TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
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  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 
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  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of 
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  Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  PAL7−06 
   
   
   
   
   
  Undermining Authority 
   
  A One−Round Dungeons & Dragons®  
  Living Greyhawk™  
  Theocracy of the Pale Regional Adventure 
  Version 0.4 
   
   
  by Mark Quinto 
  Circle Reviewer: Colleen Simpson 
  Triad Reviewer: Matt Thompson 
  Playtesters: Mike Strecker, Richard Phillips, Adam Windham, Stephen Gergeni, Ekapob Ukritnukun, Steve 
  Samoradin, Isaiah Roggrow, Bart Scott, Tom Maguire, Ron Levy 
   
  With the Demonic invasion turned aside, the now empty structures of Bitterhollow seems to have attracted a few 
  squatters. Several small squads have been tasked to investigate, and with armed forces still running thin – an old 
  acquaintance request for your expertise in some underground matters. A subterranean epic for PCs who aren’t afraid of 
  the dark; APLs 2-10. Part II of the Truth or Derro series which includes Pal 7-02 Reed Carefully. 
   
  Resources for this adventure [and the authors of those works] include the Dungeonscape [Jason Bulmahn,Rich Burlew], 
  Perhaps the Better Claim [Stephan Kendall], Reed Carefully [Mark Quinto], A Road Less Traveled [David LaMacchia], Spell 
  Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor] and Tyrants of the Nine Hells [Robin D. Laws and Robert J. 
  Schwaib]. 
  
  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, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rulebooks: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL. 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, complete 
  and turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK Adventure 
  Record (AR). You need one copy of this for each 
  participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  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. 
   
  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. 
  PAL7-06 Undermining Authority 
   
  Page 1 
  
  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 one-round regional adventure, set in 
  the Pale. Characters no longer have to pay TU in order to 
  play this adventure, but they still need to pay upkeep. 
   
  Adventurer’s Standard Upkeep costs 12 gp per round 
  for characters with the Pale as their home region, and 24 
  gp for characters from other regions. Rich and Luxury 
  Upkeep costs 75 gp per round. 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. 
   
  PALE HOLY DAY 
  Some player characters may wish to give or attend 
  services in-game on Pholtan holy days. For adventures set 
  in the Theocracy of the Pale, a member of the Church of 
  the One True Path may ask the judge at the beginning of 
  an Adventure to determine how many days it is until the 
  next Pholtan holy day. This is accomplished by rolling a 
  d8, rerolling if the result is 8. If a 7 is rolled, the first day 
  of the adventure is a Pholtan holy day. Otherwise, the die 
  result indicates the number of days until the next Pholtan 
  holy day. Due to the special nature of the Theocracy of 
  the Pale, you are encouraged (but not required) to work in 
  a brief scene involving Pholtan worship on holy days, 
  possibly including a brief 1-2 minute sermon by a PC if 
  he or she is at least fifth level and you believe that there is 
  time available. 
   
  SPECIAL RULES FOR THE PALE 
  See DM Aid 1: Special Rules for the Pale. 
   
  ADVENTURE BACKGROUND 
  There has been some unrest in Pale occupied Tenh 
  recently, but instead of the problems occurring 
  aboveground, problems begin to stir beneath the surface. 
  Most recently, an army of demons came pouring through 
  a planar rift and all but destroyed the deep gnome 
  community of Bitter Hollow. Tenha refugees have begun 
  to aid the few gnomes that are left to rebuild, but with the 
  ulterior motive of establishing a foothold in the area, as 
  well as a center of defense against creatures from the 
  Underdark. 
   
  Meanwhile, in other parts of the Pale, aberrant 
  horrors made their way into the Troll Fens apparently 
  chased out by a creature identified as a derro. Although 
  the source seemed to have caved in, Erikantos, a knight 
  and holy warrior of Pholtus was sent to the Underdark 
  entrances in Pale occupied Tenh to investigate. He has 
  sent periodic reports to his superiors as well as fellow 
  adventurers who had helped him in the past. 
   
  Bitterhollow itself hasn’t seen the end of its woes 
  however. The last weekly report to Calbut failed to occur 
  and after two days, small patrol was sent out that also 
  went missing. Divinations proved cryptic or even 
  returned seemingly chaotic results. 
   
  ADVENTURE SUMMARY 
  Introduction: A quick set of rumors followed by a letter 
  await the PCs who are asked to go on a special mission for 
  an old friend. 
  Encounter 1: The Briefing – Erikantos Romeil, Knight 
  Valorous, has asked the PCs to aid in the reconstruction 
  of Bitterhollow and investigation of derro sightings 
  within the tunnels leading to the settlement. 
  Encounter 2: Surprised: On the way to Bitterhollow, 
  the PCs hear a scuffle. Down the corridor and around the 
  corner a mixed group of Flan humans and deep gnomes 
  are being attacked by derro. (If any PC has the Rusty Pole 
  Arm, they feel compelled to draw it). 
   
  As long as one refugee survives, they can give the 
  PCs critical information. Go to Encounter 3. If none of 
  the refugees survive, move on to Encounter 4. 
  PAL7-06 Undermining Authority 
   
  Page 2 
  
  Encounter 3 – Escapees: The refugees can give the PCs 
  information about the situation at Bitterhollow and, if all 
  goes well, some gifts. 
  Encounter 4 – An Ilithid and His “Dog”: Wandering 
  into an open area in front of a mysterious cave, the PCs 
  are attacked by a strange beast. After a few tense 
  moments, the beast is called off by an alien creature who 
  asks to parley. 
   
  If the PCs continue to fight, go to Encounter 5, if 
  they Parley, go to Encounter 7. 
  Encounter 5 - Well, If It’s a Fight You Want…: If a 
  fight breaks out, the alien being makes a fighting retreat, 
  trying to cover his escape with abilities that stun or 
  debilitate. The PCs will have to use the front door to 
  Bitterhollow. Go to Encounter 8. 
  Encounter 6 – The Bitter Hermit: The alien creature 
  turns out to be friendly mindflayer, who offers to help 
  the PCs in liberating Bitterhollow via a secret path into 
  the city. He can also offer some small assistance. 
  Encounter 7 – The Scenic Route: The tunnel takes 
  them into a building where they can spy on some derro 
  and more strange beasts. 
  Encounter 8 – The Direct Approach: The PCs approach 
  from the outpost. It appears empty, but the derro guards 
  are doing a very good job at hiding. If a fight breaks out, 
  due to their chaotic nature, the derro try to take care of it 
  themselves and won’t bother to sound an alarm unless 
  one of them gets away.  
  Encounter 9A – Into the City (Sneaky, Sneaky): If the 
  PCs don’t trip an alarm entering from the building, the 
  prisoners are just downstairs. If they enter from the 
  outpost, the first building contains the prisoners. 
  Encounter 9B – Into the City (Man the derro are 
  slow to mobilize!): If the PCs trip an alarm from the 
  secret passage, nothing of note happens until the leave 
  the building. The prisoners are downstairs. If the PCs trip 
  an alarm coming from the outpost, nothing happens until 
  they try to leave.  
  Encounter 10 - The Cavalry Has Arrived: As the PCs 
  escape with the prisoners, a distraction occurs from 
  another part of the city. The PCs have a hail of crossbow 
  bolts fired upon them, if they were not cautious enough.  
  Encounter 11 – That Sounds Like Something 
  Falling: The PCs hear an altercation down the corridor, 
  and the sound of Erikantos ordering an execution. When 
  the PCs arrive at the scene, however, they find only dead 
  bodies. 
  Encounter 12 - Conspiracy Theories: Apparently 
  someone in the lower planes doesn’t want the PCs 
  catching up with Erikantos and his crew as a small assault 
  force has been dispatched to delay the PCs  
  Conclusion: Erikantos is nowhere to be found and there 
  are still refugees to be taken to safety. 
   
  PREPARATION FOR PLAY 
  Find out if the PCs belong to any meta-orgs and which 
  ones. Take note of which meta-org they favor the most. 
   
  INTRODUCTION 
  It has been a busy year so far. Despite all the 
  rebuilding efforts, it seems the Pale continues to 
  attract enemies from both without and within. 
  Recently the mines beneath Calbut had been 
  compromised and the ally city of Bitterhollow was 
  wiped out and the Deep Gnome community 
  decimated by an invasion fed by a portal to the 
  Abyss. 
   
  To add to this, there have been a string of 
  reports that numerous Faithful Flan have been 
  disappearing each night from various villages 
  around the Griff Mountains. Any attempt to divine 
  their whereabouts has failed. 
   
  As you eat your breakfast at your favorite dining 
  establishment in Atherstone, the waiter hands you a 
  letter 
   
  If the PCs played PAL7-02 Reed Carefully and parted with 
  Erikantos on good terms, hand them Player Handout 2: An 
  Old Friend Requests Your Presence. 
   
  If the PCs did not leave PAL7-02 on good temrs with 
  Erikantos or have not yet played PAL7-02, then hand 
  them Player Handout 3: A Favor for a Hero 
  . 
  1: THE BRIEFING 
  After almost 3 days travel, you arrive in Calbut. The 
  city is relatively empty compared to Atherstone. 
  Although liberated for nearly 2 years now, the city is 
  still a shell of its former glory. There are still some 
  gaps where the dwarven teams undermined the 
  walls. Many of the buildings are boarded up and 
  condemned. Yet one shining example of Pale 
  prioritization shines through. A large Pholtan 
  chapel has been erected in the center of town. It is 
  here the letter instructed you to meet Erikantos. 
   
  The PCs may roll the following knowledge checks for 
  information on the current situation as well as Calbut and 
  the sverfneblin.  
   
  Knowledge (history) DC 15 – In 594 CY, Calbut was 
  liberated from the Stone Holders securing a Pale 
  presence within the Duchy of Tenh. Many heroes from 
  the Pale and beyond took part in the great battle. 
  Knowledge (history) DC 13 – There is a sverfneblin 
  presence under Calbut. Previously, they viewed the Pale 
  as a neutral nation, but they were recently saved by Pale 
  forces during a recent Demon invasion. Most were wiped 
  out. 
   
  Inside, a heavily armored man with dark brown hair 
  and an olive complexion kneels before the shrine 
  dedicated to light. To his right, a slender form, 
  nearly human except for the slight point in his ears, 
  PAL7-06 Undermining Authority 
   
  Page 3 
  
  looks at your group and taps the prostrate knight on 
  the shoulder as he beckons to you to approach.  
   
  The knight stands up straight and, with a smile, 
  addresses you, “Greetings. I am Erikantos Romeil, 
  Knight of Celene. This is Keriadis of Hatherleigh. 
  Now some of you I recognize; some I do not. Please 
  walk with me to the dining hall so we may all 
  become acquainted with one another.” 
   
  Allow the PCs a chance to introduce and describe 
  themselves and allow a bit of banter. When that is done, 
  read or paraphrase the following: 
   
  “Sit and eat while I go over the reasons I have asked 
  you here. As many of you know, the sverfneblin 
  settlement of Bitterhollow was recently sacked by a 
  horde of demons originating from a planar rift in 
  the underdark. Many of our greatest citizens and 
  mercenaries from outside our borders aided in 
  stopping this threat. Unfortunately the gnomish 
  community was left decimated, and nearly two-
  thirds of the city lay under a cave-in. 
   
  With the more recent discovery of derro 
  operating within the Pale borders, this outpost has 
  become even more crucial. After the defeat of the 
  demonic army, many faithful Flan and the 
  remaining sverfneblin volunteered to help rebuild 
  the area with support from some of the miners that 
  work the nearby tunnels. 
   
  A week ago we received reports of sightings of 
  these dwarflings. That is when I contacted you or 
  your patron. Unfortunately, things seemed to have 
  escalated and we haven’t heard from the settlement 
  in two days and we fear the worst. I would go in with 
  you myself, but I have other duties to attend to. 
   
  What say you adventurers?” 
   
  Give the PCs a moment to respond. If they say yes, they 
  can ask questions. Erikantos has the following 
  information if the PCs ask for it: 
  • 
  In truth, the earliest bit of information about 
  Bitterhollow came from an aberration recently 
  captured and placed under “house arrest” in 
  Ogburg 
  • 
  The timeline to clarify is as follows:  
  o 
  Several months ago, Demons attacked and 
  destroyed much of Bitterhollow. 
  o 
  A week ago a “monster” was found and gave 
  information about seeing derro and gave 
  evidence of the existence of their existence 
  in the area. 
  o 
  Three days ago, a runner was expected to 
  give a report on progress on the rebuilding, 
  but he has yet to arrive. 
  • 
  The powers that be have dispatched him on a 
  mission elsewhere in the underdark with 
  rumors of religious texts pertaining to Pholtus 
  and one of his less prominent prophets, St. 
  Estrala.  
   
  Divination results: Answers depend on the spell used. 
  Use the following as a guideline: 
   
  Commune: gives a ‘yes’ or ‘no’ answer and can garner true 
  results. However if a yes/no question is asked about 
  Bitterhollow specifically the answer will be returned as 
  “unclear.” 
  Divination: This depends on the subject of the divination.  
  • 
  Bitterhollow: a vague answer at best such as, “A 
  cloud of entropy has descended beneath the 
  earth. The Light of Pholtus cannot yet penetrate 
  this darkness.”  
  • 
  Erikantos’s mission: use something to the effect 
  of, “A troubled youth finds what he is searching 
  for all along. A champion will soon rise.” 
  • 
  Derro/Enemies: Many more enemies exist than 
  those that dwell beneath the surface. 
  Scrying: Will fail on the area of Bitterhollow. 
   
  2: SURPRISE? 
  Early the next morning, you set off for the closest 
  entrance to the tunnels. 
   
  The caverns under Calbut are smooth and 
  worked. As you travel deeper into the cave network, 
  the corridor walls lose their worked appearance 
  while crystalline formations jut out at odd angles. 
  The acoustics begin to play tricks on the senses as 
  the sound of running water you thought was just 
  around the next bend was in fact another 100 yards 
  down the corridor. Scanning the area, you notice 
  several dead lava tubes and openings that seem to 
  act like air ducts and serve to carry sound around the 
  cavern. 
   
  After what seems like half a day, an all too 
  familiar sound is heard ahead. 
   
  Because of the acoustics, the Listen check modifier for 
  distance is +1 DC for every 20ft instead of every 10ft. 
  Therefore, the first round of this battle can be heard with 
  a DC -5 Listen check from 100 feet away. When the PCs 
  reach the battle read or paraphrase the following:  
   
  Turning the bend, you see a mixed group of bald 
  gnomes and young bronze-skinned humans being 
  assaulted from the ceiling by a small being with 
  large glowing eyes and wild unkempt hair. 
   
  Creatures: 
  APL 2 (EL 3 [Vingol has used his daze and sound burst 
  spell-like abilities on the refugees.]) 
   
  �Vingol: male derro warlock 1; hp 26; Appendix 1.  
   
  APL 4 (EL 6)  
  �Derro Thug: derro; hp 16; Monster 
  Manual 49. 
   
  �Vingol: male derro warlock 2; hp 47; Appendix 1.  
   
  PAL7-06 Undermining Authority 
   
  Page 4 
  
  APL 6 (EL 8) 
   
  �Derro Thug (2): derro; hp 16; Monster Manual 49. 
   
  �Vingol: male derro warlock 4; hp 47; Appendix 1.  
   
  APL 8 (EL 10) 
   
  �Derro Raider (2): male derro rogue 2; hp 42, 40; 
  Appendix 1. 
   
  �Vingol: male derro warlock 6; hp 78; Appendix 1.  
   
  APL 10 (EL 12) 
   
  �Derro Raider (2): male derro rogue 5; hp 64; 62 
  Appendix 1. 
   
  �Vingol: male derro warlock 8; hp 92; Appendix 1.  
   
  Tactics:  
  APL 2: Vingol has used his daze and sound burst spell-like 
  abilities on the refugees, so does not have these available 
  to use against the PCs. However, at this point he has done 
  enough damage that all the human refugees are at -1, but 
  not stable and the deep gnomes are staggered. Using his 
  spider climb ability, he is crawling on the ceiling 
  APL 4: Vingol shrouds the PCs in darkness and then 
  proceeds to blast away at them from the ceiling. 
  Meanwhile, the derro thug waits for the first person to 
  reach the edge of the darkness before he comes out of 
  hiding and attacks. If the PCs cluster into a group, Vingol 
  sound bursts the group, while the Derro thug fires on any 
  stunned PC that he has a good chance of hitting. Note 
  that the derro thug cannot see in magical darkness and 
  therefore won’t be able to sneak attack anyone in the 
  darkness spell. 
  APL 6: Same as APL 4, however Vingol uses his scroll of 
  mass snake’s swiftness if both thugs are in a position to 
  deliver a sneak attack against a PC. 
  APLs 8-10: Vingol is invisible at the start of combat. He 
  begins by buffing the derro raiders each round while 
  remaining invisible using his scrolls. Crossed-out scrolls in 
  the stat-blocks are those that have already been cast and 
  their effects are reflected in the stat-blocks. Vingol only 
  becomes visible to use his voracious dispelling against a 
  difficult opponent. 
   
  Treasure: Refer to the Treasure section of this adventure 
  to determine what the PCs find here. 
   
  Development: If the PCs rescue at least one of the 
  refugees, go on to Encounter 3. Otherwise proceed to 
  Encounter 4. The Underdark is a large place and 
  Encounter 4 takes at least a day travel. 
   
  If the PCs capture one of the derro, he is not bright 
  enough to lie, nor is he wise enough to help them out in 
  any significant way. Things that the captured derro know: 
   
  • 
  We’re scouts, well actually an ambush party. 
  (true) 
  • 
  We don’t remember how to get back home. 
  (true) 
  • 
  Women are for breeding (true) 
  • 
  You need a ritual chamber to perform the 
  breeding rituals (mostly true, it’s not required, 
  its just part of their culture). 
  • 
  There are at least 20,000 derro in the city (false) 
  • 
  There. at least 5,000 derro in the city (true). 
  • 
  We do it all for Diriinka (true). 
   
  3: ESCAPEES 
  Although distraught and a little woozy from the 
  battle, the refugees seem determined to help with 
  what information they can before heading towards 
  the surface. 
   
  The refugees are a mixed group of deep gnomes and Flan 
  humans who, under normal circumstances, would not be 
  working together. They, however, found that common 
  defense would help them escape more easily and thus set 
  out together. They can reveal the following information: 
  • 
  The city was attacked about three days ago. A 
  valiant fight was staged, but many of the people 
  left in Bitterhollow are simple artisans and 
  peasants. 
  • 
  Some of the Faithful Flan kept saying that St. 
  Estrala prophesized the attack as Pholtus’s 
  punishment for working with heathens. Most of 
  the deep gnomes paid no heed to this 
  propaganda. 
  • 
  The Flan refugees that escaped with the gnomes 
  are mostly children or teenagers that were able 
  to leave unnoticed with the Sverfneblin while 
  the “little dwarf men” attacked. 
  • 
  The “little dwarf men” seemed to mercilessly cut 
  through any males and deep gnomes, but 
  seemed to use non-lethal attacks on the women. 
  • 
  One of the deep gnomes has several gems and 
  trinkets to give to the PCs depending on APL: 
  o 
  APL 2: least clasp of energy protection, least 
  crystal of glancing blows, least fiendslayer 
  crystal 
  o 
  APL 4: as above plus a galeb duhr 
  hammer. 
  o 
  APL 6: least clasp of energy protection, 
  lesser crystal of glancing blows, lesser 
  fiendslayer crystal. 
  o 
  APL 8 and 10: lesser clasp of energy 
  protection, lesser crystal of glancing blows, 
  lesser fiendslayer crystal. 
   
  Treasure: Refer to the Treasure section of this adventure 
  to determine what the PCs find here. 
   
  4: AN ILITHID AND HIS DOG 
  After several hours travel, the map indicates a 
  defensible position to rest. 
   
  PAL7-06 Undermining Authority 
   
  Page 5 
  
  Have the PCs set up watch although the night passes 
  without incident. 
   
  The night passes uneventfully, and the tunnels take 
  you deeper underground. After a long spiral, the 
  ensuing corridor begins to open up into a large 
  domed cavern. Several passages lead out of the 
  cavern and the sound of growling can be heard from 
  the southern passage. 
   
  The “guard dog” of Oro’Urlian is around the corner down 
  the southern passage. Sensing intruders, it runs out to 
  attack. 
   
  APL 2 (EL 1)  
   
  �Blink Dog: hp 22; Monster Manual 28. 
   
   
  APL 4 (EL 2)  
   
  �Ankheg: hp 28; Monster Manual 14. 
   
  APL 6 (EL 4) 
   
  �Manticore: hp 57; Monster Manual 179.  
   
  APL 8 (EL 6)  
   
  �Dragonne : hp 76; Monster Manual 89. 
   
  APL 10 (EL 8)  
  �Gray Render: hp 120, 85; Monster 
  Manua.138. 
   
  �Girallon: hp 58; Monster Manual 126.  
   
  Tactics:  
  The beasts will try not to stray more than 30 feet from the 
  mouth of the cave. They will also only attack if attacked 
  first, but will bark, howl, click like a normal guard dog. 
  The EL has been decreased by 1 since the creature will 
  not start out in an aggressive manner, nor should it fight 
  past round 2. On the third round, Oro’Urlian will run out 
  of the cave at the beginning of the beasts’ initiative and 
  attempt to stop the fight. If this happens, read or 
  paraphrase the following: 
   
  A voice can be heard from the southern cave, 
  “Feldrik! (and Zormat at APL 10) Sit! Stay!” Just like 
  that, the beast(s) stops and sits. 
   
