TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. 
  This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized 
  use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc..Visit the LIVING GREYHAWK website at www.rpga.com For rules 
  questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com 
   
  COR7-05 
   
   
   
   
   
   
   
  City of Malice 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 2 
   
   
  by Tim Sech 
  Circle Reviewer: Creighton Broadhurst  
  Special Thanks: Steve Baker 
   
   
   
  Slaves keep disappearing at an alarming rate and Highport begins to thrive once more. The Wild Coast has been 
  engulfed by Mak’s forces and the last bastion of freedom is Safeton, but for how long? A one -round Core adventure set 
  in the Wild Coast and Highport for characters level 1-15 (APLs 2-12). This is a sequel to COR6-12 Calm before the Storm. 
   
  Resources for this adventure [and the authors of those works] include Complete Arcane [Richard Baker], Complete Warrior 
  [Andy Collins, David Noonan, Ed Stark], Complete Mage [Skip Williams, Penny Williams, Ari Marmell, Kolja Raven 
  Liquette], COR5-05 A Marked Man [Matthew Maddy], COR5-12 Return to the Undercity [Christian Alipounarian], COR6-
  12 Calm before the Storm [Tim Sech], Lords of Madness [Andy Collins and Bruce R. Cordell], and Monster Manual III [Rich 
  Burlew, Eric Cagle, Jesse Decker, Andrew J. Finch, Gwendolyn F.M. Kestrel, Rich Redman, Matthew Sernett, Chris 
  Thomasson, P. Nathan Toomey].
  
  COR7-05 City of Malice 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
   
   
  By sanctioning and reporting this adventure, you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  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 calculate the 
  Average Party Level (APL), follow the process below:  
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. 
  Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 
  If 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. 
  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. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. 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. 
   
  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. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  
  COR7-05 City of Malice 
   
  Page 2 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  Wild Coast and the Orcish Empire of the Pomarj. All 
  characters pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  It is strongly suggested that if the table happens to be 
  mixed of PCs that were captured and some that were not 
  that they fill out the table more appropriately or they will 
  begin the adventure split up.  
   
  Also if players have played COR6-12 Calm Before the 
  Storm many will recognize the names and faces of people 
  they met. 
   
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full write-
  up of any featured feats, spells, or equipment appears in 
  Appendix 2. Information on featured classes, prestige 
  classes, and races appears in the relevant creature’s stat 
  block. This adventure includes all the information 
  required to run these characters. The DM should double-
  check that he fully understands any new rule items 
  presented in this adventure before play begins. 
   
  ADVENTURE BACKGROUND 
  Recent events have caused quite a stir in the Pomarj and 
  Wooly Bay area. Turrosh Mak’s forces have destroyed 
  much of Narwell and have invaded the area near 
  Blackthorn. Observers comment that Turrosh Mak seems 
  to have turned his eyes to this part of Oerth that he sees 
  as ripe for the plucking.  
   
  Of course, to sow confusion and increase his chances 
  of success, Turrosh Mak has recently made some deals 
  with his allies. The outcome of one such deal with the 
  slavelords is a dramatic increase in piracy and 
  kidnappings both on the seas and land. He wants the 
  nearby cities - Greyhawk, Dyvers, and Hardby - to worry 
  about these slavers more than his own men. Thus has 
  begun a wave of abductions under the banner of the 
  infamous yellow flag. 
   
  Safeton appeared to be Mak’s first target but in a 
  surprise move he destroyed Narwell (COR6-05 The 
  Barbarous Coast). Nevertheless Safeton is thick with 
  tension. Word has gone out for aid to Greyhawk and 
  other nations but no substantive aid has yet arrived. The 
  hordes have yet to even come close to descending upon 
  Safeton so many feel that the danger is overstated. The 
  truth however is much more sinister (but this will be 
  revealed later on in this Core adventure series).  
   
  Almarayne who PCs may have met in COR5-12 
  Return to the Undercity was banished from Celene for 
  allowing outsiders to enter the country. She moved to 
  Safeton since learning that the slavers have returned and 
  the hordes crushed Narwell. She sent Lucian (COR5-05 A 
  Marked Man) to scout out recent slaver attacks while she 
  sought out adventurers of good repute in Safeton to help 
  discover who this new slavelord is. 
   
  Numerous citizens of Safeton and various captains 
  have turned up missing lately. Lucian and Captain Toct 
  have been trying to free various slaves over the course of 
  the last few months. The mayor of Safeton has 
  disappeared and the people have elected Almarayne to 
  lead since she seems the most interested. Turrosh Mak 
  has taken control of most of the region except for 
  Safeton. He is gearing up for taking the town and 
  conquering all of the Wild Coast. 
   
  Turrosh Mak, however, is content to let this new 
  slavelord, Opi’kel the mindflayer, handle the situation 
  quietly and erode Safeton from the inside out. The 
  slavelord has garnered support from numerous Captains 
  through his own coercion. In Highport Opi’kel has 
  enlisted the help of Cain a blood magus that has an 
  understanding for rooting out spies and is a key 
  component in the slave trade. 
   
  Opi’kel’s role in why he is doing this is not apparent 
  though it appears he wishes to create more of his kind by 
  using the slaves as food for the tadpoles to create more 
  illithids. He has created a few of these and whisked them 
  away to his lair so that they may learn and be safe from 
  harm. 
   
  The time is near that all of outside spies have been 
  captured or killed so that no other government realizes 
  what is going on.  
   
  ADVENTURE SUMMARY 
  Introduction: Depending on if the PCs have played the 
  previous adventure in the series they are either met by 
  
  COR7-05 City of Malice 
   
  Page 3 
  Lucian or are captured and in the slave hold waiting to be 
  freed. 
   
  Encounter 1: The PCs enter the complex and fight a 
  variety of orcs and gnolls on their way to freeing slaves. 
  They come across papers that lead them to city of 
  Highport. 
   
  Encounter 2: The PCs can gather information in the 
  city of Highport learning they can go buy slaves at the 
  auction or try to find who this Cain person is and how he 
  is related to the slavelord 
   
  Encounter 3: The PCs can purchase slaves at the 
  auction area. They may recognize a few NPCs from 
  COR6-12 Calm Before the Storm. 
   
  Encounter 4: The PCs meet Stinkweasel and learn 
  that he knows everything about slaves and what to look 
  for. He also has heard of Cain and will lead the PCs to 
  him for a price. 
   
  Encounter 5: Stinkweasel leads the PCs to Cain’s 
  house and is eaten by a monster from the basement. They 
  must defeat the grotesque monsters. 
   
  Encounter 6: They must defeat a spell turret trap 
  before finding a grisly scene of dead bodies and husks 
  throughout the room. 
   
  Encounter 7: They must defeat Cain and find out 
  some more information on who exactly the slavelord is. 
   
  Conclusion: The PCs are either victorious and come 
  home with some slaves or are defeated. 
   
  INTRODUCTION 
  There are multiple introductions for this adventure 
  depending on how the players ended the last adventure, 
  COR6-12 Calm Before the Storm.  
   
  The PCs just played COR6-12 Calm Before the 
  Storm:  The PCs are presumed to still be on Capain 
  Toct’s boat with Lucian and are getting ready to launch a 
  small boat to the landing area where they are going to 
  invade a small slave complex. This is where some of 
  Safeton’s spies and villagers are being kept. Read the 
  following: 
   
  Lucian helps lower the small vessel that you will be 
  taking to shore. “Sorry I can’t go with you but I must 
  stay here and guard the ship. Once you reach shore, 
  go east and you will see the complex. It probably 
  won’t be too well guarded out here in the middle of 
  nowhere. 
   
  I’ll be waiting by the shore with a few small 
  boats for the people you free. Toct will have the ship 
  circling from a distance as not to catch too much 
  attention.” He nods as the boat gently hits the water 
  and Captain Toct gives the orders to continue on 
  towards Safeton. 
   
  Continue to encounter 1. 
   
  If the PCs are playing this adventure out of order OR 
  if they have not played COR6-12 Calm Before the 
  Storm or COR5-12 Return to the Undercity then 
  they begin in Safeton.  
   
  The PCs meet with Almarayne to discuss her plight. 
  PCs who have played COR6-12 Calm Before the Storm or 
  COR5-12 Return to the Undercity will have received a 
  summons by Almarayne to meet her. PCs that have not 
  played either adventure will get the summons from her 
  through Lucian who has a network of spies that have 
  heard of the adventurer’s good deeds. Read the following:  
   
  The streets of Safeton seem a bit quieter than 
  normal. Times are tough with Turrosh Mak closing 
  in and no word of help from Celene or Greyhawk. 
   
  Have the PCs introduce themselves and explain why they 
  are in Safeton. Then, continue: 
   
  The austere wooden town hall is sparse in comfort 
  and good cheer. A pleasant voice permeates the 
  room as your arrival is noticed by an elf maiden. 
   
  ”Ah welcome. I am so glad that you have come. A 
  few days ago word came to us of a complex that is 
  housing various slaves and possibly some of our 
  spies. I fear some of those slaves could be some of 
  the townsfolk from Safeton. Many have gone 
  missing and thus why this place is fast becoming a 
  ghost town. I fear this may all be for naught but I 
  would like for you to go and free these prisoners and 
  find any leads you can. Time is short so I would 
  advise you to leave as soon as possible. Here is a map 
  that I have had drawn up. Now I have other matters 
  to attend to right now as now I am acting as mayor 
  since she disappeared a few nights ago. Seems the 
  people of Safeton trust me more than their own.  
   
  Lucian will be down already with a few boats 
  ready to take the people back up here to safety. Good 
  luck” She bows and takes her leave. 
   
  If the PCs have any questions Almarayne will stop in mid 
  stride and try to answer them to the best of her ability. 
  She really only knows that more slaves are missing, that 
  Safeton is in disarray but holding up and that her country 
  of Celene is doing nothing. She is tired and worried 
  about the impending doom and hopes that the PCs will 
  deal with it. She apologizes for being harsh and curt but 
  takes her leave as quickly as possible—she has a lot to 
  organize. 
   
  The PCs can leave immediately and their trip towards the 
  complex is uneventful. Continue to encounter 1. 
   
  If the PCs were captured in COR6-12 Calm Before 
  the Storm and did not opt out by paying the Time 
  Units: 
   
  These PCs are already in the complex and all their 
  equipment has been taken. They are in a cell with each 
  other bound and gagged. They have not eaten in a few 
  days either. Describe this to them before reading the 
  following: 
   
  
  COR7-05 City of Malice 
   
  Page 4 
  The stench is overwhelming. Who knows how long 
  it’s been since the debacle on Captain Toct’s ship but 
  the aches and pains are immense. All of a sudden 
  you hear the sounds of battle outside. Then it 
  sounds like someone is picking the lock. Finally, the 
  door opens and two scruffy looking dwarfs rush in 
  and cut your bindings. 
   
  “Take the daggers and fight your way out. If you 
  go right you should be fine as we cleared out that 
  way pretty good.” A loud blast thunders through the 
  cave. “I think that’s our sign to get back to the fray!” 
  The dwarfs run off to the left amidst another earth 
  shattering explosion. 
   
  The PCs have four daggers that they can use to fight their 
  way out of the complex. If they choose to follow the 
  dwarfs a cave in happens blocking their path. Continue to 
  encounter 1 (the PCs witness this, but are not caught in 
  it). 
   
  1: THE SLAVE COMPLEX 
  For those PCs that are coming from Captain Toct’s ship 
  or from Safeton begin in area 1. Captured PCs begin in 
  area 5.  
   
  All doors are wooden in the complex and have the 
  following statistics:  
   
  �Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 
  5; Break DC 18. 
   
  The walls were carved long ago by dwarves who have 
  long since departed. The entire complex is dark save for a 
  few torches in the individual rooms since the orcs and 
  gnolls can see fine without light. 
   
  There are no guards leading up to the opening of the 
  complex but a DC 10 Survival check reveals several 
  humanoid footprints of varying size in the area. 
   
  When the PCs approach the complex read the 
  following: 
   
  The trickling of water can be heard somewhere in 
  the darkness ahead. Sunlight fades in and out of the 
  clouds above as the forest leaves gently fall to the 
  ground.  
   
  AREA 1 
  A broken fountain sits in the middle of this room. Water 
  still trickles out of its cracks but goes in all different 
  directions. There are multiple wooden doors in this 
  room. The middle door leads to the orcs that will pour 
  out if the PCs are not quiet in this room. See area 2 for 
  how the orcs react. 
   
  If the PCs are quiet then they may get the jump on 
  the orcs and not alert the whole complex to their arrival.  
   
  AREA 2 
  Depending on the APL a varying amount of orcs attack 
  the PCs as they are the guards that sign in the slaves and 
  take them to the holding areas. 
   
  If the PCs are quiet they can get the jump on the 
  orcs by opening the door quickly. A DC 10 Listen check 
  at the door determine what is being said inside by the 
  orcs. (They are speaking Orc, of course). The PCs catch 
  the conversation in the middle. 
   
  “I saw one of the slaves just shiver and fall over 
  screaming while blood seeped from every pore. Then 
  all of a sudden he appeared. He scare me to death.” 
   
  Another voice continues on, “Yeah, he goes 
  through lots of slaves, good thing we take in as many 
  as we do.” 
   
  If the PCs are not quiet and the orcs hear them come into 
  the complex one of the orcs immediately throws open 
  the door while another takes a hammer to a gong in the 
  back of the room alerting the entire complex. Once 
  alerted, the other guards deeper into the complex begin 
  prepare spells and to execute slaves. 
   
  Read the following when the PCs are engaged by the 
  orcs. Adjust accordingly if the PCs surprise them. 
   
  A gnarled orc throws open the wooden door and 
  snarls at you all. From behind him a thunderous 
  “BONG” is heard as you see an orc with a hammer 
  banging on a large gong.  
   
  APL 2 (EL 2) 
   
  �Orcs (4): hp 7 each; MM 203. 
   
  APL 4 (EL 4) 
   
  �Orcs (2): male orc fighter 2; hp 20 each; Appendix 
  1. 
   
  APL 6 (EL 6) 
   
  �Orcs (2): male orc fighter 4; hp 36 each; Appendix 
  1. 
   
  APL 8 (EL 8) 
   
  �Orcs (2): male orc fighter 4/scout 2; hp 50 each; 
  Appendix 1. 
   
  APL 10 (EL 10) 
   
  �Orcs (2): male orc fighter 5/scout 3; hp 63 each; 
  Appendix 1. 
   
  APL 12 (EL 12) 
   
  �Orcs (2): male orc fighter 5/scout 5; hp 81 each; 
  see Appendix 1. 
   
  Tactics: The orcs come out in a flurry of anger. If given 
  the chance at APL 4+ they drink their potions of enlarge 
  person before attacking.  
  
  COR7-05 City of Malice 
   
  Page 5 
   
  If the orcs do not get the chance to sound the gong 
  the PCs can take as long as they want. If, however, the 
  orcs did sound the gong the PCs have 10 rounds before 
  half of the slaves are killed by the Frangore. 
   
   
  Treasure: In the room are various papers describing the 
  trafficking of hundreds of slaves from the various regions 
  of the Flanaess. Most are in and around the area of the 
  Wild Coast. Some have stars next to their given name but 
  no other details are given. 
   
  To determine what treasure the PCs find here, refer 
  to the Treasure section of this adventure. 
   
  Development: If the PCs decide to ignore the orcs they 
  can. However, when they encounter Grocsor or Frangore 
  both of them yell loudly, which echoes through the 
  corridors. This probably alerts the remaining guards and 
  they will rush to assist (but they won’t have prepped for 
  battle). 
   
  AREA 3 
  This corridor is filled with bloodstains from slaves being 
  beaten and dragged through here. 
   
  Frangore is in the room eating if the PCs were able 
  to sneak past the guards. If not she has already prepped 
  and is killing the slaves.  
   
  (She is only here if the PCs did not alert the orcs in area 
  2) 
   
  APL 2 (EL 1) 
   
  �Frangore: female gnoll barbarian 1; hp 32; 
  Appendix 1. 
   
