+10/+5 
  melee (2d4+6/15-20, +1 falchion); SA poison use, smite 
  good 1/day, sneak attack +1d6; SQ aura of despair, aura of 
  evil, command undead, dark blessing, detect good; AL LE; 
  SV Fort +13, Ref +9,Will +8; Str 15, Dex 12, Con 13, Int 8, 
  Wis 11, Cha 16. 
   
  Skills and Feats: Hide +1, Intimidate +17, Knowledge 
  (religion) +1; Improved Critical (falchion), Improved 
  Overrun, Improved Sunder, Iron Will, Lightning 
  Reflexes, Power Attack, Power Critical (falchion), 
  Weapon 
  focus 
  (falchion), 
  Weapon 
  Specialization 
  (falchion). 
   
  Smite Good (Su): Once a day, Arthyen may attempt 
  to smite good with one normal melee attack. He gains a 
  +3 modifier to their attack roll and deal 4 points of extra 
  point of damage. If he accidentally smites a creature that 
  is not good, the smite has no effect but it is still used up 
  for that day. 
   
  Aura of Evil (Ex): Arthyen radiates a moderate aura 
  of evil (see the detect evil spell). 
   
  Dark Blessing (Su): Arthyen applies his Charisma 
  modifier (+3) as a bonus on all saving throws. 
   
  Detect Good (Sp): At will, Arthyen can use detect 
  good as a spell-like ability, duplicating the effect of the 
  detect good spell. 
   
  Blackguard Spells Prepared: (1/1; spell DC = 10 + 
  spell level); 1st—corrupt weapon; 2nd—bull’s strength. 
   
  Possessions: +1 falchion, +1 full plate. 
   
  Power-Up Suite (Prepared – greater heroism 
  [from Peddyr], haste [from Branwalather], protection 
  from fire [from Peddyr], bull’s strength, corrupt 
  weapon): Spd 50 ft.; AC 21, touch 12, flat-footed 19 (+1 
  Dex, +9 armor, +1 dodge); Atk +22 melee (2d4+9/15-20, +1 
  falchion); Full Atk +22/+22/+17/+12/ melee (2d4+9/15-
  20, +1 falchion); SQ immune fire (120 points); SV Fort 
  +17, Ref +13, Will +12; Str 19Skills: Hide +5, Intimidate 
  +21, Knowledge (religion) +3. 
   
  ENCOUNTER 9: SJACHTIATHAR  
  �Sjachtiathar: male mature adult two-headed 23 HD 
  fang dragon dracolich: CR 17; Huge undead; HD 23d12; 
  hp 207; Init +4; Spd 60 ft., fly 120 ft. (poor); AC 29, touch 
  8, flat-footed 29; Base Atk +23; Grp +39; Atk +29 melee 
  (4d6+8 plus 1d6 cold plus paralyzation, bite); Full Atk +29 
  melee (4d6+8 plus 1d6 cold plus paralyzation, 2 bites), +29 
  melee (2d8+4 plus 1d6 cold plus paralyzation, 2 claws), 
  
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  Page 51 
  +29 melee (2d6+4 plus 1d6 cold plus paralyzation, 2 
  wings), and +29 melee (2d8+12 plus 1d6 cold plus 
  paralyzation, tail slap); Space/Reach 15 ft./10 ft. (15 ft. 
  with bite); SA ability drain, control undead, frightful 
  presence, increased damage, paralyzing glare, paralyzing 
  touch, trip; SQ DR 10/magic or 5/bludgeoning, dragon 
  traits, immunities, invulnerability, multiheaded, sound 
  imitation, spell-like abilities, SR 25, undead traits; AL LE; 
  SV Fort +15, Ref +13, Will +17; Str 27, Dex 10, Con -; Int 
  14, Wis 19, Cha 16. 
   
  Skills and Feats Concentration +29, Escape Artist 
  +26, Intimidate +30, Listen +32, Search +30, Sense Motive 
  +30, Spot +32, Use Magic Device +29; Ability Focus 
  (paralyzing touch), Blind-Fight, Combat Reflexes, Flyby 
  Attack, Great Fortitude, Improved Initiative, Improved 
  Multiattack, Multiattack, Power Attack, Wingover. 
   
  Ability Drain (Su): Sjachtiathar has no breath 
  weapon but his bite drains 1d6 points of Constitution. A 
  DC 24 Fortitude save negates this damage. 
   
  Control Undead (Sp): Once every 3 days 
  Sjachtiathar can use control undead as the spell (CL 
  15th). He cannot cast any other spells while this ability is 
  in effect. 
   
  Frightful Presence (Ex): 210 ft. range; DC 24 Will 
  save negates. Creatures with less than 4 HD are panicked 
  for 4d6 rounds and those with 5 or more HD are shaken 
  for 4d6 rounds. 
   
  Increased Damage (Ex): Sjachtiathar’s claws, teeth 
  and scales are so sharp that he deals damage as if he were 
  a huge dragon. 
   
  Paralyzing Gaze (Su): 40 ft. range; DC 24 Will save 
  negates. If the save is successful the target is forever 
  immune to Sjachtiathar’s gaze. It is fails the victim is 
  paralyzed for 2d6 rounds. 
   
  Paralyzing Touch (Su): A creature struck by any of 
  Sjachtiathar’s physical attacks must make a DC 26 
  Fortitude save or be paralyzed for 2d6 rounds. A 
  successful saving throw against this effect does not 
  confer any immunity from subsequent attacks. 
   
  Trip (Ex): If Sjachtiathar hits with a claw or tail 
  attack he can attempt to trip his opponent as a free action. 
  If his attempt fails, his opponent cannot attempt to trip 
  him. 
   
  Draconic Traits: Blindsense 60 ft.; keen senses, 
  darkvision 120 ft.; immunity to magic sleep and paralysis 
  effects.  
   
  Immunities: Sjachtiathar is immune to polymorph, 
  cold and electricity effects. 
   
  Invulnerability: If Sjachtiathar is slain, his spirit 
  immediately returns to his phylactery. If no dragon-type 
  corpse lies within 90 ft. for the spirit to possess he is 
  trapped in the phylactery until such a time – if ever – that 
  a corpse becomes available. Destroying the phylactery 
  destroys Sjachtiathar. 
   
  Multiheaded (Ex): Having a redundant head makes 
  a creature more able to survive otherwise lethal attacks. 
  Severing a head requires hitting the creature’s neck (same 
  AC as creature) with a slashing weapon and dealing 90 
  points of damage. The player must declare an attack 
  against Sjachtiathar’s neck before making the attack roll. 
  If the head is severed, a natural reflex seals the neck shut 
  to prevent further blood loss and Sjachtiathar can no 
  longer attack with the severed head (which does not 
  grow back naturally).  
   
  Sound Imitation (Ex): Sjachtiathar can mimic any 
  voice or sound he has heard anytime he likes. Listeners 
  must succeed on a DC 24  Will save to detect the ruse. 
   
  Undead Traits: Sjachtiathar is immune to mind-
  affecting effects, poison, magic sleep effects, paralysis, 
  stunning, disease, death effects, and any effect that 
  requires a Fortitude save unless it also works on objects 
  or is harmless. He is not subject to critical hits, nonlethal 
  damage, ability damage to its physical ability scores, 
  ability drain, energy drain, fatigue, exhaustion, or death 
  from massive damage.  
   
  Spell-Like Abilities: CL 7; At will—detect magic, 
  read magic; 2/day—shield; 1/day—dispel magic, spell 
  turning. 
   
  Sorcerer Spells Known (CL 5th; 6/7/5; base DC = 12 
  + spell level): 0—dancing lights, message, mage hand, 
  prestidigitation, resistance; 1st—mage armor, obscuring 
  mist, protection from good, true strike; 2nd—bull’s 
  strength, eagle’s splendor. 
   
  Power-Up Suite (Prepared-- spell turning, bull’s 
  strength, eagle’s splendor mage armor, resistance, 
  protection from good, shield): AC 37 (39 against good 
  opponents), touch 8 (10), flat-footed 37 (39); Grp +41; Atk 
  +31 melee (4d6+10 plus 1d6 cold plus paralyzation, bite); 
  Full Atk +31 melee (4d6+10 plus 1d6 cold plus 
  paralyzation, 2 bites), +31 melee (2d8+5 plus 1d6 cold plus 
  paralyzation, 2 claws), +31 melee (2d6+5 plus 1d6 cold 
  plus paralyzation, 2 wings), and +31 melee (2d8+15 plus 
  1d6 cold plus paralyzation, tail slap); SV Fort +15 (+16 
  against good opponents), Ref +14 (+15), Will +18 (+19); 
  Str 31, Cha 18. 
   
  Skills: Intimidate +31,Use Magic Device +31 
   
  Ability Drain (Su): DC 26. 
   
  Frightful Presence (Ex): DC 26. 
   
  Paralyzing Gaze (Su): DC 26. 
   
  Paralyzing Touch (Su): DC 28. 
   
  Sound Imitation (Ex): DC 26. 
   
   
  
  COR6-14 Cloud of Darkness 
   
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  APL 16 
  ENCOUNTER 3: THE NECROPOLIS AT 
  UNAAGH 
  �Vampire Gargoyle Guards: male gargoyle monk 
  2/fighter 6 (2): CR 14; Medium undead (augmented 
  monstrous humanoid, earth); HD 12d12 plus 24; hp 132; 
  Init +11; Spd 40 ft., fly 60 ft. (average); AC 28, touch 18, 
  flat-footed 21; Base Atk +11; Grp +23; Atk +22 melee 
  (1d6+10 plus 2 negative levels, unarmed strike); Full Atk 
  +20 melee (1d6+10 plus 2 negative levels, unarmed strike 
  [flurry of blows]), +20 melee, (1d6+10, unarmed strike 
  [flurry of blows]), +15 melee, (1d6+10, unarmed strike 
  [flurry of blows]), 10 melee, (1d6+10, unarmed strike 
  [flurry of blows]), +19 melee (1d6+4, bite) and +19 melee 
  (1d6+4, gore); SA blood drain, children of the night, 
  create spawn, dominate, energy drain, flurry of blows; SQ 
  AC bonus, alternate form, darkvision 60 ft., DR 10/magic 
  and silver, evasion, fast healing 5, freeze, gaseous form, 
  resistance to cold 10 and electricity 10, spider climb, turn 
  resistance +4; AL LE; SV Fort +11, Ref +18, Will +10; Str 
  26, Dex 24, Con -, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +9, Hide +15 (+23 against 
  stone background), Jump +14, Listen +11, Move Silently 
  +17, Search +8, Sense Motive +9, Spot +16, Stealthy, 
  Tumble +20; Alertness, Blind-Fight, Combat Reflexes, 
  Deflect 
  Arrows, 
  Dodge, 
  Flyby 
  Attack, 
  Great 
  Fortitude,Improved 
  Initiative, 
  Improved 
  Unarmed 
  Grapple, Improved Unarmed Strike, Lightning Reflexes, 
  Mobility, Multiattack, Snatch Arrows, Stealthy, Weapon 
  Focus (unarmed strike), Weapon Specialization (unarmed 
  strike). 
   