  If the PCs still continue the attack, while the beast is 
  sitting, then proceed to Encounter 5, otherwise continue 
  with the following text: 
   
  Out of the portal emerges an odd sight. A tall, gaunt 
  humanoid dressed in hides and furs that appears to 
  have a squid for a head steps through. A voice can be 
  heard in your head and speaks in an unearthly tone, 
  “My apologies. We’ve had a rash of break-ins recently 
  and I posted my pet(s) on guard duty. I must say, it’s 
  not often I see surface dwellers near my abode. I 
  trust you aren’t the burgling type?” 
   
  If the PCs attack, proceed to Encounter 5, otherwise 
  allow them to respond before continuing: 
   
  “Ah yes, good. Well then, I apologize for my pet’s 
  rash behavior. I can make it up to you if you wish to 
  follow.” 
   
  If the PCs still have some reservations or have not yet 
  communicated why they are here, Oro’Urlian can give 
  them the following information: 
   
  • 
  He has been attacked several times by Derro. 
  • 
  The Derro have been stealing and/or killing his 
  pets. 
  • 
  He would like to get back at them somehow and 
  may be able to help. 
   
  Development: 
   
  • 
  If the PCs decide to fight, go to Encounter 5 
  • 
  If the PCs go along with the Mind Flayer, go to 
  Encounter 6. 
  • 
  If the PCs decide they don’t want the help of 
  Oro’Urlian, but leave him be then go to Encounter 8. 
   
  5: WELL, IF IT’S A FIGHT YOU 
  WANT 
  Sensing danger, the beast springs up suddenly and 
  the creature at the cave opening begins to back away. 
   
  If there wasn’t a break to talk, continue with the previous 
  initiative order, otherwise have the PCs re-roll. 
   
  APL 2 (EL 2)  
   
  �Blink Dog: hp 22; Monster Manual 28. 
   
  �Oro’Urlian: male mind flayer ranger 1/beastheart 
  adept 9; appendix 1. 
   
   
  APL 4 (EL 3)  
   
  �Ankheg: hp 28; Monster Manual 14. 
   
  �Oro’Urlian: male mind flayer ranger 1/beastheart 
  adept 9; appendix 1. 
   
  APL 6 (EL 5) 
   
  Manticore: hp 57; Monster Manual 179.  
   
  Oro’Urlian: male mind flayer ranger 1/beastheart 
  adept 9; appendix 1. 
   
  APL 8 (EL 7)  
   
  �Dragonne : hp 76 Monster Manual 89. 
   
  �Oro’Urlian: male mind flayer ranger 1/beastheart 
  adept 9; appendix 1. 
   
  APL 10 (EL 9)  
  �Gray Render: hp 120, 85; Monster 
  Manual 138. 
   
  �Girallon: hp 58; Monster Manual 126.  
  PAL7-06 Undermining Authority 
   
  Page 6 
  
   
  �Oro’Urlian: male mind flayer ranger 1/beastheart 
  adept 9; appendix 1. 
   
  Tactics:  
  Oro’Urlian does not intend to kill the PCs. He does his 
  best to retreat into his cave complex, attempting to stun 
  the PCs with his mind blast if they get close. His pet(s) do 
  their best to stall the PCs, while making a fighting retreat 
  as well. Oro’Urlian and his pet, under no circumstances, 
  attack a stunned or helpless PC. The creatures with 
  improved grab, likewise choose not to follow through 
  with the grapple. 
   
  Development: If Oro’Urlian gets away or is killed, 
  proceed to Encounter 8. The PCs do not receive 
  Translation Aberrant, or Understanding Lemme’s Journal 
  from the favor’s box.  
   
  6: THE BITTER HERMIT 
  Oro’Urlian leads you through a series of twisting 
  corridors and hidden passageways that even a dwarf 
  or an elf would have difficulty finding. After nearly 
  half an hour, you hear the word “stop” in your mind. 
  The creaking of a door can be heard, followed by 
  howling that is quickly silenced. A candle is lit from 
  within and the words, “Please come in,” echo in your 
  heads. 
   
  “I apologize for the long walk, but please sit and 
  make yourselves comfortable. It seems that we have 
  a common enemy. Those foul little Suloise 
  experiments have been killing or capturing all of my 
  friends” 
   
  As long as the PCs sit and listen, Oro’Urlian can provide 
  the following information: 
   
  • 
  The Derro have been unusually active in the 
  past month. 
  • 
  They have taken over the old gnome city 
  • 
  They continuously attack the beasts he tries to 
  befriend. 
  • 
  He doesn’t eat humanoid brains (they taste like 
  sour milk, and give him a rash for weeks) 
  • 
  He would like help in getting rid of the Derro 
  from the area. 
  • 
  Derro were a slave race created by the Suel. 
   
  Development: 
  If the PCs agree to help, Oro’Urlian informs them that he 
  knows of a passageway that can get them into the middle 
  of the city. He used to use the passage way to trade with a 
  family of sverfneblin that promised to not reveal that he 
  operated nearby. Proceed to Encounter 7. 
   
  If any of the PCs possess The Abridged Aberrant and 
  mention something about it, Oro’Urlian claims that he 
  can assist the PC with translating it, if they return 
  successfully. This gets the PC both Translation Aberrant 
  and Notes on Lemme’s Journal. 
   
  7: THE “SCENIC” ROUTE 
  The passage Oro’Urlian shows you starts out 
  relatively wide and spacious, but quickly narrows to 
  nearly 4 feet in width. After an hour or two, the 
  rough hewn passageway smooths out into worked 
  stone and the semblance of straight vertical walls 
  are noticeable. The path then begins to slope 
  upwards, bending slightly. Up ahead, small holes at 
  about Halfling eye level can be seen on the wall. At 
  the end of the hallway to the right there is a visible 
  break indicating a door. 
   
  If the PCs look into the holes, read or paraphrase the 
  following according to APL: 
   
  APL 2 (EL 3)   
   
  A spotted dog-like creature lies miserably in the far 
  corner apparently chained to the wall. A lone 
  dwarfling sits bored on the opposite side of the 
  room periodically sticking its tongue out at the 
  beast.   
   
   
  �Krenshar: hp 11; Monster Manual 163. 
   
  �Derro thug: male derro; hp 16; Monster Manual 49 
   
  APL 4 (EL 5)  
   
  A large, multi-legged insectoid lies curled up in the 
  corner apparently chained to the wall. Underneath is 
  a metal plate it periodically bites at in vain. On the 
  opposite side of the room, a lone Derro sits bored. 
  Every now and then the insect sprays a bit of spittle 
  at the dwarfling, melting the surrounding stone and 
  keeping him on his toes. 
   
   
  �Ankheg: hp 28; Monster Manual 14. 
   
  �Derro thug: hp 16; Monster Manual 49.  
    
  APL 6 (EL 7) 
   
  A four–armed, gorilla-like creature climbs up and 
  down the far wall attempting escape, but stops short 
  as it is tethered by a thick chain. A lone Derro sits 
  bored on the opposite side of the room, periodically 
  sticking its tongue out at the beast. 
   
   
  �Derro wrangler: male derro ranger 1; hp 40; 
  Appendix 1. 
   
  �Girallon: hp 58; Monster Manual 126.  
   
  APL 8 (EL 9)  
  A giant, lobster-like creature wanders miserably in 
  the far corner tethered to the wall by several lengths 
  of chain. A pair of Derro sit playing cards on the 
  PAL7-06 Undermining Authority 
   
  Page 7 
  
  opposite side of the room, periodically sticking their 
  tongues out at the beast. 
   
   
  �Chuul : hp 93 Monster Manual 35. 
   
  �Derro wrangler: male derro ranger 2; hp 48; 
  Appendix 1. 
   
  �Derro raider: male derro rogue 2; hp 41; 
  Appendix 1. 
   
  APL 10 (EL 11)  
  A large, muscular, grey beast stands on its hind legs 
  pulling at several chains attached to a collar around 
  its neck. A pair of Derro sit playing cards on the 
  opposite side of the room, periodically sticking their 
  tongues out at the beast. 
   
   
  �Gray render: hp 120, 85; Monster Manual.138 
   
  �Derro wrangler: male derro ranger 5; hp 68; 
  Appendix 1. 
   
  �Derro raider: male derro rogue 5; hp 63 Appendix 
  1. 
   
  Tactics:  
  APL 2: The krenshar is tethered and can only move in a 
  20-foot radius from the corner of the room. It always 
  attacks the closest combatant, whether it is derro or PC. 
  The krenshar and thug can make a Listen check to hear 
  the PCs, but he has an additional -10 penalty to hear them 
  behind the stone wall. If the krenshar notices the PCs 
  first, it uses its scare ability, which alerts the derro. When 
  combat breaks out, the thug uses the beast as a flank. 
  APL 4: The ankheg is tethered and can only move in a 20-
  foot radius from the corner of the room. In addition, 
  there is a metal plate underneath the ankheg so that it 
  cannot burrow. It will always attack the closest 
  combatant, whether it is derro or PC. Alternatively, it 
  spits at out-of-reach PCs. The thug can make a Listen 
  check to hear the PCs, but he has a -10 penalty to hear 
  them behind the stone wall. When combat breaks out 
  however, the thug uses the beast to flank. 
  APL 6: The girallon is tethered and can only move in a 20 
  foot radius from the corner of the room. It can still climb 
  up the walls, but must still remain within 20ft of the 
  corner. It always attacks the closest combatant, whether it 
  is derro or PC. The wrangler can make a Listen check to 
  hear the PCs, but he has a -10 penalty to hear them 
  behind the stone wall. When combat breaks out however, 
  the wrangler will use the beast as a flank 
  APL 8: The chuul is tethered, and can only move in a 20-
  foot radius from the corner of the room. It always attacks 
  the closest combatant, whether it is derro or PC. The 
  wangler and raider can make Listen checks to hear the 
  PCs, but they have a -10 penalty to hear them behind the 
  stone wall. When combat breaks out, the wrangler and 
  the raider always look for any opportunity to perform a 
  sneak attack. 
  APL 10: The render is tethered and can only move in a 
  20-foot radius from the corner of the room. It always 
  attacks the closest combatant whether it is derro or PC. 
  The wrangler and raider can make Listen checks to hear 
  the PCs, but they have a -10 penalty to hear them behind 
  the stone wall. When combat breaks out, the wrangler 
  and the raider will always look for any opportunity to 
  perform a sneak attack. 
   
  Treasure: Refer to the Treasure section of this adventure 
  to determine what the PCs find here. 
   
  Development: The PCs can now sneak around the city 
  to find the slaves. Fortunately, the slaves are being kept in 
  the same building, one floor down. If the PCs have not 
  yet alerted the city, go to Encounter 9A. Otherwise go to 
  encounter 9B. 
   
  8: THE DIRECT APPROACH 
  Using the map given to you by Erikantos, you reach 
  the final major landmark – a large cavern full of 
  ashen stumps that looked to once be mushrooms. 
  On the far side of the cavern, the outpost seems 
  eerily quiet and empty. 
   
  The derro lookout is hiding behind the outpost walls. At 
  APL 2, he is asleep in the area marked “DT1.” There are 
  arrow slits every 15 feet. If he is awake, he is constantly 
  looking out through them. If the PCs are detected, he is 
  put in high alert, but in his pride and madness doesn’t 
  believe he should run and get help just yet. If the PCs 
  manage to enter behind the walls, the derro continues to 
  fight until he reaches half hit points and then finally runs 
  to raise an alarm. 
   
  APL 2 (EL 3)   
   
  �Krenshar: hp 11; Monster Manual 163. 
   
  �Derro thug: male derro; hp 16; Monster Manual 49.  
   
  APL 4 (EL 5)  
   
  �Ankheg: hp 28; Monster Manual 14. 
   
  �Derro thug: hp 16; Monster Manual 49.  
   
  APL 6 (EL 7) 
   
  �Derro wrangler: male derro ranger 1; hp 40; 
  Appendix 1. 
   
  �Girallon: hp 58; Monster Manual 126.  
   
  APL 8 (EL 9)  
   
  �Chuul : hp 93 Monster Manual 35. 
   
  �Derro wrangler: male derro ranger 2; hp 48; 
  Appendix 1. 
   
  �Derro raider: male derro rogue 2; hp 41; 
  Appendix 1. 
   
  APL 10 (EL 11)  
   
  �Gray Render: hp 120, 85; Monster Manual.138 
   
  �Derro Wrangler: male derro ranger 5; hp 68; 
  Appendix 1. 
  PAL7-06 Undermining Authority 
   
  Page 8 
  
   
  �Derro Raider: male derro rogue 5; hp 63 
  Appendix 1. 
   
  Tactics:  
  APL 2: The derro is asleep at this point, and the krenshar 
  isn’t paying any real attention. Have the derro make a 
  normal listen check against the PCs’ worst move silently 
  (or a DC -10 if a mushroom ends up exploding) to wake 
  up. The derro holds off attacking, until a PC is at least 30 
  feet from the wall. He then fires at the PC and has the 
  krenshar attack. The krenshar begins by activating its 
  scare ability before engaging. 
  APL 4: The thug uses the same tactics as described above. 
  The ankheg also spits acid once, and waits for the party to 
  get closer. It then burrows and attacks a straggler in the 
  back of the PC group. 
  APL 6: The wrangler uses the same tactics as the thug 
  above, while the girallon climbs the wall and ‘gets the 
  drop’ on the PCs, jumping from stalactite to stalactite 
  before dropping behind the party. The wrangler prefers 
  to attack elves over any other target.  
  APL 8: The wrangler and the raider continue to hide and 
  snipe as much as possible. Since this isn’t a chuul’s 
  normal environment, its task is to keep the PCs from 
  getting to the derro. In this instance, it stays in the 
  outpost, near the opening and waits for approaching PCs. 
  If the PCs barrage the chuul with ranged attacks and 
  spells, it is smart enough to retreat behind the outpost 
  walls. 
  APL 10: The wrangler and the raider will continue to 
  hide and snipe as much as possible. The render’s task is to 
  keep the PCs from getting to the derro. In this instance, it 
  stays in the outpost near the opening and waits for 
  approaching PCs. 
   
  Development: If none of the derro get away to raise an 
  alarm, then go to Encounter 9A. If the alarm was 
  sounded, go to encounter 9B. 
   
  9A: INTO THE CITY (SNEAKY 
  SNEAKY) 
  If the PCs arrived from the tunnel read or paraphrase the 
  following: 
   
  The door opens into a curved hallway. Visible at each 
  end is a set of stairs, one leading up and the other 
  leading down. Muffled moaning can be heard from 
  the stairs leading down while frantic arguing can be 
  heard upstairs. 
   
  The derro immediately upstairs are arguing over a game 
  of bones (dice) and are considered “distracted,” imposing 
  a -5 penalty to Listen and Spot checks. 
   
  If the PCs arrived from the outpost read or paraphrase the 
  following: 
   
  The short tunnel from the outpost opens up to an 
  immense cavern. Giant stalactites and stalagmites 
  meet to form hourglass shaped columns. The north 
  side of the city has collapsed. 
   
  The Outpost looks relatively empty and seems 
  quiet. The masses of derro you’ve been led to believe 
  are inhabiting the city seem like a myth. The only 
  indication that the old city is inhabited is the 
  occasional “bang” sound coming from one of the 
  many giant columns that the deep gnomes once 
  used as housing. 
   
  The closest pillar is roughly 80 feet away. 
   
  There are no guards on the first floor as the derro prefer 
  higher ground from the various windows on the upper 
  floors. Derro normally have a +1 Listen bonus and a -3 
  Spot bonus. Due to the aforementioned distraction the -5 
  penalty to their checks provide a total of -4 listen and -8 
  spot. 
   
  The first floor of this pillar has is a large 50ft radius 
  “lobby” area. The walls are lined with mixed human and 
  gnome prisoners, about 40 in all, 20 of each race. Four 
  groups of 10 are all manacled and chained together with 
  the chains then attached to a central ring bolted to the 
  wall. They are broken down as follows with the quantity 
  in parentheses: 
   
   
  �Chain (40) – Hardness 10, 5hp, break DC 26; 
   
  �Rings (4) – Hardness 10, 20hp, break DC 30 
   
  �Locks, good (40) – Open Lock DC 30 
   
  �Manacles – Hardness 10, 10hp, break DC 26. 
   
  Attempting to free the prisoners has the following 
  consequences: 
   
  • 
  Breaking the chain, rings, or manacles with a 
  Strength check makes a little bit of noise, but no 
  more than regular conversation. The nearest 
  guards are upstairs and can hear with a DC 16 
  Listen check (-5 penalty for distracted listener 
  already imposed above, and distance has also 
  been factored in). 
  • 
  Destroying the chain, rings or manacles with a 
  weapon is akin to sounds of battle. The guards 
  need to make a DC 11 Listen check to hear each 
  swing. 
  • 
  Unlocking all the locks will take the most 
  amount of time, but is most likely the safest way 
  since the PCs are under no time constraints (80 
  minutes total). This makes negligible amounts 
  of sound. 
   
  Development: If any of the derro made their Listen 
  checks, they will be placed on “high alert” once the PCs 
  move onto encounter 10. If not, they will be under “no 
  alert.” 
   
  PAL7-06 Undermining Authority 
   
  Page 9 
  
  9B: INTO THE CITY (A LONG 
  TIME TO MOBILIZE) 
  If the PCs arrived from the tunnel read or paraphrase the 
  following: 
   
  The door opens into a curved hallway. Visible at each 
  end is a set of stairs, one leading up and the other 
  leading down. Muffled moaning can be heard from 
  the stairs leading down while frantic arguing can be 
  heard upstairs. 
   
  The derro immediately upstairs are arguing over what to 
  do now that they heard a ruckus. They decide to wait 
  upstairs and attack anything that approaches or fire on 
  anything that walks out of the column. 
   
  If the PCs arrived from the outpost read or 
  paraphrase the following: 
   
  The short tunnel from the outpost opens up to an 
  immense cavern. Giant stalactites and stalagmites 
  meet to form hourglass shaped columns. The north 
  side of the city has collapsed. 
   
  Although the city looks empty, a large amount 
  of activity is echoing through the cavern. Every now 
  and then a pair of yellow eyes seems to appear in the 
  various openings that dot the columns. 
   
  The closest pillar is roughly 80 feet away. 
   
  There are no guards on the first floor as the derro prefer 
  higher ground from the various windows on the upper 
  floors. Derro normally have a +1 Listen bonus and a -3 
  Spot bonus.  
   
  Once inside the first pillar, the PCs are in a large, 50-
  foot-radius, “lobby” area. The walls are lined with mixed 
  human and gnome prisoners, about 40 in all, 20 of each 
  race. Four groups of 10 are all manacled and chained 
  together with the chains then attached to a central ring 
  bolted to the wall. They are broken down as follows with 
  the quantity in parentheses: 
   
   
  �Chain (40) – Hardness 10, 5hp, break DC 26; 
   
  �Rings (4) – Hardness 10, 20hp, break DC 30 
   
  �Locks, good (40) – Open Lock DC 30 
   
  �Manacles – Hardness 10, 10hp, break DC 26. 
   
  Attempting to free the prisoners has the following 
  consequences: 
   
  • 
  Breaking the chain, rings, or manacles with a 
  Strength check makes a little bit of noise, but no 
  more than regular conversation. The nearest 
  guards are upstairs and can hear with a DC 16 
  Listen check.  
  • 
  Destroying the chain, rings or manacles with a 
  weapon is akin to sounds of battle. The guards 
  need to make a DC 11 Listen check to hear each 
  swing. 
  • 
  Unlocking all the locks will take the most 
  amount of time, but is most likely the safest way 
  since the PCs are under no time constraints (80 
  minutes total). This makes negligible amounts 
  of sound. 
   
  10: THE CAVALRY HAS 
  ARRIVED 
  With the refugees in tow you make your way out of 
  the column only to find hundreds of derro 
  streaming out of the other four columns. The odds 
  look almost insurmountable until you notice they 
  aren’t heading towards you or the path to the 
  outpost.  
   
  In the distance, towards the northern part of the 
  tunnel, the distinct sounds of battlefield spells can 
  be heard. Giant dark tentacles erupt from under a 
  mass of derro while the stone itself takes a giant 
  humanoid shape and begins bashing away at the 
  derro horde. During the brief flashes of light in the 
  distances, a single phalanx of deep gnomes can be 
  seen marching forward slinging spells. 
   
  The army of derro move toward this new threat, 
  not even noticing your trespass. 
   
  No Alert: 
  As long as the PCs don’t bring any continued attention to 
  themselves, they can make it out of the city without 
  being harassed. The prisoners have a move of 20 since 
  they are a mixed group of deep gnomes and humans. If 
  the prisoners are still chained together (see Encounter 9), 
  they have a movement rate of 15. Each round, have the 
  derro make a DC 5 Spot check (-3 to Spot at this distance) 
  to notice the mass of people leaving the column. If they 
  make it go to “High Alert” below 
   
  High Alert: 
  If the PCs accidentally caused an alarm in any of the 
  previous encounters, then a few of the derro begin 
  loosing crossbow bolts towards the group. As long as the 
  PCs and prisoners can be seen, crossbow bolts pepper the 
  group from random directions, aiming specifically for 
  prisoners. A total of 6 shots are fired each round (see 
  below for statistics). A PC can make a DC 15+APL Reflex 
  save to jump in the way of a bolt meant for a prisoner. 
  This counts as an attack of opportunity and a PC can 
  attempt this maneuver as many times as he has AoO’s 
  available. If the PC fails the save, resolve the attack 
  against the prisoner. If the PC makes the save, resolve the 
  attack against the PC. (Since they are purposefully 
  interposing themselves between the prisoner and the 
  bolt, any Dex or dodge bonus to AC does not apply.) In 
  addition, the PC can use any special defenses he has 
  against normal crossbow bolts such as protection from 
  arrows, deflect arrows, gloves of missile snaring, etc. 
   