  APL 4 (EL 3) 
   
  �Frangore: female gnoll barbarian 3; hp 68; 
  Appendix 1. 
   
  APL 6 (EL 5) 
   
  �Frangore: female gnoll barbarian 5; hp 82; 
  Appendix 1. 
   
  APL 8 (EL 7) 
   
  �Frangore: female gnoll barbarian 7; hp 113; 
  Appendix 1. 
   
  APL 10 (EL 11) 
   
  �Frangore: female gnoll barbarian 9; hp 140; 
  Appendix 1. 
   
  APL 12 (EL 13) 
   
  �Frangore: female gnoll barbarian 11; hp 179; 
  Appendix 1. 
   
  Tactics: Frangore rages immediately and tries to beat the 
  PCs to a pulp. She knows what Cain will do to her if she 
  doesn’t succeed. 
   
  Treasure: To determine what treasure the PCs find here, 
  refer to the Treasure section of this adventure. 
   
  Development: If the PCs continue up towards area 4 a 
  cave in suddenly occurs, blocking them off from being 
  able to get to area 4. (The PCs are not caught in the cave 
  in, however). If they try to dig through it, describe how 
  the entire area looks incredibly unstable and prone to 
  collapse. 
   
  Turning the corner a deep rumble erupts in front of 
  you. The ceiling and walls collapse inward piling 
  tons of rock and rubble into the hallway completely 
  blocking passage. 
   
  There is nothing they can do to get past it other than 
  going around. Of course, if the PCs have spells that 
  enable them to get through that is fine. 
   
  AREA 4 
  This is where the slaves are tortured either for fun or 
  Cain or Opi’kel, the slavelord, feeds on their brains. 
  Opi’kel penetrates each slave’s mind to learn if they are a 
  spy or not and then feeds on them learning their secrets. 
  Many of the NPCs that the PCs met in COR6-12 Calm 
  Before the Storm are spies but some have met their doom 
  already (which the PCs will learn about in the course of 
  this adventure). 
   
  The color of this room is crimson and it’s not 
  because of dwarven artisans. Crude tools along with 
  cold granite slabs dot the room. A dark pit can be is 
  in the back of the room.  
   
  If the PCs check out the pit they see numerous bones and 
  parts of humanoids lying at the bottom. There is nothing 
  they can do to bring back the slaves to life or speak with 
  them as everything is too mangled.  
   
  However, if they make a DC 15 Heal check they 
  notice some of the victim’s skulls have been opened up 
  through some strange way. A DC 20 Knowledge 
  (dungeoneering) check reveal that perhaps tentacles are 
  what did this. A DC 20 Survival check can determine 
  there are about 25 to 35 different victims’ parts in here. 
  (This takes at least 20 minutes to find out) 
   
  AREA 5 
  Forty slaves are kept here, cramped up where they have 
  to eat and sleep in their own filth. If the orcs from area 2 
  alerted the complex Frangore is in here slaughtering the 
  slaves. She kills one slave every round. (See area 3 and 
  Appendix 1). 
   
  If the PCs already have fought her then proceed as 
  normal. The slaves are grateful that they are to be 
  rescued. Many mention that their clothes which are 
  ragged were given back to them by the slavers from the 
  slaves that were killed.  
  
  COR7-05 City of Malice 
   
  Page 6 
   
  If the PCs ask them if they know any NPCs that they 
  met from COR6-12 Calm Before the Storm the slaves 
  mention there was a man by the name of Lasho that was 
  in here. However, he was taken away days ago and they 
  have not seen him since. They mention he was trying to 
  hit on all the ladies despite their conditions.  
   
  Lasho is, in fact, dead, killed by Opi’kel who found 
  out he was a Greyhawk City spy. A woman that Lasho 
  confided in approaches the PCs regardless if they asked 
  about him or not. 
   
  “Sirs? I have a message from this dashing man from 
  Safeton. He said to tell anyone who might come and 
  rescue us. He said he was the last of his kind from 
  Greyhawk and that no one there knows what’s really 
  going on. He mentioned Highport being the key and 
  that more from Safeton were captured and sent 
  there. That’s all I know, sorry sirs.” 
   
  Depending on if the PCs have cleared out the area the 
  PCs may want to keep the slaves there till they have 
  investigated everything. The slaves have no problem with 
  this idea at all. If the PCs have cleared the complex they 
  can take the slaves to Lucian who is waiting to take them 
  back to Safeton and beyond. Continue to encounter 2. 
   
  AREA 6 
  This room is where not even the slavers went much. Dirt 
  and grime cover the entire area with some broken 
  furniture strewn about. Most of the slaves’ old clothing 
  and a few trinkets that aren’t worth any value is in here. 
   
  If the PCs make a DC 16 Search check they discover 
  a bedroll. It is a Heward’s fortifying bedroll and is detailed in 
  Appendix 2. 
   
  Treasure: To determine what treasure the PCs find here, 
  refer to the Treasure section of this adventure. 
   
  AREA 7 
  A desk and a makeshift cot populate this room. There is a 
  door on the opposite side of the room but many papers lie 
  everywhere just not on the desk. All the papers are 
  written in orc. Most are correspondence between various 
  captains and log sheets of the slaves taken to Highport 
  and how much they were sold for but not to whom.  
   
  A DC 20 Search check (for sifting through all the 
  papers) reveals numerous papers from someone called 
  Cain in Highport. The two most revealing papers are 
  detailed in Player Handout 1.  
   
  If the PCs take time and make a lot of noise, Grocsor 
  will hear them wwhile worshipping in his temple and 
  prepare accordingly. Also, if he heard the gong go off he 
  holes up in the temple room preparing. 
   
  AREA 8 
  This is the altar room of Grocsor. If the complex has been 
  alerted he is here fully prepped. If not he is praying to 
  Erythnul the God of slaughter. 
   
  A gnarled orc looks up and snarls at you all yelling, 
  “Gerg acklar etu Erythnul!!” as he charges at you. 
   
  Translated from orc it means, “I will give your blood to 
  Erythnul!” 
   
  APL 2 (EL 1) 
   
  �Grocsor: male orc cleric 1; hp 10; Appendix 1. 
   
  APL 4 (EL 3) 
   
  �Grocsor: male orc cleric 3; hp 21; Appendix 1. 
   
  APL 6 (EL 5) 
   
  �Grocsor: male orc cleric 5; hp 34; Appendix 1. 
   
  APL 8 (EL 7) 
   
  �Grocsor: male orc cleric 7; hp 55; Appendix 1. 
   
  APL 10 (EL 9) 
   
  �Grocsor: male orc cleric 9; hp 77; Appendix 1. 
   
  APL 12 (EL 11) 
   
  �Grocsor: male orc cleric 11; hp 106; Appendix 1. 
   
  Tactics: At APLs 2-4 he casts divine favor and protection 
  from good when he hears the PCs in the other room. 
   
  APL 6 is the same as above except he already has 
  magic vestment cast and follows it with bear’s endurance if 
  he has time.  
   
  APL 8 in addition to the above he casts divine power. 
   
  APL 10 he casts freedom of movement as soon as he 
  hears the gong before casting the spells listed above.  
   
  At APL 12 he has already cast heroes feast and true 
  seeing in addition to what he does in the above APLs. 
   
  Treasure: To determine what treasure the PCs find here, 
  refer to the Treasure section of this adventure. 
   
  Development: Once the PCs have defeated or subdued 
  Grocsor they can look around the room. It has the typical 
  grotesque markings of a place of worship for Erythnul. 
  However there are a few unique jars of some kind of 
  creature on a shelf on the far wall. A few of the jars are 
  empty of course but a few still contain some black 
  tadpole-type creature. 
   
  A DC 20 Knowledge (dungeoneering) check reveals 
  that this creature is a tadpole of some unknown type. The 
  tadpoles wriggle back and forth seemingly trying to get at 
  the PCs. They can easily be killed. 
   
  If the PCs have cleared out the rest of the complex 
  they can get the slaves out with no problem. They meet 
  back up with Lucian who then takes them back to 
  Safeton with Toct’s ship. 
   
  Lucian encourages the PCs to go onto Highport to 
  follow this Cain and whatever else they may find. If the 
  PCs failed at the complex Lucian is discouraged that they 
  couldn’t free more slaves but will tell them to continue to 
  
  COR7-05 City of Malice 
   
  Page 7 
  Highport as he’s sure the leaders of the complex have 
  already sent word they were attacked. 
   
  2: HIGHPORT: CITY OF 
  SLAVES 
  The trip to Highport is uneventful. There are a few 
  precautions; however, the PCs should take before 
  entering the city.  
   
  The PCs can make a DC 10 Knowledge (local—core) 
  check to know that anyone openly wearing good-aligned 
  holy symbols will be looked upon very suspiciously and 
  possibly even outright attacked. Highport is a city 
  overrun with monstrous humanoids and cutthroat 
  bandits. The slave trade is the major industry here and if 
  the PCs aren’t careful they will become slaves themselves. 
   
  The city guard consist of gnolls, goblinoids, humans, 
  and, orcs. They wear azure blue sashes while patrolling 
  every district in the city and their justice is swift and 
  brutal. They do not bother the PCs as long as the PCs 
  mind their own business and do not cause trouble. 
   
  The PCs arrive in the middle of the day. Read the 
  following once the PCs get near the outskirts of the city 
  and have made any preparation that they wish to. 
   
  Highport – the City of Chains. Scum and villainy 
  rain supreme in this town and it appears to be 
  thriving more than ever. The smell of filth 
  permeates the surrounding area outside the town -- 
  imagining what it’s like on the inside would make 
  anyone’s stomach turn.  
   
  A few goblinoids limp their way through the 
  gates and the orc and human standing guard 
  emblazoned with their azure sashes and armor look 
  over you as you approach. 
   
  “Halt, state your business.” The orc grunts. 
   
  The guards really don’t care why the PCs are here so any 
  reason they give is satisfactory; they’re just giving them a 
  hard time as they look like mercenaries. However, if the 
  PCs openly say they are working for an obvious good-
  aligned purpose or are wearing obvious garb that would 
  draw attention to them they alert the watch and a good 
  portion of the city guard pour out after the PCs. (The PCs 
  would make fine slaves. If they do anything except 
  immediately flee the area or bluff their way out of the 
  situation, they are enslaved. Such PCs must spend 3 TUs 
  before escaping. While they manage to retain their own 
  gear, for them the adventure is over. 
   
  If any paladins wish to detect evil they may do so. 
  About 80% of the population is evil to varying degrees. 
  (Although the PCs may want to watch out while doing so 
  as you never know who is watching them). 
   
  The PCs enter the gate that leads to the New Port 
  which is primarily dominated by orcs and goblinoids.  
   
  The stench is even worse than you ever imagined. 
  Dead animals, rotting meat, and of course sewage 
  fils the streets of New Port. A few goblins try to 
  hawk their delicatessens as you pass by. The prices 
  are cheap but one look answers the question of why. 
   
  Some onlookers stare as a few of the guards beat 
  a gaunt goblin senseless off to the side for stealing 
  rotten rat meat. There appears to be no inn or tavern 
  in this area. 
   
  Ask the PCs what they wish to do. They may jump in and 
  ask the guards to leave the goblin alone but that only 
  brings more questions and scrutiny upon themselves. 
  The guards ask for their names and report them to their 
  superiors who alert the city. (However, that will take 
  time.)  
   
  This encounter depends on what type of questions 
  the PCs ask around. If they just ask generic questions of 
  where is the nearest inn, where do they buy slaves, and 
  various other locations they will be fine. If they start 
  asking about Cain or the slavelords they get blank stares 
  from most but this also raises a lot of eyebrows. 
   
  General questions illicit the following answers (they 
  don’t need a bribe or a Gather Information): 
  • 
  The slaves are sold in the Palace Ward. The reason 
  for it being in the nicer area of Highport is that the 
  ‘wealthy’ of the city can come out and pay a high 
  price for them. Usually they go on sale every 
  afternoon. 
  • 
  There are numerous watering holes in New Port but 
  most cater to just goblinoids and orcs (half-orcs too). 
  Old Port has a few taverns where you can find 
  general sleeping quarters but they are rowdy at times 
  with all the monstrous humanoids coming into port 
  lately. 
  • 
  Traveling at night is not the best course of action 
  anyone can do in Highport.  
  • 
  There really is no difference between the city guard 
  and the thieves’ guilds.  
  • 
  Citizens just throw their trash on the side and hope 
  that one day someone will come along and pick it up. 
  Occasionally there are a few treasures found within 
  the filth if you wish to go dig around in some.  
   
  If the PCs wish to ask more specific questions then either 
  a Gather Information check or a bribe is needed. If the 
  PC is a half-orc they receive a +4 bonus to the check. 
  Humans get no penalty but all other races receive a -4 
  penalty.  
   
  Of course the PCs may just pay for their information. 
  This way is the quickest and easiest. It cost 5 gp for each 
  bullet point of information. 
  • 
  DC 10: The slavelords? We do not fear any 
  slavelords. In fact I’m sure we help them and all of us 
  here give a toast to that fact as they put money in our 
  coffers. 
  • 
  DC 12: Numerous mercenaries get off the ships each 
  day. Most get shipped out up north pretty quickly. 
  Most are orcs. 
  
  COR7-05 City of Malice 
   
  Page 8 
  • 
  DC 14: Some of the wealthy folks are talking about 
  sending contingents up north to rebuild Fax or 
  Narwell and create a new Highport. There sure is 
  enough money going around now that Turrosh Mak 
  has made his move to take over the Wild Coast. 
  • 
  DC 15: If you’re looking for some fine slaves, 
  Captain Tiva just brought in a nice shipment of some 
  fine ones yesterday. They’re going to be put up for 
  sale in an hour. 
  • 
  DC 15: Ole Stinkweasel usually knows best about 
  slaves and which ones to pick. He usually hangs out 
  in the Old Port trying to get a first look at the new 
  products when they come off the ship. 
  • 
  DC 18: I heard the new lord was none too happy 
  about a disturbance about a year ago where some 
  fools came into the city and vandalized the 
  Ruinfields cemetery. They freed a whole bunch of 
  slaves and killed some fine friends of his.  
  • 
  DC 20: The city guard has been chasing shadows 
  lately. Some of the dumb goblins keep complaining a 
  few of their kind are being taken in the night.  
  • 
  DC 22: There have been numerous spies caught 
  lately by Braks and some new fellow. Not sure what 
  his name is but they’ve executed a few out in public 
  and have eradicated all of them. Too bad cuz one was 
  a nice pretty lady with blonde hair (Keira Polis from 
  COR6-12 Calm Before the Storm). She squealed about 
  how Hardby would come down hard on us. HAH 
  fool. 
  • 
  DC 25: Cain? Can’t say that I have heard of him. 
  What do you want with him? If he’s for dealing 
  slaves Stinkweasel may know of him. Try the Old 
  Port. 
   
  If the PCs wish to go to the Palace Ward to purchase 
  slaves continue to encounter 3. 
   
  If they wish to go to Stinkweasel continue to 
  encounter 4.  
   
  The shadows are a red herring. If the PCs wish to 
  chase this they can talk with numerous goblins and the 
  city guard who just laugh it off. Most just give the PCs 
  quizzical looks about it.  
   
  3: HEY, I KNOW YOU 
  This encounter is a chance for the PCs to purchase some 
  slaves and save them from the horrors that are sure to 
  come. It won’t be cheap but they may receive a reward 
  and, of course, the gratitude of the slaves they save.  
   
  However, if the PCs choose to purchase all the slaves 
  that will raise suspicion as the sellers will want to know 
  where they got their money, where there taking the 
  slaves, what they plan on doing with them, and so on.  
   
  Once the PCs get to the Palace Ward read the 
  following: 
   
  The Palace Ward seems like a completely different 
  world to the other parts of Highport. It is still a 
  shambles but most of the houses are actually intact 
  and look to be cared for a lot more than the other 
  districts. Most of the citizens that walk here look a 
  bit cleanlier. However, they still all wear some type 
  of weapon and do not look the least bit happier.  
   