  Blood Drain (Ex): A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the vampire 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action. (If the base creature is 
  not terrestrial, this power might summon other creatures 
  of similar power.) These creatures arrive in 2d6 rounds 
  and serve the vampire for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes. This is similar to 
  a gaze attack, except that the vampire must use a standard 
  action, and those merely looking at it are not affected. 
  Anyone the vampire targets must succeed on a DC 15 
  Will save or fall instantly under the vampire’s influence 
  as though by a dominate person spell (CL 12th). The 
  ability has a range of 30 feet. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points. A vampire can use its energy drain ability once 
  per round. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast by 
  a 12th-level character, except that the vampire does not 
  regain hit points for changing form and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It can 
  remain in that form until it assumes another or until the 
  next sunrise. (If the base creature is not terrestrial, this 
  power might allow other forms.) 
   
  Evasion (Ex): If the vampire gargoyle makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he 
  instead takes no damage. 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. If 
  reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. (It can travel up to nine miles in 2 hours.) Any 
  additional damage dealt to a vampire forced into gaseous 
  form has no effect. Once at rest in its coffin, a vampire is 
  helpless. It regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the 
  rate of 5 hit points per round. 
   
  Freeze (Ex): A gargoyle can hold itself so still it 
  appears to be a statue. An observer must succeed on a DC 
  20 Spot check to notice the gargoyle is really alive. 
   
  Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster level 
  5th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect manoeuvrability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  ENCOUNTER 4: THE BLACK ZIGGURAT  
  �Drokkas, Dark Lord of Unaagh: male lich wizard 
  (evoker) 14/archmage 4: CR 20; Medium undead 
  (augmented humanoid); HD 18d12 plus 36; hp 198; Init 
  +7; Spd 30 ft.; AC 20, touch 14, flat-footed 17; Base Atk 
  +9/+4, Grp +9; Atk +11 melee (1d8+5 negative energy [DC 
  22 Will halves] plus paralysis [DC 22 Fortitude negates], 
  touch attack); Full Atk +11/+6 melee (1d8+5 negative 
  energy [DC 22 Will halves] plus paralysis [DC 22 
  
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  Fortitude negates], touch attack); SA damaging touch, 
  fear aura, paralyzing touch, spells; SQ +4 turn resistance, 
  contingency (blink) spell effect, damage reduction 
  15/bludgeoning and magic; darkvision 60 ft.; high arcane 
  (mastery of counterspelling, mastery of elements [sonic], 
  spell-like power, spell power +1), immunity to cold, 
  electricity, polymorph and mind-affecting attacks; 
  permanent spell effects; undead traits; AL LE; SV Fort 
  +10, Ref +11, Will +19; Str 10, Dex 16, Con --, Int 24, Wis 
  16, Cha 16. 
   
  Skills and Feats: Concentration +24, Hide +11,  Jump 
  +2, Knowledge (arcana) +28, Knowledge (architecture 
  and engineering) +8, Knowledge (dungeoneering) +8, 
  Knowledge (geography) +8, Knowledge (history) +10, 
  Knowledge (nature) +10, Knowledge (nobility) +11, 
  Knowledge (religion) +11, Knowledge (the planes) +28,  
  Listen +21, Move Silently +11, Search +15, Sense Motive 
  +14,  Spellcraft +33, Spot +21, Tumble +13; Empower 
  Spell, Extend Spell, Greater Spell Focus (evocation), Great 
  Fortitude, Improved Initiative, Quicken Spell, Scribe 
  Scroll, Skill Focus (Spellcraft), Spell Focus (abjuration), 
  Spell Focus (evocation), Spell Penetration. 
   
  Languages: Abyssal, Flan, Draconic, Dwarven, 
  Infernal.  
   
  Damaging Touch: 1d8+5 negative energy; DC 22 
  Will save halves. 
   
  Fear Aura (Su): A dreadful aura of death and evil 
  shrouds Drokkas. Creatures of less than 5 HD in a 60-foot 
  radius looking at him must succeed on a DC 22 Will save 
  or be affected as though by a fear spell cast by a 12th-level 
  sorcerer. A creature that successfully saves cannot be 
  affected again by Drokkas’ aura for 24 hours. 
   
  Paralyzing Touch (Su): Any living creature Drokkas 
  hits with his touch attack must succeed on a DC 22 
  Fortitude save or be paralyzed permanently. Remove 
  paralysis or any spell that can remove a curse frees the 
  victim. The effect cannot be dispelled. Anyone paralyzed 
  by Drokkas seems dead, though a DC 20 Spot check or a 
  DC 15 Heal check reveals that the victim is still alive. 
   
  Mastery of Counterspelling (Su): When Drokkas 
  counterspells a spell, it is turned back upon the caster as 
  if it were fully affected by a spell turning spell. If the spell 
  cannot be affected by spell turning, then it is merely 
  counterspelled.  
   
  Skills: Drokkas has a +8 racial bonus on Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot checks. 
   
  Contingency: A successfully grapple attempt on 
  Drokkas activates a blink spell. 
   
  Permanent Spell Effects: arcane sight, comprehend 
  languages, resistance, see invisibility, tongues.  
   
  Wizard 
  Spells 
  Prepared: 
  (CL 
  15; 
  5/7/7/7/6/4/4/3/1/2; base DC = 16 + spell level); 0—
  dancing lights, mage hand, prestidigitation (2), touch of 
  fatigue; 1st—expeditious retreat, feather fall, grease, mage 
  armor, ray of enfeeblement (2), shield
  A; 2nd—blindness 
  (2), extended mage armor, false life,
   fox’s cunning,
   resist 
  energy
  ,A, scorching ray
  E; 3rd—dispel magic
  A, extended 
  false life, fireball
  E, fly, protection from energy
  A (2), 
  vampiric touch; 4th—detect scrying, dimension door, 
  empowered scorching ray (2), extended nondetection, 
  stoneskin; 5th—empowered lightning bolt
  E, quickened 
  magic missile, extended fire shield, teleport; 6th—chain 
  lightning
  E, quickened scorching ray
  E, repulsion
  A, true 
  seeing; 7th—force cage
  E, prismatic spray, spell turning
  A; 
  8th—empowered chain ligntning
  E; 9th—meteor swarm
  E 
  (2). 
   
  A: Abjuration spell. Base DC = 18 + spell level. 
   
  E: Evocation spell. Base DC = 19 + spell level. 
   
  Barred Schools: Enchantment, Illusion. 
   
  Spell-Like Ability: 2/day—greater dispel magic 
  Possessions: masterwork dagger, ring of counterspells 
  (dispel magic), scroll of fly, dusty rose ioun stone, wand of 
  enervation (4 chgs), scroll of dimension door, cloak of 
  resistance +3, headband of intellect +4, boots of speed. 
   
  Power-Up Suite (Normal - 4th—detect scrying, 
  extended nondetection; 3rd—extended false life; 
  2nd—extended mage armor): hp 214; AC 24, touch 14, 
  flat-footed 21. 
   
  Power-Up Suite (Prepared – 7th—spell turning; 
  5th—extended fire shield [protects against fire], true 
  seeing; 4th—detect scrying, extended nondetection, 
  stoneskin; 3rd—extended false life, fly, protection 
  from energy (acid), protection from energy (fire), 
  vampiric touch;  2nd—fox’s cunning, extended mage 
  armor, resist energy (sonic); 1st—expeditious retreat, 
  protection from good, shield): Spd 60 ft., fly 60 ft. 
  (good); hp 214; AC 28 (29), touch 15 (16), flat-footed 25 
  (26) (against good opponents); Atk +11 melee (1d8+5 
  negative energy [DC 22 Will halves] plus paralysis [DC 
  22 Fortitude negates] plus 7d6 points of damage 
  [vampiric touch], first touch attack); SQ as above plus 
  resist sonic 10/round, immunity to acid (120 points) and 
  fire (120 points), DR 10/adamantine; SV Fort +10, Ref 
  +11, Will +19; Int 28.  
   
  Skills: 
  Jump 
  +14, 
  Knowledge 
  (arcana) 
  +30, 
  Knowledge 
  (architecture 
  and 
  engineering) 
  +10, 
  Knowledge 
  (dungeoneering) 
  +10, 
  Knowledge 
  (geography) +10, Knowledge (history) +12, Knowledge 
  (nature) +12, Knowledge (nobility) +13, Knowledge 
  (religion) +13, Knowledge (the planes) +30, Search +17, 
  Spellcraft +33.  
   
  Wizard Spells (DC 20 + spell level;
   E: Evocation spell. 
  Base DC = 23 + spell level); A: Abjuration spell. Base DC = 
  22 + spell level. 
   
  
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  ENCOUNTER 5: DARSSVOREL 
  �Darssvorel: CR 10; tiny construct (augmented dragon); 
  hp 270; Init +0; AC 5, touch 5, flat-footed 5; SQ break DC 
  50, construct traits, greater powers, hardness 20; lesser 
  powers; AL LE; SV Fort +12, Ref +12, Will +12; Int 19, 
  Wis 10, Cha 19, Ego score 25. 
   
  Skills and Feats: Bluff +20, Diplomacy +20; Eschew 
  Materials, Heighten Spell, Still Spell. 
   