  Random crossbow volleys: 
  PAL7-06 Undermining Authority 
   
  Page 10 
  
   
  APL 2 (EL 1) 
   
  �Ranged (6) small light repeating crossbow +4 
  (1d6/19-20) 
   
  APL 4 (EL 2) 
   
  �Ranged (6) small light repeating crossbow +6 
  (1d6/19-20) 
   
  APL 6 (EL 3) 
   
  �Ranged (6) small light repeating crossbow +8 
  (1d6/19-20) 
   
  APL 8 (EL 3) 
   
  �Ranged (6) small light repeating crossbow +10 
  (1d6/19-20) 
   
  APL 10 (EL 3) 
   
  �Ranged (6) small light repeating crossbow +12 
  (1d6/19-20) 
   
  11: THE SOUND OF 
  SOMETHING FALLING 
  With the refugees in tow, you make your way out of 
  Bitterhollow. The sound of fighting still echoes 
  behind you, while more fighting can be heard in the 
  distance. The acoustics are playing tricks again as 
  the din of battle seems just around the corner, but 
  the corridor itself stretches far beyond your torches 
  and darkvision. 
   
  At the beginning of this conversation, the PCs are 300 
  feet away down a winding corridor. They cannot charge 
  or run, but they can double move if they would like. (See 
  Map Encounter 11/12). Have the PCs roll initiative since 
  they can hear fighting. At the end of each round, they can 
  hear the following conversation: 
   
  End of Round 1: 
  Suddenly the fighting stops and voices can be made 
  out clearly. The first voice is high and lilting, like 
  that often heard in the Elven quarter of Hatherleigh. 
   
  “By Pholtus?! That Flan sorcerer of yours took 
  out the gnomes as well!!” 
   
  End of Round 2: 
  A familiar voice calmly replies, “St. Estrala of 
  Pholtus would approve of the noble sacrifices made 
  by the heathens in order to smite our enemy.” 
   
  “St. Estrala? Who is this saint you speak of?” 
   
  “The great Saint Estrala understood the role 
  heathens have in reaching the One True Path. Even a 
  half-elf such as yourself has a great role to play.” As 
  you approach, you realize this voice is distinctly 
  Erikantos. 
   
  End of Round 3 or when the first PC reaches the end of 
  the corridor, whichever occurs first: 
  “What role is that?” 
   
  “As a martyr my old friend. As a martyr.” 
  Spellcasting and quick footsteps can be heard 
  followed by a horrible sound that echoes down the 
  hall of metal digging into flesh. The sound is soon 
  followed by two dull thuds. 
   
  When the PCs reach the end of the corridor, go to 
  Encounter 12. 
   
  Development: Erikantos’s group should be out of the 
  cave by the time any PC gets to the end of the corridor. If 
  a PC or several members somehow get to the end of the 
  hallway before the end of round 3 via teleportation or 
  similar magic, they will enter a greater anticipate teleport 
  field and the conversation will be rushed so that it can be 
  finished, and heard, by either the refugees or any PCs not 
  stuck in limbo. Hearing the fighting ahead, the prisoners 
  refuse to proceed forward until they are convinced all is 
  clear ahead. They will stay around a corner, at least 20 feet 
  back and cannot be convinced to move on until after 
  Encounter 12. 
   
  12: CONSPIRACY THEORIES 
  Emerging from the cave entrance, you see a 
  gruesome sight. The scorched remains of small folk 
  litter the area. There in the middle of the carnage is 
  the decapitated body of a Pholtan knight. Lying just 
  a few feet away staring up in a look of surprise is the 
  head of Erikantos’s lieutenant, Keriadis, whom you 
  met earlier. 
   
  It seems you are not the only witnesses, as 
  Forms emerge from behind pillars or seemingly out 
  of nowhere. 
   
  Have the players roll initiative and read or paraphrase the 
  description depending on APL. 
   
  APL 2 (EL 5)  
   
  �Nupperibo: hp 16; Appendix 1. 
   
  �Spinagon: hp 19; Appendix 1.  
   
  APL 4 (EL 7)  
  �Bearded Devil: hp 45; Monster 
  Manual 52. 
   
  �Legion Devils (2): hp 19; Appendix 1.  
   
  APL 6 (EL 9)  
  �Legion Devil (4): hp 19; Appendix 
  1. 
   
  �Amnizu: hp 49; Appendix 1.  
   
  APL 8 (EL 11)  
  �Orthon (2): hp 90, 85; Appendix 1. 
   
  �Steel Devil (2): hp 52, 50; Appendix 1.  
   
  APL 10 (EL 13)  �Orthon (2): hp 90, 85; Appendix 1. 
   
  �Barbed Devil: hp 126; Monster Manual 51.  
  PAL7-06 Undermining Authority 
   
  Page 11 
  
   
  �Erinyes: hp 85; Monster Manual 54 
   
  Tactics: 
  Use the map provided in the back for starting positions of 
  the creatures. Each creature is in an illusionary column 
  and steps out on their initiative after the first PC enters 
  the chamber.  
   
  APL 2: The nupperibo moves up, with limited direction 
  by the spinagon. The spinagon attempts to keep its 
  distance from the PCs, while using ranged attacks. 
  APL 4: The legion devils advance as a front rank with the 
  bearded devil back 5 feet. 
  APL 6: The amnizu blasts the area with his quickened 
  fireballs, as he flies into position to hit people with his 
  stupefying touch. Meanwhile the legion devils advance, 
  with no fear of taking damage from the fireballs. 
  APL 8: The orthons open fire with their hellfire crossbows, 
  advancing slowly while the steel devils gang up on a 
  single creature.  
  APL 10: The orthons open fire with their hellfire crossbows, 
  advancing slowly while the erinyes remain aloft, sniping 
  at any spellcasters. The barbed devil quickly moves in, to 
  attempt to grapple troublesome foes.  
   
  Treasure: Refer to the Treasure section of this adventure 
  to determine what the PCs find here. 
   
  CONCLUSION 
  After a day of exhaustive marching, you reach 
  open air. The sun is low on the horizon, but at 
  least you and your charges get a glimpse before it 
  sinks. Now however, it seems that many more 
  questions remain. Who is St. Estrala? What do the 
  derro want? How are the legions of the Nine Hells 
  tied to all this? 
   
  CAMPAIGN CONSEQUENCES 
  • 
  Did the PCs rescue the refugees in Encounter 2? 
  • 
  How many refugees from Encounter 9 were 
  rescued? 
  • 
  Did the PCs befriend the rogue mind flayer? 
  PAL7-06 Undermining Authority 
   
  Page 12 
  
  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. 
   
  2: Surprise? 
  Experience objective 
  APL 2  
  90 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
   
  4/5: An Ilithid and His Dog/So It’s a Fight 
  Experience objective 
  APL 2  
  30 XP 
  APL 4  
  60 XP 
  APL 6  
  120 XP 
  APL 8  
  180 XP 
  APL 10  
  240 XP 
   
  6: The Direct Approach 
  You can not gain experience for both this encounter and 
  Encounter 8 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
   
  8: The Scenic Route 
  You can not gain experience for both this encounter and 
  Encounter 6 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
   
  10: The Cavalry Has Arrived 
  Experience objective 
  APL 2  
  30 XP 
  APL 4  
  60 XP 
  APL 6  
  90 XP 
  APL 8  
  90 XP 
  APL 10  
  90 XP 
   
  12: Conspiracy Theories 
  Experience objective 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
   
  Story Award 
  Objective(s) met: 
  APL 2  
  45 XP 
  APL 4  
  68 XP 
  APL 6  
  90 XP 
  APL 8  
  113 XP 
  APL 10  
  135 XP 
   
  Discretionary roleplaying award 
  APL 2  
  45 XP 
  APL 4  
  67 XP 
  APL 6  
  90 XP 
  APL 8  
  112 XP 
  APL 10  
  135 XP 
   
  Total Possible Experience 
  APL 2  
  480 XP 
  APL 4  
  795 XP 
  APL 6  
  910 XP 
  APL 8  
   
  1170 XP 
  APL 10 
   
  1680 XP 
   
  Experience Cap 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  1110 XP 
  APL 8  
   
  1395 XP 
  APL 10 
   
  1350 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
  PAL7-06 Undermining Authority 
   
  Page 13 
  
   
  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.  
   
  1: Introduction 
   
  APL 2: Coin: 50 gp. 
   
  APL 4: Coin: 50 gp. 
   
  APL 6: Coin: 50 gp.  
   
  2: Surprise? 
   
  APL 2: Loot 67 gp; Magic 198 gp; oil of magic weapon 
  (4gp), potion of shield of faith (4gp), potion of cure moderate 
  wounds (25gp), +1 studded leather armor (98gp), armbands of 
  elusive action (67gp); Total 265 gp. 
   
  APL 4: Loot 92 gp; Magic 288 gp; oil of magic weapon 
  (4gp), potion of shield of faith (4gp), potion of cure moderate 
  wounds (25gp), +1 mithral chain shirt (175gp), armbands of 
  elusive action (67gp), scroll of invisibility (13gp); Total 380 
  gp. 
   
  APL 6: Loot 151 gp; Magic 612 gp; cloak of charisma +2 
  (333gp), scroll of cure moderate wounds (13gp), scroll of mass 
  snake’s swiftness (13gp), +1 mithral chain shirt (175gp), 
  armbands of elusive action (67gp), scroll of invisibility (13gp); 
  Total 763 gp. 
   
  APL 8: Loot 245 gp; Magic 1590 gp; cloak of charisma 
  +2 (333gp), scroll of Evard’s black tentacles (58gp), scroll of 
  mass shield of faith (28gp), +1 mithral chain shirt (175gp), 
  armbands of elusive action (67gp), scroll of invisibility (13gp); 
  +1 repeating light crossbow x2 (425gp), +1 studded leather 
  armor x2 (196gp), scroll of haste (31gp), infinite scroll case 
  (233gp); Total 1835 gp. 
   
  APL 10: Loot 245 gp; Magic 3010 gp; cloak of charisma 
  +2 (333gp), scroll of Evard’s black tentacles (58gp), scroll of 
  mass shield of faith (28gp), scroll of mass cure light wounds x2 
  (187gp), scroll of mass fire shield (94gp), +1 mithral chain shirt 
  (175gp), armbands of elusive action (67gp), scroll of improved 
  invisibility (58gp); +1 repeating light crossbow x2 (425gp), +1 
  studded leather armor x2 (196gp), scroll of haste (31gp), 
  infinite scroll case (233gp), scroll of wall of force (94gp); Total 
  3255 gp. 
   
  3: Escapees 
   
  APL 2: Magic 167 gp; clasp of energy protection, least 
  (42gp), 
  crystal 
  of 
  glancing 
  blows, 
  least 
  (42gp), 
  fiendslayer crystal, least (83gp); Total 167 gp. 
   
  APL 4: Magic 484 gp; clasp of energy protection, least 
  (41gp), Galeb Duhr Hammer (443gp); Total 484 gp. 
   
  APL 6: Magic 542 gp; clasp of energy protection, least 
  (42gp), crystal of glancing blows, lesser (250gp), fiendslayer 
  crystal, lesser (250gp); Total 542 gp. 
   
  APL 8: Magic 375 gp; clasp of energy protection, lesser 
  (125gp), fiendslayer crystal, lesser (250gp); Total 375 gp. 
   
  APL 10 Magic 375 gp; clasp of energy protection, lesser 
  (125gp), fiendslayer crystal, lesser (250gp); Total 375 gp. 
   
  7/8: Direct Approach/Scenic Route 
   
  APL 2: Loot 25 gp; Total 25 gp. 
   
  APL 4: Loot 25 gp; Total 25 gp. 
   
  APL 6: Loot 82 gp; Magic 458 gp; oil of magic weapon 
  (4gp), potion of shield of faith (4gp), potion of cure moderate 
  wounds (25gp), +1 light repeating crossbow (425gp); Total 540 
  gp. 
   
  APL 8: Loot 184 gp; Magic 818 gp; potion of shield of 
  faith (4gp), +1 short sword (192gp) +1 repeating light crossbow 
  x2 (425gp), +1 studded leather armor x2 (196gp); Total 1002 
  gp. 
   
  APL 10: Loot 256 gp; Magic 1101 gp; +1 blurstrike 
  shortsword (693gp), scroll of improved invisibility (58gp); +1 
  repeating light crossbow (212gp), +1 studded leather armor x2 
  (196gp); Total 1357 gp. 
   
  Treasure Cap 
   
  APL 2: 
  450 gp 
   
   
  APL 4: 
  650 gp 
   
  APL 6: 
  900 gp 
   
  APL 8: 
  1,300 gp 
   
  APL 10: 
  2,300 gp 
   
  Total Possible Treasure 
   
  APL 2: 
  457 gp 
   
  APL 4: 
  889 gp 
   
  APL 6: 
  1,845 gp 
   
  APL 8: 
  3,212 gp 
   
  APL 10: 
  4,987 gp 
   
  ADVENTURE RECORD ITEMS 
  �Translation Aberrant: If you possess Lemme's 
  Journal (PAL7-02 Reed Carefully), the mindflayer, 
  Oro'Urlian, is able to perform an abberant ritual that 
  allows you to read the journal and gain its secrets. The 
  ritual requires 600gp worth of onyx dust as a material 
  component which must be paid by the PC. Even with the 
  ritual, understanding the journal requires a DC 15 Int 
  check and takes 1 TU. Retries are allowed and each 
  attempt requires an additional TU and an additional 600 
  gp of onyx dust.  
  Journal Understood AR#:_____; TUs spent:_______; DM:_______ 
  PAL7-06 Undermining Authority 
   
  Page 14 
  
  PAL7-06 Undermining Authority 
   
  Page 15 
   
  [] (tick when you are successful in ritual above) 
   
  Journal Understood: Having successfully undergone 
  the aberrant ritual, you are finally able to gain the latent 
  power of this strange text. You gain a +2 insight bonus to 
  all checks dealing with the identification of any creature 
  with the aberration type and may make these checks 
  untrained. Your pupils become pitch black and your irises 
  darken when in shadowy light, granting you darkvision 
  out to 5 feet (or increasing any natural darkvision you 
  already possess by 5 feet). You must keep the book on 
  your person at all times in order to maintain these 
  benefits. 
   
  �Petition the Darkrunners: One of the saved refugees 
  is a member of the Darkrunners. They have invited you 
  into their ranks. This counts as access and meets the 
  special requirements for the Darkrunner PrC (Lords of 
  Madness 186). In addition, you have access to the items 
  marked DR below. 
   
  �Improved Rusty Pole Arm: You may receive this 
  favor only if you own the Rusty Pole Arm from PAL7-02 
  Reed Carefully. You receive the additional AR for this 
  adventure. 
   
  �Protection of Underdark Species Society: You have 
  befriended Oro'Urlian. If you agree to assist him in his 
  cause to preserve the endangered species of the 
  Underdark (with a small donation), he is willing to allow 
  you to have one of his bred and trained beasts. 
  []Ankheg: 3,000 gp donation, 15 gp per adventure 
  upkeep 
  []Deep hound (RoS, 185): 4,250 gp donatiion, 5 gp per 
  adventure upkeep 
  Or, if you are a like-minded individual, you may also be a 
  PUSS volunteer. By spending 1 TU after every adventure, 
  you may instead take either of the above creatures as an 
  animal companion. (Your effective Druid level is -3 for 
  the ankheg, -6 for the deep hound). 
   
  On additional AR: 
   
  Improved Rusty Pole Arm: The Rusty Pole Arm now 
  bears the Infernal inscription “Skewer.” The weapon loses 
  its bane (gnome) quality and shifts allegiances every few 
  weeks. At the beginning of each adventure, roll a d6 to 
  determine what bane type the Pole Arm has: 1-gnome, 2-
  elf, 3-dwarf, 4-orc, 5-halfling, 6-monstrous humanoid.  
   
  In addition, you have grown attached to this weapon 
  and find it difficult to use any other. You may drop or 
  stow it only on a successful DC 15 Will save. You must 
  save again every round the weapon is not in hand. If it is 
  stowed and you fail the save, you must drop what you are 
  holding and draw the weapon as your next action. If it is 
  on the ground and you fail, you drop what you are 
  carrying and try to pick it up (which may provoke an 
  Attack of Opportunity); the weapon then automatically 
  appears in your hands. If it is ever in someone else’s 
  possession, you must attempt to retrieve it with an 
  unarmed disarm attempt.  
   
  This item can no longer be sold. However, a remove 
  curse, wish, or miracle cast at 20th level will forever 
  remove all magic from the Rusty Pole Arm." 
   
  ITEM ACCESS 
  APL 2: 
  • 
  Clasp of energy (any) protection, least (adventure; CL 5th; 
  MIC 24; 500 gp)DR 
  • 
  Crystal of glancing blows, least (adventure; CL 5th; MIC 
  25; 500 gp)DR 
  • 
  Fiendslayer crystal, least (adventure, CL 4th; MIC 65; 
  1,000 gp) DR 
  • 
  Translation Aberrant (regional; CL 5th, see above, 
  600gp) 
  • 
  Armbands of elusvie action (adventure; CL 3rd; MIC 72; 
  800 gp), 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  +1 mithral chain shirt (adventure; DMG) 
  • 
  Galeb duhr hammer (Adventure; CL 10th; MIC 52; 
  5,312 gp) DR 
  • 
  Meteoric Knife (Adventure; CL 11th; MIC 53; 2,802gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Divine scroll of mass snake’s swiftness (adventure; CL 3rd; 
  SpC; 150 gp) 
  • 
  Crystal of glancing blows, lesser (adventure; CL 7th; MIC 
  25; 3000 gp)DR 
  • 
  Fiendslayer crystal, lesser (adventure, CL 7th; MIC 65; 
  3,000 gp) DR 
   
  APL 8 (all of APLs 2-4 plus the following): 
  • 
  Clasp of Energy (any) Protection, Lesser (adventure; CL 
  5th; MIC 24; 1,500 gp)DR 
  • 
  Infinite Scroll Case (Adventure; CL 10th; MIC 162; 
  5,312 gp) 
  • 
  Divine Scroll of Mass Shield of Faith (adventure; CL 7th; 
  SpC; 700 gp) 
  • 
  ‘+1 revealing light repeating crossbow (Adventure; CL 5th; 
  MIC 42) 
   
  APL 10 (all of APLs 2-4 plus the following): 
  • 
  Divine Scroll of Mass Cure Light Wounds (adventure; CL 
  9th; DMG) 
  • 
  Arcane Scrolls of wall of force & mass fire shield 
  (adventure; CL 9rth MIC; DMG; 1,125 each) 
  • 
  Divine Scroll of Recitation (adventure, CL 7th, SpC; 
  700gp) 
  • 
  +1 blur strike short sword (Adventure; CL 6th MIC 30) 
   
  
  APPENDIX 1: ALL APLS 
  5: IF IT’S A FIGHT YOU WANT 
   
   
  O RO’U R L I AN 
  CR  18 
  Male mind flayer ranger 1/beast heart adept 9 
  CN Medium aberration 
  Init +5; Senses Darkvision 60 ft., Listen +5, Spot +11 
  Languages Common, Draconic Terran, Gnome, 
  Terran, Undercommon (telepathy 100ft)  
  AC 30, touch 15, flat-footed 25 
   (+5 Dex, +3 natural, +5 armor, +5 Shield) 
  hp 219 (18 HD); 
  Miss Chance: 50% (ring of blinking) 
  SR 35 
  Fort +19 Ref +15, Will +20 
  Speed 30 ft. (6 squares) 
  Melee tentacle +16 (1d4) or  
   
  4 tentacles +16 (1d4) 
  Ranged +2 longbow +25 (1d8+3) or 
   
  Full attack +2 longbow +25/+20/+15/+10 (1d8+3) 
   
  Rapid 
  shot 
  +2 
  longbow 
  +23/+23/+18/+13/+8 
  (1d8+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +16; Grp +16 
  Atk Options Rapid Shot, Extract, Improved Grab, 
  Mind Blast (DC 19) 
  Combat Gear Potion of invisibility 
  Psionics (CL 18th): 
   At will—charm monster (DC 19), detect thoughts 
  (DC 17), levitate (DC 17), plane shift, suggestion 
  (DC 18) 
  Abilities Str 10, Dex 20, Con 22, Int 18, Wis 20, Cha 
  20  
  Feats Animal Affinity, Improved Toughness Improved 
  Buckler Defense, Point Blank Shot Precise Shot, 
  Shield Specialization (buckler), Track, Rapid Shot  
  SQ Darkvision 60ft., Favored Enemy (animals) +2, 
  telepathy 100ft, Wild Empathy +17 
  Skills Climb +15, Concentration +17, Diplomacy +27, 
  Handle Animal +23, Jump +4, Knowledge (arcane) 
  +23, Knowledge (dungeoneering) +9, Knowledge 
  (nature) +11, Knowledge (the planes) +12, Move 
  Silently +10 , Sense Motive +15 , Spot +11 , 
  Survival +25 
  Possessions combat gear plus +2 mithral breasplate, 
  +3 mithral buckler, greater bracers of archery, +2 
  longbow, amulet of health +6, cloak of resistance 
  +3, ring of blinking, ring of evasion 
  Mind Blast (Sp): This ability, useable at will, projects 
  a 60-foot cone. All sentient creatures caught in this 
  cone must make a Will save (DC 19) or be stunned 
  for 3d4 rounds. 
  Improved Grab (Ex): If a mind flayer hits a 
  Small to Large creature with a tentacle it can 
  then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  begins its turn with at least one tentacle 
  attached, you can try to attach the remaining 
  tentacles with a single grapple check. 
  Extract (Ex): If a mind flayer begins its turn with 
  all four tentacles attached to a creature's 
  head, you can choose to extract its brain and 
  automatically kill it 
  Monsterous Companion (Ex): Oro’Urlian gains 
  a monstrous companion. His effective level for 
  this companion is 9. 
  Monster Empathy (Ex): Oro’Urlian may use 
  wild empathy on any animals, aberrations with 
  an Intelligence of 1 or 2, and any magical 
  beasts. His check bonus for animals is +12, 
  for aberrations is +7, and magical beasts it is 
  +12. 
  Monster Handler (Ex): Oro’Urlian may make 
  Handle Animal checks on aberrations and 
  magical beasts. 
  Monster Lore (Ex): In addition to the normal 
  Knowledge checks to identify monsters, 
  Oro’Urlian may make a special monster lore 
  check with a +13 bonus. 
  Alternative 
  Monstrous 
  Companion 
  (Ex): 
  Oro’Urlian may choose from an expanded list 
  of monsterous companions. 
  Monstrous Flank (Ex): When Oro’Urlian flanks 
  with a companion, they both gain a +2 bonus 
  to attack and damage. 
  Extra monstrous companion (Ex): Oro’Urlian 
  gains an additional monstrous companion, 
  with an effective level of 5 and another one 
  with an effective level of 1. 
  Monstrous Tactics (Ex): When a monstrous 
  companion strikes an opponent, the target 
  provokes an attack of opportunity from 
  Oro’Urlian. In addition, his companions do not 
  provide cover against his ranged attacks and 
  spells. 
  PAL7-06 Undermining Authority 
   
  Page 16 
  
  PAL7-06 Undermining Authority 
   
  Page 17 
   APL 2
  2: SURPRISE?  
   