  Once the PCs ask for the direction of the slave market, or 
  after they wander around for a bit read the following:  
   
  Asking around, a few people point you in the right 
  direction toward where the slaves will be sold. 
   
  A few goblins and orcs run past you excitedly 
  talking 
  in 
  orc 
  about 
  something 
  you 
  don’t 
  understand.  
   
  (If someone in the party speaks Orc the orcs are talking 
  about buying a new slave one to beat on and to do their 
  chores. Get one real cheap maybe even a human woman) 
   
  A huge stage is set before you with boards in the 
  background displaying the cost of certain slaves. At 
  least 20 slaves are shackled up on stage guarded by 
  numerous guards and what looks to be mercenaries. 
  There are at least 100 onlookers of varying races 
  eagerly bidding as it appears it has started.  
   
  Feel free to describe any markings and make up what the 
  crowd looks like and who is bidding. It is irrelevant 
  unless noted on who is making the bids and the people 
  who have organized this. The wealthy have a large stake 
  in this operation and have their people set it up.  
   
  If the PCs ask about Stinkweasel they say he is not 
  here. He mainly stays in Old Port sending people up here 
  who want to buy slaves. However, asking more than a few 
  people raises eyebrows as one of Stinkweasel’s friend’s 
  leaves to go and tell him that some people are asking 
  about him. This will lead him back to the PCs as he tells 
  Cain about them. 
   
  The price range for the slaves varies. A lot of the 
  slaves look very bad with obvious bruises and deep cuts. 
  If the PCs wish to bid the organizers will ask for a name 
  or company. They will put them on the board. The prices 
  for each slave and a description of them are listed in DM 
  Handout 1. Once the PCs hit the limit listed next to 
  each slave they win no matter what. It is assumed that 
  someone is bidding against them up to that point. 
   
  If this adventure is played in a timed session, only go 
  through a few of the slaves sales. 
   
   
  Keep track of how many the PCs buy. This will be 
  noted for XP purposes and the AR. 
   
  At the end of the auction there is a special surprise 
  where Captain Tiva approaches the auctioneer. 
   
  The auctioneer smiles as someone whispers into his 
  ear.  
   
  “Ladies and gentlemen, it is with good fortune 
  that I tell you that dear Captain Tiva has informed 
  me that a ship full of slaves is for sale right now!” 
  
  COR7-05 City of Malice 
   
  Page 9 
  The crowd erupts in glee as some sigh as they do not 
  have enough money.  
   
  “The bidding starts at 10,000 gold pieces!”  
   
  A hand raises up and the bidding war begins. 
   
  The PCs do not have to bid on this but it is to show that 
  occurrences like this happen. Not to mention that 
  Captain Tiva is a slave runner. If by some chance the PCs 
  do purchase the whole boat (It will sell for 20,000 gp as 
  there are over 100 slaves on board.) please mark that on 
  the AR. 
   
  If the PCs have bought some slaves the next 
  challenge they face is what to do with them. The 
  organizers are willing to hold them at their warehouses 
  in Old Port until the PCs can pick them up (at no charge). 
  This is the safest way to do it, however, the slaves look 
  forlorn at the idea but they assure them that no more 
  harm will come to them. (The organisers actually keep 
  their word!) 
   
  The PCs can continue onto the Old Port to search for 
  Stinkweasel (encounter 4) or they can ask around about 
  the shadows which no one knows about. 
   
  If the PCs have already met Stinkweasel they can 
  wait around for a few hours possibly walking down to the 
  warehouse where the slaves are kept or even talk to their 
  purchase. It is possible that one of the NPCs from COR6-
  12 Calm Before the Storm may recognize a PC. Those NPCs 
  are smart enough not to make a scene for fear of being 
  caught however the PCs may not be. If they talk in the 
  open to their new slave about freeing them this will alert 
  various onlookers and they will run off presumably 
  telling the guard. 
   
  If this is the case the guard will not go out and attack 
  the PCs as they have done nothing wrong. They 
  purchased the slaves fairly and as long as they don’t 
  consider freeing some more through illegal means they 
  will be okay. 
   
  If the PCs choose to just stay at the stage for the 
  whole time eventually Stinkweasel comes to them. 
   
  4: STINKWEASEL 
  If the PCs wish to find Stinkweasel before going to the 
  slave auction that is fine. They will more than likely have 
  time to visit it since it’s in the same area as Cain’s house. 
   
  Stinkweasel is really Cain’s informant and eyes and 
  ears of the operation. Cain prefers to employ quite a few 
  ‘normal’ people as his informants that let him know if 
  someone comes looking for him or the slavelord.  
   
  Stinkweasel greets the PCs and says he knows where 
  to find Cain, for a price of course. Really, though, he is 
  leading them into a trap so that Cain can kill them or take 
  them as slaves. 
   
  All it takes to find Stinkweasel is to visit a few bars 
  and ask around. The typical response is below: 
   
  “Stinkweasel? Oh ya I know him, real greasy and 
  sleezy. Got dark hair and a beard. Real good eye for 
  slaves you know? You can find him near the docks 
  greetin the slaves as they walk off the boat.” 
   
  Traveling down to the wharf is easy enough. Describe 
  more filth everywhere and rundown buildings. There 
  ares many mercenaries here, along with a few people 
  trading slaves on the side. This is not a pleasant place to 
  be. 
   
  Several ships moored here sail the familiar yellow 
  sails of the slavelord along with a few that show 
  Turrosh Mak’s colors. Those ships that belong to the 
  empire are loading up supplies and men and 
  monstrous humanoids are boarding. All are look 
  geared for war. The other ships are bringing off 
  shackled slaves who look terrified. 
   
  “Ahh fine catch Captain Alred fine catch. They 
  look good. Tanva will be pleased with this haul that’s 
  for sure.” An excited dark haired man says over to 
  the side. 
   
  Stinkweasel continues until the PCs approach him. 
   
  His demeanor is indifferent towards the PCs. He 
  talks openly about any and all slaves and the trade. If the 
  PCs mention Cain in any way he has a surprised look and 
  asks them to not mention that out in the open and to 
  meet him in an alley in 5 minutes if they want more 
  information. When the arrive he, of course, holds out his 
  hand waiting for money. 
   
   
  �Stinkweasel: male human expert 4; Bluff +14, 
  Diplomacy +10. 
   
  Once the PCs meet with him in secrecy he tells them of 
  Cain and how he lives in the Palace Ward. He knows 
  nothing of any slavelord working with Cain just that 
  Cain deals with slaves and he’d rather not know what he 
  does with them. He hears screams coming from the 
  house occasionally but that’s not uncommon in this 
  town. 
   
  Cain is in good standing with the slavelords, 
  however, as he buys a lot from them and even traffics for 
  them as well. Stinkweasel can show them Cain’s place 
  later if they wish. It will cost them more money, but he 
  tells them he’ll take them to his place in the evening – 3 
  hours time. He does not tell them where in the Palace 
  Ward Cain’s house is, however. (Also no one knows of a 
  Cain in that area either as he uses many aliases and the 
  torture of slaves here is commonplace). He’d rather die 
  than give this information out for free. The reason being 
  is then he won’t receive his payment from Cain for luring 
  victims to him. Also Cain said he’d kill him if he just gave 
  out the information without bringing himself with 
  whoever he brought. In reality, Cain just wants no 
  witnesses and will kill Stinkweasel and get a new lackey. 
   
  If asked why he’d betray his employer, Stinkweasel 
  doesn’t see it as that, more of a new business opportunity. 
  He doesn’t have any loyalty to him. 
   
  
  COR7-05 City of Malice 
   
  Page 10 
  “Ok I’ll meet you near the slave auction stage at 
  around 7 bells at night. I’ll go up to the house alone 
  as that won’t bring upon suspicion from him. As far 
  as I know he has no guards at all. Pretty full of 
  himself if you ask me.” Stinkweasel shrugs. “Well 
  I’m off to spend my new coin on some drinks, see ya 
  there. “ 
   
  Of course most of this is a lie. Stinkweasel truly doesn’t 
  know what Cain is doing in his house but he knows he 
  works for the slavelord. If the PCs leave him he then he 
  goes into one of the bars and speaks to a friend to deliver 
  a message to Cain about meeting the PCs later that night 
  near his house. He will visit many bars talking to people 
  to make sure the PCs have no idea what he is doing. 
   
  If the PCs have yet to go to the slave auction refer to 
  encounter 3. 
   
  If they wish to meet Stinkweasel near Cain’s house 
  continue to encounter 5. 
   
  5: CAIN’S HOUSE 
  It is dusk and most “decent” people have gone their 
  separate ways, not wanting to be out at night.  
   
  There are a few blood splatters near the stage where 
  some slaves were whipped during the day and a lot 
  of trash around the area. A few scavengers poke 
  around the area looking for treasures. A soft voice 
  whispers, “”ello. Time we headed off.” Stinkweasel 
  nods and starts to walk off. 
   
  Assuming the PCs follow Stinkweasel it takes about 10 
  minutes to reach Cain’s house. Describe the surrounding 
  rubble and trash but make clear their is not nearly as 
  much here as in Old and New Port. He does not talk 
  during this time but does not seem nervous in any way. 
   
  “Here we are. I’ll walk across the street. We’ll go 
  through the only the entrance I know which is the 
  rubble and leads into the basement.”  
   
  Looking across the street you see three houses 
  linked together with all the windows barred and the 
  doors are as well. The last house is half rubble as it 
  must have been caught in some kind of barrage 
  during the war.  
   
  Stinkeweasel trots over to the side of the street 
  and peers into the rubble. As he waves you on all of a 
  sudden something lurches out of the darkness at 
  him. A quick cry of help is all that is heard as his 
  body is pull out of view down into the rubble. 
   
  One of the creatures grabbed Stinkweasel and is has 
  already killed him by the time the PCs get down to the 
  bottom of the basement. The entire basement is in 
  darkness. There is no use to call for guards as there aren’t 
  any near here. No one around feels the screams are 
  unusual either. 
   
  APL 2 (EL 3) 
   
  �Darkmantles (3): hp 8 each; MM 38. 
   
  APL 4 (EL 5) 
   
  �Gibbering Mouther: hp 42; Appendix 1. 
   
  APL 6 (EL 7) 
   
  �Gibbering Mouthers (2): hp 42 each; Appendix 
  1. 
   
  APL 8 (EL 9) 
   
  �Chaos Beasts (2): medium outsider; hp 54 each; 
  MM 33. 
   
  APL 10 (EL 11) 
   
  �Lifeleech Otyugh: hp 94; Appendix 1. 
   
  APL 12 (EL 13) 
   
  �Ten-headed Shrieking Terror: hp 170; Appendix 
  1. 
   
  Tactics: At all APLs the monster(s) let their instincts take 
  over and try to kill as many as the PCs as possible. They 
  will not come out of the rubble doorway and will slink 
  back if PCs stay out there using ranged attacks.  
   
  The doorway leading down is 10 feet wide so that the 
  hydra could have easily gotten to Stinkweasel 
   
  Development: The PCs can look around and see 
  Stinkweasel’s body along with some other bodies as well 
  more bones. It’s hard to tell how many bodies are in here 
  but a rough estimate is about 20. There are bloodstains 
  everywhere splattered on the wall and floor.  
   
  Unless the PCs take extraordinary measures to 
  ensure silence during the battle, Cain almost certainly 
  becomes is aware that enemies have entered his domain. 
   
  If the PCs have other means of getting into the 
  house (like passwall or the like) then they are free to do 
  that. The DM should adjudicate such actions accordingly. 
  The windows cannot be opened as they barred with iron 
  bars. They can be bashed in but that would, of course, 
  make a lot of noise. 
   
  �Iron barred windows: 2 in. thick; hardness 10; 
  hp 60; AC 5; Break DC 28. 
   
  �Strong Wooden Door: 2 in. thick; hardness 5; hp 
  20; AC 5; Break DC 23; Open Lock DC 25. 
   
  Continue to encounter 6. 
   
  6: A GRISLY FIND 
  The PCs encounter the spell trap and then find some of 
  the failed illithids and other spies that have not made it 
  out alive. 
   
  The door leading out of the basement is a plain 
  wooden door, however, it has a spell turret trap 
  implanted in it. It has been designated to activate on 
  anyone but the creatures in the basement. (The slaves in 
  
  COR7-05 City of Malice 
   
  Page 11 
  the basement were already dead and Cain always dropped 
  them off at the other end) 
   
   Unless the PCs get near the door during the battle 
  with the creatures in encounter 5 the spell turret does 
  not activate. However, if they get within 120 feet and are 
  within line of sight (DM Map 2) the turret activates.  
   
  There is no spell turret at APL 2. 
   
  A real easy way for the PCs to get through the trap is to 
  just open up the door and close it as the spell turret is on 
  the other side. They may also break down the walls if 
  they so choose as well. 
   
  APL 4 (EL 3) 
   
  �Guardian Spell Turret: CR 3; Diminutive magic 
  device; visual trigger (true seeing); automatic reset; four 
  different spells cast one per round in set order; glitterdust, 
  hypnotic pattern, scorching ray (+1 ranged touch), Tasha’s 
  hideous laughter; no spells cast every fifth round but spell 
  turret self-repairs 4d8+20 hp; Search DC 27; Disable 
  Device DC 27; Caster Level 3; AC 7; hardness 8; hp 200. 
   
  APL 6 (EL 5) 
   
  �Guardian Spell Turret: CR 5; Diminutive magic 
  device; visual trigger (true seeing); automatic reset; four 
  different spells cast one per round in set order; 
  dimensional anchor, ice storm, fear, mass reduce person; no 
  spells cast every fifth round but spell turret self-repairs 
  4d8+20 hp; Search DC 29; Disable Device DC 29; Caster 
  Level 7; AC 7; hardness 8; hp 200. 
   
  APL 8 (EL 7) 
   
  �Guardian Spell Turret: CR 7; Diminutive magic 
  device; visual trigger (true seeing); automatic reset; four 
  different spells cast one per round in set order; summon 
  monster VI, chain lightning, eye bite, disintegrate (+5 ranged 
  touch); no spells cast every fifth round but spell turret 
  self-repairs 4d8+20 hp; Search DC 31; Disable Device DC 
  31; Caster Level 11; AC 7; hardness 8; hp 200. 
   
  APL 10 (EL 9) 
   
  �Guardian Spell Turret: CR 9; Diminutive magic 
  device; visual trigger (true seeing); automatic reset; four 
  different spells cast one per round in set order; maze, 
  scintillating pattern, polar ray (+7 ranged touch), Otto’s 
  irresistible dance; no spells cast every fifth round but spell 
  turret self-repairs 4d8+20 hp; Search DC 33; Disable 
  Device DC 33; Caster Level 15;  AC 7; hardness 8; hp 200. 
   
  APL 12 (EL 9) 
   
  �Guardian Spell Turret: CR 9; Diminutive magic 
  device; visual trigger (true seeing); automatic reset; four 
  different spells cast one per round in set order; maze, 
  horrid wilting, polar ray (+7 ranged touch), Otto’s irresistible 
  dance; no spells cast every fifth round but spell turret self-
  repairs 4d8+20 hp; Search DC 33; Disable Device DC 33; 
  level; Caster Level 15; AC 7; hardness 8; hp 200. 
   
  Once the PCs have dealt with the spell trap they can open 
  the door to the upstairs. It is on the other side of the door 
  that they make a gruesome discovery. If there are any 
  younger gamers at the table the DM should tone down 
  this description. 
   
  Bodies hang from hooks while others are slumped 
  against the wall. It seems that this is Cain’s testing 
  area. Some are dried out husks of humanoid 
  remains. One seems to be a creature with half 
  tentacles sticking out of its head.  
   
   A DC 22 Knowledge (dungeoneering) check reveals that 
  it is an unformed illithid. 
   