  Languages: Speech (Abyssal, Common, Draconic, 
  Flan, Infernal), telepathy, read languages, read magic; 120 
  ft. darkvision, blindsense and hearing.  
   
  Lesser Powers (Sp): CL 17th; 1/day major image, 
  minor image.  
   
  Greater Powers (Sp): CL 17th; At will - detect 
  thoughts; 3/day deeper darkness, fear.  
   
  Special Purpose: Expand the power and dominion of 
  Tiamat. 
   
  Special Purpose Power: The Dreaming. 
   
  Sorcerer Spells Known (6/7/7/7/7/6/6/6/4; CL 17th; 
  base DC = 14 + spell level): 0- dancing lights, daze, detect 
  magic, flare, ghost sound, light, message, prestidigitation, 
  resistance; 1st- alarm, charm person, comprehend 
  languages, grease, ventriloquism; 2nd-, eagle’s splendor, 
  misdirection, obscure object, see invisibility, Tasha’s 
  hideous laughter; 3rd- dispel magic, hold person, 
  protection from energy, suggestion; 4th- confusion, 
  crushing despair, lesser globe of invulnerability, 
  phantasmal killer; 5th- break enchantment, dominate 
  person, feeblemind, mind fog; 6th—geas/quest, globe of 
  invulnerability, mass suggestion; 7th—insanity, power 
  word blind, spell turning; 8th—demand, sympathy  
   
  Power-Up Suites (prepared—eagle’s splendor, 
  misdirection, obscure object, see invisibility, detect 
  magic, resistance): SV Fort +13, Ref +13, Will +13; Cha 
  23. 
   
  Skills and Feats: Bluff +22, Diplomacy +22. 
   
  Sorcerer Spells Known (base DC = 16 + spell level). 
   
  ENCOUNTER 6: VUTHATHRAE 
  �Myghin: female human (Flan) cleric (Nerull) 
  6/sorcerer 1/loremaster 7: CR 14; Medium humanoid; 
  HD 6d8+12 plus 1d4+2 plus 7d4+12 plus 3; hp 88; Init +0; 
  Spd 20 ft.; AC 23, touch 12, flat-footed 22; Base Atk +7; 
  Grp +7; Atk +8 melee (1d8, masterwork morningstar); 
  Full Atk +8/+3 melee (1d8, masterwork morningstar); SA 
  spells, spontaneous casting, rebuke undead; SQ lore, 
  greater lore, secret (avoidance, dodge, secret health, true 
  stamina), weasel familiar; NE; SV Fort +14, Ref +11, Will 
  +17; Str 11, Dex 10, Con 14, Int 13, Wis 19, Cha 12. 
   
  Skills and Feats: Concentration +22, Knowledge 
  (arcana) +12, Knowledge (religion) +11, Knowledge (the 
  planes) +11, Listen +21, Spellcraft +19; Craft Wand, Great 
  Fortitude, Lightning Reflexes, Reach Spell, Scribe Scroll, 
  Skill Focus (concentration). 
   
  Languages: Common, Drconic, Flan. 
   
   
  Weasel Familiar: Unstated; nearby. 
   
  Cleric 
  Spells 
  Prepared 
  (6/5+1/5+1/5+1/5+1/3+1/2+1/1+1; CL 13th; base DC = 14 
  + spell level): 0—cure minor wounds (2), guidance, light, 
  resistance, virtue; 1st—bless, command, cure light 
  wounds,, entropic shield, protection from good*, 
  sanctuary; 2nd—cure moderate wounds, death knell*, 
  hold person (2), silence, spiritual weapon; 3rd—blindness 
  , dispel magic, invisibility purge, magic circle against 
  good*, magic vestment, prayer; 4th—air walk, cure 
  critical wounds, freedom of movement, poison, spell 
  immunity, unholy blight*;5th—flame strike, insect 
  plague, slay living*, spell resistance; 6th—create undead*, 
  greater dispel magic, harm; 7th—finger of death*, 
  summon monster VII. 
   
  *Domain Spell. Domains: Death (death touch 1/day; 
  melee touch attack; 6d6), Evil (cast evil spells at +1 caster 
  level). 
   
  Sorcerer Spells Known: (5/4; CL 1st; base DC = 11 + 
  spell level): 0--mage hand, message, prestidigitation, ray of 
  frost; 1st- comprehend languages, true strike.  
   
  Possessions: wand of reach inflict moderate wounds 
  (5 charges), cloak of resistance +1, potion of owl’s 
  wisdom, masterwork morningstar, +1 half-plate, dusty 
  rose ioun stone, periapt of wound closure, +1 light 
  fortification heavy steel shield, rod of python. 
   
  Power-Up Suite (Negotiating – magic vestment, 
  protection from good, sanctuary): AC 25 (27 against 
  good), touch 12 (14), flat-footed 24 (26). 
   
  Power-Up Suite (Prepared – spell resistance, air 
  walk, freedom of movement, poison, spell immunity 
  (dispel magic, fireball, magic missile), invisibility 
  purge, magic circle against good, magic vestment, 
  prayer, owl’s wisdom [from potion],entropic shield): 
  AC 25 (27 against good), touch 12 (14), flat-footed 25 (27); 
  Atk +9 melee (1d8+1, masterwork morningstar); Full Atk 
  +9/+4 melee (1d8+1, masterwork morningstar); SQ SR 25; 
  SV Fort +16, Ref +13, Will +19; Wis 23. 
   
  Skills: Concentration +23, Knowledge (arcana) +13, 
  Knowledge (religion) +12, Knowledge (the planes) +12, 
  Listen +22, Spellcraft +20. 
   
  Cleric Spells Prepared (base DC = 16 + spell level). 
   
  �Sulmite Adept (2): male human (Flan) monk 10/ 
  sorcerer 1/ dragon disciple 2: CR 13; Medium humanoid; 
  HD 10d8+8 plus 1d4+1 plus 2d12+2; hp 85;Init +3; Spd 56 
  ft.; AC 20, touch 19, flat-footed 16; Base Atk +8; Grp +12; 
  Atk +13 melee (1d10+4, unarmed strike), +12 melee 
  (1d6+4, bite) , or +12 ranged (1d2+4, shuriken); Full Atk 
  +12/+12/+7 melee (1d10+4, unarmed strike[flurry of 
  blows]) and +7 (1d6+3, bite) or +11/+11/+6 ranged 
  
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  Page 55 
  (1d2+4, shuriken [flurry of blows]); SA flurry of blows, ki 
  strike (lawful, magic), purity of body, spells, stunning fist; 
  SQ AC bonus, dragon disciple traits, fast movement, 
  improved evasion, still mind, slow fall 50 ft., rat familiar, 
  wholeness of body; AL LE; SV Fort +13, Ref +13, Will +16; 
  Str 18, Dex 18, Con 12, Int 8, Wis 14, Cha 11. 
   
  Skills and Feats: Balance +10, Jump +25, Knowledge 
  (arcana) +7, Listen +19, Spellcraft +5, Spot +6, Tumble +24; 
  Acrobatic, Deflect Arrows, Dodge, Improved Trip, 
  Improved Unarmed Strike, Iron Will, Lightning 
  Reflexes, Mobility, Stunning Fist, Weapon Focus 
  (unarmed strike). 
   
  Languages: Draconic, Flan. 
   
  Stunning Fist (Ex): 10/day; DC 18 Fort save 
  negates. 
   
  Dragon Disciple Traits: ability boost (Str +2), bonus 
  claws and bite attacks, bonus spells (2), natural armor +1. 
   
  Improved Evasion (Ex): If the adept makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he 
  instead takes no damage. On a failed saving throw he still 
  only takes half damage. 
   
  Rat Familiar: Unstated; nearby. 
   
  Slow Fall (Ex): An adept within arm’s reach of a wall 
  can use it to slow his descent while falling. The adept 
  takes damage as it the fall was 50 ft. shorter than it 
  actually is.  
   
  Still Mind (Ex): The adept gains a +2 bonus on 
  saving throws against spells and effects from the 
  enchantment school. 
   
  Wholeness of Body (Su): A sulmite adept can heal 
  his own wounds. He can heal 20 hp of damage a day and 
  can spread this healing over multiple uses. 
   
  Sorcerer Spells Known (5/5; base DC = 10 + spell 
  level): 0—acid splash, mage hand, message, resistance, 
  touch of fatigue; 1st—mage armor, shield. 
   
  Possessions: ring of protection +1, potion of magic 
  fang (2), elixir of fire breath, potion of blur, shuriken (5), 
  vial of Large scorpion venom, monk’s outfit. 
   
  Power-Up Suite (Negotiating – mage armor): AC 
  24, touch 19, flat-footed 20. 
   
  Power-Up Suite (Prepared - blur [from potion], 
  mage armor, magic fang [from potion], shield): AC 28, 
  touch 19, flat-footed 24; Atk +14 melee (1d10+5, unarmed 
  strike), +12 melee (1d6+4, bite) , or +12 ranged (1d2+4 
  plus poison [DC 18 Fort, 1d6 Str/1d6 Str],shuriken); Full 
  Atk +13/+13/+8 melee (1d10+4, unarmed strike[flurry of 
  blows]) and +7 (1d6+4, bite). 
   
  ENCOUNTER 8: CHILDREN OF SULM 
  �Branwalather: male human (Flan) fighter 2/ monk 3/ 
  sorcerer 6/ eldritch knight 5: CR 16; Medium humanoid; 
  HD 2d10+4 plus 3d8+6 plus 6d4+12 plus 5d6+10 plus 10; 
  hp 108; Init +2; Spd 40 ft.; AC 17, touch 16, flat-footed 15 
  (+2 Dex, +2 monk, +1 natural, +2 deflection); Base Atk 
  +12/+7/+2; Grp +21; Atk +19 melee (2d4+8/15-20, +1 keen 
  human bane falchion) or +17 melee (1d6+5, unarmed 
  strike); Full Atk +19/+14/+9 melee (2d4+8/15-20, +1 keen 
  human bane falchion) or +15/+15/+10/+5 melee (1d6+5, 
  unarmed strike [flurry of blows]); SA flurry of blows, 
  spells; SQ AC bonus, evasion, fast movement, still mind, 
  weasel familiar; AL LE; SV Fort +14, Ref +12, Will +13; Str 
  18 (20), Dex 14, Con 14, Int 10, Wis 15, Cha 14. 
   