  V I N G O L 
  CR  4 
  Male derro warlock 1 
  CE Small monstrous humanoid  
  Init +8; Senses Darkvision 60 ft., Listen -2, Spot -2 
  Languages Ancient Suloise  
  AC 21, touch 15, flat-footed 17 
   (+1 size, +4 Dex, +2 natural, +4 armor) 
  hp 35 (4 HD);  
  SR 16 
  Fort +4 Ref +7, Will +10 
  Weakness vulnerable to sunlight 
  Speed 20 ft. (4 squares) 
  Melee masterwork short sword +4 (1d4-1/19-20 plus 
  poison) 
  Ranged eldritch blast +8 ranged touch (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -2 
  Atk Options Poison, sneak attack +1d6, spell-like 
  abilities 
  Combat Gear oil of magic weapon, potion of shield of 
  faith, potion of cure moderate wounds, 2 doses of 
  greenblood oil, 2 doses of medium monstrous 
  spider venom  
  Spell-like Abilities (CL 3rd): 
   At will— darkness, ghost sound 
   1/day— daze (DC 15), sound burst (DC 17) 
  Warlock Invocations Known (CL 1st): 
   Least (at will)— eldritch blast, spider walk  
  Abilities Str 8, Dex 18, Con 17, Int 10, Wis 6, Cha 20  
  Feats Blind-Fight, Improved Initiative  
  SQ Darkvision 60ft., Madness 
  Skills Bluff +7, Hide +17, Jump -7, Move Silently +13, 
  Use Magic Device +7 
  Possessions combat gear plus small +1 studded 
  leather armor, masterwork small short sword, 
  armbands of elusive action  
  Madness (Ex) Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means 
  short 
  of 
  a 
  miracle 
  or 
  wish 
  spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma. 
  Poison Use (Ex) Derro are not at risk of poisoning 
  themselves when handling poison. 
  Vulnerability to Sunlight (Ex) derro takes 1 point of 
  Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 
  0. Lost Constitution points are recovered at the rate 
  of 1 per every 24-hour period spent underground or 
  otherwise sheltered from the sun. 
  Skills Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
  Eldritch Blast (Sp) The first ability a Warlock learns 
  is eldritch blast. Calling upon the magic within her, 
  the Warlock uses baleful magical energy to attack 
  her foes and sometimes impart other debilitating 
  effects. 
   
   
  An eldritch blast is a ray with a range of 60 feet. It 
  is a ranged touch attack that affects a single target, 
  allowing no saving throw. An eldritch blast deals 
  1d6 points of damage, with the amount of damage 
  increasing as the Warlock rises in level. This 
  damage is a magical spell effect with no specific 
  energy type unless modified by another invocation. 
   
   
  An eldritch blast is the equivalent of a spell whose 
  level is one-half the Warlock's class level (rounded 
  down) with a minimum of 1st and a maximum of 
  9th (at 18th level or higher). An eldritch blast is 
  subject to spell resistance and also deals half 
  damage to objects.  
   
   
  Some Warlock invocations alter or augment the 
  properties of an eldritch blast and are able to be 
  invoked simultaneously with the eldritch blast 
  ability. These invocations are labeled as eldritch 
  essence and blast shape invocations. A Warlock 
  may choose to apply both a blast shape and an 
  eldritch essence to an eldritch blast. The spell level 
  equivalent then becomes the highest equivalence 
  of any of the powers involved.  
   
  12: CONSPIRACY THEORIES 
  N U P P E R I BO 
  CR  2 
  This bloated creature waddles about, clutching a 
  massive sawtooth halberd in its hands. Though its 
  eyes and mouth are sewn shut, this thing mumbles 
  a shriek as it senses your presence. 
  Always 
  LE 
  Medium 
  outsider 
  (baatezu, 
  evil, 
  extraplanar, lawful) 
  Init -4; Senses blindsight 30ft.; Spot -5 (within 30ft.) 
  Languages Infernal (receive telepathy only) 
  AC 14, touch 10, flat-footed 14 
   (+4 natural armor) 
  hp 16 (2 HD); fast healing 3 
  Immune fire, poison, mind affecting spells and 
  abilities 
  Resist acid 10, cold 10 
  Fort +5 Ref +3, Will +1 
  Speed 20 ft. (4 squares) 
  Melee halberd +5 (1d10+3/x3) or 
   
  2 claws each +4 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Abilities Str 15, Dex 10, Con 14, Int 4, Wis 7, Cha 3  
  Feats ToughnessB, Weapon Focus (halberd)  
   fear aura 
  SA
  
  PAL7-06 Undermining Authority 
   
  Page 18 
  Skills Balance +5, Climb +7, Hide +5, Jump +1, Swim 
  Po
  ssions halberd 
  eribo can sense all foes within 
  +7 
  sse
  Blindsight (Ex) A nupp
  30 feet as a sighted creature would. Beyond that 
  range, it treats all targets as having total 
  concealment. A nupperibo is susceptible to scent-
  based attacks, however, and is affected normally 
  by overpowering odors (such as stinking cloud or 
  incense-heavy air). Negating a nupperibo’s sense 
  of smell effectively blinds it. 
  ar Aura (Su) At the end of 
  Fe
  each of a nupperibo’s 
  De
  ative 
   
  P I N E D  D E V I L  (S P I N AG O N) 
  CR  4 
  Al
  edium 
  outsider 
  (baatezu, 
  evil, 
  In
  darkness, Listen +7, Spot +7 
  y 
  AC
  ch 18, flat-footed 17 
  turns, creatures within 10 feet of it must succeed 
  on a DC 11 Will saving throw or be panicked for 5 
  rounds. The save DC is Charisma-based.  
  af (Ex) A nupperibo takes a -4 penalty on initi
  checks and automatically fails Listen checks. 
  S
  This small shrieking fiend loos like a gargoyle, but it 
  bristles with sharp spikes. It has sharp talons on its 
  hands and feet, and its eyes smolder with dark 
  malevolence. 
  ways 
  LE 
  M
  extraplanar, lawful) 
  it +3; Senses see in 
  Languages Celestial, Draconic, Infernal, telepath
  100 ft. 
   24, tou
   (+1 size, +7 Dex, +6 natural) 
  hp 19 (3 HD); DR 5/magic 
  Immune fire, poison,  
  Resist acid 10, cold 10, SR 12 
  Fort +5 Ref +10, Will +4 
  Speed 20 ft. (4 squares) 
  Melee talon +4 (1d3 plus 1d4 fire) 
  e and see below 
  s, summon baatezu 
  duce flame (+4 melee 
    
  ) 
  A
  nt 8, Wis 13, Cha 
  Ranged spine +11 (1d3 plus 1d4 fir
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -4 
  Special Actions spine
  Spell-like Abilities (CL 5th): 
    3/day—disguise self, pro
  touch or +11 ranged touch) 
  1/day—stinking cloud (DC 14
  bilities Str 10, Dex 25, Con 14, I
  13  
  ats P
  Fe
  oint Blank Shot, Precise Shot  
  ll like abilities, 
  Sk
  lomacy +11, Disguise +1 (+3 
  Fi
  n deals an 
  SA fiery spines and talons, spines, spe
  summon baatezu 
  ills Bluff +7, Dip
  acting) Hide +17, Intimidate +3, Listen +7, Move 
  Silently +13, Sense Motive +7, Spot +7 
  ery Spines and Talons (Su) A spinago
  extra 2d4 points of fire damage with its natural 
  attacks 
  ines (Ex
  Sp
  ) Each round, a spinagon can pluck a 
  Su
  r day, a spinagon 
   
  spine from its body and hurl it as a standard action. 
  This is a ranged attack with a range of 60 feet and 
  no range increment. Each round, the spinagon 
  automatically regrows the lost spine. The spine 
  causes intense pain in its target. A creature struck 
  by a spine must succeed on a DC 13 Fortitude 
  save or take a – 2 penalt to AC and a –10-foot 
  penalty to speed. This penalty lasts for 1 minute or 
  until the target receives healing of any sort. The 
  effects of multiple failed saves do not stack. The 
  save DC is Constiution-based. 
  mmon Baatezu (Sp) Once pe
  can attempt to summon two spinagons with a 35% 
  chance of success. This ability is the equivalent of 
  a 3rd-level spell (CL 5th).  
  
  APL 4 
  2: SURPRISE?  
   
   
   
  V I N G O L 
  CR  5 
  Male derro warlock 2 
  CE Small monstrous humanoid  
  Init +8; Senses Darkvision 60 ft., Listen -2, Spot -2 
  Languages Ancient Suloise  
  AC 22, touch 15, flat-footed 18 
   (+1 size, +4 Dex, +2 natural, +5 armor) 
  hp 42 (5 HD) 
  SR 17 
  Fort +4 Ref +7, Will +11 
  Weakness vulnerable to sunlight 
  Speed 20 ft. (4 squares) 
  Melee masterwork short sword +5 (1d4-1/19-20 plus 
  poison) 
  Ranged eldritch blast +9 ranged touch (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -1 
  Atk Options Poison, sneak attack +1d6, spell-like 
  abilities 
  Combat Gear oil of magic weapon, potion of shield of 
  faith, potion of cure moderate wounds, 2 doses of 
  greenblood oil, 2 doses of medium monstrous 
  spider venom, scroll of invisibility 
  Spell-like Abilities (CL 3rd): 
   At will— darkness, ghost sound, eldritch blast 
   1/day— daze (DC 15), sound burst (DC 17) 
  Warlock Invocations Known (CL 2nd): 
   Least (at will)—devil’s sight, spiderwalk, eldritch 
  blast 
  Abilities Str 8, Dex 18, Con 17, Int 10, Wis 6, Cha 20  
  Feats Blind-Fight, Improved Initiative  
  SQ Darkvision 60ft., Madness 
  Skills Bluff +7, Hide +17 , Jump -7, Move Silently 
  +13, Use Magic Device +9 
  Possessions combat gear plus +1 mithral chain shirt, 
  small masterwork short sword 
  Madness (Ex) Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means 
  short 
  of 
  a 
  miracle 
  or 
  wish 
  spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma. 
  Poison Use (Ex) Derro are not at risk of poisoning 
  themselves when handling poison. 
  Vulnerability to Sunlight (Ex) derro takes 1 point of 
  Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 
  0. Lost Constitution points are recovered at the rate 
  of 1 per every 24-hour period spent underground or 
  otherwise sheltered from the sun. 
  Skills Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
  Eldritch Blast (Sp) The first ability a Warlock learns 
  is eldritch blast. Calling upon the magic within her, 
  the Warlock uses baleful magical energy to attack 
  her foes and sometimes impart other debilitating 
  effects. 
   
   
  An eldritch blast is a ray with a range of 60 feet. It 
  is a ranged touch attack that affects a single target, 
  allowing no saving throw. An eldritch blast deals 
  1d6 points of damage, with the amount of damage 
  increasing as the Warlock rises in level. This 
  damage is a magical spell effect with no specific 
  energy type unless modified by another invocation. 
   
   
  An eldritch blast is the equivalent of a spell whose 
  level is one-half the Warlock's class level (rounded 
  down) with a minimum of 1st and a maximum of 
  9th (at 18th level or higher). An eldritch blast is 
  subject to spell resistance and also deals half 
  damage to objects.  
   
   
  Some Warlock invocations alter or augment the 
  properties of an eldritch blast and are able to be 
  invoked simultaneously with the eldritch blast 
  ability. These invocations are labeled as eldritch 
  essence and blast shape invocations. A Warlock 
  may choose to apply both a blast shape and an 
  eldritch essence to an eldritch blast. The spell level 
  equivalent then becomes the highest equivalence 
  of any of the powers involved.  
   
  12: CONSPIRACY THEORIES 
  L E G I O N  D E V I L  (M E R R E G O N) 
  CR  3 
  This creature is humanoid in shape, with deep red 
  skin. It wears studded leather armor and a chain 
  coif, and it sorts a vicious snarl that reveals sharp 
  teeth. It carries a longsword in one hand. Its other 
  arm ends in a bloted, iron-studded forearm with 
  small, withered hand hanging from its end. 
  Always 
  LE 
  Medium 
  outsider 
  (baatezu, 
  evil, 
  extraplanar, lawful) 
  Init +3; Senses see in darkness, Listen +0, Spot +0 
  Languages Infernal, telepathy 100 ft. 
  AC 21, touch 13, flat-footed 18; Mobility 
   (+3 Dex, +2 natural, +3 armor, +3 shield) 
  hp 19 (3 HD); DR 5/magic; legion’s strength 
  Immune fire, poison, fear 
  Resist acid 10, cold 10; evasion 
  Fort +5 Ref +6, Will +5 
  Speed 30 ft. (6 squares) 
  Melee masterwork longsword +8 (1d8+3/19-20) and 
   
  shield arm bash +1 (1d6+1) 
  Ranged longbow +6 (1d8/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Special Actions legion’s advance, summon baatezu 
  Abilities Str 17, Dex 17, Con 15, Int 6, Wis 10, Cha 
  10  
  Feats Iron Will, MobilityB, Weapon Focus (longsword)  
  PAL7-06 Undermining Authority 
   
  Page 19 
  
  SQ legion’s battle skill, legion’s strength, legion’s 
  defenses, legion’s mind, summon baatezu 
  Skills Climb +8, Craft (weaponsmithing) +4, heal +6, 
  Intimidate +6, Jump +8, Ride +9 
  Possessions studded leather armor, masterwork 
  longsword, longbow with 20 arrows  
  Legion’s Strength (Su) Legion devils combine their 
  physical vitality into one single pool of strength. In 
  many battles, legion devils seem to absorb blow 
  after blow, fighting on despite massive injuries, 
  until a single decisive attack against one causes all 
  of them to fall to the ground, slain. Legion devils 
  combine their hit points into one large pool. Any 
  damage that a legion devil takes comes from this 
  hit point pool. If the pool is reduced to 0, all the 
  legion devils in it immediately die. A legion devil 
  gains the pool’s benefits as long as it remains 
  within 100 feet of the rest of the group. If forced to 
  move farther away, the legion devil reclaims some 
  of its hit points. Divide the hit points in the pool by 
  the number of devils in the group. The devil forced 
  out of the group gains that many hit points, and the 
  pool loses a like number. If the share is less than 1, 
  the devil immediately dies and the poll does not 
  lose any points. By the same token, if any devil 
  receives healing apply it to the devils’ total pool. 
  Legion’s Defenses (Su) If a spell, supernatural 
  ability, or other effect that allows a saving throw 
  targets more than one legion devil, all the devils 
  use the highest d20 result rolled by the group. If 
  three legion devils are caught in a fireball and the 
  d20 rolls for their saves are 17, 5, and 8, all three 
  devils use 17 as the result of their roll before 
  adding any modifiers. 
  Legion’s Mind (Su) If a mind-affecting spell or ability 
  targets a single legion devil, the devil and all other 
  devils within 60 feet make saving throws against it. 
  If any devil succeeds, all the devils succeed. If all 
  the devils fail, they all suffer the effect of a failed 
  save. 
  Shield Arm (Ex) The left arm of a legion devil is 
  enlarged and heavily armored, providing it with a 
  +3 shield bonus to its Armor Class. A legion devil 
  can also use this arm to make a bashing attack as 
  a secondary weapon. A legion devil does not lose 
  its arm’s shield bonus when it attacks in this 
  manner. An arm bash deals 1d6 points of 
  bludgeoning damage. 
  Legion’s Battle Skill (Ex) Trained and experienced 
  in working together, legion devils gain a +4 bonus 
  on attack rolls for every other legion devil within 60 
  feet. 
  Legion’s Advance (Su) As a move action, a legion 
  devil can immediately teleport to a space adjacent 
  to any other legion devil within 100 feet. The legion 
  devil can continue its turn after using this ability as 
  normal. 
  Summon Baatezu (Sp) Once per day, a legion devil 
  can attempt to summon another legion devil with a 
  35% chance of success. This ability is the 
  equivalent of a 3rd level spell (CL5th). 
  PAL7-06 Undermining Authority 
   
  Page 20 
  
  APL 6 
  2: SURPRISE?  
   
  V I N G O L 
  CR  7 
  Male derro warlock 4 
  CE Small monstrous humanoid  
  Init +8; Senses Darkvision 60 ft., Listen -2, Spot -2 
  Languages Ancient Suloise  
  AC 22, touch 15, flat-footed 18 
   (+1 size, +4 Dex, +2 natural, +5 armor) 
  hp 57 (7 HD); DR 1/cold iron 
  SR 19 
  Fort +5 Ref +8, Will +13 
  Weakness vulnerable to sunlight 
  Speed 20 ft. (4 squares) 
  Melee short sword +5 (1d4-1/19-20 plus poison) 
  Ranged eldritch blast +10 ranged touch (2d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +0 
  Atk Options Poison, sneak attack +1d6, spell-like 
  abilities 
  Combat Gear scroll of invisibility, scroll of cure 
  moderate wounds, scroll of mass snake’s swiftness 
  (divine) 
  Spell-like Abilities (CL 3rd): 
   At will— darkness, ghost sound, detect magic 
   1/day— daze (DC 16), sound burst (DC 20) 
  Warlock Invocations Known (CL 4th): 
   Least (at will)—devil’s sight, spiderwalk, see the 
  unseen, eldritch blast 
  Abilities Str 8, Dex 18, Con 17, Int 10, Wis 6, Cha 22  
  Feats Blind Fight, Improved Initiative, Ability Focus 
  (sound burst) 
  SQ Darkvision 60ft., Madness 
  Skills Bluff +8, Hide +17 , Jump -7, Move Silently 
  +13, Use Magic Device +14 
  Possessions combat gear plus +1 mithral chain shirt, 
  shortsword, armbands of elusive action, cloak of 
  charisma +2  
  Madness (Ex) Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means 
  short 
  of 
  a 
  miracle 
  or 
  wish 
  spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma. 
  Poison Use (Ex) Derro are not at risk of poisoning 
  themselves when handling poison. 
  Vulnerability to Sunlight (Ex) derro takes 1 point of 
  Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 
  0. Lost Constitution points are recovered at the rate 
  of 1 per every 24-hour period spent underground or 
  otherwise sheltered from the sun. 
  Skills Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
  Eldritch Blast (Sp) The first ability a Warlock learns 
  is eldritch blast. Calling upon the magic within her, 
  the Warlock uses baleful magical energy to attack 
  her foes and sometimes impart other debilitating 
  effects. 
   
   
  An eldritch blast is a ray with a range of 60 feet. It 
  is a ranged touch attack that affects a single target, 
  allowing no saving throw. An eldritch blast deals 
  1d6 points of damage, with the amount of damage 
  increasing as the Warlock rises in level. This 
  damage is a magical spell effect with no specific 
  energy type unless modified by another invocation. 
   
   
  An eldritch blast is the equivalent of a spell whose 
  level is one-half the Warlock's class level (rounded 
  down) with a minimum of 1st and a maximum of 
  9th (at 18th level or higher). An eldritch blast is 
  subject to spell resistance and also deals half 
  damage to objects.  
   
   
  Some Warlock invocations alter or augment the 
  properties of an eldritch blast and are able to be 
  invoked simultaneously with the eldritch blast 
  ability. These invocations are labeled as eldritch 
  essence and blast shape invocations. A Warlock 
  may choose to apply both a blast shape and an 
  eldritch essence to an eldritch blast. The spell level 
  equivalent then becomes the highest equivalence 
  of any of the powers involved.  
  Deceive Item (Su): At 4th level and higher a Warlock 
  can take 10 on any Use Magic Device check, even 
  when stressed or threatened. 
   