  There is no regard to any life in this room. 
  Numerous torture devices line the walls, some rusty, 
  obviously purposely, as they have seen recent use. 
  There are charts off to the side detailing various 
  names and affiliations in Greyhawk City and nearby 
  nations. It appears that many of these people were 
  spies or working for their city in some capacity. 
   
  A set of stairs illuminated by an eerie light leads 
  up. 
   
  Treasure: A DC 17 Search check finds four potions of cure 
  light wounds (used to keep the prisoners alive) and a potion 
  of aid. To determine exactly what treasure the PCs find 
  here, refer to the Treasure section of this adventure. 
   
  Once the PCs decide to continue, proceed to encounter 7. 
   
  7: A BLOODY END 
  This is the final battle against Cain. He is waiting upstairs 
  for the PCs. He is a no nonsense man and does not stop 
  to yak to the intruders but does throw in snide comments 
  about how they are pathetic and what good slaves they 
  will be. As soon as he sees one of them he unleashes his 
  fury. 
   
  APL 2 (EL 4) 
   
  �Cain Bloodsucker: male human wizard 5; hp 33; 
  Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Cain Bloodsucker: male human wizard 5/blood 
  magus 2; hp 46; Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Cain Bloodsucker: male human wizard 5/blood 
  magus 4; hp 63; Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Cain Bloodsucker: male human wizard 5/blood 
  magus 6; hp 75; Appendix 1. 
  
  COR7-05 City of Malice 
   
  Page 12 
   
  APL 10 (EL 12) 
   
  �Cain Bloodsucker: male human wizard 5/blood 
  magus 8; hp 124; Appendix 1. 
   
  APL 12 (EL 14) 
   
  �Cain Bloodsucker: male human wizard 5/blood 
  magus 10; hp 143; Appendix 1. 
   
  Tactics: Cain puts himself in the most advantageous spot 
  in the room. He has already cast spells on himself which 
  are reflected in the stat blocks. He first tries to 
  incapacitate the PCs as he wants to use them as subjects. 
  If that does not go well he proceeds to employ his more 
  powerful spells to kill them. Finally, at APL 12 if he is 
  lower than 10 hit points he use his blood walk ability to 
  flee to safety. 
   
  Treasure: To determine what treasure the PCs find here, 
  refer to the Treasure section of this adventure. 
   
   
  Development: If he is subdued he does not talk unless 
  forcibly coerced and even then doesn’t know a whole lot. 
  He knows he is very well funded by the slavelord whose 
  name is Opi’kel. He confirms that Opi’kel is an illithid 
  that was shunned by his kind and now wishes to build a 
  new society in the area. He assumes that Turrosh funds 
  this operation but doesn’t know for sure. He laughs at the 
  PCs if they wish to bring them to justice as it will be very 
  hard for them to go outside without the city guard asking 
  questions. 
   
  He is correct in thinking that because the city guards 
  will apprehend the PCs and they will be the ones thrown 
  in jail. However, it won’t be too hard if they knock him 
  unconscious and carry him out under the cover of 
  darkness. 
   
  If the PCs bought slaves they may go pick them up 
  in the morning and they hear a lot of people talking 
  about the break in at a rich man’s house in the Palace 
  Ward. The authorities are scouring the city for the 
  culprits. 
   
  If the PCs leave immediately they can make it out of 
  the city easily enough. 
   
  If the PCs are defeated by Cain he enslaves them but 
  doesn’t kill them, saving them for Opi’kel who will 
  torture them for all their secrets then kill them. Unless 
  the PCs have some means of resurrecting them then they 
  are lost forever. 
   
  Continue to the conclusion. 
   
  CONCLUSION 
  If the PCs were successful in their mission continue to 
  conclusion A. If they were not, continue to conclusion B.  
   
  CONCLUSION A 
  Once outside the city the PCs have a choice to make. 
  They can continue onto Safeton and drop the slaves off 
  and warn them of the impending doom (which most in 
  the city already know is coming). Read the following: 
   
  Luckily the trip to Safeton is uneventful and the 
  slaves that you bought have made it back safely. 
  Almarayne is overjoyed at the sight of the slaves. 
   
  “Oh thank you so much! Lucian told me of your 
  exploits at the complex. What other news do you 
  have?” 
   
  It is assumed the PCs tell her what they have found out. 
  If the PCs DO mention about how all the spies have been 
  found continue on. If they do NOT mention this or hand 
  over the notes adjust the text accordingly. 
   
  “Thank you so very much. It appears that Safeton 
  will need you in the coming months. I believe that 
  this Cain and slavelord are a bit over confident there 
  is no way they have rooted out all the spies could 
  they have?” A worried look comes over her face. 
  “Could you go and warn Greyhawk City about our 
  plight? I know it’s a long journey and will take up 
  your valuable time but I implore you to do so.” 
   
  Note on the AR which PCs accept the fair lady’s plea. Do 
  not tell the PCs they have to spend 1 extra Time Unit on 
  this adventure for doing so but in doing so they may have 
  saved Safeton. This is supposed to be a selfless act as there 
  is no favor or reward right away for doing this.  
   
  If the PCs did not mention the spies being depleted 
  to her she does not ask them to do this. However, if the 
  PCs think of this on their own then mark it on the AR. 
   
  CONCLUSION B 
  Adjust the text accordingly if the PCs were captured by 
  Cain as they will die. Also adjust the text if they did not 
  buy any slaves as well. If the PCs ran and fled back to 
  Safeton read the following: 
   
  The somber trip back to Safeton is uneventful. The 
  slaves are happy that they are back but the sadness 
  on their faces is evident. Almarayne comes out to 
  greet 
  you 
  with 
  an 
  apprehensive 
  smile.  
   
  “So how goes it?” 
   
  Again if a PC was captured by Cain then they will be 
  enslaved and Opi’kel will torture them and then destroy 
  them.  
   
  CAMPAIGN CONSEQUENCES 
  Thank you for playing. Please email the author at 
  timsech@hotmail.com with these results by May 1, 2007. 
  1. 
  Did the PCs rescue any slaves? If so how many? 
  2. 
  Did the PCs defeat Cain? 
  3. 
  Did the PCs rescue the slaves in the slave 
  complex? 
  4. 
  Did any of the PCs warn Greyhawk City and/or 
  accept Almarayne’s plea? 
  5. 
  Did any of the PCs get captured? 
  
  COR7-05 City of Malice 
   
  Page 14 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  1: The Slave Complex: Area 2 
  Defeat the orcs 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10 
  300 XP 
  APL 12 
  360 XP 
   
  1: The Slave Complex: Area 3 
  Defeat Frangore 
  APL 2  
  30 XP 
  APL 4  
  90 XP 
  APL 6  
  150 XP 
  APL 8  
  210 XP 
  APL 10 
  270 XP 
  APL 12 
  330 XP 
   
  1: The Slave Complex: Area 8 
  Defeat Grocsur 
  APL 2  
  30 XP 
  APL 4  
  90 XP 
  APL 6  
  150 XP 
  APL 8  
  210 XP 
  APL 10 
  270 XP 
  APL 12 
  330 XP 
   
  3: Hey I Know You! 
  For saving at least 2 slaves at the auction house 
  APL 2  
  45 XP 
  APL 4  
  68 XP 
  APL 6  
  90 XP 
  APL 8  
  113 XP 
  APL 10 
  135 XP 
  APL 12 
  158 XP 
   
  5: Cain’s House 
  Defeat the creatures 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
   
  6: A Grisly Scene 
  Defeat or bypass the spell trap 
  APL 4  
  90 XP 
  APL 6  
  150 XP 
  APL 8  
  210 XP 
  APL 10 
  270 XP 
  APL 12 
  330 XP 
   
  7: A Bloody End 
  Defeat Cain 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Discretionary roleplaying award 
  APL 2  
  45 XP 
  APL 4  
  68 XP 
  APL 6  
  90 XP 
  APL 8  
  113 XP 
  APL 10 
  135 XP 
  APL 12 
  158 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12 
  1,575 XP 
   
  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. 
  
  COR7-05 City of Malice 
   
  Page 15 
   
  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: Area 2 
  APL 2: Loot 12 gp; Total 12 gp. 
   
  APL 4: Loot 48 gp; Magic 84 gp; potion of enlarge 
  person x4 (21 gp); Total 132 gp. 
   
  APL 6: Loot 46 gp; Magic 430 gp; +1 spiked chain x2 
  (194 gp each), potion of enlarge person x4 (21 gp each); Total 
  476 gp. 
   
  APL 8: Loot 38 gp; Magic 430 gp; +1 spiked chain x2 
  (194 gp each), potion of enlarge person x4 (21 gp each), +1 
  chain shirt (104 gp each); Total 684 gp. 
   
  APL 10: Loot 38 gp; Magic 1,185 gp; +1 spiked chain 
  x2 (194 gp each), potion of enlarge person x4 (21 gp each), 
  gloves of dexterity +2 (333 gp each) +1 chain shirt (104 gp 
  each); Total 1347 gp. 
   
  APL 12: Loot 46 gp; Magic 1,185 gp; +1 flaming spiked 
  chain x2 (694 gp each), potion of enlarge person x4 (21 gp 
  each), gloves of dexterity +2 (333 gp each), +1 mithral chain 
  shirt (187 gp each); Total 1139 gp. 
   
  2: Area 3 
  APL 2: Loot 48 gp; Magic 4 gp; potion of shield of faith (+2) 
  (4 gp); Total 52 gp. 
   
  APL 4: Loot 40 gp; Magic 108 gp; potion of shield of 
  faith (+2) (4 gp), +1 chain shirt (104 gp); Total 148 gp. 
   
  APL 6: Loot 15 gp; Magic 301 gp; potion of shield of 
  faith (+2) (4 gp), +1 chain shirt (104 gp), +1 scythe (193 gp); 
  Total 316 gp. 
   
  APL 8: Loot 15 gp; Magic 384 gp; potion of shield of 
  faith (+2) (4 gp), +1 chain shirt (104 gp), +1 scythe (193 gp), 
  +1 cloak of resistance (83 gp); Total 399 gp. 
   
  APL 10: Loot 15 gp; Magic 1,081 gp; potion of shield of 
  faith (+2) (4 gp), +1 chain shirt (104 gp), +1 scythe (193 gp), 
  +1 cloak of resistance (83 gp), ring of counterspells (666 gp); 
  Total 1,065 gp. 
   
  APL 12: Loot 15 gp; Magic 1,482 gp; potion of shield of 
  faith (+2) (4 gp), +1 adamantine chain shirt (521 gp), +1 
  scythe (193 gp), +1 cloak of resistance (83 gp), ring of 
  counterspells (666 gp); Total 1,497 gp. 
   
  1: Area 6 
  ALL APLs: Magic – Heward’s fortifying bedroll- (250 gp). 
   
  1: Area 8 
  APL 2: Loot 129 gp; Total 129 gp. 
   
  APL 4: Loot 127 gp; Magic 192 gp; +1 morningstar 
  (192 gp); Total 296 gp. 
   
  APL 6: Loot 4 gp; Magic 413 gp; +1 morningstar (192 
  gp), +1 full plate (221 gp); Total 417 gp. 
   
  APL 8: Loot 4 gp; Magic 496 gp; +1 morningstar (192 
  gp), +1 full plate (221 gp), +1 cloak of resistance (83 gp); Total 
  500 gp. 
   
  APL 10: Loot 4 gp; Magic 1,829 gp; +1 morningstar 
  (192 gp), +1 full plate (221 gp), +1 cloak of resistance (83 gp), 
  periapt of wisdom +4 (1333 gp); Total 1,837 gp.  
   
  APL 12: Loot 4 gp; Magic 2,079 gp; +1 morningstar 
  (192 gp), +1 full plate (221 gp), +2 cloak of resistance (333 gp), 
  periapt of wisdom +4 (1333 gp); Total 2,083 gp. 
   
  6: A Grisly Find 
  ALL APLs: Loot 0 gp; Magic 51 gp; 4 potions of cure light 
  wounds (16 gp), potion of aid (25 gp), serpents’ tongue* (10 
  gp). 
   
  7: A Bloody End 
  APL 2: Loot 30 gp; Magic 1289 gp; vest of resistance +1 (83 
  gp), scroll of magic missile 5th-level x5 (10 gp each), horizon 
  goggles (666 gp), ring of enduring arcana (500 gp); Total 
  1,319 gp. 
   
  APL 4: Loot 30 gp; Magic 1582 gp; vest of resistance +1 
  (83 gp), horizon goggles (666 gp), headband of intellect +2 (333 
  gp), ring of enduring arcana (500 gp); Total 1,612 gp. 
   
   
  APL 6: Loot 30 gp; Magic 2112 gp; vest of resistance +1 
  (83 gp), horizon goggles (666 gp), headband of intellect +2 (333 
  gp), ring of enduring arcana (500 gp), ring of protection +1 
  (167 gp), gloves of dexterity +2 (333 gp); Total 2,142 gp. 
   
   
  APL 8: Loot 30 gp; Magic 3112 gp; vest of resistance +1 
  (83 gp), horizon goggles (666 gp), headband of intellect +4 
  (1333 gp), ring of enduring arcana (500 gp), ring of protection 
  +1 (167 gp), gloves of dexterity +2 (333 gp); Total 3142 gp. 
   
  APL 10: Loot 30 gp; Magic 4914 gp; vest of resistance 
  +1 (83 gp), horizon goggles (666 gp), headband of intellect +4 
  (1333 gp), ring of enduring arcana (500 gp), ring of protection 
  +2 (666 gp), gloves of dexterity +2 (333 gp), amulet of health 
  +4 (1333 gp); Total 4,954 gp. 
   
   
  APL 12: Loot 30 gp; Magic 9082 gp; vest of resistance 
  +3 (750 gp), horizon goggles (666 gp), headband of intellect +6 
  (3000 gp), ring of enduring arcana (500 gp), ring of protection 
  +3 (1500 gp), gloves of dexterity +4 (1333 gp), amulet of health 
  +4 (1333 gp); Total 9,112 gp. 
   
  Total Possible Treasure 
   
  APL 2: Loot 219 gp; Magic 1,594 gp; Total: 1,813 gp. 
   
  APL 4: Loot 245 gp; Magic 2,267 gp; Total: 2,512 gp. 
   
  APL 6: Loot 95 gp; Magic 3,557 gp; Total: 3,652 gp. 
   
  APL 8: Loot 87 gp; Magic 4,723 gp; Total: 4,810 gp. 
  
  COR7-05 City of Malice 
   
  Page 16 
   
  APL 10: Loot 87 gp; Magic 9,310 gp; Total: 9,397 gp. 
   
  APL 12: Loot 95 gp; Magic 14,129 gp; Total: 14,224 
  gp. 
   
  Treasure Cap 
   
  APL 2: 450 gp 
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
   
  APL 12: 3,300 gp 
   
  ADVENTURE RECORD ITEMS 
  �The Slaves’ Favor: Rescuing slaves can be a hardy 
  proposition. Almarayne can’t thank you enough and 
  arranges for some of her elf friends to add the following 
  special abilities to a weapon of your choice (you must pay 
  the difference in cost): bane (orc, gnoll, or goblinoid), 
  holy, shock, or speed. This counts as having one-time Open 
  access to one of these special abilities.  
   
   
  �The Grand Favor: Buying a whole boatload of slaves 
  has made you a hero in the eyes of many. Almarayne and 
  the people grant you the title of “Liberator” and you may 
  use that title officially.  
   
  �Help! Greyhawk City had to be warned about the 
  impending doom of Safeton and the Wild Coast as a 
  whole. You have done a good deed in immediately going 
  to their council and telling them of Turrosh Mak’s plan 
  and of the slavelord. You must pay 1 extra TU on this AR 
  for traveling to Greyhawk City. This may have useful 
  repercussions in future adventures. 
   