  Skills and Feats:  Balance +4, Concentration +19, 
  Jump +15, Listen +2, Ride +6, Spellcraft +10, Spot +7, 
  Tumble +19; Arcane Strike, Combat Reflexes, Dodge, 
  Improved Grapple, Improved Toughness, Improved 
  Unarmed Strike, Iron Will, Leadership, Lightning 
  Reflexes, Mobility Power Attack, Power Critical 
  (falchion), Weapon Focus (falchion). 
   
  Languages: Flan. 
   
  Stunning Fist (Ex): 6/day; DC 20 Fortitude negates. 
   
  Evasion (Ex): If Branwalather makes a successful 
  Reflex saving throw against an attack that normally deals 
  half damage on a successful save, he instead takes no 
  damage. 
   
  Still Mind (Ex): Branwalather gains a +2 bonus on 
  saving throws against spells and effects from the 
  enchantment school. 
   
  Weasel Familiar: Unstated; nearby. 
   
  Sorcerer Spells Known (6/7/7/6/5/3; CL 10th; base 
  DC = 12 + spell level); 0—caltrops, dancing lights, detect 
  poison, mage hand, message, prestidigitation, read magic, 
  resistance, touch of fatigue; 1st—enlarge person, 
  expeditious retreat, mage armor, shield, true strike; 2nd—
  bear’s endurance, cat’s grace, mirror image, see 
  invisibility; 3rd—fly, haste, weapon of energy; 4th—
  greater invisibility, stoneskin; 5th—greater blink. 
   
  Possessions: +1 keen human bane falchion, amulet of 
  natural armor +1, gauntlets of ogre power, scroll of false 
  life, ring of protection +2, rope of entanglement. 
   
  Power-Up Suite (Negotiating – bear’s endurance, 
  cat’s grace, expeditious retreat, mage armor): hp 138; 
  Init +4; Spd 60 ft.; AC 23, touch 18, flat-footed 19 (+4 Dex, 
  +2 monk, +1 natural, +4 armor, +2 deflection); Dex 18, 
  Con 18. 
   
  Skills: Balance +6, Concentration +21, Tumble +21. 
   
  Power-Up Suite (Prepared – greater blink, greater 
  heroism [from Peddyr], greater invisibility, stoneskin, 
  fly, haste, weapon of energy, bear’s endurance, cat’s 
  grace, false life [from scroll], mirror image, see 
  invisibility, enlarge person, expeditious retreat, mage 
  armor, shield, resistance): hp 153; Init +3, Spd 70 ft., fly 
  60 ft. (good); AC 26, touch 17, flat-footed 23 (+3 Dex, +2 
  monk, +1 natural, +4 armor, +4 shield, -1 size, +1 dodge, +2 
  deflection); Atk +24 melee (2d6+10 plus 1d6 acid/15-20 
  plus 1d10 acid, +1 keen human bane falchion) or +22 
  
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  Page 56 
  melee 
  (1d8+6, 
  unarmed 
  strike); 
  Full 
  Atk 
  +24/+24/+19/+14 melee (2d6+10 plus 1d6 acid/15-20 plus 
  1d10 acid, +1 keen human bane falchion) or 
  +22/+22/+22/+17/+12 melee (1d8+6, unarmed strike 
  [flurry of blows]); SQ DR 10/adamantine (100 hp) 
  Space/Reach 10 ft./10 ft.; SV Fort +18, Ref +16, Will +15; 
  Str 22, Dex 16. 
   
  Skills: Balance +8, Concentration +25, Jump +33,  
  Listen +6, Ride +11, Spellcraft +14, Spot +11,  Tumble +24. 
   
  Spells Cast: If Branwalather completes this power-up 
  suite he uses up one 0-level, four 1st-level, four 2nd-level, 
  three 3rd-level, two 4th-level, and one 5th-level spell slot. 
   
  �Peddyr: male human (Flan) sorcerer 16: CR 
  16;Medium humanoid; HD 16d4+32; hp 77; Init +2; Spd 
  30 ft.; AC 17, touch 14, flat-footed 15 (+2 Dex, +2 natural, 
  +2 deflection); Base Atk +8; Grp +7; Atk +8 melee (1d4-
  1/19-20, masterwork dagger); Full Atk +8/+3 melee (1d4-
  1/19-20, masterwork dagger); SA spells; SQ draconic 
  heritage, weasel familiar; AL LE; SV Fort +9, Ref +10, Will 
  +12; Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 18. 
   
  Skills and Feats:  Concentration +21, Knowledge 
  (arcana) +6, Knowledge (the planes) +3, Move Silently 
  +12, Sense Motive +4, Spellcraft +22, Tumble +5; 
  Draconic Breath, Draconic Flight(9), Draconic Heritage 
  (green), Draconic Legacy,Draconic Skin,Greater Spell 
  Focus (enchantment),Spell Focus (enchantment). 
   
  Languages: Flan. 
   
  Draconic Heritage (Ex): Peddyr gains a +5 bonus to 
  saving throws against sleep, paralysis and attacks with the 
  acid descriptor. Move Silently is a class skill for Peddyr. 
   
  Weasel Familiar: Unstated; nearby. 
   
  Sorcerer Spells Known: (6/7/7/7/6/6/6/5/3; base 
  DC = 14 + spell level); 0—acid splash, caltrop, daze
  E, 
  detect magic, ghost sound, mage hand, prestidigitation, 
  touch of fatigue, read magic; 1st—charm person
  E, 
  inhibit
  E, mage armor, magic missile, shield, true strike; 
  2nd—eagle’s splendor, false life, invisibility, mirror 
  image, scorching ray; 3rd—dispel magic, fireball, 
  heroism
  E, plant growth, protection from energy; 4th—
  confusion
  E, dimension door, globe of invulnerability, 
  5th—dominate person
  E, feeblemind
  E, magic jar, overland 
  flight, teleport, wall of fire; 6th—disintegrate, flesh to 
  stone, greater heroism
  E; 7
  th—insanity
  E, spell turning; 
  8th—power word stun
  E. 
   
  E: Enchantment spell. DC = 15 + spell level. 
   
  Possessions: Cloak of resistance +2, masterwork 
  dagger, metamagic rod of lesser empower spell, ring of 
  protection +2, amulet of natural armor +1, scroll of 
  antimagic field, pearl of power (5th-level), pearl of power 
  (6th-level), scroll case containing research papers. 
   
  Power-Up Suite (Normal - mage armor, false life): 
  AC 19, touch 13, flat-footed 18 (+1 Dex, +2 natural, +2 
  deflection, +4 armor); hp 67. 
   
  Power-Up Suite (Negotiating - eagle’s splendor, 
  false life, mage armor): AC 20, touch 14, flat-footed 18 
  (+2 Dex, +2 natural, +2 deflection, +4 armor); hp 67; Cha 
  21. 
   
  Sorcerer Spells Known (base DC = 16 + spell level 
  [18 if enchantment spell). 
   
  Power-Up Suite (Prepared – spell turning, greater 
  heroism, 
  overland 
  flight, 
  haste 
  [Branwalather], 
  protection from energy [fire], protection from energy 
  [lightning],eagle’s splendor, false life, mirror image, 
  mage armor, shield): Spd 60 ft., fly 70 ft. (average); AC 
  24, touch 14, flat-footed 22; hp 65; Atk +13 melee (1d4-
  1/19-20, masterwork dagger); Full Atk +13/+13/+8 melee 
  (1d4-1/19-20, masterwork dagger); SQ immunity to fire 
  (120 points) and lightning (120 points), SV Fort +13, Ref 
  +13, Will +16; Cha 21. 
   
  Skills: Concentration +25, Knowledge (arcana) +10, 
  Knowledge (the planes) +7, Move Silently +16, Sense 
  Motive +8, Spellcraft +26, Tumble +9. 
   
   
  Sorcerer Spells Known (base DC = 15 + spell level 
  [17 if enchantment spell). 
   
  Spells Cast: If Peddyr completes this power-up suite 
  and adds to those of Arthyen and Branwalather where 
  indicated, he uses up two 1st-level, two 2nd-level, three 
  3rd-level spell slots, one 5th-level spell, three 6th-level 
  spells and one 7th-level spell. 
   
  �Arthyen: male human (Flan) fighter 7/ blackguard 4: 
  CR 11; medium humanoid; HD 8d10+16 plus 4d10+8; hp 
  90; Init +5; Spd 20 ft.; AC 20, touch 11, flat-footed 19 (+1 
  Dex, +9 armor); Base Atk +12/+7/+2; Grp +14; Atk +17 
  melee (2d4+7/15-20, +1 falchion); Full Atk +17/+12/+7 
  melee (2d4+6/15-20, +1 falchion); SA poison use, smite 
  good 1/day, sneak attack +1d6; SQ aura of despair, aura of 
  evil, command undead, dark blessing, detect good; AL LE; 
  SV Fort +15, Ref +9,Will +8; Str 15, Dex 12, Con 14, Int 8, 
  Wis 11, Cha 16. 
   
  Skills and Feats: Climb -2,Hide +1, Intimidate +18, 
  Knowledge 
  (religion) 
  +1; 
  Greater 
  Weapon 
  Focus(falchion), Improved Critical (falchion), Improved 
  Initiative, Improved Overrun, Improved Sunder, Iron 
  Will, Lightning Reflexes, Power Attack, Power Critical 
  (falchion), 
  Weapon 
  focus 
  (falchion), 
  Weapon 
  Specialization (falchion). 
   
  Smite Good (Su): Once a day, Arthyen may attempt 
  to smite good with one normal melee attack. He gains a 
  +3 modifier to their attack roll and deal 4 points of extra 
  point of damage. If he accidentally smites a creature that 
  is not good, the smite has no effect but it is still used up 
  for that day. 
   
  Aura of Evil (Ex): Arthyen radiates a moderate aura 
  of evil (see the detect evil spell). 
   