  8: THE SCENIC ROUTE 
   
   
  D E R R O  W R A N G L E R 
  CR  4 
  Male derro ranger 1 
  CE Small monstrous humanoid  
  Init +4; Senses Darkvision 60 ft., Listen -2, Spot -2 
  Languages Ancient Suloise  
  AC 21, touch 15, flat-footed 17 
   (+1 size, +4 Dex, +2 natural, +4 armor) 
  hp 40 (4 HD);  
  SR 16 
  Fort +6 Ref +9, Will +8 
  Weakness vulnerable to sunlight 
  Speed 20 ft. (4 squares) 
  Melee masterwork short sword +5 (1d4-1/19-20 plus 
  poison) 
  Ranged +1 light repeating crossbow +10 (1d6+1/19-
  20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -1 
  Atk Options Poison, sneak attack +1d6, spell-like 
  abilities 
  Combat Gear oil of magic weapon, potion of shield of 
  faith, potion of cure moderate wounds, 2 doses of 
  greenblood oil, 2 doses of medium monstrous 
  spider venom  
  PAL7-06 Undermining Authority 
   
  Page 21 
  
  Spell-like Abilities (CL 3rd): 
   At will— darkness, ghost sound 
   1/day— daze (DC 14), sound burst (DC 16) 
  Abilities Str 8, Dex 18, Con 18, Int 10, Wis 6, Cha 19  
  Feats Blind Fight, Improved Initiative, TrackB  
  SQ Darkvision 60ft., Madness, Favored Enemy (elf)+2 
  Skills Bluff +6, Handle Animal +11, Hide +15 , Jump -
  7, Move Silently +13 
  Possessions combat gear plus masterwork studded 
  leather armor, small masterwork short sword 
  Madness (Ex) Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means 
  short 
  of 
  a 
  miracle 
  or 
  wish 
  spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma. 
  Poison Use (Ex) Derro are not at risk of poisoning 
  themselves when handling poison. 
  Vulnerability to Sunlight (Ex) derro takes 1 point of 
  Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 
  0. Lost Constitution points are recovered at the rate 
  of 1 per every 24-hour period spent underground or 
  otherwise sheltered from the sun. 
  Skills Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
   
  12: CONSPIRACY THEORIES 
  L E G I O N  D E V I L  (M E R R E G O N) 
  CR  3 
  This creature is humanoid in shape, with deep red 
  skin. It wears studded leather armor and a chain 
  coif, and it sorts a vicious snarl that reveals sharp 
  teeth. It carries a longsword in one hand. Its other 
  arm ends in a bloted, iron-studded forearm with 
  small, withered hand hanging from its end. 
  Always 
  LE 
  Medium 
  outsider 
  (baatezu, 
  evil, 
  extraplanar, lawful) 
  Init +3; Senses see in darkness, Listen +0, Spot +0 
  Languages Infernal, telepathy 100 ft. 
  AC 21, touch 13, flat-footed 18; Mobility 
   (+3 Dex, +2 natural, +3 armor, +3 shield) 
  hp 19 (3 HD); DR 5/magic; legion’s strength 
  Immune fire, poison, fear 
  Resist acid 10, cold 10; evasion 
  Fort +5 Ref +6, Will +5 
  Speed 30 ft. (6 squares) 
  Melee masterwork longsword +8 (1d8+3/19-20) and 
   
  shield arm bash +1 (1d6+1) 
  Ranged longbow +6 (1d8/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Special Actions legion’s advance, summon baatezu 
  Abilities Str 17, Dex 17, Con 15, Int 6, Wis 10, Cha 
  10  
  Feats Iron Will, MobilityB, Weapon Focus (longsword)  
  SQ legion’s battle skill, legion’s strength, legion’s 
  defenses, legion’s mind, summon baatezu 
  Skills Climb +8, Craft (weaponsmithing) +4, heal +6, 
  Intimidate +6, Jump +8, Ride +9 
  Possessions studded leather armor, masterwork 
  longsword, longbow with 20 arrows  
  Legion’s Strength (Su) Legion devils combine their 
  physical vitality into one single pool of strength. In 
  many battles, legion devils seem to absorb blow 
  after blow, fighting on despite massive injuries, 
  until a single decisive attack against one causes all 
  of them to fall to the ground, slain. Legion devils 
  combine their hit points into one large pool. Any 
  damage that a legion devil takes comes from this 
  hit point pool. If the pool is reduced to 0, all the 
  legion devils in it immediately die. A legion devil 
  gains the pool’s benefits as long as it remains 
  within 100 feet of the rest of the group. If forced to 
  move farther away, the legion devil reclaims some 
  of its hit points. Divide the hit points in the pool by 
  the number of devils in the group. The devil forced 
  out of the group gains that many hit points, and the 
  pool loses a like number. If the share is less than 1, 
  the devil immediately dies and the poll does not 
  lose any points. By the same token, if any devil 
  receives healing apply it to the devils’ total pool. 
  Legion’s Defenses (Su) If a spell, supernatural 
  ability, or other effect that allows a saving throw 
  targets more than one legion devil, all the devils 
  use the highest d20 result rolled by the group. If 
  three legion devils are caught in a fireball and the 
  d20 rolls for their saves are 17, 5, and 8, all three 
  devils use 17 as the result of their roll before 
  adding any modifiers. 
  Legion’s Mind (Su) If a mind-affecting spell or ability 
  targets a single legion devil, the devil and all other 
  devils within 60 feet make saving throws against it. 
  If any devil succeeds, all the devils succeed. If all 
  the devils fail, they all suffer the effect of a failed 
  save. 
  Shield Arm (Ex) The left arm of a legion devil is 
  enlarged and heavily armored, providing it with a 
  +3 shield bonus to its Armor Class. A legion devil 
  can also use this arm to make a bashing attack as 
  a secondary weapon. A legion devil does not lose 
  its arm’s shield bonus when it attacks in this 
  manner. An arm bash deals 1d6 points of 
  bludgeoning damage. 
  Legion’s Battle Skill (Ex) Trained and experienced 
  in working together, legion devils gain a +4 bonus 
  on attack rolls for every other legion devil within 60 
  feet. 
  Legion’s Advance (Su) As a move action, a legion 
  devil can immediately teleport to a space adjacent 
  to any other legion devil within 100 feet. The legion 
  devil can continue its turn after using this ability as 
  normal. 
  Summon Baatezu (Sp) Once per day, a legion devil 
  can attempt to summon another legion devil with a 
  35% chance of success. This ability is the 
  equivalent of a 3rd level spell (CL5th). 
   
  PAL7-06 Undermining Authority 
   
  Page 22 
  
  PAL7-06 Undermining Authority 
   
  Page 23 
  AM N I Z U 
  CR  7 
  This creature is a green, short, stocky, winged 
  being, vaguely resembling a gargoyle. It has an 
  oversized, elongated head fitted wit small, porcine 
  eys, a pug nose, and a large, fang-filled mouth. 
  Large bat-wings spread from its back. 
  Always 
  LE 
  Medium 
  outsider 
  (baatezu, 
  evil, 
  extraplanar, lawful) 
  Init +4; Senses see in darkness, Listen +0, Spot +17 
  Languages Celestial, Draconic, Infernal, telepathy 
  100 ft. 
  AC 21, touch 10, flat-footed 21;  
   (+11 natural) 
  hp 49 (9 HD); regeneration 4; DR 10/good 
  Immune fire, poison; secure intelligence 
  Resist acid 10, cold 10; SR 18 
  Fort +7 Ref +6, Will +8 
  Speed 30 ft. (6 squares), fly 60 ft. (average) 
  Melee stupefying touch +10 (2d4 Int damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +10 
  Combat Gear potion of cure light wounds, potion of 
  mage armor 
  Spell-like Abilities (CL 14): 
    3/day— quickened fireball 
  Abilities Str 12, Dex 11, Con 13, Int 15, Wis 11, Cha 
  16  
  Feats Ability Focus (stupefying touch), Combat 
  Casting, Improved Initiative, Quicken Spell-Like 
  Ability (fireball)  
  SA stupefying touch, spell-like abilities, summon 
  baatezu 
  Skills Balance +6, Concentration +13, Diplomacy +9, 
  Hide +12, Jump +7, Knowledge (planes) +14, 
  search +14, sense motive +12, Spellcraft +14, Spot 
  +17, Survival +0 (+2 on other planes) 
  Possessions combat gear plus eyes of the eagle  
  Regeneration (Ex) Acid, good-aligned weapons, and 
  spells or effects with the good descriptor deal 
  normal damage to an Amnizu 
  Secure Intelligence (Ex) Immune to any effect that 
  would damage, drain or otherwise reduce its 
  intelligence score. 
  Stupefying Touch (Su) In addition to the damage, 
  creatures struck by stupefying touch must succeed 
  on a DC 19 Will save or take 2d4 intelligence 
  damage. The save DC is Charisma based. 
  
  APL 8 
  2: SURPRISE?  
   
  D E R R O  R AI D E R 
  CR  5 
  Male derro rogue 2 
  CE Small monstrous humanoid  
  Init +8; Senses Darkvision 60 ft., Listen +2, Spot -2 
  Languages Ancient Suloise  
  AC 24, touch 18, flat-footed 20 
   (+1 size, +4 Dex, +2 natural, +4 armor, +3 
  deflection) 
  hp 41 (5 HD);  
  SR 17 
  Fort +4 Ref +10 (evasion), Will +8 
  Weakness vulnerable to sunlight 
  Speed 20 ft. (4 squares) 
  Melee masterwork short sword +5 (1d4-1/19-20 plus 
  poison) 
  Ranged +1 light repeating crossbow +10 (1d6+1/19-
  20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -1 
  Atk Options Poison, sneak attack +2d6, spell-like 
  abilities 
  Combat Gear 3 doses of greenblood oil, 1 dose of 
  purple worm poison,  
  Spell-like Abilities (CL 3rd): 
   At will— darkness, ghost sound 
   1/day— daze (DC 15), sound burst (DC 17) 
  Abilities Str 8, Dex 18, Con 17, Int 10, Wis 6, Cha 20  
  Feats Blind Fight, Improved Initiative  
  SQ Darkvision 60ft., evasion, Madness, trapfinding 
  Skills Bluff +7, Hide +14 , Jump +0, Listen +2 , Move 
  Silently +12, Tumble +11, Use Magic Device +7 
  Possessions combat gear plus +1 studded leather 
  armor, small masterwork short sword, small +1 
  repeating crossbow  
  Madness (Ex) Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means 
  short 
  of 
  a 
  miracle 
  or 
  wish 
  spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma. 
  Poison Use (Ex) Derro are not at risk of poisoning 
  themselves when handling poison. 
  Vulnerability to Sunlight (Ex) derro takes 1 point of 
  Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 
  0. Lost Constitution points are recovered at the rate 
  of 1 per every 24-hour period spent underground or 
  otherwise sheltered from the sun. 
  Skills Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
   
  V I N G O L 
  CR  9 
  Male derro warlock 6 
  CE Small monstrous humanoid  
  Init +8; Senses Darkvision 60 ft., Listen -2, Spot -2 
  Languages Ancient Suloise  
  AC 25, touch 18, flat-footed 21; 
   (+1 size, +4 Dex, +2 natural, +5 armor, +3 
  deflection) 
  Miss Chance 50% (greater invisibility) 
  hp 77 (9 HD); DR 1/cold iron 
  SR 21 
  Fort +7 Ref +9, Will +14 
  Weakness vulnerable to sunlight 
  Speed 20 ft. (4 squares) 
  Ranged eldritch blast +11 ranged touch (3d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +1 
  Atk Options Poison, sneak attack +1d6, spell-like 
  abilities 
  Combat Gear scroll of improved invisibility, scroll of 
  Evard’s black tentacles, scroll of mass shield of 
  faith, scroll of mass shield of faith, scroll of haste  
  Spell-like Abilities (CL 3rd): 
   At will— darkness, ghost sound 
   1/day— daze (DC 16), sound burst (DC 20) 
  Warlock Invocations Known (CL 6th): 
   Least (at will)—devil’s sight, sickening blast (DC 
  18), spiderwalk, eldritch blast 
   Lesser (at will)—voracious dispelling 
  Abilities Str 8, Dex 18, Con 18, Int 10, Wis 6, Cha 22  
  Feats Blind Fight, Improved Initiative, Ability Focus 
  (sound burst), Empower Spell-like Ability (Eldritch 
  Blast) 
  SQ Darkvision 60ft., Madness 
  Skills Bluff +8, Hide +16 , Jump -7, Move Silently 
  +11, Use Magic Device +18 
  Possessions combat gear plus +1 small mithral 
  chain shirt, small masterwork short sword, cloak of 
  charisma +2, infinite scroll case  
  Madness (Ex) Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means 
  short 
  of 
  a 
  miracle 
  or 
  wish 
  spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma. 
  Poison Use (Ex) Derro are not at risk of poisoning 
  themselves when handling poison. 
  Vulnerability to Sunlight (Ex) derro takes 1 point of 
  Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 
  0. Lost Constitution points are recovered at the rate 
  of 1 per every 24-hour period spent underground or 
  otherwise sheltered from the sun. 
  Skills Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
  PAL7-06 Undermining Authority 
   
  Page 24 
  
  Eldritch Blast (Sp) The first ability a Warlock learns 
  is eldritch blast. Calling upon the magic within her, 
  the Warlock uses baleful magical energy to attack 
  her foes and sometimes impart other debilitating 
  effects. 
   
   
  An eldritch blast is a ray with a range of 60 feet. It 
  is a ranged touch attack that affects a single target, 
  allowing no saving throw. An eldritch blast deals 
  1d6 points of damage, with the amount of damage 
  increasing as the Warlock rises in level. This 
  damage is a magical spell effect with no specific 
  energy type unless modified by another invocation. 
   
   
  An eldritch blast is the equivalent of a spell whose 
  level is one-half the Warlock's class level (rounded 
  down) with a minimum of 1st and a maximum of 
  9th (at 18th level or higher). An eldritch blast is 
  subject to spell resistance and also deals half 
  damage to objects.  
   
   
  Some Warlock invocations alter or augment the 
  properties of an eldritch blast and are able to be 
  invoked simultaneously with the eldritch blast 
  ability. These invocations are labeled as eldritch 
  essence and blast shape invocations. A Warlock 
  may choose to apply both a blast shape and an 
  eldritch essence to an eldritch blast. The spell level 
  equivalent then becomes the highest equivalence 
  of any of the powers involved.  
  Deceive Item (Su): At 4th level and higher a Warlock 
  can take 10 on any Use Magic Device check, even 
  when stressed or threatened. 
   
  8: THE “SCENIC” ROUTE 
   
   
  D E R R O  W R A N G L E R 
  CR  5 
  Male derro ranger 2 
  CE Small monstrous humanoid  
  Init +4; Senses Darkvision 60 ft., Listen -2, Spot -2 
  Languages Ancient Suloise  
  AC 21, touch 15, flat-footed 17 
   (+1 size, +4 Dex, +2 natural, +4 armor) 
  hp 48 (5 HD);  
  SR 17 
  Fort +7 Ref +10, Will +8 
  Weakness vulnerable to sunlight 
  Speed 20 ft. (4 squares) 
  Melee +1 short sword +6 (1d4/19-20 plus poison) 
  Ranged +1 light repeating crossbow +11 (1d6+1/19-
  20)  
  or 
   
  +1 light repeating crossbow +9/+9 (1d6+1 /19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +0 
  Atk Options Poison, sneak attack +1d6, spell-like 
  abilities, Rapid Shot 
  Combat Gear potion of shield of faith, 2 doses of 
  greenblood oil, 1 dose of purple worm poison  
  Spell-like Abilities (CL 3rd): 
   At will— darkness, ghost sound 
   1/day— daze (DC 14), sound burst (DC 16) 
  Abilities Str 8, Dex 18, Con 18, Int 10, Wis 6, Cha 19  
  Feats Blind Fight, Improved Initiative, Rapid ShotB, 
  TrackB  
  SQ Darkvision 60ft., Madness, Favored Enemy (elf) 
  +2 
  Skills Bluff +6, Handle Animal +13 Hide +15 , Jump -
  7, Move Silently +15 
  Possessions combat gear plus +1 studded leather 
  armor, small +1 light repeating crossbow, small +1 
  short sword  
  Madness (Ex) Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means 
  short 
  of 
  a 
  miracle 
  or 
  wish 
  spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma. 
  Poison Use (Ex) Derro are not at risk of poisoning 
  themselves when handling poison. 
  Vulnerability to Sunlight (Ex) derro takes 1 point of 
  Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 
  0. Lost Constitution points are recovered at the rate 
  of 1 per every 24-hour period spent underground or 
  otherwise sheltered from the sun. 
  Skills Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
   
  D E R R O  R AI D E R 
  CR  5 
  Male derro rogue 2 
  CE Small monstrous humanoid  
  Init +8; Senses Darkvision 60 ft., Listen +2, Spot -2 
  Languages Ancient Suloise  
  AC 21, touch 15, flat-footed 17 
   (+1 size, +4 Dex, +2 natural, +4 armor) 
  hp 41 (5 HD);  
  SR 17 
  Fort +4 Ref +10 (evasion), Will +8 
  Weakness vulnerable to sunlight 
  Speed 20 ft. (4 squares) 
  Melee masterwork short sword +5 (1d4-1/19-20 plus 
  poison) 
  Ranged +1 light repeating crossbow +10 (1d6+1/19-
  20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -1 
  Atk Options Poison, sneak attack +2d6, spell-like 
  abilities 
  Combat Gear 3 doses of greenblood oil, 1 dose of 
  purple worm poison,  
  Spell-like Abilities (CL 3rd): 
   At will— darkness, ghost sound 
   1/day— daze (DC 15), sound burst (DC 17) 
  Abilities Str 8, Dex 18, Con 17, Int 10, Wis 6, Cha 20  
  Feats Blind Fight, Improved Initiative  
  SQ Darkvision 60ft., evasion, Madness, trapfinding 
  PAL7-06 Undermining Authority 
   
  Page 25 
  
  Skills Bluff +7, Hide +14 , Jump +0, Listen +2 , Move 
  Silently +12, Tumble +11, Use Magic Device +7 
  Possessions combat gear plus +1 studded leather 
  armor, small masterwork short sword, small +1 
  repeating crossbow  
  Madness (Ex) Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means 
  short 
  of 
  a 
  miracle 
  or 
  wish 
  spell. 
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma. 
  Poison Use (Ex) Derro are not at risk of poisoning 
  themselves when handling poison. 
  Vulnerability to Sunlight (Ex) derro takes 1 point of 
  Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 
  0. Lost Constitution points are recovered at the rate 
  of 1 per every 24-hour period spent underground or 
  otherwise sheltered from the sun. 
  Skills Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
   
  12: CONSPIRACY THEORIES 
  O R T H O N 
  CR  8 
  This hulking fiend is covered in metal plates bolted 
  directly to its flesh. The nails that fix the plates in 
  place drip black blood that stains armor and body 
  alike. The creature has monstrous features, twisted 
  in pain but filled with a primal cunning. Rotten tusks 
  sprout from its lower jaw and maggots wriggle in its 
  wounds. 
  Always LE Large outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +1; Senses see in darkness, Listen +12, Spot 
  +12 
  Languages Celestial, Draconic, Infernal, telepathy 
  100 ft. 
  AC 24, touch 10, flat-footed 23 
   (-1 Dex, +8 armor, +6 natural) 
  hp 87 (7 HD); DR 5/good or silver 
  Immune fire, poison 
  Resist acid 10, cold 10, stability (+4 against bull rush 
  and trip, SR 18 
  Fort +13 Ref +6, Will +9 
  Speed 20 ft. (4 squares) 
  Melee hellspear +14/+9 (2d6+9/19-20) 
  Ranged hellfire crossbow +7 ranged touch (2d6/19-
  20) 
  Space 10 ft.; Reach 10 ft., (20ft. with hellspear) 
  Base Atk +7; Grp +17 
  Special Actions dimensional interference, formation 
  fighting, maggot burst 
  Spell-like Abilities (CL 6th): 
    At will— greater teleport (self only plus 50 
  pounds of objects only), see invisibility 
  Abilities Str 22, Dex 13, Con 26, Int 8, Wis 15, Cha 
  11  
  Feats Improved Critical (hellspear), Iron Will, Weapon 
  Focus (hellspear)  
  SA dimensional interference, formation fighting, hell 
  stroke 
  Skills Balance +11, Climb +16, Intimidate +10, Jump 
  +10, Listen +12, Search +10, Spot +12, Survival +2 
  (+4 to follow tracks) 
  Possessions hellspear, hellfire crossbow 
  Hellspear This weapon is unique to orthons. It is a 
  longspear with a variety of sharp blades projecting 
  along its shaft, making it useful against distant and 
  close opponents. This exotic weapon has reach 
  but, unlike most reach weapons, it is also usable 
  against opponents within its wielder’s normal 
  reach. It is a masterwork cold iron weapon. 
  Hellfire Crossbow Built from brass and bone, this 
  crossbow lacks a drawstring. Instead, any devil 
  that carries it can use a move action to focus the 
  crossbow on a single target and let loose a stream 
  of pure hellfire as a ranged touch attack. This 
  energy appears as flame, but it has no energy type 
  (and thus ignores resistances and immunities). A 
  hellfire crossbow has a maximum range of 400 feet 
  and no range increment. This weapon functions 
  only in the hands of a baatezu. Other creatures are 
  unable to focus the energy needed to spawn the 
  bolt of energy from it. 
  Hell Stroke (Ex) An orthon’s intense training and 
  familiarity with its hellspear allows it to attack with 
  that weapon. When using a full attack action, an 
  orthon can choose to make an extra attack at its 
  highest attack bonus against an opponent adjacent 
  to the target of its first attack. The orthon makes its 
  first attack as normal and then decides if it wants to 
  use its hell stroke ability. If it uses this option, it 
  cannot make any other extra attacks from its full 
  attack action. Otherwise, it takes them as normal. 
  Note that the second attack granted by this ability 
  must be against a different target. The second 
  target must be within the Orthon’s reach. 
  Dimensional Interference (Su) At will, as a swift 
  action, an orthon can emit a 10-foot-radius field 
  that disrupts extradimensional movement. All 
  creatures within the area are prevented from using 
  any spell or spell-like ability that provides such 
  movement, as if affected by a dimensional anchor 
  spell. Each use of the field lasts for 4 rounds. 
  There is no save against this ability. 
  Formation Fighting (Ex)) If a square adjacent to a 
  orthon is occupied by another orthon, both gain a 
  +2 bonus on attack rolls, damage rolls, and saving 
  throws so long as they remain adjacent. Bonuses 
  gained from multiple steel devils stack. 
  Maggot Burst (Ex) The maggots that crawl from an 
  orthon’s body are voracious eaters. They devour 
  the blood and pus that seeps from the wounds 
  where the orthon’s armor was attached to its body. 
  When an orthon is slain, the maggots burst from its 
  body in search of a new meal. Luckily, they cannot 
  survive away from their original host for long. When 
  an orthon takes a critical hit, or if it is slain, 
  maggots surge from its body. All creatures other 
  PAL7-06 Undermining Authority 
   
  Page 26 
  
  than baatezu within 10 feet of the orthon take 2d6 
  points of damage as the maggots swarm over the 
  area, gnawing and biting all in their path. 
   