  ITEM ACCESS 
  APL 2: 
  • 
  Horizon goggles (Adventure; Complete Mage) 
  • 
  Ring of enduring arcane (Adventure; Complete Mage) 
  • 
  Serpents’ tongue (Adventure; Complete Mage) 
  • 
  Heward’s fortifying bedroll (Adventure; Complete Mage) 
  • 
  Scroll of magic missile (Adventure; CL 5th; DMG) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Ring of counterspells (Adventure; DMG) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  +1 mithral chain shirt (Adventure; DMG) 
  • 
  +1 flaming spiked chain (Adventure; DMG) 
  • 
  +1 adamantine chain shirt (Adventure; DMG) 
   
  
  COR7-05 City of Malice 
   
  Page 17 
  APPENDIX 1: APL 2 
  ENCOUNTER 1: AREA 3 
   
   
   
  FRANGORE KETBANE 
  CR 2 
  Female gnoll barbarian 1 
  CE Medium humanoid (gnoll) 
  Init +5; Senses darkvision 60 ft.; Listen +1, Spot +6 
  Languages Gnoll  
  AC 14, touch 9, flat-footed 13 
   (+1 Dex, +4 armor, +1 natural) 
  hp 32 (3 HD)  
  Fort +10, Ref +1, Will +3  
  Speed 40 ft. (8 squares)  
  Melee mwk scythe +10 (2d4+9)  
  Ranged longbow +3 (1d8/x3)  
  Base Atk +2; Grp +8  
  Atk Options Power Attack, rage 1/day (6 rounds) 
  Combat Gear potion of shield of faith (+2) 
  Abilities Str 23, Dex 13, Con 20, Int 8, Wis 12, Cha 6  
  SQ fast movement, gnoll traits 
  Feats Improved Initiative, Power Attack  
  Skills Climb +6, Spot +6 
  Possessions 
  combat 
  gear 
  plus 
  chain 
  shirt, 
  masterwork scythe, cold iron scythe, warhammer, 
  daggers (3), spiked gauntlet, locked gauntlet, 
  composite longbow, 20 arrows, backpack, wrap for 
  equipment, waterskin, flint & steel, bedroll.  
   
  When not raging, Frangore has the following changed 
  statistics: 
  AC 16, touch 11, flat-footed 15 
  hp 26 (3 HD) 
  Fort +8, Will +1 
  Melee mwk scythe +7 (2d4+6/x4) 
  Ranged longbow +3 (1d8/x3) 
  Grp +6 
  Abilities Str 19, Con 16 
  Skills Climb +4 
   
  ENCOUNTER 1: AREA 8 
   
   
   
  GROCSOR 
  CR 1 
  Male orc cleric 1 
  CE Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Orc 
  AC 18, touch 10, flat-footed 18 
   (+8 armor) 
  hp 10 (1 HD)  
  Fort +3, Ref +0, Will +3  
  Weakness light sensitivity  
  Speed 20 ft. in full plate (4 squares); base speed 30 
  ft. 
  Melee morningstar +5 (1d8+6)  
  Ranged dagger +0 (1d4+4/19-20)  
  Base Atk +0; Grp +4 
  Atk Options Power Attack 
  Special Actions cast evil spells at +1 CL, rebuke 
  undead 1/day (-2, 2d6-1, 1st), spontaneous inflict 
  Cleric Spells Prepared (CL 1st): 
   
  1st—cure light wounds, protection from good D, 
  divine favor 
   
  0—create water (3) 
  D: Domain spell. Deity: Erythnul. Domains: War, Evil 
  Abilities Str 18, Dex 10, Con 13, Int 10, Wis 13, Cha 
  6  
  SQ orc traits 
  Feats Power Attack, Weapon Focus (morningstar) 
  Skills Concentration +5, Knowledge (arcane) +4 
  Possessions 
  combat 
  gear 
  plus 
  full 
  plate, 
  morningstar, cold iron morningstar, warhammer, 
  daggers (3), spiked gauntlet (worn), locked gauntlet 
  (stored), backpack, bundle for weapons, bedroll, 
  flint and tinder, 3 days rations, waterskins (2).  
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  ENCOUNTER 7: A BLOODY END  
   
  CAIN BLOODSUCKER 
  CR 5 
  Male human (Baklunish) evoker 5 
  NE Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Baklunish, Common, Elven, Giant, Orc 
  AC 20, touch 12, flat-footed 18 
   (+2 Dex, +4 armor [mage armor], +4 shield [shield]) 
  hp 33 (5 HD)  
  Fort +5, Ref +4, Will +6 
  Speed 30 ft. (6 squares) 
  Melee mwk dagger +3 (1d4/19-20)  
  Ranged light crossbow +4 (1d8/19-20)  
  Base Atk +2; Grp +2 
  Combat Gear ring of enduring arcane*, scroll of false 
  life, 5 scrolls of magic missile (CL 5) 
  Wizard Spells Prepared (CL 5th; +4 ranged touch): 
   
  3rd—empowered 
  burning 
  hands 
  (DC 
  15), 
  empowered magic missile, fly  
   
  2nd—bear’s endurance, cat’s grace, false life� (9 
  hp), glitterdust (DC 15), scorching ray 
   
  1st—burning hands (DC 15), grease (DC 14), 
  mage armor�, magic missile, shield�  
   
  0—acid splash, detect magic (2), prestidigitation, 
  ray of frost 
  �Already cast  
  Abilities Str 10, Dex 14, Con 13, Int 16, Wis 12, Cha 
  8  
  SQ familiar (slither – not present), share spell 
  Feats Alertness (when familiar within 5 ft.), Empower 
  Spell, Great Fortitude, Scribe ScrollB,  Spell Focus 
  (evocation), Toughness 
  Skills: Concentration +8, Craft (alchemy) +10, 
  Decipher Script +10, Knowledge (arcane) +10, 
  Knowledge (local – core) +10, Knowledge (the 
  planes) +10, Spellcraft +10 
  Possessions +1 vest of resistance, dagger, light 
  crossbow, 20 cold iron bolts, cold iron dagger, 
  masterwork dagger, spellbook, horizon goggles 
  
  COR7-05 City of Malice 
   
  Page 18 
  Spellbook (banned enchantment, illusion) spells 
  prepared plus all 0’s 
   
  
  COR7-05 City of Malice 
   
  Page 19 
  APL 4 
  ENCOUNTER 1: AREA 2 
   
   
   
  ORC FIGHTER 
  CR 2 
  Male orc fighter 2 
  N Medium humanoid (orc) 
  Init +2; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Orc 
  AC 16, touch 12, flat-footed 14; Dodge, Mobility 
   (+2 Dex, +4 armor) 
  hp 20 (2 HD)  
  Fort +5, Ref +2, Will +1  
  Weakness light sensitivity  
  Speed 30 ft. (6 squares)  
  Melee mwk spiked chain +7 (2d4+6)  
  Ranged javelin +4 (1d6+5)  
  Base Atk +2; Grp +6 
  Combat gear potion of enlarge person (CL 1st) 
  Abilities Str 19, Dex 14, Con 14, Int 8, Wis 13, Cha 6  
  SQ orc traits 
  Feats Dodge, Exotic Weapon Proficiency (spiked 
  chain), Mobility 
  Skills Jump +7 
  Possessions combat gear plus chain shirt, daggers 
  (3), 
  cold 
  iron 
  spiked 
  chain, 
  spiked 
  chain, 
  masterwork spiked chain, spiked gauntlet (worn), 
  locked gauntlet (stored), longspear, greatsword, 
  warhammer, javelins (3), backpack, bundle for 
  weapons, bedroll, flint and tinder, 3 days rations, 
  waterskins (2).  
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  ENCOUNTER 1: AREA 3 
   
   
   
  FRANGORE KETBANE 
  CR 4 
  Female gnoll barbarian 3 
  CE Medium humanoid (gnoll) 
  Init +5; Senses darkvision 60 ft.; Listen +7, Spot +6 
  Languages Gnoll  
  AC 15, touch 9, flat-footed 14; uncanny dodge 
   (+1 Dex, +5 armor, +1 natural) 
  hp 68 (5 HD)  
  Fort +11, Ref +2, Will +4  
  Speed 40 ft. (8 squares)  
  Melee mwk scythe +12 (2d4+10)  
  Ranged longbow +5 (1d8/x3)  
  Base Atk +4; Grp +11  
  Atk Options Power Attack, rage 1/day (8 rounds) 
  Combat Gear potion of shield of faith (+2) 
  Abilities Str 24, Dex 13, Con 20, Int 8, Wis 12, Cha 6  
  SQ fast movement, gnoll traits, trap sense +1 
  Feats Improved Initiative, Power Attack  
  Skills Climb +7, Listen +7, Spot +6 
  Possessions combat gear plus +1 chain shirt, 
  masterwork scythe, cold iron scythe, warhammer, 
  daggers (3), spiked gauntlet (worn), locked gauntlet 
  (worn), composite longbow, 20 arrows, backpack, 
  wrap for equipment, waterskin, flint & steel, bedroll. 
   
  When not raging, Frangore has the following changed 
  statistics: 
  AC 17, touch 11, flat-footed 16 
  hp 58 (5 HD) 
  Fort +9, Will +2 
  Melee mwk scythe +10 (2d4+7/x4) 
  Ranged longbow +5 (1d8/x3) 
  Grp +9 
  Abilities Str 20, Con 16 
  Skills Climb +5 
   
  ENCOUNTER 1: AREA 8 
   
   
   
  GROCSOR 
  CR 3 
  Male orc cleric 3 
  CE Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Orc 
  AC 18, touch 10, flat-footed 18 
   (+8 armor) 
  hp 21 (3 HD)  
  Fort +4, Ref +1, Will +4  
  Weakness light sensitivity  
  Speed 20 ft. in full plate (4 squares); 30 ft. base 
  speed 
  Melee +1 morningstar +8 (1d8+7)  
  Ranged dagger +2 (1d4+4/19-20)  
  Base Atk +2; Grp +6 
  Atk Options Power Attack 
  Special Actions cast evil spells at +1 CL, rebuke 
  undead 1/day (-2, 2d6+1, 3rd), spontaneous inflict 
  Cleric Spells Prepared (CL 3rd): 
   
  2nd—cure moderate wounds, hold person (DC 
  13), spiritual weaponD 
   
  1st—cure 
  light 
  wounds 
  (2), 
  divine 
  favor, 
  protection from goodD 
   
  0—create water (4) 
  D: Domain spell. Deity: Erythnul. Domains: War, Evil 
  Abilities Str 18, Dex 10, Con 13, Int 10, Wis 13, Cha 
  6 
  SQ orc traits 
  Feats Combat Casting, Power Attack, Weapon Focus 
  (morningstar) 
  Skills Concentration +7(+11 casting defensively), 
  Knowledge (arcane) +6 
  Possessions combat gear plus full plate, +1 
  morningstar, cold iron morningstar, warhammer, 
  daggers (3), spiked gauntlet (worn), locked gauntlet 
  (stored), backpack, bundle for weapons, bedroll, 
  flint and tinder, 3 days rations, waterskins (2) 
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  ENCOUNTER 5: CAIN’S HOUSE 
   
   
  GIBBERING MOUTHER 
  CR 5 
  N Medium aberration 
  
  COR7-05 City of Malice 
   
  Page 20 
  Init +1; Senses darkvision 60 ft.; Listen +4, Spot +9 
  Languages Common 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural) 
  hp 42 (4 HD); DR 5/bludgeoning  
  Immune can’t be flanked, critical hits  
  Fort +7, Ref +4, Will +5 
  Speed 10 ft. (2 squares), swim 20 ft. 
  Melee 6 bites +4 (1) 
  Ranged spittle +4 touch (1d4 acid plus blindness) 
  Base Atk +3; Grp +3 
  Atk Options blood drain, improved grab, 
  Special Actions gibbering, ground manipulation, 
  spittle, swallow whole 
  Abilities Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 
  13  
  Feats Lightning Reflexes, Weapon Finesse 
  Special Qualities: amorphous  
  Skills Listen +4, Spot +9, Swim +8 (+16 to perform 
  some special action or avoid a hazard) 
  Blood 
  Drain 
  (Ex) 
  A 
  swallowed 
  opponent 
  automatically takes 1d4 points of Constitution 
  damage each round. 
  Gibbering (Su) As soon as a mouther spots 
  something edible, it begins a constant gibbering as 
  a free action. All creatures (other than mothers) 
  within 60-foot spread must succeed on a DC 13 
  Will save or be affected as though by a confusion 
  spell for 1d2 rounds. This is a sonic mind-affecting 
  compulsion effect. A creature that successfully 
  saves cannot be affected by the same gibbering 
  mouther’s gibbering for 24 hours. The save DC is 
  Charisma based.  
  Ground Manipulation (Su) At will, as a standard 
  action, a gibbering mouther can cause stone and 
  earth in all adjacent squares to become a morass 
  akin to quicksand. Softening earth, sand, or the like 
  takes 1 round, while stone takes 2 rounds. Anyone 
  other the mouther in that area must take a move-
  equivalent action to avoid becoming mired (treat as 
  being pinned)  
  Improved Grab (Ex) To use this ability, a gibbering 
  mouther must hit a Medium or smaller foe with a 
  bite attack. It can then attempt to start a grapple as 
  a free action without provoking attacking of 
  opportunity. 
  Spittle (Ex) As a free action every round, a gibbering 
  mouther can fire a stream of spittle at one 
  opponent within 30 feet. The mouther makes a 
  ranged touch attack; if it hits, it deals 1d4 points of 
  acid damage, and the target must succeed on a 
  DC 18 Fortitude save or be blinded for 1d4 rounds. 
  Eyeless creatures are immune to the blinding effect 
  but are still subject to the acid damage. The save 
  DC is Constitution based. 
  Swallow Whole (Ex) A gibbering mouther can 
  attempt to swallow a grappled opponent of Medium 
  or smaller size by making a successful grapple 
  check. (The gibbering mouther doesn’t actually 
  “swallow” the opponent – it engulfs the victim within 
  its amorphous form- but the effect is essentially the 
  same.) Once the victim is inside, the gibbering 
  mouther can use its blood drain ability. A 
  swallowed creature can cut its way out by dealing 5 
  points of damage to the gibbering mouther (AC 
  19). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  cut its own way out. A gibbering mouther’s body 
  can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, 
  or 128 Fine creatures. 
   
  ENCOUNTER 7: A BLOODY END  
   
  CAIN BLOODSUCKER 
  CR 7 
  Male human (Baklunish) evoker 5/blood magus* 2 
  *See Complete Arcane 26 
  NE Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Baklunish, Common, Elven, Giant, Orc 
  AC 22, touch 12, flat-footed 20 
   (+2 Dex, +6 armor [greater mage armor], +4 shield 
  [shield]) 
  hp 46 (7 HD)  
  Fort +8, Ref +4, Will +6 
  Speed 30 ft. (6 squares) 
  Melee mwk dagger +4 (1d4/19-20)  
  Ranged light crossbow +5 (1d8/19-20)  
  Base Atk +3; Grp +3 
  Combat Gear 5 scarified scrolls of magic missile (CL 
  5), ring of enduring arcane 
  Wizard Spells Prepared (CL 7th; +5 ranged touch): 
   
  4th—enervation, 
  fire 
  shield, 
  empowered 
  scorching ray 
   
  3rd—fireball (DC 18), fly, greater mage armor*� 
  empowered magic missile,  
   
  2nd—bear’s endurance, cat’s grace, false life� 
  (13 hp), glitterdust (DC 16), scorching ray 
   
  1st—burning hands (DC 16), grease (DC 15), 
  magic missile, ray of enfeeblement, shield�  
   
  0—acid splash, detect magic (2), prestidigitation, 
  ray of frost  
  �Already cast  
  Abilities Str 10, Dex 14, Con 13, Int 18, Wis 12, Cha 
  8 
  SQ blood component, durable casting, familiar (slither 
  – not present), scarification, stanch 
  Feats Alertness (when familiar within 5 ft.), Empower 
  Spell, Great Fortitude, Spell Focus (evocation), 
  Scribe ScrollB, Sudden Maximize*, Toughness 
  Skills Concentration +11, Craft (alchemy) +12, 
  Decipher Script +12, Knowledge (arcane) +12, 
  Knowledge (local – core) +12, Knowledge (the 
  planes) +12, Spellcraft +12 
  Possessions +1 vest of resistance, headband of 
  intellect +2, dagger, light crossbow, 20 cold iron 
  bolts, cold iron dagger, masterwork dagger, 
  traveling spellbook, horizon goggles 
  Spellbook (barred schools— enchantment, illusion) 
  spells prepared plus all 0’s 
  Blood Component (Su) Cain can substitute a drop of 
  his own blood for a spell’s material components, if 
  any, and in doing so increase the spell’s power by 
  
  COR7-05 City of Malice 
   
  Page 21 
  increasing its caster level by 1. The pinprick or 
  minor knife cut to draw the requisite blood is a free 
  action (just like using material components) that 
  becomes a normal part of casting the spell. If a 
  spell has a costly material component (greater than 
  1 gp), the component must still be provided. If a 
  spell has no material component, a blood magus 
  can still use this ability to enhance a spell if he 
  desires. 
  Durable Casting (Ex) For the purpose of making a 
  Concentration check to cast, concentrate on, or 
  direct a spell when he might be distracted by 
  damage, Cain subtracts his level from any hit point 
  damage dealt to him by an attack that strikes him 
  during the action (or whenever he is subject to a 
  source of continuous damage, such as Melf’s acid 
  arrow). Because of this ability, damage Cain takes 
  from using his blood component and bloodseeking 
  special abilities never requires him to make a 
  Concentration check to finish casting the spell he is 
  casting. 
  Stanch (Ex) Cain automatically becomes stable when 
  his hit points drop below 0. He still dies if he 
  reaches -10 hit points or lower. 
   