  Dark Blessing (Su): Arthyen applies his Charisma 
  modifier (+3) as a bonus on all saving throws. 
  
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  Detect Good (Sp): At will, Arthyen can use detect 
  good as a spell-like ability, duplicating the effect of the 
  detect good spell. 
   
  Blackguard Spells Prepared: (1/1; spell DC = 10 + 
  spell level); 1st—corrupt weapon; 2nd—bull’s strength. 
   
  Possessions: +1 falchion, +1 full plate. 
   
  Power-Up Suite (Prepared – greater heroism 
  [from Peddyr], haste [from Branwalather], protection 
  from fire [from Peddyr], bull’s strength, corrupt 
  weapon): Spd 50 ft.; AC 21, touch 12, flat-footed 19 (+1 
  Dex, +9 armor, +1 dodge); Atk +24 melee (2d4+9/15-20, +1 
  falchion); Full Atk +24/+24/+19/+14 melee (2d4+9/15-20, 
  +1 falchion); SQ immune fire (120 points); SV Fort +19, 
  Ref +14, Will +12; Str 19Skills: Climb +3, Hide +5, 
  Intimidate +21, Knowledge (religion) +3. 
   
  ENCOUNTER 9: SJACHTIATHAR  
  �Sjachtiathar: male mature adult three-headed 27 HD 
  fang dragon dracolich: CR 19; Huge undead; HD 27d12; 
  hp 243; Init +4; Spd 60 ft., fly 120 ft. (poor); AC 30, touch 
  8, flat-footed 30; Base Atk +27; Grp +44; Atk +34 melee 
  (6d6+9 plus 1d6 cold plus paralyzation, bite); Full Atk +34 
  melee (6d6+9 plus 1d6 cold plus paralyzation, 3 bites), +34 
  melee (2d8+4 plus 1d6 cold plus paralyzation, 2 claws), 
  +34 melee (2d6+4 plus 1d6 cold plus paralyzation, 2 
  wings), and +34 melee (2d8+14 plus 1d6 cold plus 
  paralyzation, tail slap); Space/Reach 15 ft./10 ft. (15 ft. 
  with bite); SA ability drain, control undead, frightful 
  presence, increased damage, paralyzing glare, paralyzing 
  touch, trip; SQ DR 10/magic or 5/bludgeoning, dragon 
  traits, immunities, invulnerability, multiheaded, sound 
  imitation, spell-like abilities, SR 25, undead traits; AL LE; 
  SV Fort +17, Ref +17, Will +19; Str 28, Dex 10, Con -; Int 
  14, Wis 19, Cha 16. 
   
  Skills and Feats Concentration +33, Escape Artist 
  +30, Intimidate +33, Listen +38, Search +36, Sense Motive 
  +34, Spot +38 Use Magic Device +29; Ability Focus 
  (paralyzing touch), Blind-Fight, Combat Reflexes, Flyby 
  Attack, Great Fortitude, Improved Initiative, Improved 
  Lightning Reflexes, Improved Natural Attack (bite), 
  Multiattack, Multiattack, Power Attack, Wingover. 
   
  Ability Drain (Su): Sjachtiathar has no breath 
  weapon but his bite drains 1d6 points of Constitution. A 
  DC 26 Fortitude save negates this damage. 
   
  Control Undead (Sp): Once every 3 days 
  Sjachtiathar can use control undead as the spell (CL 
  15th). He cannot cast any other spells while this ability is 
  in effect. 
   
  Frightful Presence (Ex): 210 ft. range; DC 26 Will 
  save negates. Creatures with less than 4 HD are panicked 
  for 4d6 rounds and those with 5 or more HD are shaken 
  for 4d6 rounds. 
   
  Increased Damage (Ex): Sjachtiathar’s claws, teeth 
  and scales are so sharp that he deals damage as if he were 
  a huge dragon. 
   
  Paralyzing Gaze (Su): 40 ft. range; DC 26 Will save 
  negates. If the save is successful the target is forever 
  immune to Sjachtiathar’s gaze. It is fails the victim is 
  paralyzed for 2d6 rounds. 
   
  Paralyzing Touch (Su): A creature struck by any of 
  Sjachtiathar’s physical attacks must make a DC 28 
  Fortitude save or be paralyzed for 2d6 rounds. A 
  successful saving throw against this effect does not 
  confer any immunity from subsequent attacks. 
   
  Trip (Ex): If Sjachtiathar hits with a claw or tail 
  attack he can attempt to trip his opponent as a free action. 
  If his attempt fails, his opponent cannot attempt to trip 
  him. 
   
  Draconic Traits: Blindsense 60 ft.; keen senses, 
  darkvision 120 ft.; immunity to magic sleep and paralysis 
  effects.  
   
  Immunities: Sjachtiathar is immune to polymorph, 
  cold and electricity effects. 
   
  Invulnerability: If Sjachtiathar is slain, his spirit 
  immediately returns to his phylactery. If no dragon-type 
  corpse lies within 90 ft. for the spirit to possess he is 
  trapped in the phylactery until such a time – if ever – that 
  a corpse becomes available. Destroying the phylactery 
  destroys Sjachtiathar. 
   
  Multiheaded (Ex): Having a redundant head makes 
  a creature more able to survive otherwise lethal attacks. 
  Severing a head requires hitting the creature’s neck (same 
  AC as creature) with a slashing weapon and dealing 90 
  points of damage. The player must declare an attack 
  against Sjachtiathar’s neck before making the attack roll. 
  If the head is severed, a natural reflex seals the neck shut 
  to prevent further blood loss and Sjachtiathar can no 
  longer attack with the severed head (which does not 
  grow back naturally).  
   
  Sound Imitation (Ex): Sjachtiathar can mimic any 
  voice or sound he has heard anytime he likes. Listeners 
  must succeed on a DC 26  Will save to detect the ruse. 
   
  Undead Traits: Sjachtiathar is immune to mind-
  affecting effects, poison, magic sleep effects, paralysis, 
  stunning, disease, death effects, and any effect that 
  requires a Fortitude save unless it also works on objects 
  or is harmless. He is not subject to critical hits, nonlethal 
  damage, ability damage to its physical ability scores, 
  ability drain, energy drain, fatigue, exhaustion, or death 
  from massive damage.  
   
  Spell-Like Abilities: CL 7; At will—detect magic, 
  read magic; 2/day—shield; 1/day—dispel magic, spell 
  turning. 
   
  Sorcerer Spells Known (CL 5th; 6/7/5; base DC = 12 
  + spell level): 0—dancing lights, message, mage hand, 
  prestidigitation, resistance; 1st—mage armor, obscuring 
  
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  mist, protection from good, true strike; 2nd—bull’s 
  strength, eagle’s splendor. 
   
  Power-Up Suite (Prepared-- spell turning, bull’s 
  strength, eagle’s splendor mage armor, resistance, 
  protection from good, shield): AC 38 (40 against good 
  opponents), touch 8 (10), flat-footed 38 (40); Grp +46; Atk 
  +36 melee (6d6+11 plus 1d6 cold plus paralyzation, bite); 
  Full Atk +36 melee (6d6+11 plus 1d6 cold plus 
  paralyzation, 3 bites), +36 melee (2d8+5 plus 1d6 cold plus 
  paralyzation, 2 claws), +36 melee (2d6+5 plus 1d6 cold 
  plus paralyzation, 2 wings), and +36 melee (2d8+16 plus 
  1d6 cold plus paralyzation, tail slap); Space/Reach 15 
  ft./10 ft. (15 ft. with bite); SV Fort +18 (+19 against good 
  opponents), Ref +18 (+19), Will +20 (+21); Str 31, Cha 18. 
   
  Skills: Intimidate +34, Use Magic Device +30;  
   
  Ability Drain (Su): DC 27. 
   
  Frightful Presence (Ex): DC 27. 
   
  Paralyzing Gaze (Su): DC 27. 
   
  Paralyzing Touch (Su): DC 29. 
   
  Sound Imitation (Ex): DC 27. 
   
  
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  APPENDIX 2: NEW RULES ITEMS 
  NEW FEATS 
  Arcane Strike 
  Complete Warrior 96 
  You can channel arcane energy into your melee 
  attacks. 
   
  Prerequisites: Ability to cast 3rd-level arcane 
  spells, base attack bonus +4. 
   
  Benefits: When you activate this feat (a free action 
  that does not provoke an attack of opportunity), you 
  can channel arcane energy into a melee weapon, your 
  unarmed strike, or natural weapons. You must sacrifice 
  one of your spells for the day (of 1st-level or higher) to 
  do this, but you gain a bonus on all your attack rolls for 
  1 round equal to the level of the spell sacrificed, as well 
  as extra damage equal to 1d4 points x the level of the 
  spell sacrificed. The bonus you add to your attack rolls 
  from this feat cannot be greater that your base attack 
  bonus. 
   
  For example, Yarren the bladesinger has a base 
  attack bonus of +11 and the ability to cast 4th-level 
  arcane spells. On his turn, he chooses to sacrifice one 
  of his 4th-level spells for the day, marking it off as if he 
  had cast it. Until his next turn, Yarren gains an extra +4 
  bonus on his attack rolls and an extra 4d4 points of 
  damage with a single melee weapon of his choice. 
   
  Draconic Flight [Draconic] 
  Complete Arcane 77 
  He secret of draconic flight is revealed to you, granting 
  you the ability to fly occasionally. 
   
  Prerequisite: Draconic Heritage 
   
  Benefit: After you cast an arcane spell with a 
  casting time of 1 standard action, you gain a fly speed 
  equal to 10 feet per level of the spell you just cast for 
  the remainder of your turn. 
   
  Draconic Breath [Draconic] 
  Complete Arcane 77 
  You can convert your arcane spells into a breath 
  weapon. 
   
  Prerequisites: Draconic Heritage. 
   
  Benefits: As a standard action, you can change 
  arcane spell energy into a breath weapon of your 
  draconic heritage energy type. The breath weapon is a 
  30-foot cone (fire or cold) or a 60-foot line (acid or 
  electricity) that deals 2d6 points of damage per level of 
  the spell that you expended to create the effect. Any 
  creature in the area can make a Reflex save (DC 10 + 
  level of the spell used + your Charisma modifier) for 
  half damage. This is a supernatural ability. 
   