  S T E E L D E V I L  (B UE RO Z A) 
  CR  6 
  Dust and cobwebs cover this armored humanoid. It 
  moves with the daunting inevitability of a lumbering 
  beast. It looses its greatsword from its scabbard 
  with ponderous, though fluid, movements. 
  Always 
  LE 
  Medium 
  outsider 
  (baatezu, 
  evil, 
  extraplanar, lawful) 
  Init +3; Senses see in darkness, Listen +8, Spot +8 
  Languages Celestial, Draconic, Infernal, telepathy 
  100 ft. 
  AC 26, touch 9, flat-footed 26 
   (-1 Dex, +17 armor) 
  hp 51 (6 HD); DR 5/good; 
  Immune fire, poison, mind affecting spells and 
  abilities, sleep effects, stun, paralysis, death effects 
  Resist acid 10, cold 10, SR 16 
  Fort +9 Ref +4, Will +5 
  Speed 20 ft. (4 squares) 
  Melee masterwork cold iron greatsword +11/+6 
  (2d6+4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Special Actions chant, formation fighting 
  Spell-like Abilities (CL 6th): 
    At will— greater command (DC 17), haste (Self 
  only), scare (DC 14) 
  Abilities Str 16, Dex 8, Con 19, Int 9, Wis 10, Cha 4  
  Feats Combat Expertise, Improved Initiative, Weapon 
  Focus (greatsword)  
  SA chant, formation fighting, push 
  Skills Balance +8, Diplomacy +11, Intimidate +11, 
  Jump +6, Knowledge (geography) +10, Knowledge 
  (the planes) +10, Listen +8, Ride +8, Spot +8, 
  Survival -1 (+1 on other planes or to avoid getting 
  lost) 
  Possessions masterwork cold iron longsword 
  Chant (Su) As a swift action, a steel devil can begin 
  to chant. For 1 minute starting immediately after it 
  uses this ability, the steel devil produces a horrid, 
  rhythmic shrieking that sounds like metal rasping 
  metal. Any spellcasters within 30 feet of a chanting 
  steel devil must make a Concentration check (DC 
  15 + the spell’s level) to cast a spell. This DC 
  increases by 1 for each chanting steel devil beyond 
  the first. Silence and similar effects negate this 
  ability. 
  Formation Fighting (Ex)) If a square adjacent to a 
  steel devil is occupied by another steel devil, both 
  gain a +2 bonus on attack rolls, damage rolls, and 
  saving throws so long as they remain adjacent. 
  Bonuses gained from multiple steel devils stack. 
  Push (Ex) A steel devil’s attack hammer home with 
  such tremendous force that they can force 
  opponents to move. Each time a steel devil strikes 
  an opponent in melee, it can make a Strength 
  check opposed by the target’s Strength check; the 
  steel devil gains a +4 racial bonus on this check 
  (giving it a total modifier of +7). If the steel devil 
  succeeds, it forces its opponent to move 5 feet in a 
  direction of its choice. Large or larger creatures 
  gain a +4 bonus on this check per size category 
  larger than the steel devil, and small or smaller 
  ones take a -4 than the steel devil. 
  PAL7-06 Undermining Authority 
   
  Page 27 
  
  PAL7-06 Undermining Authority 
   
  Page 28 
  APL 10 
  2: WHO SURPRISED WHOM? 
   
  D E R R O  R AI D E R E LI TE 
  CR  8 
  Male derro rogue 5 
  CE Small monstrous humanoid  
  Init +4; Senses Darkvision 60 ft., Listen +2, Spot -2 
  Languages Ancient Suloise  
  AC 27, touch 21, flat-footed 27; Uncanny Dodge 
   (+1 size, +4 Dex, +2 natural, +4 armor, +3 
  deflection, +3 luck) 
  hp 64 (8 HD);  
  SR 20 
  Fort +8 Ref +15 (evasion), Will +12 
  Weakness vulnerable to sunlight 
  Speed 20 ft. (4 squares) 
  Melee masterwork short sword +10/+6 (1d4-1/19-20 
  plus poison) 
  Ranged +1 revealing light repeating crossbow 
  +16/+11 (1d6+3/19-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +1 
  Atk Options Poison, sneak attack +4d6 (up to 60ft 
  away with crossbow), spell-like abilities 
  Combat Gear 3 doses of greenblood oil, 1 dose of 
  purple worm poison 
  Spell-like Abilities (CL 3rd): 
   At will— darkness, ghost sound 
   1/day— daze (DC 15), sound burst (DC 17) 
  Abilities Str 8, Dex 18, Con 18, Int 10, Wis 6, Cha 20  
  Feats Crossbow Sniper, Point Blank Shot, Weapon 
  Focus (light repeating crossbow), 
  SQ Darkvision 60ft., evasion, Madness, trapfinding, 
  trap sense +1, uncanny dodge 
  Skills Bluff +7, Hide +19 , Jump +1, Listen +2 , Move 
  Silently +19, Tumble +17, Use Magic Device +13 
  Possessions combat gear plus +1 studded leather 
  armor, small masterwork short sword, small +1 
  revealing light repeating crossbow  
  Madness (Ex) Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means 
  short 
  of 
  a 
  miracle 
  or 
  wish 
  spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma. 
  Poison Use (Ex) Derro are not at risk of poisoning 
  themselves when handling poison. 
  Vulnerability to Sunlight (Ex) derro takes 1 point of 
  Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 
  0. Lost Constitution points are recovered at the rate 
  of 1 per every 24-hour period spent underground or 
  otherwise sheltered from the sun. 
  Skills Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
   
  V I N G O L 
  CR  10 
  Male derro warlock 7 
  CE Small monstrous humanoid  
  Init +8; Senses Darkvision 60 ft., Listen -2, Spot -2 
  Languages Ancient Suloise  
  AC 28, touch 21, flat-footed 24 
   (+1 size, +4 Dex, +2 natural, +5 armor, +3 
  deflection, +3 luck) 
  hp 92 (10 HD); DR 2/cold iron 
  SR 22 
  Fort +10 Ref +12, Will +17 
  Weakness vulnerable to sunlight 
  Speed 20 ft. (4 squares) 
  Melee masterwork short sword +10/+5 (1d4-1/19-20) 
  Ranged eldritch blast +14 ranged touch (4d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +1 
  Atk Options Poison, sneak attack +1d6, spell-like 
  abilities 
  Combat Gear scroll of improved invisibility, scroll of 
  Evard’s black tentacles, scroll of mass cure light 
  wounds x2, scroll of mass shield of faith, scroll of 
  mass shield of faith, scroll of mass fire shield, scroll 
  of haste, scroll of recitation, scroll of wall of force,  
  Spell-like Abilities (CL 3rd): 
   At will— darkness, ghost sound, detect magic 
   1/day— daze (DC 16), sound burst (DC 20) 
  Warlock Invocations Known (CL 7th): 
   Least (at will)—devil’s sight, sickening blast (DC 
  18), spiderwalk, eldritch blast 
   Lesser (at will)—voracious dispelling 
  Abilities Str 8, Dex 18, Con 18, Int 10, Wis 6, Cha 22  
  Feats Blind Fight, Improved Initiative, Ability Focus 
  (sound burst), Empower Spell-like Ability (Eldritch 
  Blast) 
  SQ Darkvision 60ft., Madness 
  Skills Bluff +8, Hide +16 , Jump -7, Move Silently 
  +12, Use Magic Device +20 
  Possessions combat gear plus +1 studded leather 
  armor, small masterwork short sword, cloak of 
  charisma +2, infinite scroll case  
  Madness (Ex) Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means 
  short 
  of 
  a 
  miracle 
  or 
  wish 
  spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma. 
  Poison Use (Ex) Derro are not at risk of poisoning 
  themselves when handling poison. 
  Vulnerability to Sunlight (Ex) derro takes 1 point of 
  Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 
  0. Lost Constitution points are recovered at the rate 
  
  of 1 per every 24-hour period spent underground or 
  otherwise sheltered from the sun. 
  Skills Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
  Eldritch Blast (Sp) The first ability a Warlock learns 
  is eldritch blast. Calling upon the magic within her, 
  the Warlock uses baleful magical energy to attack 
  her foes and sometimes impart other debilitating 
  effects. 
   
   
  An eldritch blast is a ray with a range of 60 feet. It 
  is a ranged touch attack that affects a single target, 
  allowing no saving throw. An eldritch blast deals 
  1d6 points of damage, with the amount of damage 
  increasing as the Warlock rises in level. This 
  damage is a magical spell effect with no specific 
  energy type unless modified by another invocation. 
   
   
  An eldritch blast is the equivalent of a spell whose 
  level is one-half the Warlock's class level (rounded 
  down) with a minimum of 1st and a maximum of 
  9th (at 18th level or higher). An eldritch blast is 
  subject to spell resistance and also deals half 
  damage to objects.  
   
   
  Some Warlock invocations alter or augment the 
  properties of an eldritch blast and are able to be 
  invoked simultaneously with the eldritch blast 
  ability. These invocations are labeled as eldritch 
  essence and blast shape invocations. A Warlock 
  may choose to apply both a blast shape and an 
  eldritch essence to an eldritch blast. The spell level 
  equivalent then becomes the highest equivalence 
  of any of the powers involved.  
  Deceive Item (Su): At 4th level and higher a Warlock 
  can take 10 on any Use Magic Device check, even 
  when stressed or threatened. 
   
  8: THE “SCENIC” ROUTE 
   
   
  D E R R O  W R A N G L E R 
  CR  8 
  Male derro ranger 5 
  CE Small monstrous humanoid  
  Init +9; Senses Darkvision 60 ft., Listen -2, Spot -2 
  Languages Ancient Suloise  
  AC 21, touch 15, flat-footed 17 
   (+1 size, +4 Dex, +2 natural, +4 armor) 
  hp 72 (8 HD);  
  SR 20 
  Fort +8 Ref +11, Will +9 
  Weakness vulnerable to sunlight 
  Speed 20 ft. (4 squares) 
  Melee +1 blur strike short sword +14/+9 (1d4/19-20 
  plus poison) 
   or 
   
  +1 blur strike short sword +12/+7 (1d4/19-20 plus 
  poison) and 
   
  masterwork short sword +12 (1d4-1/19-20 plus 
  poison) 
  Ranged masterwork light repeating crossbow +14/+9 
  (1d6/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +3 
  Atk Options Poison, sneak attack +1d6, spell-like 
  abilities 
  Combat Gear 2 doses of greenblood oil, 1 dose of 
  purple worm poison  
  Spell-like Abilities (CL 3rd): 
   At will— darkness, ghost sound 
   1/day— daze (DC 15), sound burst (DC 17) 
  Abilities Str 8, Dex 18, Con 18, Int 10, Wis 6, Cha 20  
  Feats Blind-Fight, EnduranceB, Improved Initiative, 
  TrackB, Two-Weapon FightingB, Weapon Finesse 
  SQ Darkvision 60ft., Madness, Favored Enemy (elf) 
  +2, Favored Enemy (magical beast) +4 
  Skills Bluff +7, Handle Animal +16 Hide +23 , Jump 
  +0, Move Silently +19 
  Possessions combat gear plus +1 studded leather 
  armor, small +1 blur strike short sword, masterwork 
  short sword, masterwork light repeating crossbow 
  Madness (Ex) Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means 
  short 
  of 
  a 
  miracle 
  or 
  wish 
  spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma. 
  Poison Use (Ex) Derro are not at risk of poisoning 
  themselves when handling poison. 
  Vulnerability to Sunlight (Ex) derro takes 1 point of 
  Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 
  0. Lost Constitution points are recovered at the rate 
  of 1 per every 24-hour period spent underground or 
  otherwise sheltered from the sun. 
  Skills Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
   
  D E R R O  R AI D E R E LI TE 
  CR  8 
  Male derro rogue 5 
  CE Small monstrous humanoid  
  Init +4; Senses Darkvision 60 ft., Listen +2, Spot -2 
  Languages Ancient Suloise  
  AC 21, touch 15, flat-footed 21; Uncanny Dodge 
   (+1 size, +4 Dex, +2 natural, +4 armor) 
  hp 64 (8 HD);  
  SR 20 
  Fort +5 Ref +12 (evasion), Will +9 
  Weakness vulnerable to sunlight 
  Speed 20 ft. (4 squares) 
  Melee masterwork short sword +7/+2 (1d4-1/19-20 
  plus poison) 
  Ranged +1 revealing light repeating crossbow +13/+8 
  (1d6+3/19-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +1 
  Atk Options Poison, sneak attack +4d6 (up to 60ft 
  away with crossbow), spell-like abilities 
  PAL7-06 Undermining Authority 
   
  Page 29 
  
  Combat Gear 3 doses of greenblood oil, 1 dose of 
  purple worm poison 
  Spell-like Abilities (CL 3rd): 
   At will— darkness, ghost sound 
   1/day— daze (DC 15), sound burst (DC 17) 
  Abilities Str 8, Dex 18, Con 18, Int 10, Wis 6, Cha 20  
  Feats Crossbow Sniper, , Point Blank Shot, Weapon 
  Focus (light repeating crossbow) 
  SQ Darkvision 60ft., evasion, Madness, trapfinding, 
  trap sense +1, uncanny dodge 
  Skills Bluff +7, Hide +19 , Jump +1, Listen +2 , Move 
  Silently +19, Tumble +17, Use Magic Device +13 
  Possessions combat gear plus +1 studded leather 
  armor, small masterwork short sword, small +1 
  revealing light repeating crossbow  
  Madness (Ex) Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means 
  short 
  of 
  a 
  miracle 
  or 
  wish 
  spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma. 
  Poison Use (Ex) Derro are not at risk of poisoning 
  themselves when handling poison. 
  Vulnerability to Sunlight (Ex) derro takes 1 point of 
  Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 
  0. Lost Constitution points are recovered at the rate 
  of 1 per every 24-hour period spent underground or 
  otherwise sheltered from the sun. 
  Skills Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
   
  12: CONSPIRACY THEORIES 
  O R T H O N 
  CR  8 
  This hulking fiend is covered in metal plates bolted 
  directly to its flesh. The nails that fix the plates in 
  place drip black blood that stains armor and body 
  alike. The creature has monstrous features, twisted 
  in pain but filled with a primal cunning. Rotten tusks 
  sprout from its lower jaw and maggots wriggle in its 
  wounds. 
  Always LE Large outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +1; Senses see in darkness, Listen +12, Spot 
  +12 
  Languages Celestial, Draconic, Infernal, telepathy 
  100 ft. 
  AC 24, touch 10, flat-footed 23 
   (-1 Dex, +8 armor, +6 natural) 
  hp 87 (7 HD); DR 5/good or silver 
  Immune fire, poison 
  Resist acid 10, cold 10, stability (+4 against bull rush 
  and trip, SR 18 
  Fort +13 Ref +6, Will +9 
  Speed 20 ft. (4 squares) 
  Melee hellspear +14/+9 (2d6+9/19-20) 
  Ranged hellfire crossbow +7 ranged touch (2d6/19-
  20) 
  Space 10 ft.; Reach 10 ft., (20ft. with hellspear) 
  Base Atk +7; Grp +17 
  Special Actions dimensional interference, formation 
  fighting, maggot burst 
  Spell-like Abilities (CL 6th): 
    At will— greater teleport (self only plus 50 
  pounds of objects only), see invisibility 
  Abilities Str 22, Dex 13, Con 26, Int 8, Wis 15, Cha 
  11  
  Feats Improved Critical (hellspear), Iron Will, Weapon 
  Focus (hellspear)  
  SA dimensional interference, formation fighting, hell 
  stroke 
  Skills Balance +11, Climb +16, Intimidate +10, Jump 
  +10, Listen +12, Search +10, Spot +12, Survival +2 
  (+4 to follow tracks) 
  Possessions hellspear, hellfire crossbow 
  Hellspear This weapon is unique to orthons. It is a 
  longspear with a variety of sharp blades projecting 
  along its shaft, making it useful against distant and 
  close opponents. This exotic weapon has reach 
  but, unlike most reach weapons, it is also usable 
  against opponents within its wielder’s normal 
  reach. It is a masterwork cold iron weapon. 
  Hellfire Crossbow Built from brass and bone, this 
  crossbow lacks a drawstring. Instead, any devil 
  that carries it can use a move action to focus the 
  crossbow on a single target and let loose a stream 
  of pure hellfire as a ranged touch attack. This 
  energy appears as flame, but it has no energy type 
  (and thus ignores resistances and immunities). A 
  hellfire crossbow has a maximum range of 400 feet 
  and no range increment. This weapon functions 
  only in the hands of a baatezu. Other creatures are 
  unable to focus the energy needed to spawn the 
  bolt of energy from it. 
  Hell Stroke (Ex) An orthon’s intense training and 
  familiarity with its hellspear allows it to attack with 
  that weapon. When using a full attack action, an 
  orthon can choose to make an extra attack at its 
  highest attack bonus against an opponent adjacent 
  to the target of its first attack. The orthon makes its 
  first attack as normal and then decides if it wants to 
  use its hell stroke ability. If it uses this option, it 
  cannot make any other extra attacks from its full 
  attack action. Otherwise, it takes them as normal. 
  Note that the second attack granted by this ability 
  must be against a different target. The second 
  target must be within the Orthon’s reach. 
  Dimensional Interference (Su) At will, as a swift 
  action, an orthon can emit a 10-foot-radius field 
  that disrupts extradimensional movement. All 
  creatures within the area are prevented from using 
  any spell or spell-like ability that provides such 
  movement, as if affected by a dimensional anchor 
  spell. Each use of the field lasts for 4 rounds. 
  There is no save against this ability. 
  Formation Fighting (Ex)) If a square adjacent to a 
  orthon is occupied by another orthon, both gain a 
  +2 bonus on attack rolls, damage rolls, and saving 
  PAL7-06 Undermining Authority 
   
  Page 30 
  
  throws so long as they remain adjacent. Bonuses 
  gained from multiple steel devils stack. 
  Maggot Burst (Ex) The maggots that crawl from an 
  orthon’s body are voracious eaters. They devour 
  the blood and pus that seeps from the wounds 
  where the orthon’s armor was attached to its body. 
  When an orthon is slain, the maggots burst from its 
  body in search of a new meal. Luckily, they cannot 
  survive away from their original host for long. When 
  an orthon takes a critical hit, or if it is slain, 
  maggots surge from its body. All creatures other 
  than baatezu within 10 feet of the orthon take 2d6 
  points of damage as the maggots swarm over the 
  area, gnawing and biting all in their path. 
  PAL7-06 Undermining Authority 
   
  Page 31 
  
  PAL7-06 Undermining Authority 
   
  Page 32 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Crossbow Sniper  
  You are skilled in lining up accurate, deadly shots with 
  your crossbow. Perhaps you add custom-made sights to 
  your weapon, or you have learned to maximixae the 
  stability and precision the weapon offers. 
   
  Prerquisites: Proficiency with a crossbow, 
  Weapon Focus with a crossbow, base attack bonus +1. 
   
  Benefit: When using a crossbow for which you 
  have the Weapon Focus feat, you gain a bonus on 
  damage rolls equal to 1/2 your Dexterity bonus. 
   
  If you have the skirmish or sneak attack ability, 
  the maximum range at which you can make such 
  attacks increases to 60 feet when you are using a 
  crossbow for which you have the Weapon Focus feat. 
   
  Special: A fighter can select Crossbow Sniper as 
  one of his fighter bonus feats. 
   
  Source: Players Handbook II: 53 
   
  MAGIC ITEMS 
  Armbands of Elusvie Action  
  Price (Item Level): 800gp (3rd)  
  Body Slot: Arms 
  Caster Level: 3rd 
  Aura: Faint, (DC 16) transmutation 
  Activation: immediate (mental) 
  Weight: 2 lb. 
  An armband of elusive action allows you to protect 
  yourself from the hazards of battlefield chaos. When 
  it is activated, the band allows you to avoid 
  provoking a single attack of opportunity that your 
  actions would otherwise incur. 
   
  An armband of elusive action functions once per 
  day. 
   
  Prerequisites: Craft Wonderous Item, cat’s grace. 
   