  
  COR7-05 City of Malice 
   
  Page 22 
   
  APL 6 
  ENCOUNTER 1: AREA 2 
   
   
   
  ORC FIGHTER 
  CR 4 
  Male orc fighter 4 
  N Medium humanoid (orc) 
  Init +2; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Orc 
  AC 16, touch 12, flat-footed 14; Dodge, Mobility 
   (+2 Dex, +4 armor) 
  hp 36 (4 HD)  
  Fort +6, Ref +3, Will +2  
  Weakness light sensitivity  
  Speed 30 ft. (6 squares); Spring Attack 
  Melee +1 spiked chain +10 (2d4+8)  
  Ranged javelin +6 (1d6+5)  
  Base Atk +4; Grp +8 
  Atk Options Combat Reflexes 
  Combat gear potion of enlarge person (CL 1st) 
  Abilities Str 20, Dex 14, Con 14, Int 8, Wis 13, Cha 6 
  SQ orc traits 
  Feats Combat Reflexes, Dodge, Exotic Weapon 
  Proficiency (spiked chain), Mobility, Spring Attack 
  Skills Jump +10 
  Possessions combat gear plus chain shirt, daggers 
  (3), cold iron spiked chain, spiked chain, +1 spiked 
  chain, spiked gauntlet (worn), locked gauntlet 
  (stored), 
  longspear, 
  greatsword, 
  warhammer, 
  javelins (3), backpack, bundle for weapons, bedroll, 
  flint and tinder, 3 days rations, waterskins (2) 
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  ENCOUNTER 1: AREA 3 
   
   
   
  FRANGORE KETBANE 
  CR 6 
  When Raging 
  Female gnoll barbarian 5 
  CE Medium humanoid (gnoll) 
  Init +5; Senses darkvision 60 ft.; Listen +9, Spot +5 
  Languages Gnoll  
  AC 15, touch 9, flat-footed 14; improved uncanny 
  dodge, uncanny dodge 
   (+1 Dex, +5 armor, +1 natural) 
  hp 82 (7 HD)  
  Fort +12, Ref +2, Will +4  
  Speed 40 ft. (8 squares)  
  Melee +1 scythe +14/+9 (2d4+11)  
  Ranged longbow +7/+2 (1d8+4/x3)  
  Base Atk +6; Grp +13  
  Atk Options Power Attack, rage 2/day (8 rounds) 
  Combat Gear potion of shield of faith (+2) 
  Abilities Str 24, Dex 13, Con 20, Int 8, Wis 12, Cha 6  
  SQ fast movement, gnoll traits, trap sense +1 
  Feats Cleave, Improved Initiative, Power Attack  
  Skills Climb +13, Listen +9, Spot +5 
  Possessions combat gear plus +1 chain shirt, +1 
  scythe, cold iron scythe, warhammer, daggers (3), 
  spiked gauntlet (worn), locked gauntlet (worn), 
  composite longbow(+4 str), 20 arrows, backpack, 
  wrap for equipment, waterskin, flint & steel, bedroll. 
   
  When not raging, Frangore has the following changed 
  statistics: 
  AC 17, touch 11, flat-footed 16 
  hp 68 (7 HD) 
  Fort +10, Will +2 
  Melee +1 scythe +12/+7 (2d4+8/x4) 
  Ranged longbow +7/+2 (1d8+4/x3) 
  Grp +11 
  Abilities Str 20, Con 16 
  Skills Climb +11 
   
  ENCOUNTER 1: AREA 8 
   
   
   
  GROCSOR 
  CR 5 
  Male orc cleric 5 
  CE Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Common, Orc 
  AC 19, touch 10, flat-footed 19 
   (+9 for armor) 
  hp 34 (5 HD)  
  Fort +5, Ref +1, Will +6  
  Weakness light sensitivity  
  Speed 20 ft. in full plate (4 squares); 30 ft. base 
  speed 
  Melee +1 morningstar +9 (1d8+7)  
  Ranged dagger +3 (1d4+4/19-20)  
  Base Atk +3; Grp +7 
  Atk Options Power Attack 
  Special Actions cast evil spells at +1 CL, rebuke 
  undead 1/day (-2, 2d6+3, 5th), spontaneous inflict 
  Cleric Spells Prepared (CL 5th): 
   
  3rd—dispel magic, magic vestmentD 
   
  2nd—bear’s endurance, cure moderate wounds 
  (2), spiritual weaponD 
   
  1st—cause fear (DC 13), cure light wounds (2), 
  divine favor, protection from goodD  
   
  0—create water (5) 
  D: Domain spell. Deity: Erythnul. Domains: War, Evil 
  Abilities Str 18, Dex 10, Con 13, Int 10, Wis 14, Cha 
  6 
  SQ orc traits 
  Feats Combat Casting, Power Attack, Weapon Focus 
  (morningstar) 
  Skills Concentration +9(+13 casting defensively), 
  Heal +5, Knowledge (arcane) +5 
  Possessions combat gear plus +1 full plate, +1 
  morningstar, cold iron morningstar, warhammer, 
  daggers (3), spiked gauntlet (worn), locked gauntlet 
  (stored), backpack, bundle for weapons, bedroll, 
  flint and tinder, 3 days rations, waterskins (2).  
   
  
  COR7-05 City of Malice 
   
  Page 23 
  ENCOUNTER 5: CAIN’S HOUSE 
   
   
  GIBBERING MOUTHER 
  CR 5 
  N Medium aberration 
  Init +1; Senses darkvision 60 ft.; Listen +4, Spot +9 
  Languages Common 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural) 
  hp 42 (4 HD); DR 5/bludgeoning  
  Immune can’t be flanked, critical hits 
  Fort +7, Ref +4, Will +5 
  Speed 10 ft. (2 squares), swim 20 ft. 
  Melee 6 bites +4 (1) 
  Ranged spittle +4 touch (1d4 acid plus blindness) 
  Base Atk +3; Grp +3 
  Atk Options blood drain, improved grab 
  Special Actions gibbering, ground manipulation, 
  spittle, swallow whole 
  Abilities Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 
  13  
  Feats Lightning Reflexes, Weapon Finesse 
  Special Qualities amorphous 
  Skills: Listen +4, Spot +9, Swim +8 (+16 to perform 
  some special action or avoid a hazard) 
  Blood 
  Drain 
  (Ex) 
  A 
  swallowed 
  opponent 
  automatically takes 1d4 points of Constitution 
  damage each round. 
  Gibbering (Su) As soon as a mouther spots 
  something edible, it begins a constant gibbering as 
  a free action. All creatures (other than mothers) 
  within 60-foot spread must succeed on a DC 13 
  Will save or be affected as though by a confusion 
  spell for 1d2 rounds. This is a sonic mind-affecting 
  compulsion effect. A creature that successfully 
  saves cannot be affected by the same gibbering 
  mouther’s gibbering for 24 hours. The save DC is 
  Charisma based.  
  Ground Manipulation (Su) At will, as a standard 
  action, a gibbering mouther can cause stone and 
  earth in all adjacent squares to become a morass 
  akin to quicksand. Softening earth, sand, or the like 
  takes 1 round, while stone takes 2 rounds. Anyone 
  other the mouther in that area must take a move-
  equivalent action to avoid becoming mired (treat as 
  being pinned)  
  Improved Grab (Ex) To use this ability, a gibbering 
  mouther must hit a Medium or smaller foe with a 
  bite attack. It can then attempt to start a grapple as 
  a free action without provoking attacking of 
  opportunity. 
  Spittle (Ex) As a free action every round, a gibbering 
  mouther can fire a stream of spittle at one 
  opponent within 30 feet. The mouther makes a 
  ranged touch attack; if it hits, it deals 1d4 points of 
  acid damage, and the target must succeed on a 
  DC 18 Fortitude save or be blinded for 1d4 rounds. 
  Eyeless creatures are immune to the blinding effect 
  but are still subject to the acid damage. The save 
  DC is Constitution based. 
  Swallow Whole (Ex) A gibbering mouther can 
  attempt to swallow a grappled opponent of Medium 
  or smaller size by making a successful grapple 
  check. (The gibbering mouther doesn’t actually 
  “swallow” the opponent – it engulfs the victim within 
  its amorphous form- but the effect is essentially the 
  same.) Once the victim is inside, the gibbering 
  mouther can use its blood drain ability. A 
  swallowed creature can cut its way out by dealing 5 
  points of damage to the gibbering mouther (AC 
  19). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  cut its own way out. A gibbering mouther’s body 
  can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, 
  or 128 Fine creatures. 
   
  ENCOUNTER 7: A BLOODY END  
   
  CAIN BLOODSUCKER 
  CR 9 
  Male human (baklunish) evoker 5/blood magus* 4 
  *See Complete Arcane 26 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +1, Spot +1 
  Languages Baklunish, Common, Elven, Giant, Orc 
  AC 24, touch 14, flat-footed 20 
   (+3 Dex, +1 deflection, +6 [armor] greater mage 
  armor, +4 [shield] shield) 
  hp 63 (9 HD)  
  Resist fire 20 (resist fire) 
  Fort +10, Ref +6, Will +7  
  Speed 30 ft. (6 squares) 
  Melee mwk dagger +5 (1d4/19-20)  
  Ranged light crossbow +7 (1d8/19-20)  
  Base Atk +4; Grp +4 
  Combat Gear, 2 blood draughts of dimension door, 
  ring of enduring arcane, 5 scarified scrolls of magic 
  missile (CL 7)  
  Wizard Spells Prepared (CL 9th; +7 ranged touch): 
   
  5th—cone of cold (DC 20), empowered fireball 
  (DC 18) 
   
  4th—dimension door, enervation, fire shield, 
  empowered scorching ray 
   
  3rd—empowered magic missile, fireball (DC 18), 
  fly, greater mage armor�, slow (DC 17)  
   
  2nd—bear’s endurance, cat’s grace, false life� 
  (15 hp), glitterdust (DC 16), resist energy�, 
  scorching ray 
   
  1st—burning hands (DC 16), grease (DC 15), 
  magic missile (2), ray of enfeeblement, shield� 
   
  0—acid splash, detect magic (2), prestidigitation, 
  ray of frost 
  �Already cast  
  Spell-Like Abilities (CL 4): 
   
  1/day—deathknell (DC 13) 
  Abilities Str 10, Dex 16, Con 14, Int 18, Wis 12, Cha 
  8 
  SQ blood component, blood draught, durable casting, 
  familiar (slither – not present), scarification, stanch 
  Feats Alertness (when familiar within 5 ft.), Empower 
  Spell, Energy Substitution (fire)*, Great Fortitude, 
  Scribe Scrollb, Spell Focus (evocation), Sudden 
  Maximize*, Toughness 
  
  COR7-05 City of Malice 
   
  Page 24 
  Skills Bluff +0, Concentration +13, Craft (alchemy) 
  +13, Decipher Script +13, Knowledge (arcane) 
  +13, Knowledge (local – core) +13, Knowledge (the 
  planes) +13, Spellcraft +13 
  Possessions +1 vest of resistance, ring of protection 
  +1, gloves of dexterity +2, headband of intellect +2, 
   dagger, light crossbow, 20 cold iron bolts, cold iron 
  dagger, masterwork dagger, traveling spellbook, 
  horizon goggles* 
  Spellbook 
  (banned 
  schools 
  enchantment 
  and 
  illusion) spells prepared plus all 0’s 
  Blood Component (Su) Cain can substitute a drop of 
  his own blood for a spell’s material components, if 
  any, and in doing so increase the spell’s power by 
  increasing its caster level by 1. The pinprick or 
  minor knife cut to draw the requisite blood is a free 
  action (just like using material components) that 
  becomes a normal part of casting the spell. If a 
  spell has a costly material component (greater than 
  1 gp), the component must still be provided. If a 
  spell has no material component, a blood magus 
  can still use this ability to enhance a spell if he 
  desires. 
  Durable Casting (Ex) For the purpose of making a 
  Concentration check to cast, concentrate on, or 
  direct a spell when he might be distracted by 
  damage, Cain subtracts his level from any hit point 
  damage dealt to him by an attack that strikes him 
  during the action (or whenever he is subject to a 
  source of continuous damage, such as Melf’s acid 
  arrow). Because of this ability, damage Cain takes 
  from using his blood component and bloodseeking 
  special abilities never requires him to make a 
  Concentration check to cast a spell. 
  Stanch (Ex) Cain automatically becomes stable when 
  his hit points drop below 0. He still dies if he 
  reaches -10 hit points or lower. 
   
  
  COR7-05 City of Malice 
   
  Page 25 
  APL 8 
  ENCOUNTER 1: AREA 2 
   
   
   
  ORC FIGHTER 
  CR 6 
  Male orc fighter 4/scout* 2 
  *See Complete Adventurer 10 
  N Medium humanoid (orc) 
  Init +3; Senses darkvision 60 ft.; Listen +1, Spot +2 
  Languages Common, Orc 
  AC 17, touch 12, flat-footed 15; Dodge, Mobility, 
  uncanny dodge 
   (+2 Dex, +5 armor) 
  hp 50 (6 HD)  
  Fort +7, Ref +6, Will +2  
  Weakness light sensitivity  
  Speed 30 ft. (6 squares); Spring Attack 
  Melee +1 spiked chain +11 (2d4+8)  
  Ranged javelin +7 (1d6+5)  
  Base Atk +5; Grp +9 
  Atk Options Combat Reflexes, Spring Attack, 
  skirmish +1d6 
  Combat gear potion of enlarge person (CL 1st) 
  Abilities Str 20, Dex 14, Con 14, Int 8, Wis 13, Cha 6 
  SQ orc traits 
  Feats Combat Reflexes, Dodge, Elusive Target*, 
  Exotic Weapon Proficiency (spiked chain), Mobility, 
  Spring Attack 
  SQ battle fortitude +1, orc traits, trapfinding 
  Skills Jump +14, Tumble +11, Spot +2 
  Possessions combat gear plus +1 chain shirt, 
  daggers (3), cold iron spiked chain, spiked chain, 
  +1 spiked chain, spiked gauntlet (worn), locked 
  gauntlet 
  (stored), 
  longspear, 
  greatsword, 
  warhammer, javelins (3), backpack, bundle for 
  weapons, bedroll, flint and tinder, 3 days rations, 
  waterskins (2).  
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skirmish (Ex) Scouts deals an extra 1d6 points of 
  damage on all attacks they make during any round 
  in which he moves and ends the turn at least 10 
  feet away from where she started. The extra 
  damage applies only to attacks taken during the 
  scout’s turn.  
   