  Draconic Heritage [Draconic] 
  Complete Arcane 77 
  You have greater connection with your distant 
  draconic bloodline. 
   
  Prerequisites: Sorcerer 1st. 
   
  Benefits: Choose one dragon from the Draconic 
  Heritage list below and gain the indicated skill as a 
  class skill. This is your draconic heritage, which cannot 
  be changed once the feat has been taken. Half-dragons 
  must choose the same dragon kind as their dragon 
  parent. 
   
  In addition, you gain a bonus on saving throws 
  against sleep and paralysis, as well as spells and abilities 
  with the energy type of your Draconic Heritage. This 
  bonus is equal to the number of draconic feats you 
  have. 
  Dragon 
  Kind 
  Energy Type 
  Skill 
  Black 
  Acid 
  Hide 
  Blue 
  Electricity 
  Listen 
  Green 
  Acid 
  Move Silently 
  Red 
  Fire 
  Intimidate 
  White 
  Cold 
  Balance 
  Brass 
  Fire 
  Gather Information 
  Bronze 
  Electricity 
  Survival 
  Copper 
  Acid 
  Hide 
  Gold 
  Fire 
  Heal 
  Silver 
  Cold 
  Disguise 
   
  Draconic Legacy 
  Complete Arcane 78 
  You have realized greater arcane power through your 
  draconic heritage.  
   
  Prerequisite: Any four draconic feats. 
   
  Benefit: Based on your draconic heritage, add the 
  following spells to your list of spells known. Each spell 
  is added at the level that a spellcaster would normally 
  gain it unless otherwise indicated. 
   
  Dragon 
  Kind 
   Spells Known 
  Black  
  Charm animal (snakes and lizards only), 
  deeper darkness, insect plague 
  Blue  
  Major image, mirage arcane, ventriloquism 
  Green  
  Charm person, dominate person, plant 
  growth 
  
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  Red  
  Detect secret doors, suggestion, true 
  seeing 
  White  
  Obscuring mist, sleet storm, wall of ice 
  (5th level) 
  Brass  
  Control winds, endure elements, tongues 
  Bronze  
  Control water (5th level), speak with 
  animals, water breathing 
  Copper  
  Silent image, stone shape, wall of stone 
  Gold  
  Bless, daylight, dispel evil 
  Silver  
  Air walk (5th level), feather fall, wind wall 
   
  Special: if any of the spells you would gain from this 
  feat are spells you already know, you can pick another 
  spell that a sorcerer would ordinarily have available to 
  him at that same level. 
   
  Draconic Skin 
  Complete Arcane 78 
  Your skin takes on the sheen, luster, and hardness of 
  your draconic parentage.  
   
  Prerequisites: Draconic Heritage. 
   
  Benefit: Your natural armor increases by 1. 
   
  Improved Multiattack 
  Savage Species 36 
  You are particularly adept at using all your natural 
  weapons at once. 
   
  Prerequisites: 
  Three 
  natural 
  weapons, 
  Multiattack. 
   
  Benefit: The usual -5 penalty on attack rolls for 
  secondary attacks does not apply to your secondary 
  attacks with natural weapons. The damage bonus for 
  such attacks is still only ½ your Strength bonus, if any. 
   
  Normal: Without this feat, your secondary natural 
  attacks take a -5 penalty (or a -2 penalty if you have the 
  Multiattack feat). 
   
  Improved Toughness 
  Complete Warrior 101 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefits: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level) you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
   
  Power Critical 
  Complete Warrior 103 
  Choose one weapon, such as a longsword or a greataxe. 
  With that weapon, you know how to hit where it hurts. 
   
  Prerequisites: Weapon focus with weapon, base 
  attack bonus +4. 
   
  Benefits: When using the weapon you selected, 
  you gain a +4 bonus on the roll to confirm a threat. 
   
  Special: A fighter may select Power Critical as one 
  of his fighter bonus feats. You can gain the Power 
  Critical multiple times. Each time you take the feat, it 
  may be with a different weapon or the same weapon. If 
  you take it with the same weapon, the effects of the 
  feats stack. 
   
  Reach Spell [Metamagic] 
  Complete Divine 84 
  You cast touch spells without touching the spell 
  recipient. 
   
  Benefit: You may cast a spell that normally has a 
  range of touch at any distance up to 30 feet. The spell 
  effectively becomes a ray, so you must succeed on a 
  ranged touch attack to bestow the spell upon the 
  recipient. A reach spell uses up a spell slot two levels 
  higher than the spell’s actual level. 
   
  NEW SPELLS 
  Caltrops 
  Spell Compendium 42 
  Conjuration (Creation) 
  Level: Sorcerer/wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: See text 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  A caltrops spell covers one 5-foot-by-5-foot square with 
  caltrops. Every time a creature moves into an area 
  covered by caltrops or spends a round fighting while 
  standing in such an area, it might step on one. The 
  caltrops make one attack roll (+0 melee) against the 
  creature. For this attack, the target’s shield and 
  deflection bonuses do not count, nor does its armor 
  bonus for armor worn. A target wearing shoes or other 
  footwear gains a +2 armor bonus to Armor Class 
  (which does count). If the caltrops succeed on the 
  attack, the creature has stepped on one. 
   
  A successful attack by a caltrop deals 1 point of 
  damage. If the target is Small, Medium, or Large its 
  land speed is reduced by one-half because of the injury. 
  This movement penalty lasts for 24 hours, until the 
  creature is successfully treated with a DC 15 Heal 
  check, or until it receives at least 1 point of magical 
  healing. A charging or running creature must 
  
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  immediately stop if it steps on a caltrop. Any creature 
  moving at half speed or slower can pick its way 
  through a bed of caltrops with no trouble. 
   
  The DM judges the effectiveness of caltrops 
  against unusual opponents or opponents outside the 
  size range given above. A giant centipede, for example, 
  can scramble among the caltrops with no chance of 
  hurting itself, and a fire giant wearing thick, massive 
  boots might be immune to their attack. 
   
  For every twp caster levels beyond 1st, you can 
  affect an additional 5-foot-by-5-foot square, and the 
  caltrops’ attack bonus increases by 1. Thus, you affect 
  two squares at 3rd level (+1 melee), three at 5th (+2 
  melee), four at 7th (+3 melee) and a maximum of five at 
  9th level or higher (+4 melee maximum). 
   
  Multiple caltrops spells (or mundane caltrops) 
  occupying the same space have no additional effect. 
   
  Greater Blink 
  Spell Compendium 32 
  Transmutation 
  Level: Sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 Standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  This spell functions like blink, except you have control 
  over the timing of your “blinking” back and forth 
  between the Ethereal Plane and the Material Plane. 
  You can also ready an action to blink away from any 
  physical or magical attack, with the attack missing 
  automatically unless it also affects ethereal targets (as a 
  force effect does). While blinking, you have no chance 
  of interfering with your own attacks or your own 
  spells. When moving through solid objects, you do not 
  risk materializing inside one unless you actually end 
  your movement there, in which case you are shunted 
  off to the nearest open space, taking 1d6 points of 
  damage per 5 feet traveled in this manner. 
   
  Inhibit 
  Spell Compendium 123 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Bard 1, cleric 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: One creature 
  Duration: Instantaneous 
  Saving Throw: Will negates  
  Spell Resistance: Yes  
   
  You inhibit your foe from acting. The subject is forced 
  to delay until the following round, acting immediately 
  before you on your initiative count. 
   
   
  Weapon of Energy 
  Spell Compendium 236 
  Transmutation [see text] 
  Level: Cleric 3, sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Area: One weapon 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates (object, harmless) 
  Spell Resistance: Yes (harmless, object) 
   
  You cause a weapon to gain the ability to deal energy 
  damage in addition to its other abilities, similar to how 
  a flaming burst weapon deals extra fire damage on a hit 
  or a critical hit. The weapon can deal acid, cold, 
  electricity, or fire damage, chosen by you at the time of 
  casting. The weapon deals an extra 1d6 points of 
  damage of that energy type on a successful hit. On a 
  critical hit, the weapon deals an additional 1d10 points 
  of damage. If the weapon’s critical multiplier is x3, add 
  2d10 points of energy damage instead, and if the 
  multiplier is x4, add 3d10 points of energy damage. 
   
  This spell can be cast on a weapon that already 
  deals energy damage, and if the weapon already creates 
  the same type of damage as the spell, the effects stack. 
  For example, if cast on a +1 flaming longsword to give 
  it additional fire damage, the weapon now deals an 
  extra 2d6 points of fire damage per hit. 
   
  The spell has a descriptor that is the same as the 
  energy created by the target weapon. For example, 
  weapon of energy is a fire spell when used to give a 
  weapon bonus fire damage.  
   
   
  
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  DM AID 1: HARDBY: CITY OF THE SCORNED 
  Adapted from “Hardby: City of the Scorned” by Paul 
  Looby. Originally presented in Dungeon 92. 
   
  �Hardby (small city): Conventional; AL LN; 15,000 
  gp; Assets 3,825,000 gp; Population 5,100 mixed 
  (human 72%, half-orc 22%, halfling 2%, dwarf 1%, 
  gnome 1%, half-elf 1%, elf 1%). 
   
  Temples: Ehlonna (forests, woodlands), Joramy 
  (fire, volcanoes, wrath), Lirr (literature, art), Mayaheine 
  (protection, justice, valor), Myhriss (love, beauty), 
  Norebo (luck, gambling), Osprem (sea, voyages, 
  sailors), Pelor (sun, light, healing, protection), Procan 
  (seas, navigation), St. Cuthbert (common sense, 
  wisdom, discipline), Wee Jas (magic, death, vanity), 
  Xerbo (seaborne trade), Zilchus (power, 
  money). 
   