  Cost to Create: 400 gp, 32 XP, 1 day 
   
  Source: Magic Item Compendium 72 
   
  Blurstrike 
  Price: +2 bonus  
  Property: Weapon 
  Caster Level: 3rd 
  Aura: Moderate, (DC 18) illusion 
  Activation: Swift  
  Weight: 15 lb. 
  When activated, a blurstrike weapon partially fades 
  from view for 1 round, appearing only as a faint 
  outline (though you, as the wielder, can see it 
  normally). When you attack, an activated blurstrike 
  weapon (along with your hand and arm) appears to 
  others as an amorphous blur, preventing a foe from 
  knowing exactly where the blow is aimed. After you 
  activate this property, your opponent is considered 
  flat-footed against the first attack you make with the 
  blurstrike weapon in the round when you activate it. 
  Creatures that don’t rely on sight for combat (such as 
  those with the blindsight special quality) and 
  creatures with uncanny dodge aren’t treated as flat-
  footed against this attack. 
   
  The blurstrike property functions ten times 
  per day. 
   
  Prerequisites: Craft Arms and Armor, blur. 
   
  Cost to Create: varies 
  Source: Magic Item Compendium 30 
   
  Clasp of Energy Protection 
  Price (Item Level): 500gp (3rd) (least), 1,500gp (5th) 
  (lesser), or 3,000gp (7th) (greater) 
  Body Slot:  (shield crystal) 
  Caster Level: 5th 
  Aura: Faint, (DC 17) abjuration 
  Activation:  
  Weight:  
  A crystal of energy protection protects against a specific 
  form of energy: acid, cold, electricity, fire, or sonic. 
   
  Least: This augment crystal grants resistance 
  5 to the designated energy type. Once the crystal has 
  prevented a total of 25 points of energy damage, it 
  becomes inert until the following day. 
   
  Lesser: As above, except the crystal grants 
  resistance 10, up to a maximum of 50 points per day. 
   
  Greater: As above, except the crystal grants 
  resistance 15, up to a maxiumum of 75 points per 
  day. 
   
  Prerequisites: Craft Magic Arms and Armor, 
  resist energy. 
   
  Cost to Create: 250 gp, 20 XP, 1 day (least); 750 
  gp, 60 XP, 2 days (lesser); 1,500gp, 120 XP, 3 days 
  (greater) 
   
  Source: Magic Item Compendium 24 
   
  Crystal of Glancing Blows 
  Price (Item Level): 500gp (3rd) (least), 3,000gp (7th) 
  (lesser), or 5,000gp (9th) (greater) 
  Body Slot:  (armor crystal) 
  Caster Level: 7th 
  Aura: Moderate, (DC 18) abjuration 
  Activation:  
  Weight:  
  A crystal of glancing blows causes your armor to turn 
  aside grasping attacks. 
   
  Least: This augment crystal grants you a +2 
  competence bonus on grapple checks to prevent a 
  grapple from being initiated (but not any other kind 
  of grapple check, including those to initiate or 
  escape a grapple.) 
   
  Lesser: As the least crystal, but the bonus is 
  +5. 
   
  Greater: As the least crystal, but the bonus is 
  +10. 
  
   
  Prerequisites: Craft Magic Arms and Armor, 
  freedom of movement. 
    
  Cost to Create: 250 gp, 20 XP, 1 day (least); 
  1,500gp, 120 XP, 3 days (lesser); 2,500 gp, 200 XP, 5 
  days (greater) 
   
  Source: Magic Item Compendium 25 
   
  Fiendslayer Crystal 
  Price (Item Level): 1,000gp (4th) (least), 3,000gp (5th) 
  (lesser), or 5,000gp (9th) (greater) 
  Body Slot:  (weapn crystal) 
  Caster Level: 9th 
  Aura: Moderate, (DC 19) transmutation 
  Activation:  
  Weight:  
  A fiendslayer crystal helps you fight creatures infused 
  with evil. 
   
  Least: A weapon with this crystal attached 
  deals an extra 1d6 points of damage to evil outsiders. 
   
  Lesser: As the least crystal, and the weapon is 
  treated as good-aligned for the purpose of 
  overcoming damage reduction. 
   
  Greater: As the least crystal, and if the 
  weapon scores a critical hit against an evil outsider, 
  the creature can’t use any teleportation abilities or 
  spells 
  for 
  1 
  round. 
   
  Any evil creature grasping a weapon that 
  bears a fiendslayer crystal gains one negative level, 
  which remains as long as it holds the wapon and 
  disappears when the weapon is no longer elided. 
  This negative level never results in actual level loss, 
  but it cannot be overcome in any way (including 
  restoration spells) while the weapon is wielded. 
   
  Prerequisites: Craft Magic Arms and Armor, 
  align weapon, good alignment. 
   
  Cost to Create: 500 gp, 40 XP, 2 day (least); 
  1,500 gp, 120 XP, 3 days (lesser); 2,500gp, 200 XP, 5 
  days (greater) 
   
  Source: Magic Item Compendium 65 
   
  Galeb Duhr Hammer  
  Price (Item Level): 5,312gp (10th)  
  Body Slot: – 
  Caster Level: 3rd 
  Aura: Faint, (DC 16) transmutation 
  Activation: –  
  Weight: 15 lb. 
  A Galeb Duhr Hammer acts as a +1 warhammer. In 
  addition, if you have the stonecunning racial ability, 
  the hammer gains an extra ability. Whenever you 
  score a critical hit with a galeb duhr hammer against a 
  creature standing on the ground, the surface your 
  target is standing on attempts to hold the creature in 
  place. For 5 rounds, the victim’s speed falls to 5 feet 
  and it takes a -2 penalty to attack rolls and to AC 
   
  Prerequisites: Craft Arms and Armor, stone 
  shape. 
   
  Cost to Create: 2,500 gp (plus 312 for 
  masterwork warhammer), 200 XP, 5 days 
   
   
  Source: Magic Item Compendium 52 
   
  Infinite Scrollcase 
  Price (Item Level): 2,800gp (7th)  
  Body Slot: – (held) 
  Caster Level: 9th  
  Aura: Moderate, (DC 19) conjuration 
  Activation: Move (manipulation) 
  Weight: 3 lb. 
  An infinite scrollcase holds up to fifty scrolls or other 
  parchments, ehich can be placed within it or 
  removed as with any normal scrollcase. When you 
  activate an infinite scrollcase, the desired scroll unfurls 
  through the slit, ready to read or cast from. When 
  you cast a spell from a scroll unfurled from an infinite 
  scrollcase, you gain a +4 competence bonus on 
  Concentration checks made to cast that spell 
  defensively. 
   
  If you have at least a +1 base attack bonus, you 
  can retrieve a scroll from an infinite scrollcase as part of 
  a move action similar to drawing a weapon. 
   
  Prerequisites: Craft Arms and Armor, Leomund’s 
  secret chest. 
   
  Cost to Create: 1,400 gp, 112 XP, 3 days 
   
   
  Source: Magic Item Compendium 162 
   
  Meteoric Knife  
  Price (Item Level): 5,312gp (10th)  
  Body Slot: – 
  Caster Level: 3rd 
  Aura: Faint, (DC 16) transmutation 
  Activation: –  
  Weight: 15 lb. 
  The knife functions as a +1 dagger. In addition, a 
  metoric knife has three charges, which are renewed 
  each day at dawn. Spending 1 or more charges 
  enhances the dagger’s magical properties as 
  described below. The effects last for 1 round. 
   
  1 charge: The dagger gains the returning 
  property. 
   
  2 charges: The dagger gains the flaming and 
  returning properties. 
   
  3 charges: The dagger gains the flaming and 
  returning properties. In addition if it hits a creature, 
  it deals damage and creates an explosion of fire that 
  deals an extra 3d6 points of fire damage to the target 
  and all creatures adjacent to it (Reflex DC 14 half) 
   
  Prerequisites: Craft Arms and Armor, fireball, 
  telekinesis. 
   
  Cost to Create: 1,250 gp (plus 302 for 
  masterwork dagger), 100 XP, 3 days 
   
   
  Source: Magic Item Compendium 54 
   
  Revealing 
  Price: +1 bonus  
  Property: Weapon 
  Caster Level: 5th  
  Aura: Faint, (DC 17) evocation 
  PAL7-06 Undermining Authority 
   
  Page 33 
  
  Activation: –  
  Any opponent struck by a weapon that has this 
  property is outlined in magical flames, as the faerie 
  fire spell, for 1 round. 
   
  Prerequisites: Craft Arms and Armor, faerie fire. 
   
  Cost to Create: varies 
  Source: Magic Item Compendium 42 
   
  SPELLS 
  FIRE SHIELD, MASS 
  Evocation [Fire or Cold] 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One or more allied creatures, no two of which are 
  more than 30 ft. apart 
  Duration: 1 round/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) This spell functions like 
  fire shield (PH 230), except as noted above. 
   
  Recitation 
  Conjuration (Creation) 
  Level: Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 60-ft.-radius burst 
  centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  By reciting a sacred passage or declaration, you invoke 
  your deity's blessing upon yourself and your allies while 
  causing confusion and weakness among your enemies. 
  The spell affects all allies and foes within the spell's area 
  at the moment you cast it. Your allies gain a +2 luck 
  bonus on attack rolls and saving throws, or a +3 luck 
  bonus if they worship the same patron deity as you. 
  Enemies suffer a -2 luck penalty on attack rolls and 
  saving throws. After casting the spell, you are free to 
  take further actions during the spell's duration as you 
  see fit. 
  Divine Focus: In addition to your holy symbol, this spell 
  requires a sacred text as a divine focus. 
   
  SNAKE’S SWIFTNESS 
  Transmutation 
  Level: Druid 1, sorcerer/wizard 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One allied creature 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject can immediately make one melee or ranged 
  attack. Taking this action doesn’t affect the subject’s 
  normal place in the initiative order. This is a single 
  attack and follows the standard rules for attacking. This 
  spell does not allow the subject to make more than one 
  additional attack in a round. If the subject has already 
  made an additional attack, due to a prior casting of this 
  spell, from the haste spell, or from any other source, this 
  spell fails. 
  Arcane Material Component: A few scales from a snake. 
   
  SNAKE’S SWIFTNESS, 
  MASS 
  Transmutation 
  Level: Druid 2, sorcerer/wizard 3 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: Allied creatures in a 20-ft.- radius burst 
  This spell functions like snake’s swiftness, except that it 
  affects multiple allies out to medium range. 
   
  SHIELD OF FAITH, 
  MASS 
  Abjuration 
  Level: Cleric 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level, no two of which are more 
  than 30 ft. apart 
  This spell functions like shield of faith (PH 272), that it 
  affects multiple allies at a distance. 
   
  CREATURES 
  AM N I Z U 
  CR  7 
  This creature is a green, short, stocky, winged 
  being, vaguely resembling a gargoyle. It has an 
  oversized, elongated head fitted wit small, porcine 
  eys, a pug nose, and a large, fang-filled mouth. 
  Large bat-wings spread from its back. 
  Always 
  LE 
  Medium 
  outsider 
  (baatezu, 
  evil, 
  extraplanar, lawful) 
  Init +4; Senses see in darkness, Listen +0, Spot +17 
  Languages Celestial, Draconic, Infernal, telepathy 
  100 ft. 
  AC 21, touch 10, flat-footed 21;  
   (+11 natural) 
  hp 49 (9 HD); regeneration 4; DR 10/good 
  Immune fire, poison; secure intelligence 
  Resist acid 10, cold 10; SR 18 
  Fort +7 Ref +6, Will +8 
  Speed 30 ft. (6 squares), fly 60 ft. (average) 
  Melee stupefying touch +10 (2d4 Int damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +10 
  Combat Gear potion of cure light wounds, potion of 
  mage armor 
  Spell-like Abilities (CL 14): 
    3/day— quickened fireball 
  Abilities Str 12, Dex 11, Con 13, Int 15, Wis 11, Cha 
  16  
  Feats Ability Focus (stupefying touch), Combat 
  Casting, Improved Initiative, Quicken Spell-Like 
  Ability (fireball)  
  SA stupefying touch, spell-like abilities, summon 
  baatezu 
  PAL7-06 Undermining Authority 
   
  Page 34 
  
  Skills Balance +6, Concentration +13, Diplomacy +9, 
  Hide +12, Jump +7, Knowledge (planes) +14, 
  search +14, sense motive +12, Spellcraft +14, Spot 
  +17, Survival +0 (+2 on other planes) 
  Possessions combat gear plus eyes of the eagle  
  Regeneration (Ex) Acid, good-aligned weapons, and 
  spells or effects with the good descriptor deal 
  normal damage to an Amnizu 
  Secure Intelligence (Ex) Immune to any effect that 
  would damage, drain or otherwise reduce its 
  intelligence score. 
  Stupefying Touch (Su) In addition to the damage, 
  creatures struck by stupefying touch must succeed 
  on a DC 19 Will save or take 2d4 intelligence 
  damage. The save DC is Charisma based. 
   
  L E G I O N  D E V I L  (M E R R E G O N) 
  CR  3 
  This creature is humanoid in shape, with deep red 
  skin. It wears studded leather armor and a chain 
  coif, and it sorts a vicious snarl that reveals sharp 
  teeth. It carries a longsword in one hand. Its other 
  arm ends in a bloted, iron-studded forearm with 
  small, withered hand hanging from its end. 
  Always 
  LE 
  Medium 
  outsider 
  (baatezu, 
  evil, 
  extraplanar, lawful) 
  Init +3; Senses see in darkness, Listen +0, Spot +0 
  Languages Infernal, telepathy 100 ft. 
  AC 21, touch 13, flat-footed 18; Mobility 
   (+3 Dex, +2 natural, +3 armor, +3 shield) 
  hp 19 (3 HD); DR 5/magic; legion’s strength 
  Immune fire, poison, fear 
  Resist acid 10, cold 10; evasion 
  Fort +5 Ref +6, Will +5 
  Speed 30 ft. (6 squares) 
  Melee masterwork longsword +8 (1d8+3/19-20) and 
   
  shield arm bash +1 (1d6+1) 
  Ranged longbow +6 (1d8/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Special Actions legion’s advance, summon baatezu 
  Abilities Str 17, Dex 17, Con 15, Int 6, Wis 10, Cha 
  10  
  Feats Iron Will, MobilityB, Weapon Focus (longsword)  
  SQ legion’s battle skill, legion’s strength, legion’s 
  defenses, legion’s mind, summon baatezu 
  Skills Climb +8, Craft (weaponsmithing) +4, heal +6, 
  Intimidate +6, Jump +8, Ride +9 
  Possessions studded leather armor, masterwork 
  longsword, longbow with 20 arrows  
  Legion’s Strength (Su) Legion devils combine their 
  physical vitality into one single pool of strength. In 
  many battles, legion devils seem to absorb blow 
  after blow, fighting on despite massive injuries, 
  until a single decisive attack against one causes all 
  of them to fall to the ground, slain. Legion devils 
  combine their hit points into one large pool. Any 
  damage that a legion devil takes comes from this 
  hit point pool. If the pool is reduced to 0, all the 
  legion devils in it immediately die. A legion devil 
  gains the pool’s benefits as long as it remains 
  within 100 feet of the rest of the group. If forced to 
  move farther away, the legion devil reclaims some 
  of its hit points. Divide the hit points in the pool by 
  the number of devils in the group. The devil forced 
  out of the group gains that many hit points, and the 
  pool loses a like number. If the share is less than 1, 
  the devil immediately dies and the poll does not 
  lose any points. By the same token, if any devil 
  receives healing apply it to the devils’ total pool. 
  Legion’s Defenses (Su) If a spell, supernatural 
  ability, or other effect that allows a saving throw 
  targets more than one legion devil, all the devils 
  use the highest d20 result rolled by the group. If 
  three legion devils are caught in a fireball and the 
  d20 rolls for their saves are 17, 5, and 8, all three 
  devils use 17 as the result of their roll before 
  adding any modifiers. 
  Legion’s Mind (Su) If a mind-affecting spell or ability 
  targets a single legion devil, the devil and all other 
  devils within 60 feet make saving throws against it. 
  If any devil succeeds, all the devils succeed. If all 
  the devils fail, they all suffer the effect of a failed 
  save. 
  Shield Arm (Ex) The left arm of a legion devil is 
  enlarged and heavily armored, providing it with a 
  +3 shield bonus to its Armor Class. A legion devil 
  can also use this arm to make a bashing attack as 
  a secondary weapon. A legion devil does not lose 
  its arm’s shield bonus when it attacks in this 
  manner. An arm bash deals 1d6 points of 
  bludgeoning damage. 
  Legion’s Battle Skill (Ex) Trained and experienced 
  in working together, legion devils gain a +4 bonus 
  on attack rolls for every other legion devil within 60 
  feet. 
  Legion’s Advance (Su) As a move action, a legion 
  devil can immediately teleport to a space adjacent 
  to any other legion devil within 100 feet. The legion 
  devil can continue its turn after using this ability as 
  normal. 
  Summon Baatezu (Sp) Once per day, a legion devil 
  can attempt to summon another legion devil with a 
  35% chance of success. This ability is the 
  equivalent of a 3rd level spell (CL5th). 
   
  N U P P E R I BO 
  CR  2 
  This bloated creature waddles about, clutching a 
  massive sawtooth halberd in its hands. Though its 
  eyes and mouth are sewn shut, this thing mumbles 
  a shriek as it senses your presence. 
  Always 
  LE 
  Medium 
  outsider 
  (baatezu, 
  evil, 
  extraplanar, lawful) 
  Init -4; Senses blindsight 30ft.; Spot -5 (within 30ft.) 
  Languages Infernal (receive telepathy only) 
  AC 14, touch 10, flat-footed 14 
   (+4 natural armor) 
  hp 16 (2 HD); fast healing 3 
  Immune fire, poison, mind affecting spells and 
  abilities 
  Resist acid 10, cold 10 
  Fort +5 Ref +3, Will +1 
  Speed 20 ft. (4 squares) 
  Melee halberd +5 (1d10+3/x3) or 
  PAL7-06 Undermining Authority 
   
  Page 35 
  
   
  2 claws each +4 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Abilities Str 15, Dex 10, Con 14, Int 4, Wis 7, Cha 3  
  Feats ToughnessB, Weapon Focus (halberd)  
  SA fear aura 
  Skills Balance +5, Climb +7, Hide +5, Jump +1, Swim 
  +7 
  Possessions halberd 
  Blindsight (Ex) A nupperibo can sense all foes within 
  30 feet as a sighted creature would. Beyond that 
  range, it treats all targets as having total 
  concealment. A nupperibo is susceptible to scent-
  based attacks, however, and is affected normally 
  by overpowering odors (such as stinking cloud or 
  incense-heavy air). Negating a nupperibo’s sense 
  of smell effectively blinds it. 
  Fear Aura (Su) At the end of each of a nupperibo’s 
  turns, creatures within 10 feet of it must succeed 
  on a DC 11 Will saving throw or be panicked for 5 
  rounds. The save DC is Charisma-based.  
  Deaf (Ex) A nupperibo takes a -4 penalty on initiative 
  checks and automatically fails Listen checks. 
   
  O R T H O N 
  CR  8 
  This hulking fiend is covered in metal plates bolted 
  directly to its flesh. The nails that fix the plates in 
  place drip black blood that stains armor and body 
  alike. The creature has monstrous features, twisted 
  in pain but filled with a primal cunning. Rotten tusks 
  sprout from its lower jaw and maggots wriggle in its 
  wounds. 
  Always LE Large outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +1; Senses see in darkness, Listen +12, Spot 
  +12 
  Languages Celestial, Draconic, Infernal, telepathy 
  100 ft. 
  AC 24, touch 10, flat-footed 23 
   (-1 Dex, +8 armor, +6 natural) 
  hp 87 (7 HD); DR 5/good or silver 
  Immune fire, poison 
  Resist acid 10, cold 10, stability (+4 against bull rush 
  and trip, SR 18 
  Fort +13 Ref +6, Will +9 
  Speed 20 ft. (4 squares) 
  Melee hellspear +14/+9 (2d6+9/19-20) 
  Ranged hellfire crossbow +7 ranged touch (2d6/19-
  20) 
  Space 10 ft.; Reach 10 ft., (20ft. with hellspear) 
  Base Atk +7; Grp +17 
  Special Actions dimensional interference, formation 
  fighting, maggot burst 
  Spell-like Abilities (CL 6th): 
    At will— greater teleport (self only plus 50 
  pounds of objects only), see invisibility 
  Abilities Str 22, Dex 13, Con 26, Int 8, Wis 15, Cha 
  11  
  Feats Improved Critical (hellspear), Iron Will, Weapon 
  Focus (hellspear)  
  SA dimensional interference, formation fighting, hell 
  stroke 
  Skills Balance +11, Climb +16, Intimidate +10, Jump 
  +10, Listen +12, Search +10, Spot +12, Survival +2 
  (+4 to follow tracks) 
  Possessions hellspear, hellfire crossbow 
  Hellspear This weapon is unique to orthons. It is a 
  longspear with a variety of sharp blades projecting 
  along its shaft, making it useful against distant and 
  close opponents. This exotic weapon has reach 
  but, unlike most reach weapons, it is also usable 
  against opponents within its wielder’s normal 
  reach. It is a masterwork cold iron weapon. 
  Hellfire Crossbow Built from brass and bone, this 
  crossbow lacks a drawstring. Instead, any devil 
  that carries it can use a move action to focus the 
  crossbow on a single target and let loose a stream 
  of pure hellfire as a ranged touch attack. This 
  energy appears as flame, but it has no energy type 
  (and thus ignores resistances and immunities). A 
  hellfire crossbow has a maximum range of 400 feet 
  and no range increment. This weapon functions 
  only in the hands of a baatezu. Other creatures are 
  unable to focus the energy needed to spawn the 
  bolt of energy from it. 
  Hell Stroke (Ex) An orthon’s intense training and 
  familiarity with its hellspear allows it to attack with 
  that weapon. When using a full attack action, an 
  orthon can choose to make an extra attack at its 
  highest attack bonus against an opponent adjacent 
  to the target of its first attack. The orthon makes its 
  first attack as normal and then decides if it wants to 
  use its hell stroke ability. If it uses this option, it 
  cannot make any other extra attacks from its full 
  attack action. Otherwise, it takes them as normal. 
  Note that the second attack granted by this ability 
  must be against a different target. The second 
  target must be within the Orthon’s reach. 
  Dimensional Interference (Su) At will, as a swift 
  action, an orthon can emit a 10-foot-radius field 
  that disrupts extradimensional movement. All 
  creatures within the area are prevented from using 
  any spell or spell-like ability that provides such 
  movement, as if affected by a dimensional anchor 
  spell. Each use of the field lasts for 4 rounds. 
  There is no save against this ability. 
  Formation Fighting (Ex)) If a square adjacent to a 
  orthon is occupied by another orthon, both gain a 
  +2 bonus on attack rolls, damage rolls, and saving 
  throws so long as they remain adjacent. Bonuses 
  gained from multiple steel devils stack. 
  Maggot Burst (Ex) The maggots that crawl from an 
  orthon’s body are voracious eaters. They devour 
  the blood and pus that seeps from the wounds 
  where the orthon’s armor was attached to its body. 
  When an orthon is slain, the maggots burst from its 
  body in search of a new meal. Luckily, they cannot 
  survive away from their original host for long. When 
  an orthon takes a critical hit, or if it is slain, 
  maggots surge from its body. All creatures other 
  than baatezu within 10 feet of the orthon take 2d6 
  PAL7-06 Undermining Authority 
   
  Page 36 
  
  points of damage as the maggots swarm over the 
  area, gnawing and biting all in their path. 
   