  ENCOUNTER 1: AREA 3 
   
   
   
  FRANGORE KETBANE 
  CR 8 
  Female gnoll barbarian 7 
  CE Medium humanoid (gnoll) 
  Init +6; Senses darkvision 60 ft.; Listen +11, Spot +7 
  Languages Gnoll  
  AC 16, touch 10, flat-footed 14; improved uncanny 
  dodge, uncanny dodge; DR 1/- 
   (+2 Dex, +5 armor, +1 natural) 
  hp 113 (9 HD)  
  Fort +14, Ref +5, Will +6  
  Speed 40 ft. (8 squares)  
  Melee +1 scythe +16/+11 (2d4+11)  
  Ranged longbow +10/+5 (1d8+4/x3)  
  Base Atk +8; Grp +15  
  Atk Options Power Attack, rage 2/day (8 rounds) 
  Combat Gear potion of shield of faith (+2) 
  Abilities Str 24, Dex 14, Con 20, Int 8, Wis 12, Cha 6  
  SQ fast movement, gnoll traits, trap sense +2, 
  damage reduction 1/- 
  Feats Blind-Fight, Cleave, Improved Initiative, Power 
  Attack  
  Skills Climb +13, Listen +11, Spot +7 
  Possessions combat gear plus +1 cloak of resistance, 
  +1 chain shirt, +1 scythe, cold iron scythe, 
  warhammer, daggers (3), spiked gauntlet (worn), 
  locked gauntlet (worn), composite longbow (+4 str), 
  20 
  arrows, 
  backpack, 
  wrap 
  for 
  equipment, 
  waterskin, flint & steel, bedroll.  
   
  When not raging, Frangore has the following changed 
  statistics: 
  AC 17, touch 11, flat-footed 16 
  hp 95 (9 HD) 
  Fort +12, Will +4 
  Melee +1 scythe +14/+9 (2d4+8/x4) 
  Ranged longbow +10/+5 (1d8+4/x3) 
  Grp +11 
  Abilities Str 20, Con 16 
  Skills Climb +11 
   
  ENCOUNTER 1: AREA 8 
   
   
   
  GROCSOR 
  CR 7 
  Male orc cleric 7 
  CE Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Common, Orc 
  AC 20, touch 10, flat-footed 20 
   (+10 armor) 
  hp 55 (7 HD)  
  Fort +7, Ref +3, Will +8  
  Weakness light sensitivity  
  Speed 20 ft. in full plate (4 squares); 30 ft. base 
  speed 
  Melee +1 morningstar +11 (1d8+7)  
  Ranged dagger +5 (1d4+4/19-20)  
  Base Atk +5; Grp +9 
  Atk Options Power Attack 
  Special Actions cast evil spells at +1 CL, rebuke 
  undead 1/day (-2, 2d6+5, 7th), spontaneous inflict 
  Cleric Spells Prepared (CL 7th): 
   
  4th—cure critical wounds, divine powerD 
   
  3rd—cure serious wounds, dispel magic, magic 
  vestmentD� 
   
  2nd—bear’s endurance, cure moderate wounds 
  (2), spiritual weaponD,  
   
  1st—cause fear (DC 13), cure light wounds (2), 
  divine favor, protection from goodD 
   
  0—create water (5) 
  �Already cast  
  
  COR7-05 City of Malice 
   
  Page 26 
  D: Domain spell. Deity: Erythnul. Domains: War, Evil 
  Abilities Str 18, Dex 10, Con 13, Int 10, Wis 14, Cha 
  6 
  SQ orc traits 
  Feats Combat Casting, Improved Toughness, Power 
  Attack, Weapon Focus (morningstar 
  Skills Concentration +11(+15 casting defensively), 
  Heal +7, Knowledge (arcane) +5 
  Possessions combat gear plus +1 full plate, +1 
  morningstar, +1 cloak of resistance, cold iron 
  morningstar, warhammer, daggers (3), spiked 
  gauntlet (worn), locked gauntlet (stored), backpack, 
  bundle for weapons, bedroll, flint and tinder, 3 days 
  rations, waterskins (2) 
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  ENCOUNTER 7: A BLOODY END  
   
  CAIN BLOODSUCKER 
  CR 11 
  Male human (Baklunish) evoker 5/blood magus* 6 
  *See Complete Arcane 26 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +1, Spot +1 
  Languages Baklunish, Common, Elven, Giant, Orc 
  AC 24, touch 14, flat-footed 20 
   (+3 Dex, +1 deflection, +6 armor [greater mage 
  armor], +4 shield [shield]) 
  hp 75 (11 HD) ; DR 10/adamantine (stoneskin—100 
  hp) 
  Resist fire 20 (resist fire) 
  Fort +10, Ref +6, Will +8  
  Speed 30 ft. (6 squares) 
  Melee dagger +5 (1d4/19-20)  
  Ranged light crossbow +8 (1d8/19-20)  
  Base Atk +5; Grp +5 
  Special Actions bloodseeking spell 
  Combat Gear 2 blood draughts of dimension door, 
  ring of enduring arcane*, 5 scarified scrolls of 
  magic missile (CL 9) 
  Wizard Spells Prepared (CL 10th; +8 ranged touch): 
   
  5th—cone of cold (DC 21), empowered cold 
  substituted fireball (DC 19), teleport 
   
  4th—dimension door, enervation, fire shield, 
  empowered scorching ray, stoneskin� 
   
  3rd—dispel magic, fireball (DC 19), greater mage 
  armor�, empowered magic missile, slow (DC 18)  
   
  2nd—bear’s endurance, cat’s grace, false life� 
  (17 hp), glitterdust (DC 19), resist energy�, cold 
  substituted scorching ray 
   
  1st—burning hands (DC 17), grease (DC 16), 
  magic missile x2, ray of enfeeblement, shield�  
   
  0—acid splash, detect magic (2), prestidigitation, 
  ray of frost 
  �Already cast  
  Spell-Like Abilities (CL 11): 
   
  1/day—deathknell (DC 17) 
  Abilities Str 10, Dex 16, Con 14, Int 20, Wis 12, Cha 
  8 
  SQ blood component, blood draught, bloodseeking 
  spell, durable casting, familiar (slither – not 
  present), homunculus, scarification, stanch 
  Feats Alertness (when familiar within 5 ft.), Empower 
  Spell, Energy Substitution (cold), Great Fortitude, 
  Spell Focus (Evocation), Scribe ScrollB, Sudden 
  Maximize, Toughness 
  Skills Bluff +1, Concentration +14, Craft (alchemy) 
  +15, Decipher Script +15, Knowledge (arcane) 
  +15, Knowledge (local – core) +15, Knowledge (the 
  planes) +15, Spellcraft +15 
  Possessions +1 vest of resistance, ring of protection 
  +1, gloves of dexterity +2, headband of intellect +4 
  dagger, light crossbow, 20 cold iron bolts, cold iron 
  dagger, masterwork dagger, traveling spellbook, 
  horizon goggles 
  Spellbook 
  (banned 
  schools—enchantment 
  and 
  illusion) spells prepared plus all 0’s 
  Blood Component (Su) Cain can substitute a drop of 
  his own blood for a spell’s material components, if 
  any, and in doing so increase the spell’s power by 
  increasing its caster level by 1. The pinprick or 
  minor knife cut to draw the requisite blood is a free 
  action (just like using material components) that 
  becomes a normal part of casting the spell. If a 
  spell has a costly material component (greater than 
  1 gp), the component must still be provided. If a 
  spell has no material component, a blood magus 
  can still use this ability to enhance a spell if he 
  desires. 
  Durable Casting (Ex) For the purpose of making a 
  Concentration check to cast, concentrate on, or 
  direct a spell when he might be distracted by 
  damage, Cain subtracts his level from any hit point 
  damage dealt to him by an attack that strikes him 
  during the action (or whenever he is subject to a 
  source of continuous damage, such as Melf’s acid 
  arrow). Because of this ability, damage Cain takes 
  from using his blood component and bloodseeking 
  special abilities never requires him to make a 
  Concentration check to finish casting the spell he is 
  casting. 
  Stanch (Ex) Cain automatically becomes stable when 
  his hit points drop below 0. He still dies if he 
  reaches -10 hit points or lower. 
  Blood Draught (Ex) Cain has learnt how to store 
  spells of up to 3rd-level in his own blood. To 
  consume a draught, a blood magus pricks his skin, 
  automatically bringing forth the desired effect. This 
  is a standard action that provokes attacks of 
  opportunity, like drinking a potion. 
  Bloodseeking Spell (Su) Cain can imbue his spells 
  with the ability to draw blood from their targets. To 
  use this ability, he must inflict a wound on himself; 
  this is a free action that deals 3 points of damage 
  to Cain and becomes a normal part of casting the 
  spell. A bloodseeking spell deals an extra 1d6 
  points of damage to each target that takes damage 
  from the spell. This extra damage applies only to 
  spells that deal hit point damage, not to spells that 
  deal ability damage, ability drain, or other kinds of 
  
  COR7-05 City of Malice 
   
  Page 27 
  damage. Constructs, elementals, oozes, plants, 
  undead and any creature without blood or a similar 
  substance within their bodies are immune to this 
  effect. 
   
  
  COR7-05 City of Malice 
   
  Page 28 
  APL 10 
  ENCOUNTER 1: AREA 2 
   
   
   
  ORC FIGHTER 
  CR 8 
  Male orc fighter 5/scout* 3 
  *See Complete Adventurer 10 
  N Medium humanoid (orc) 
  Init +4; Senses darkvision 60 ft.; Listen +1, Spot +6 
  Languages Common, Orc 
  AC 18, touch 13, flat-footed 15; Dodge, Elusive 
  Target*, Mobility, +1 when moving 10 ft., uncanny 
  dodge 
   (+3 Dex, +5 armor)  
  hp 63 (8 HD)  
  Fort +8, Ref +7, Will +3  
  Weakness light sensitivity  
  Speed 40 ft. (8 squares); Spring Attack 
  Melee +1 spiked chain +13/+8 (2d4+9)  
  Ranged javelins +10/+5 (1d6+5)  
  Base Atk +7; Grp +12 
  Atk Options Combat Reflexes, skirmish +1d6 
  Combat gear potion of enlarge person (CL 1st) 
  Abilities Str 21, Dex 16, Con 14, Int 8, Wis 13, Cha 6 
  Feats Combat Reflexes, Dodge, Elusive Target*, 
  Exotic Weapon Proficiency (spiked chain), Mobility, 
  Spring Attack 
  SQ fast movement, orc traits, trapfinding, trackless 
  step  
  Skills Jump +20, Spot +6, Tumble +14 
  Possessions combat gear plus +1 chain shirt, gloves 
  of dexterity +2, daggers (3), cold iron spiked chain, 
  spiked chain, +1 spiked chain, spiked gauntlet 
  (worn), 
  locked 
  gauntlet 
  (stored), 
  longspear, 
  greatsword, warhammer, javelins (3), backpack, 
  bundle for weapons, bedroll, flint and tinder, 3 days 
  rations, waterskins (2).  
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skirmish (Ex) Scouts deals an extra 1d6 points of 
  damage on all attacks they make during any round 
  in which he moves and ends the turn at least 10 
  feet away from where she started. The extra 
  damage applies only to attacks taken during the 
  scout’s turn. A scout also gains a +1 competence 
  bonus to AC when he moves 10 ft. in a round. 
   
  ENCOUNTER 1: AREA 3 
   
   
   
  FRANGORE KETBANE 
  CR 10 
  Female gnoll barbarian 9 
  CE Medium humanoid (gnoll) 
  Init +6; Senses darkvision 60 ft.; Listen +13, Spot +8 
  Languages Gnoll  
  AC 16, touch 10, flat-footed 14; improved uncanny 
  dodge, uncanny dodge; DR 1/- 
   (+2 Dex, +5 armor, +1 natural) 
  hp 140 (11 HD)  
  Fort +15, Ref +6, Will +7  
  Speed 40 ft. (8 squares)  
  Melee +1 scythe +18/+13 (2d4+11)  
  Ranged longbow +12/+7 (1d8+4/x3)  
  Base Atk +10; Grp +17  
  Atk Options Power Attack, rage 3/day (8 rounds) 
  Combat Gear potion of shield of faith (+2), ring of 
  counterspells (glitterdust) 
  Abilities Str 24, Dex 14, Con 20, Int 8, Wis 12, Cha 6  
  SQ fast movement, gnoll traits, trap sense +3, 
  damage reduction 1/- 
  Feats Blind-Fight, Cleave, Close-Quarters Fighting*, 
  Improved Initiative, Power Attack  
  Skills Climb +15, Listen +13, Spot +8 
  Possessions combat gear plus cloak of resistance 
  +1, +1 chain shirt, +1 scythe, cold iron scythe, 
  warhammer, daggers (3), spiked gauntlet (worn), 
  locked gauntlet (worn), composite longbow (+4 str), 
  20 
  arrows, 
  backpack, 
  wrap 
  for 
  equipment, 
  waterskin, flint & steel, bedroll, ring of counterspells 
  (glitterdust) 
   
  When not raging, Frangore has the following changed 
  statistics: 
  AC 17, touch 11, flat-footed 16 
  hp 118 (11 HD) 
  Fort +13, Will +5 
  Melee +1 scythe +16/+11 (2d4+8/x4) 
  Ranged longbow +12/+7 (1d8+4/x3) 
  Grp +11 
  Abilities Str 20, Con 16 
  Skills Climb +13 
   
  ENCOUNTER 1: AREA 8 
   
   
   
  GROCSOR 
  CR 9 
  Male orc cleric 9 
  CE Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen +4, Spot +4 
  Languages Common, Orc 
  AC 21, touch 10, flat-footed 21 
   (+9 for armor, +2 magic vestment) 
  hp 77(9 HD)  
  Fort +9, Ref +4, Will +11  
  Weakness light sensitivity  
  Speed 20 ft. in full plate (4 squares); 30 ft. base 
  movement 
  Melee +1 morningstar +12/+6 (1d8+7)  
  Ranged dagger +6/+1 (1d4+4/19-20)  
  Base Atk +6; Grp +10 
  Atk Options Cleave, Power Attack 
  Special Actions cast evil spells at +1 CL, rebuke 
  undead 1/day (-2, 2d6+7, 9th), spontaneous inflict 
  Cleric Spells Prepared (CL 9th): 
   
  5th—slay living (DC 19), flame strikeD (DC 19) 
   
  4th—cure critical wounds, death ward, divine 
  powerD, freedom of movement 
   
  3rd—cure serious wounds (2), dispel magic, 
  magic vestmentD, searing light 
  
  COR7-05 City of Malice 
   
  Page 29 
   
  2nd—bear’s endurance, bull’s strength, cure 
  moderate wounds (2), spiritual weaponD  
   
  1st—cause fear (DC 15), cure light wounds, 
  divine favor, protection from goodD, shield of faith 
   
  0—create water (6) 
  Spells in effect – magic vestment 
  D: Domain spell. Deity: Erythnul. Domains: War, Evil 
  Abilities Str 18, Dex 10, Con 14, Int 10, Wis 18, Cha 
  6 
  SQ orc traits 
  Feats Cleave, Combat Casting, Improved Toughness, 
  Power Attack, Weapon Focus (morningstar 
  Skills Concentration +14 (+18 casting defensively), 
  Heal +11, Knowledge (arcane) +5 
  Possessions combat gear plus +1 full plate, +1 
  morningstar, periapt of wisdom +4, cloak of 
  resistance +1, cold iron morningstar, warhammer, 
  daggers (3), spiked gauntlet (worn), locked gauntlet 
  (stored), backpack, bundle for weapons, bedroll, 
  flint and tinder, 3 days rations, waterskins (2).  
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  ENCOUNTER 5: CAIN’S HOUSE 
   
   
  LIFELEECH OTYUGH* 
  CR 8 
  *See Monster Manual III 119 
  NE Large aberration 
  Init +3; Senses darkvision 60 ft.; Listen +10, Spot 
  +10 
  Languages Common 
  AC 21, touch 16, flat-footed 18 
   (-1 size, +3 Dex, +5 natural, +4 deflection) 
  hp 94 (9 HD); fast healing 5  
  Fort +9, Ref +6, Will +12 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee 4 tentacles +14 (1d8+8) and 1 bite +8 (1d6+4) 
  Space 10 ft.; Reach 10 ft. (15 ft. for tentacles)  
  Base Atk +6; Grp +18 
  Combat Actions Combat Reflexes 
  Special Actions constrict, improved grab 
  Abilities Str 27, Dex 16, Con 23, Int 7, Wis 18, Cha 8  
  Feats Alertness, Combat Reflexes, Iron Will, Weapon 
  Focus (tentacle) 
  SQ life-leech aura, spell-strengthened hide 
  Skills Climb +16, Hide +3 (+11 when in its lair), Jump 
  +12, Listen +10, Spot +10 
  Constrict (Ex) A lifeleech otyugh deals automatic 
  tentacle damage with a successful grapple check.  
  Lifeleech Aura (Su) Whenever a spell or spell-like 
  ability with the healing descriptor is used on a 
  creature within 60 feet of a lifeleech otyugh, the 
  otyugh gains the benefit of the healing spell as if it 
  had been one of the spell’s target’s. If a healing 
  spell cast within 60 feet of a lifeleech otyugh would 
  grant it enough hit points to exceed its full normal 
  total, it gains the remaining hit points as temporary 
  hit points. A lifeleech otyugh can’t have more 
  temporary hit points from its lifeleech aura than its 
  full normal hit point total (so a maximum of 94 
  temporary hit points in this case). Temporary hit 
  points gained in this manner last for 1 hour. This 
  ability affects spell completion and spell trigger 
  items (such as scrolls, staffs and wands), but not 
  other magic items. 
  Improved Grab (Ex): To use this ability, a lifeleech 
  otyugh must hit with its tentacle attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. 
   