  A BRIEF SOCIAL HISTORY OF 
  HARDBY 
  The settlement that would become the city 
  of Hardby was founded in -278 CY by the 
  Suel mage Ena Norbe on the northeastern 
  coast of the Woolly Bay. Believing that it 
  was the folly of men which led to the fall of 
  the Suel Imperium, Ena declared herself as 
  Gynarch and established that only women 
  would rule Hardby. Her daughters became 
  the progenitors of the Six Great Families of 
  Hardby and the core of the Gynarchy, from 
  which future leaders and officials would be 
  chosen. With one exception, Hardby 
  remained under the rule of women until 
  517 CY, when the Merchant’s Alliance in 
  Hardby seized power in a bloodless coup. 
  Marriage with Trade Council members and 
  behind-the-scenes actions allowed effective 
  rule of Hardby to remain in the hands of 
  the Gynarchy during this period, however. 
  Even after Greyhawk took control of the 
  city during the Greyhawk Wars and 
  established a Military Governor to rule the 
  city, the Despotrix continued to maintain 
  considerable influence – a reality which 
  still 
  greatly 
  concerns 
  the 
  Directing 
  Oligarchy of Greyhawk. 
   
  Unlike Greyhawk and most other 
  areas of the central Flanaess, Hardby has a 
  sizable half-orc population which is not 
  only tolerated but welcomed. Some half-
  orc families, who primarily live in the Dock District 
  and Fishtown, have been in the city for generations 
  now, and half-orc sailors, soldiers, and dock workers are 
  regulars amongst dockside taverns and businesses. 
  Prejudice against half-orcs is widely frowned upon and 
  discouraged. 
   
  MERCHANT’S ALLIANCE 
  The Hardby Merchant’s Alliance was formed by 
  refugees from the Pomarj who found themselves 
  excluded from governance and belittled by Hardby’s 
  famously independent-minded women. The Alliance 
  created a Trade Council of six merchants and six 
  “rivermen” (dock workers, pilots or military officers, 
  and one judge), all of whom were elected at regular 
  
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  intervals. Although the Trade Council officially 
  governed Hardby, it generally ended up answering to 
  the wishes of the Despotrix. Since Greyhawk took 
  control, though, the rivermen councilors have been 
  military officers loyal to the Directing Oligarchy. The 
  Council is now subordinate to the Military Governor 
  and confined strictly to discussion of commercial 
  matters. Naturally the Merchant’s Alliance is unhappy 
  with this current state of affairs. 
   
  DISTRICTS OF HARDBY 
  Northend – A crowded district on the north side of 
  the docks which includes the Palace of the Gynarchs, 
  the Law Courts, and the city’s primary military and 
  naval barracks. The High Chapel, a prominent temple 
  to Pelor, can also be found here. 
   
  Dock District – A cobbled quay which runs the 
  length of the waterfront, it is a warren of boisterous 
  taverns, inns, hostels, and other less reputable places. 
  The streets are narrow and back alleys are dangerous 
  after dark, while drunken brawls are not uncommon. 
   
  Fish Town – This area of warehouses and 
  business related to fishing and sailing reeks of fish and 
  is populated by hordes of cats (which are considered 
  lucky) and seagulls (which are not). It is also the 
  poorest section of Hardby, though it is not as bad as the 
  slums in most other major cities. 
   
  Tradetown – Located outside the Great Wall, this 
  crowded and bustling quarter is the heart of commerce 
  in the city and home to most of its merchants and 
  artisans. Exotic items from the four corners of the 
  Flanaess can be found here. 
   
  The Ebbfields – Originally the upper-class 
  section of town, it now houses Hardby’s middle class 
  and a spill-over of its poorer elements. Older parts are 
  pleasant with broad, well-paved, leafy streets. 
  
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  DM AID 2: TRAVELING IN THE BRIGHT DESERT 
  Travelers in the Bright Lands face many perils. Chief 
  amongst these are the harsh landscape and unforgiving 
  climate.  Full rules for travel in the Bright Desert are 
  included in the Sandstorm accessory. However, to 
  facilitate play the basics of these rules are presented 
  here. 
   
  During a typical day the desert goes through a 
  radical series of temperature changes. During daylight 
  hours the temperature in the desert is generally in the 
  hot temperature band. Around midday however, and 
  for two hours afterwards, the temperatures climbs into 
  the severe heat temperature band. At night, the 
  temperatures swiftly plunge into the cold temperature 
  band. Thus, travelers must be ready to combat a 
  number of temperature-challenges. 
   
  Most intelligent beings avoid traveling around 
  midday and the two hours directly afterwards, 
  breaking their journey to get into some shade.  
   
  DISTANCES AND TRAVEL TIMES 
  Travel through the sandy wastes of the Bright Desert is 
  slow; the PC’s speed being cut by half. Even when the 
  PCs leave the Bright Desert and enter the Abbor-Alz 
  they will be unable to travel any faster. This means that 
  the PCs will inevitably spend several days traveling 
  through the region. 
   
  The following tables list the modified movement 
  rates of individuals and their mounts moving through 
  the Bright Desert and the Abbor-Alz. 
   
  PC and NPC Movement Rates 
   
  Speed 
   
  20 ft. 
  30 ft. 
  40 ft. 
  One Round 
   
   
   
  Walk 
  10 ft. 
  15 ft. 
  20 ft. 
  Hustle 
  20 ft. 
  30 ft. 
  40 ft. 
  Run (x3) 
  30 ft. 
  45 ft. 
  60 ft. 
  Run (x4) 
  40 ft. 
  60 ft. 
  80 ft. 
   
   
   
   
  One Minute 
   
   
   
  Walk 
  100 ft. 
  150 ft. 
  200 ft. 
  Hustle 
  200 ft. 
  300 ft. 
  400 ft. 
  Run (x3) 
  300 ft. 
  450 ft. 
  600 ft. 
  Run (x4) 
  400 ft. 
  600 ft. 
  800 ft. 
   
   
   
   
  One Hour 
   
   
   
  Walk 
  1 miles 
  1 ½ miles 
  2 miles 
  Hustle 
  2 miles 
  3 miles 
  4 miles 
   
   
   
   
  One Day 
   
   
   
  Walk 
  8 miles 
  12 miles 
  16 miles 
   
  Mount Movement Rates 
   
  Speed 
   
  30 ft.
  1 
  40 ft.
  2 
  50 ft.
  3 
  60 ft.
  4 
  One Round 
   
   
   
   
  Walk 
  15 ft. 
  20 ft. 
  25 ft. 
  30 ft. 
  Hustle 
  30 ft. 
  40 ft. 
  50 ft. 
  60 ft. 
  Run (x3) 
  45 ft. 
  60 ft. 
  75 ft. 
  90 ft. 
  Run (x4) 
  60 ft. 
  80 ft. 
  100 ft. 
  120 ft. 
   
   
   
   
   
  One Minute 
   
   
   
   
  Walk 
  150 ft. 
  200 ft. 
  250 ft. 
  300 ft. 
  Hustle 
  300 ft. 
  400 ft. 
  500 ft. 
  600 ft. 
  Run (x3) 
  450 ft. 
  600 ft. 
  750 ft. 
  900 ft. 
  Run (x4) 
  600 ft. 
  800 ft. 
  1,000 ft. 
  1,200 ft. 
   
   
   
   
   
  One Hour 
   
   
   
   
  Walk 
  1 ½ miles 
  2 miles 
  2 ½mile 
  3 miles 
  Hustle 
  3miles 
  4 miles 
  5 miles 
  6 miles 
   
   
   
   
   
  One Day 
   
   
   
   
  Walk 
  12 miles 
  16 miles 
  20 miles 
  24miles 
   
  1: Donkey, mule; 2: Riding dog, pony, war pony; 3: Heavy 
  horse, heavy warhorse; 4: Light Horse, light warhorse 
   
  Getting Lost 
  Traveling through the trackless wastes of the desert is a 
  challenging proposition. Not only do the PCs have to 
  contend with the severe temperatures but they must 
  also guard against getting lost. The chances of PCs 
  getting lost is covered in detail in chapter 3 in the 
  Dungeon Master’s Guide. However, in brief: 
   
  Poor Visibility: If the PCs can see less than 60 ft. 
  due to poor visibility (such as darkness, a sandstorm 
  etc.) then they must make a successful DC 14 Survival 
  check to avoid getting lost. A character with at least 5 
  ranks in Knowledge (geography) or Knowledge (local 
  – Core) gains a +2 bonus to this check. 
   
  Check Frequency: Make a check every hour or 
  portion thereof. 
   
  Effect of Being Lost: Characters lost move in a 
  randomly determined direction. Check for the 
  direction they move every hour. This continues until 
  the PCs either realize they are lost or blunder into an 
  unmistakable landmark. 
   
  Recognizing Being Lost: Once per hour of travel 
  each character may make a DC 20 Survival check to 
  realize they are lost. The DC of this check increases by 
  1 for every hour of random travel. Obviously, some 
  circumstance may obviate this check, such as seeing a 
  prominent landmark. 
   
  Setting A New Course: Each character may make 
  a DC 15 +2 per hour of random travel, Survival check 
  to determine the correct direction. Of course, 
  characters several characters could disagree on the 
  right direction. 
  
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  DM MAP 1: THE BRIGHT LANDS 
   
  
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  DM MAP 2: GARGOYLE ATTACK 
  
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  DM MAP 3: THE BLACK ZIGGURAT 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DM MAP 4: ATOP THE BLACK ZIGGURAT 
   
   
  Aerial View
  
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  DM MAP 5: RICHLY APPOINTED SUITE 
  
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  PLAYER HANDOUT 1: THE BRIGHT LANDS 
  You are a veteran of the Bright Lands and have ventured deep into the lands controlled by the 
  perfidious Rary. Although you are no stranger to danger of late a nameless dread has been slowly 
  creeping through your soul.  
   
  PLAYER HANDOUT 1: THE BRIGHT LANDS 
  You are a veteran of the Bright Lands and have ventured deep into the lands controlled by the 
  perfidious Rary. Although you are no stranger to danger of late a nameless dread has been slowly 
  creeping through your soul.  
   
  PLAYER HANDOUT 1: THE BRIGHT LANDS 
  You are a veteran of the Bright Lands and have ventured deep into the lands controlled by the 
  perfidious Rary. Although you are no stranger to danger of late a nameless dread has been slowly 
  creeping through your soul.  
   