  S P I N E D  D E V I L  (S P I N AG O N) 
  CR  4 
  This small shrieking fiend loos like a gargoyle, but it 
  bristles with sharp spikes. It has sharp talons on its 
  hands and feet, and its eyes smolder with dark 
  malevolence. 
  Always 
  LE 
  Medium 
  outsider 
  (baatezu, 
  evil, 
  extraplanar, lawful) 
  Init +3; Senses see in darkness, Listen +7, Spot +7 
  Languages Celestial, Draconic, Infernal, telepathy 
  100 ft. 
  AC 24, touch 18, flat-footed 17 
   (+1 size, +7 Dex, +6 natural) 
  hp 19 (3 HD); DR 5/magic 
  Immune fire, poison,  
  Resist acid 10, cold 10, SR 12 
  Fort +5 Ref +10, Will +4 
  Speed 20 ft. (4 squares) 
  Melee talon +4 (1d3 plus 1d4 fire) 
  Ranged spine +11 (1d3 plus 1d4 fire and see below 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -4 
  Special Actions spines, summon baatezu 
  Spell-like Abilities (CL 5th): 
    3/day—disguise self, produce flame (+4 melee 
  touch or +11 ranged touch) 
    1/day—stinking cloud (DC 14) 
  Abilities Str 10, Dex 25, Con 14, Int 8, Wis 13, Cha 
  13  
  Feats Point Blank Shot, Precise Shot  
  SA fiery spines and talons, spines, spell like abilities, 
  summon baatezu 
  Skills Bluff +7, Diplomacy +11, Disguise +1 (+3 
  acting) Hide +17, Intimidate +3, Listen +7, Move 
  Silently +13, Sense Motive +7, Spot +7 
  Fiery Spines and Talons (Su) A spinagon deals an 
  extra 2d4 points of fire damage with its natural 
  attacks 
  Spines (Ex) Each round, a spinagon can pluck a 
  spine from its body and hurl it as a standard action. 
  This is a ranged attack with a range of 60 feet and 
  no range increment. Each round, the spinagon 
  automatically regrows the lost spine. The spine 
  causes intense pain in its target. A creature struck 
  by a spine must succeed on a DC 13 Fortitude 
  save or take a – 2 penalt to AC and a –10-foot 
  penalty to speed. This penalty lasts for 1 minute or 
  until the target receives healing of any sort. The 
  effects of multiple failed saves do not stack. The 
  save DC is Constiution-based. 
  Summon Baatezu (Sp) Once per day, a spinagon 
  can attempt to summon two spinagons with a 35% 
  chance of success. This ability is the equivalent of 
  a 3rd-level spell (CL 5th).  
   
   
  S T E E L D E V I L  (B UE RO Z A) 
  CR  6 
  Dust and cobwebs cover this armored humanoid. It 
  moves with the daunting inevitability of a lumbering 
  beast. It looses its greatsword from its scabbard 
  with ponderous, though fluid, movements. 
  Always 
  LE 
  Medium 
  outsider 
  (baatezu, 
  evil, 
  extraplanar, lawful) 
  Init +3; Senses see in darkness, Listen +8, Spot +8 
  Languages Celestial, Draconic, Infernal, telepathy 
  100 ft. 
  AC 26, touch 9, flat-footed 26 
   (-1 Dex, +17 armor) 
  hp 51 (6 HD); DR 5/good; 
  Immune fire, poison, mind affecting spells and 
  abilities, sleep effects, stun, paralysis, death effects 
  Resist acid 10, cold 10, SR 16 
  Fort +9 Ref +4, Will +5 
  Speed 20 ft. (4 squares) 
  Melee masterwork cold iron greatsword +11/+6 
  (2d6+4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Special Actions chant, formation fighting 
  Spell-like Abilities (CL 6th): 
    At will— greater command (DC 17), haste (Self 
  only), scare (DC 14) 
  Abilities Str 16, Dex 8, Con 19, Int 9, Wis 10, Cha 4  
  Feats Combat Expertise, Improved Initiative, Weapon 
  Focus (greatsword)  
  SA chant, formation fighting, push 
  Skills Balance +8, Diplomacy +11, Intimidate +11, 
  Jump +6, Knowledge (geography) +10, Knowledge 
  (the planes) +10, Listen +8, Ride +8, Spot +8, 
  Survival -1 (+1 on other planes or to avoid getting 
  lost) 
  Possessions masterwork cold iron longsword 
  Chant (Su) As a swift action, a steel devil can begin 
  to chant. For 1 minute starting immediately after it 
  uses this ability, the steel devil produces a horrid, 
  rhythmic shrieking that sounds like metal rasping 
  metal. Any spellcasters within 30 feet of a chanting 
  steel devil must make a Concentration check (DC 
  15 + the spell’s level) to cast a spell. This DC 
  increases by 1 for each chanting steel devil beyond 
  the first. Silence and similar effects negate this 
  ability. 
  Formation Fighting (Ex)) If a square adjacent to a 
  steel devil is occupied by another steel devil, both 
  gain a +2 bonus on attack rolls, damage rolls, and 
  saving throws so long as they remain adjacent. 
  Bonuses gained from multiple steel devils stack. 
  Push (Ex) A steel devil’s attack hammer home 
  with such tremendous force that they can force 
  opponents to move. Each time a steel devil 
  strikes an opponent in melee, it can make a 
  Strength check opposed by the target’s Strength 
  check; the steel devil gains a +4 racial bonus on 
  this check (giving it a total modifier of +7). If the 
  steel devil succeeds, it forces its opponent to 
  move 5 feet in a direction of its choice. Large or 
  larger creatures gain a +4 bonus on this check 
  per size category larger than the steel devil, and 
  PAL7-06 Undermining Authority 
   
  Page 37 
  
  small or smaller ones take a -4 than the steel 
  devil. 
   
  PAL7-06 Undermining Authority 
   
  Page 38 
  
  PAL7-06 Undermining Authority 
   
  Page 39 
  PLAYER HANDOUT 1: LETTERS FROM THE FRONT 
  Over the past few months you have received several short letters from Erikantos Romeil, the 
  Paladin you rescued from strange monsters in the Troll Fens. 
   
  4 Patchwall, CY 597 
  Dear Friend, 
  My regiment has finally arrived at Calbut and the winter seems to have subsided a bit. 
  It is my second tour now in Tenh and I still cannot get used to the desolation. The 
  occasional patch of grass or copse of trees holds little solace. Calbut however is in stark 
  contrast as the city itself seems alive with masons from all over the Theocracy. I will be 
  briefed on my squad’s assignment tomorrow and then take to training them myself. 
   
  May Pholtus’s Light shine on you always, 
  Erikantos 
   
  6 Patchwall, CY 597 
  Hail Friend, 
  I hope this letter finds you well. I dispatched a young Tenha boy to send this via Calbut. 
  Progress is quick as we pass through Tenh towards the Griff mountains. Open land has 
  a tandancy to do that. I must admit I miss the frost lined grass of the Pale in 
  comparison to the cracked grey dust of this land. We will be arriving at our destination 
  tomorrow and thus far have not had any trouble. 
   
  Yours in Pholtus, 
  Erikantos 
   
  12 Patchwall, CY 597 
  Dear fellow adventurer, 
  We have set up camp outside of the entrance to one of the mines. Minutes before the 
  tents were set, our company was ambushed by a group of orcs. Their ferocity is 
  amazing and Private Henric was cloven in two by a hefty axe. He is with Pholtus now. 
  However the same rage and chaos that ran through the Orcs was countered by our 
  superior discipline and tactics and despite the loss of Henric, the rest of us came away 
  relatively unscathed. We lay him to rest near the entrance to the cave, spoke a short 
  prayer and erected a small memorial before finalizing the camp. 
   
  In Pholtus’s Name, 
  Erikantos Romeil 
   
  20 Ready’reat, CY 597 
  Blast it all! It has been weeks and now we leave the Underdark with no more 
  knowledge than when we entered. This confounded place is series of mazes where the 
  light of Pholtus refuses to penetrate! I apologize for the exasperation, but I have lost 
  many good troops already and must head back to Calbut empty handed. 
   
  - Erikantos 
  
  PLAYER HANDOUT 2: AN OLD FRIEND REQUESTS YOUR 
  PRESENCE 
   
   
  Dearest Hero of the Pale, 
  It has been some time since I last contacted 
  you and I send my apologies. However, 
  pleasantries aside, I request your expertise 
  in regards to a mission of the highest order. I 
  would like for you to meet me in Calbut, at 
  the chapel of Pholtus tomorrow evening for 
  dinner and a briefing. If you cannot provide 
  your 
  own 
  transportation 
  one 
  shall 
  be 
  provided for you. The writ provided with 
  this letter will allow you to procure a riding 
  horse to allow swift travel. I look forward to 
  meeting with you. 
   
  - Erikantos Romeil 
  PAL7-06 Undermining Authority 
   
  Page 40 
  
  PLAYER HANDOUT 3: A FAVOR FOR A HERO 
   
   
  Dearest Friend, 
  I hope this letter sees you well. I have just 
  been tasked to partake in a mission of some 
  importance. However, I just received word 
  that my grandfather is on his deathbed and 
  he requests my presence post haste. I am 
  asking you, as a fellow bold adventurer, 
  seeker of knowledge and fame, or simple 
  mercenary to take my place on this team. 
   
  Sincerely, 
  Lucius Tarintin 
  Apprentice Mage 
   
  PAL7-06 Undermining Authority 
   
  Page 41 
  
  PAL7-06 Undermining Authority 
   
  Page 42 
  DM MAPS 
   
   
  Stalagmite 
  • 
  Raises 10 feet from ground 
  • 
  Provides concealment 
  • 
  Counts as difficult terrain 
  Stalactite 
  • 
  Drops 10 feet from cavern ceiling 
  • 
  Provides concealment 
  • 
  If reached, can be climbed as a vertical, 
  rough surface 
  Column 
  • 
  Floor to ceiling 
  • 
  Provides soft cover, cannot be moved 
  through. 
  • 
  Can be climbed as a vertical, rough surface. 
  1 sq = 5ft. 
  Encounter 2 
  PC’s 
   
  GB 
  Oro’Urlian 
  from here 
  1sq = 5ft. 
  GB = Starting area for guard beasts.  
  Encounter 4/5 
  
  DM MAPS 
  A – Front Entrance 
  B – Entrance from secret passage 
  C – Slave Pen 
  A 
  To 
  “1”
  C 
  First Floor 
  B
  1 
   
  Encounter 7 
  Second Floor 
  PAL7-06 Undermining Authority 
   
  Page 43 
  
  DM MAPS 
   
   
  PCs Start 
  Here 
  Column 
  • 
  Floor to ceiling 
  • 
  Provides soft cover, cannot be 
  moved through. 
  Stalagmite 
  • 
  Raises 10 feet from ground 
  • 
  Provides concealment 
  • 
  Counts as difficult terrain 
  1 sq = 5ft. 
  300 feet of 
  winding 
  tunnel. 
  Encounter 12 
  PAL7-06 Undermining Authority 
   
  Page 44 
  
  DM AID 1: SPECIAL RULES FOR THE PALE 
  Non−Pholtan Holy Symbols 
  It is illegal for adventurers to display a human holy symbol other than that of Pholtus in the Pale. 
   
  The intent of this rule is to properly depict the flavor of the Pale as a single religion theocracy ruled over by the 
  Church of the One True Path and not to create player-vs.-player conflict. It is meant to enhance the role-playing of living 
  under a religious government that does not allow freedom of religion. 
   
  PCs displaying the holy symbol of any human deity other than that of Pholtus should be fined and their holy 
  symbol should be confiscated for destruction by the Palish authorities. The amount of the fine varies by APL: APL 2—
  90gp. APL 4—130gp. APL 6—180gp, APL 8—260gp, APL 10—460gp, APL 12—660gp. The confiscation and fine should 
  take place as soon as any Palish authorities notice the holy symbol. This may leave a non-Pholtan cleric without his holy 
  symbol for the adventure, as non-Pholtan holy symbols may not be purchased in the Pale without taking special actions.
   
  Non-human PCs are exempt from this law when displaying their racial deities’ holy symbol(s). Non-humans are 
  heathens who cannot even recognize the glory of Pholtus due to their beliefs in their own racial deities. If they can be 
  brought to the light of Pholtus, this is good and perhaps they can be redeemed, but if they do not, it is of no 
  consequence. Non-humans wearing the holy symbols of a human deity are treated the same as a human wearing a non-
  Pholtan holy symbol as they have shown that their souls have chosen to acknowledge human beliefs and culture, and 
  they should, therefore, be brought to the truth of Pholtus. 
   
  Some deities require special adjudication for this rule due to their positions within non-human cultures as well as 
  within human cultures. 
   
  • 
  Bleredd – Considered a human deity, due to his origins as an Oeridian deity and continued worship by Oeridians. 
  • 
  Ehlonna – Considered an elven deity when worn as a holy symbol by elves only. This is due to special dispensation 
  and negotiations with the Phostaldaron to allow for continued use of the Treaty Road through the Phostwood and 
  into Tenh for the liberation and relief efforts in that region. All non-elves will be penalized as if violating the law 
  even if they are not human as Ehlonna is considered to be a human deity. 
  • 
  Fortubo – Considered a dwarven deity, as he has withdrawn his support from the Suel, where his origins lie, in 
  favor of fighting against the derro and their evil deity. 
  • 
  Jascar – Considered a human deity, since his origins are Suel and his primary worshippers still include many Suel. 
  • 
  Nazarn – Considered a half-orc deity, since even though his origin is Suel, he was a half-orc himself and is 
  venerated primarily by half-orcs. 
  • 
  Ulaa – Considered a human deity, due to her position as the wife of the Oeridian god, Bleredd, and her worship by 
  humans. 
   
  Deities with Special Consideration due to their status: 
   
  • 
  St. Cuthbert – Clergy loyal to St. Cuthbert were found to be working with clergy loyal to an infernal deity in the 
  past. Displaying the holy symbol of St. Cuthbert is as offensive as displaying the holy symbol of a force of Chaos. 
  See the next entry for worshippers of Chaotic deities. 
  • 
  Chaotic Deities – Worshippers of Chaotic deities are fined double the usual fine, for being Agents of Chaos. 
  • 
  Evil Deities – If a PC is found to be carrying the unholy symbol of an evil deity, all normal actions will be taken, and 
  a geas/quest is cast on the PC to keep him from touching the unholy symbols of evil deities in the future. (The above 
  assumes that the PC is not actually a cleric of the evil deity, since that is prohibited in the Living Greyhawk 
  Campaign.) 
   
  No PC may enforce this rule through combat or offensive physical actions. Player-vs-player conflict will be adjudicated 
  as a violation of the RPGA General Rules, as always. If one PC chooses to report another PC to the authorities for a 
  violation of this law, he will also be questioned and detained as to why he was associating with such a heathen, but will 
  not be penalized. 
   
  For fair adjudication of this rule in the Theocracy of the Pale, some in-game rules are required for skills like Bluff 
  and the hiding of non-Pholtan holy symbols: 
   
  1. 
  To locate a non-Pholtan holy symbol in the Pale requires a DC 25 Gather Information check and the holy symbol 
  will cost twice the standard price listed in the Player’s Handbook price. 
  2. 
  To craft a new wooden holy symbol requires a DC 15 Craft (jewelrymaking) or (woodcarving) check. 
  3. 
  Seeing a holy symbol in its normal location around the neck as a necklace unless engaged in conversation or within 
  a normal conversational distance from someone is a DC 10 (the average Pale legal authority has an average Spot skill 
  PAL7-06 Undermining Authority 
   
  Page 45 
  
  of +2). Holy symbols worn as other pieces of jewelry are not readily recognized as holy symbols at this time and 
  require a DC 20 Spot check to notice followed by a DC 15 Knowledge (religion) check to identify the holy symbol 
  since it is a non-standard holy symbol; it is the same Spot check even if engaged in conversation as most people look 
  to the neck to notice holy symbols. 
  4. 
  It is a Bluff check or Sleight of Hand check (player’s choice) opposed by Spot checks may be used to cast a spell 
  using a holy symbol without the other person being able to see the holy symbol being used to cast the spell. The 
  person attempting this has a -5 circumstance penalty due to the requirement of forceful presentation of holy 
  symbols to cast spells where they are required as the divine focus. 
  5. 
  It is a DC 10 Knowledge (religion) check to identify the holy symbol of most deities. Some more obscure deities 
  require a DC 15 and some extremely obscure deities may require a higher check to identify their holy symbols. 
  Judges should use their best judgement on this, but a simple guide is if the deity is listed in the Player’s Handbook or 
  is a greater deity according to the LG deities’ document, it is probably only a DC 10 check. If you haven’t heard of 
  the deity before, the deity is probably obscure. 
   
  Arcane Registration by Arcane Spellcasters 
   
  Arcane magic is distrusted in the Theocracy of the Pale. Thus, the law requires all arcane spellcasters to register with the 
  government. (Registry with the government is not the same as membership in the Arcanist Guild, which is a meta-game 
  organization.) The Church is very diligent about informing foreigners of this law, so most traveling spellcasters are 
  promptly registered as well.  
   
  Any PC who is found not to be registered as an arcane spellcaster within the Pale will be arrested and confined to 
  service within a New Dawn Camp for a period of 4 TU (one month in game terms). The arcanist will immediately be 
  registered as such in the Pale as a part of his arrest.  
   
  In Pale Regional scenarios, city guards or other officials may ask any known arcane casters to show proof of 
  registration. As the player of an arcane caster, you may download and print the Arcane Registration Certificate from the 
  Pale regional website (http://www.theocracyofthepale.com/downloads/ arcane_registration.pdf). If you are judging a 
  scenario, you might want to print some certificates, in case any players with arcanist PCs have not done so for 
  themselves. Just because a player has failed to print this certificate for his character is not a reason to punish his PC; if 
  the player just did not have the opportunity or means to print a certificate, you may assume he is registered if he says he 
  is though you may wish to document this on his AR. Once an arcanist has been arrested, he is registered in the Pale and 
  this should be documented on his AR. It does not matter if he destroys his certificate or not as the Pale keeps diligent 
  records of the registered arcanists and this information is transcribed to the registration books throughout the Pale once 
  a month. 
   
  Arcane spellcaster characters may attempt to utilize forged documents if they so choose. It requires a Bluff check 
  opposed by the Sense Motive check of the authorities attempting to verify the PCs registration paperwork to succeed at 
  this ruse. Failure results in arrest for not being registered and an additional 500 gp fine for forging official Pale 
  documents. (If the PC has the ability to forge documents, this check may be used in lieu of his Bluff check). 
   
  PAL7-06 Undermining Authority 
   
  Page 46 
  
  DM AID 2: ADVENTURE FLOWCHART 
   
   
  1: The Briefing 
  2: Surprise? 
  Did the PCs 
  rescue the 
  refugees? 
  4: An Ilithid and His 
  Dog 
  Did the PCs attack, 
  ignore or make friends? 
  3: Escapees 
  5: If it’s a Fight You Want 
  6: The Bitter 
  Hermit 
  Did the PCs 
  accept the help? 
  attack 
  ignore 
  friends 
  9a: Into the City (Sneaky 
  sneaky) 
  9b: Into the City (Warned) 
  7: The Scenic 
  Route 
  Was the Alarm 
  Sounded? 
  8: The Direct 
  Approach 
  Was the Alarm 
  Sounded? 
  no 
  yes 
  yes 
  no 
  no 
  yes 
  no 
  10: The Cavalry Has Arrived 
  11: The Sound of Something 
  Falling 
  12: Conspiracy Theories 
  yes 
  PAL7-06 Undermining Authority 
   
  Page 47 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Theocracy of the Pale/597/Normal Scenarios/PAL7-06 - Undermining Authority (APL 2-10)/PAL7-06 - Undermining Authority.pdf