  PLAYER HANDOUT 2: VETERANS OF THE BRIGHT LANDS 
  You are a veteran of the Bright Lands and have ventured deep into the lands controlled by the 
  perfidious Rary. Although you are no stranger to danger of late a nameless dread has been slowly 
  creeping through your soul.  
   
  Half-remembered dreams of a beautiful, but terrifying woman haunt your waking hours. Her 
  inhuman beauty both excites and revolts your soul and although you hate your weakness you long for 
  the night, when you may yet catch another glimpse of her.  
   
  You know this woman and her seductive offers only to well. For several years now she has lingered 
  at the edges of your consciousness. You know not her ultimate purpose but her presence fills you with 
  great longing and great fear. You sense that she is old, very old and that you are in some way bound to 
  her as a brother is bound to a sister. 
   
  PLAYER HANDOUT 2: VETERANS OF THE BRIGHT LANDS 
  You are a veteran of the Bright Lands and have ventured deep into the lands controlled by the 
  perfidious Rary. Although you are no stranger to danger of late a nameless dread has been slowly 
  creeping through your soul.  
   
  Half-remembered dreams of a beautiful, but terrifying woman haunt your waking hours. Her 
  inhuman beauty both excites and revolts your soul and although you hate your weakness you long for 
  the night, when you may yet catch another glimpse of her.  
   
  You know this woman and her seductive offers only to well. For several years now she has lingered 
  at the edges of your consciousness. You know not her ultimate purpose but her presence fills you with 
  great longing and great fear. You sense that she is old, very old and that you are in some way bound to 
  her as a brother is bound to a sister. 
   
  PLAYER HANDOUT 2: VETERANS OF THE BRIGHT LANDS 
  You are a veteran of the Bright Lands and have ventured deep into the lands controlled by the 
  perfidious Rary. Although you are no stranger to danger of late a nameless dread has been slowly 
  creeping through your soul.  
   
  Half-remembered dreams of a beautiful, but terrifying woman haunt your waking hours. Her 
  inhuman beauty both excites and revolts your soul and although you hate your weakness you long for 
  the night, when you may yet catch another glimpse of her.  
   
  You know this woman and her seductive offers only to well. For several years now she has lingered 
  at the edges of your consciousness. You know not her ultimate purpose but her presence fills you with 
  great longing and great fear. You sense that she is old, very old and that you are in some way bound to 
  her as a brother is bound to a sister. 
  
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  PLAYER HANDOUT 3: THE DREAMING 
  Dream 1 
  The night before the PCs set out for Unaagh PCs afflicted by the Dreaming experience the following dream: 
   
  A dark city stands alone amongst a great dune sea. Storms of ferocious power batter the worn 
  monuments and thoroughfares of this once peaceful place. Above it all a great black cloud glowers like 
  some unfathomable menace from beyond.  
   
  Below the cloud stands a ziggurat of darkest hue. At its very tip shines a dim, unwavering light… 
   
  Dream 2 
  When the PCs first enter Unaagh sorcerers suffer this waking vision.  
   
  Dark things creep amongst the ruined sepulchers and sand-choked streets of this damned place. An 
  aura of darkest menaces hangs in the streets, almost palpable to once such as yourself. 
   
  At the very edge of hearing you can make out something indistinct but gloriously familiar. As it 
  grows louder you can make out a few words –  
   
  “Tarry not my kinsman, for I am nearby and have great need of you. Come to me through darkness 
  and death for I am nearby. Beware the dark lord of this place for he is evil incarnate. I have been 
  trapped here for an age and only you can free me.” 
   
  Dream 3 
  If the PCs rest overnight within the precincts of Unaagh afflicted PCs experience the following dream. 
   
  Ebon tentacles of madness coil through the deserted streets of a shattered city. Through the night they 
  writhe, questing for something unknown to them, but all is quiet. In frustration they lash out; shattered 
  walls crumble before their onslaught but still they do not find what they seek. 
   
  And above the desolation a shape begins to form out of the darkness; something monstrous from an 
  earlier age… 
   
  Dream 4 
  As the PCs near the Black Ziggurat any sorcerers amongst them suffer the following waking dream: 
   
  In an instant the vista of death and decay before you is swept aside. In its place you see Unaagh as it 
  once was. Peaceful streets and tranquil parks along with calm reflecting pools and a multitude of 
  shrines stand ready to receive you. All is not peaceful however. People flee towards the centre of the 
  necropolis, towards a Black Ziggurat above which has formed a sinister black cloud. 
   
  As you watch, a solid wave of energy sweeps over the surrounding arid grasslands. In its wake a low 
  rumbling shakes the ground and a sulphorous smell assaults your nostrils. The energy wave slams into 
  invisible wards protecting the necropolis. The wards buckle but hold as crackling energies writhe 
  across their surface seeking a way in. Lightning crackles across the protective dome as slowly it begins 
  to shrink inwards.  
   
  Within Unaagh the figures you observed earlier surge towards the ziggurat, climbing over the 
  bodies of their fallen companions. Fights break out on the ziggurat’s sacred steps as those trapped 
  within battle upwards. Those few who reach the top disappear as the necropolis wards finally buckle 
  and fail. 
   
  And over all you hear a low, demonic chuckling… 
   
  
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  PLAYER HANDOUT 4: COR3-01 THE HIDDEN FORTRESS 
   
  An eternal watch that must not fade, 
  A bolt that must not be shattered. 
   
  Absolute darkness creeps from the bright, 
  A secret long-shrouded is returned to the light, 
   
  Amid the faded glory of a forsaken empire, 
  Among shattered hills, 
  Within choked valleys, 
  Lurk the sins of ages past. 
  
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  PLAYER HANDOUT 5: COR4-16 THE FROZEN SPIRE 
   
  THE EBON LEXICON OF GYRTULYNDARRATH 
  “…and when the Pentarch of Tiamat is once again abroad on the 
  Oerth and those blessed with the divine mother’s lifeblood have 
  heeded its call a great power will be released. For what was split 
  asunder will be remade whole and what was lost will be re-found.” 
   
  VISION OF THE SPHERE 
  Wind tears at your clothes and your hair as you scream across the sky at an incredible speed. Far below 
  you, the tempestuous waters of the Gearnat pass. It seems like only a matter of minutes before you leave 
  the waters of the Gearnat behind and begin to pass over the scorched and blasted landscape of the 
  Bright.  
   
  Ahead of you a vast black cloud hangs motionless in the sky. The very fabric of your soul exults as 
  you draw closer and while it is a disturbing and sinister sight you also see it as a thing of great beauty. 
  Below the cloud stands, half-buried amongst the dunes, stand row upon row of mausoleums, shrines 
  and other ceremonial edifices. At the dead centre of the site towering over all the dunes and buildings 
  surrounding it stands a black-hued ziggurat, the tip of which may intersect with the dark cloud hanging 
  above.  
   
  As you take all this in a seductive voice laden with malice and longing purrs in your ear “Come...” 
   
  
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  PLAYER HANDOUT 6: A CRYPTIC VERSE 
   
  The last of ancient Sulm to fall, 
  Are not the last of ancient Sulm to fall. 
   
  Through black air, 
  Into black air. 
   
  A devil’s conundrum is yours: 
  Awaken an elder evil, 
   Free an ancient evil onto the Oerth 
  Or seek another path. 
   
   
   
  
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  PLAYER HANDOUT 7: RESEARCH NOTES OF PEDDYR 
  The Guronn Nur, or Hideous Idol, was an item of ancient and terrible power. It was discovered by Ur-Flan 
  mystics over 4,000 years ago deep within the Cirel Iomadh, or Dreaming Gyre. Here, they discovered a place 
  where time and reality seemed strangely warped and distorted.  
   
  Five great wyrms – Children of Tiamat - also dwelt in that place. They came upon the mystics and struck a 
  bargain with them. The wyrms would teach the mystics the secrets of the Guronn Nur and in return the Ur-
  Flan would use its powers to unite their brethren against the dwarves and gnomes who waged constant war 
  upon the wyrms. 
   
  Using the Guronn Nur’s power the mystics subjugated many local tribes and founded Caerdiralor (or the 
  Obsidian Kingdom). Caerdiralor was a fell land dominated by Tiamat-worshipping priests and mystics bent on 
  the destruction of their dwarvish and gnomish neighbors and the subjugation of the lowland tribes. The 
  conflict raged for years. 
   
  Yet while the Guroon Nur was used to venerate Tiamat other ambitions and dreams stirred within its 
  depths. Slowly it corrupted its attendant priests with visions of greatness and rebellion against the wyrms. So it 
  was that the most powerful of Caerdiralor’s priests began to construct a weapon powerful enough to throw off 
  the wyrms’ rule.  
   
  However, perhaps alerted by Tiamat herself, her children discovered the plot. As Caerdiralor’s mystics 
  began their final ceremony the wyrms descended upon Caerdiralor’s capital, Myrsyrna, in an orgy of revenge 
  and destruction.  
   
  In the ensuing battle, control of the Guronn Nur was lost. The subsequent explosion devastated Myrsyrna 
  and slew all of Tiamat’s children. The Hideous Idol itself was shattered into five fragments; within each was 
  bound the essence of one of the slain great wyrms. These five fragments became known as the Pentarch of 
  Tiamat and were reputed to have great power. In the resultant chaos following Myrsyrna’s destruction 
  subservient tribes rebelled against their masters and the dwarves pushed home their sudden advantage.  
   
  It is impossible to say with any authority what became of the five fragments. Certainly the explosion that 
  created them forced the imprisoned wyrms to sleep is a given. It is not known though how the fragments 
  came to be scattered. Indeed it is impossible to state exactly where they all rest, but what power they represent 
  – with it I could reestablish Sulm’s rule over these lands! 
   
  Twice we have awoken Darssvorel’s companion shards. Both times, disaster befell the regions 
  surrounding the shards. The first to awaken was Aussirloerchik (the white). Her awakening transformed the 
  surrounding region into an icy wasteland but she could not help free us. The second to awake was 
  Charixenloreat - which was not completely our doing. His awakening destroyed a city in a nation called 
  Onnwal. We know nothing, and care nothing, for that place. 
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/596/COR6-14 Cloud of Darkness (APL 10-16)/COR6-14 Cloud of Darkness.pdf