  ENCOUNTER 7: A BLOODY END  
   
  CAIN BLOODSUCKER 
  CR 13 
  Male human (Baklunish) evoker 5/blood magus* 8 
  *See Complete Arcane 26 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +1, Spot +1 
  Languages Baklunish, Common, Elven, Giant, Orc  
  AC 25, touch 15, flat-footed 21 
   (+3 Dex, +2 deflection, +6 armor [greater mage 
  armor], +4 shield [shield] 
  hp 124 (13 HD); DR 1/bludgeoning or 10/adamantine 
  (stoneskin—120 points) 
  Resist contingent dimension door actives if Cain is 
  restrained, fire 30 (resist elements) 
  Fort +13, Ref +6, Will +8  
  Speed 30 ft. (6 squares) 
  Melee mwk dagger +7 (1d4/19-20)  
  Ranged light crossbow +9 (1d8/19-20)  
  Base Atk +6; Grp +6 
  Special Actions awaken blood 1/day, bloodseeking 
  spell  
  Combat Gear 2 blood draughts of dimension door, 
  ring of enduring arcane, 5 scarified scrolls of magic 
  missile (CL 9) 
  Wizard Spells Prepared (CL 12th; +9 ranged touch): 
   
  6th—chain lightning (DC 22), energy admixtured 
  scorching ray, repulsion (DC 21)  
   
  5th—empowered cold substituted fireball (DC 
  19), cone of cold (DC 21), wave of fatigue (DC 20) 
   
  4th—dimension door, empowered false life� (22 
  hp), 
  empowered 
  scorching 
  ray, 
  stoneskin�, 
  enervation, wall of fire  
   
  3rd—dispel 
  magic, 
  fireball 
  (DC 
  19), 
  fly, 
  empowered magic missile, slow (DC 18)  
   
  2nd—bear’s endurance, cat’s grace, false life�, 
  glitterdust (DC 17), resist energy�, cold substituted 
  scorching ray,  
  1st—burning hands (DC 17), greater mage armor*�, 
  grease 
  (DC 
  16), 
  magic 
  missile, 
  ray 
  of 
  enfeeblement, shield�  
   
  0—acid splash, detect magic (2), prestidigitation, 
  ray of frost 
  �Already cast  
  Spell-Like Abilities (CL 8): 
   
  1/day—deathknell (DC 17) 
  Abilities Str 10, Dex 16, Con 18, Int 21, Wis 12, Cha 
  8 
  SQ awaken blood, blood component, blood draught, 
  durable casting, familiar (slither –not present), 
  
  COR7-05 City of Malice 
   
  Page 30 
  homunculus, scarification, stanch, thicker than 
  water  
  Feats Alertness (when familiar within 5 ft.), Empower 
  Spell, Energy Admixture (cold), Energy Substitution 
  (cold), Great Fortitude, Scribe ScrollB, Spell Focus 
  (evocation), Sudden Maximize, Toughness 
  Skills Bluff +2, Concentration +17, Craft (alchemy) 
  +16, Decipher Script +16, Knowledge (arcane) 
  +16, Knowledge (local – core) +16, Knowledge (the 
  planes) +16, Spellcraft +16 
  Possessions vest of resistance +1, ring of protection 
  +2, amulet of health +4, gloves of dexterity +2, 
  headband of intellect +4, dagger, light crossbow, 
  20 cold iron bolts, cold iron dagger, masterwork 
  dagger, traveling spellbook, horizon goggles* 
  Spellbook (barred schools—enchantment, illusion) 
  spells prepared plus all 0’s 
  Awaken Blood (Su) Cain can bestow momentary 
  consciousness on an opponent’s blood. If he hits 
  an enemy with a melee touch attack, the 
  opponent’s 
  blood 
  tries 
  to 
  get 
  free 
  of 
  its 
  confinement-all at once, dealing deals 10d10 points 
  of damage. This ability is usable only once per day, 
  but a blood magus can try to use it again late in the 
  day if his previous attempt failed. The effect is 
  instantaneous. 
   
  Constructs, elementals, oozes, plants, undead, 
  and any creature without blood or a similar 
  substance within their bodies are immune to this 
  effect. 
  Bloodseeking Spell (Su) Cain can imbue his spells 
  with the ability to draw blood from their targets. To 
  use this ability, he must inflict a wound on himself; 
  this is a free action that deals 3 points of damage 
  to Cain and becomes a normal part of casting the 
  spell. A bloodseeking spell deals an extra 1d6 
  points of damage to each target that takes damage 
  from the spell. This extra damage applies only to 
  spells that deal hit point damage, not to spells that 
  deal ability damage, ability drain, or other kinds of 
  damage. Constructs, elementals, oozes, plants, 
  undead and any creature without blood or a similar 
  substance within their bodies are immune to this 
  effect. 
  Blood Component (Su) Cain can substitute a drop of 
  his own blood for a spell’s material components, if 
  any, and in doing so increase the spell’s power by 
  increasing its caster level by 1. The pinprick or 
  minor knife cut to draw the requisite blood is a free 
  action (just like using material components) that 
  becomes a normal part of casting the spell. If a 
  spell has a costly material component (greater than 
  1 gp), the component must still be provided. If a 
  spell has no material component, a blood magus 
  can still use this ability to enhance a spell if he 
  desires. 
  Durable Casting (Ex) For the purpose of making a 
  Concentration check to cast, concentrate on, or 
  direct a spell when he might be distracted by 
  damage, Cain subtracts his level from any hit point 
  damage dealt to him by an attack that strikes him 
  during the action (or whenever he is subject to a 
  source of continuous damage, such as Melf’s acid 
  arrow). Because of this ability, damage Cain takes 
  from using his blood component and bloodseeking 
  special abilities never requires him to make a 
  Concentration check to finish casting the spell he is 
  casting. 
  Stanch (Ex) Cain automatically becomes stable when 
  his hit points drop below 0. He still dies if he 
  reaches -10 hit points or lower. 
  Blood Draught (Ex) Cain has learnt how to store 
  spells of up to 3rd-level in his own blood. To 
  consume a draught, a blood magus pricks his skin, 
  automatically bringing forth the desired effect. This 
  is a standard action that provokes attacks of 
  opportunity, like drinking a potion. 
   
   
  
  COR7-05 City of Malice 
   
  Page 31 
  APL 12 
  ENCOUNTER 1: AREA 2 
   
   
   
  ORC FIGHTER 
  CR 10 
  Male orc fighter 5/scout* 5 
  *See Complete Adventurer 10 
  N Medium humanoid (orc) 
  Init +4; Senses darkvision 60 ft.; Listen +1, Spot +14 
  Languages Common, Orc 
  AC 18, touch 13, flat-footed 15; Dodge, Elusive Target*, 
  Mobility, +1 skirmish, improved uncanny dodge, 
  uncanny dodge 
   
  (+3 Dex, +5 armor) 
  hp 81 (10 HD)  
  Resist evasion 
  Fort +8, Ref +8, Will +3  
  Weakness light sensitivity  
  Speed 40 ft. (8 squares); Spring Attack, 
  Melee +1 flaming spiked chain +14/+9 (2d4+8 plus 1d6 
  fire)  
  Ranged javelin +11/+6 (1d6+6)  
  Base Atk +8; Grp +13 
  Atk Options Combat Reflexes, skirmish +2d6 
  Combat gear potion of enlarge person (CL 1st) 
  Abilities Str 21, Dex 16, Con 14, Int 8, Wis 13, Cha 6 
  Feats Close Quarters Fighting, Combat Reflexes, 
  Dodge, Elusive Target, Exotic Weapon Proficiency 
  (spiked chain), Hold the Line, Mobility, Spring Attack 
  SQ battle fortitude +1, fast movement, trackless step, 
  trapfinding  
  Skills Jump +24, Spot +14, Tumble +18 
  Possessions combat gear plus +1 mithral chain shirt, 
  gloves of dexterity +2, daggers (3), cold iron spiked 
  chain, spiked chain, +1 flaming spiked chain, spiked 
  gauntlet (worn), locked gauntlet (stored), longspear, 
  greatsword, warhammer, javelins (3), backpack, 
  bundle for weapons, bedroll, flint and tinder, 3 days 
  rations, waterskins (2).  
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skirmish (Ex) Scouts deals an extra 1d6 points of 
  damage on all attacks they make during any round in 
  which he moves and ends the turn at least 10 feet 
  away from where she started. The extra damage 
  applies only to attacks taken during the scout’s turn. 
  A scout also gains a +1 competence bonus to AC 
  when he moves 10 ft. in a round. 
   
  ENCOUNTER 1: AREA 3 
   
   
   
  FRANGORE KETBANE 
  CR 12 
  Female gnoll barbarian 11 
  CE Medium humanoid (gnoll) 
  Init +6; Senses darkvision 60 ft.; Listen +15, Spot +9 
  Languages Gnoll  
  AC 16, touch 10, flat-footed 14; improved uncanny 
  dodge, uncanny dodge; DR 3/- 
   (+2 Dex, +5 armor, +1 natural) 
  hp 140 (13 HD)  
  Fort +17, Ref +6, Will +8  
  Speed 40 ft. (8 squares)  
  Melee +1 scythe +21/+16/+11 (2d4+12)  
  Ranged longbow +14/+9 (1d8+4/x3)  
  Base Atk +12; Grp +20  
  Atk Options Power Attack, greater rage 3/day (9 
  rounds) 
  Combat Gear potion of shield of faith (+2), ring of 
  counterspells (glitterdust) 
  Abilities Str 27, Dex 14, Con 22, Int 8, Wis 12, Cha 6  
  SQ fast movement, gnoll traits, trap sense +3, damage 
  reduction 3/- 
  Feats Blind-Fight, Cleave, Close-Quarters Fighting, 
  Combat Reflexes, Improved Initiative, Power Attack  
  Skills Climb +17, Listen +15, Spot +9 
  Possessions combat gear plus cloak of resistance +1, 
  +1 adamantine chain shirt, +1 scythe, cold iron 
  scythe, warhammer, daggers (3), spiked gauntlet 
  (worn), locked gauntlet (worn), composite longbow 
  (+4 str), 20 arrows, backpack, wrap for equipment, 
  waterskin, flint & steel, bedroll, ring of counterspells 
  (glitterdust) 
   
  When not raging, Frangore has the following changed 
  statistics: 
  AC 17, touch 11, flat-footed 16 
  hp 118 (13 HD) 
  Fort +14, Will +5 
  Melee +1 scythe +18/+13 (2d4+8/x4) 
  Ranged longbow +14/+9 (1d8+4/x3) 
  Grp +11 
  Abilities Str 20, Con 16 
  Skills Climb +15 
   
  ENCOUNTER 1: AREA 8 
   
   
   
  GROCSOR 
  CR 11 
  Male orc cleric 11 
  CN Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen +3, Spot +3 
  Languages Common, Orc 
  AC 21, touch 10, flat-footed 21 
   (+11 for armor) 
  hp 106 (11 HD) (includes 12 hp from heroes feast ) 
  Fort +11, Ref +5, Will +13 
  Weakness light sensitivity  
  Speed 20 ft. in full plate (4 squares); 30 ft. base speed 
  Melee +1 morningstar +15/+10 (1d8+7)  
  Ranged dagger +9/+4 (1d4+4/19-20)  
  Base Atk +8; Grp +12 
  Atk Options Cleave, Power Attack 
  Special Actions cast evil spells at +1 CL, rebuke 
  undead 1/day (-2, 2d6+9, 11th), spontaneous inflict 
  Cleric Spells Prepared (CL 11th): 
   
  6th—blade barrierD (DC 20), heroes feast�,  
   
  5th—flame strikeD (DC 19), slay living (DC 19), true 
  seeing� 
  
  COR7-05 City of Malice 
   
  Page 32 
   
  4th—cure critical wounds, death ward, dismissal, 
  divine powerD, freedom of movement  
   
  3rd—cure serious wounds (2), dispel magic, 
  invisibility purge, magic vestmentD�, searing light  
   
  2nd—bear’s 
  endurance, 
  bull’s 
  strength, 
  cure 
  moderate wounds (2), spiritual weaponD, sound burst 
  (DC 16) 
   
  1st—cause fear (DC 15), cure light wounds (2), 
  divine favor, protection from goodD, shield of faith 
   
  0—create water (6) 
  �Already cast  
  D: Domain spell. Deity: Erythnul. Domains: War, Evil 
  Abilities Str 18, Dex 10, Con 14, Int 10, Wis 18, Cha 6 
  Feats Cleave, Combat Casting, Improved Toughness, 
  Power Attack, Weapon Focus (morningstar 
  Skills Concentration +14 (+18 casting defensively), 
  Heal +13, Knowledge (arcane) +5 
  Possessions combat gear plus +1 full plate, +1 
  morningstar, periapt of wisdom +4, cloak of 
  resistance +2, cold iron morningstar, warhammer, 
  daggers (3), spiked gauntlet (worn), locked gauntlet 
  (stored), backpack, bundle for weapons, bedroll, flint 
  and tinder, 3 days rations, waterskins (2).  
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  ENCOUNTER 5: CAIN’S HOUSE 
   
   
  TEN-HEADED TERROR* 
  CR 13 
  *See Monster Manual III 155 
  NE Large aberration (extraplanar) 
  Init +7; Senses darkvision 60 ft.; Listen +5, Spot +19 
  Languages Infernal 
  AC 24, touch 12, flat-footed 21 
   (-1 size, +3 dexterity, +12 natural, +4 deflection) 
  hp 170 (20 HD); fast healing 10  
  Fort +12, Ref +11, Will +15 
  Speed 40 ft. fly (good) in no armor (8 squares) 
  Melee 10 bites +20 (2d6+5+poison - note that attack 
  and full attack are identical 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +15; Grp +24 
  Atk Actions Combat Reflexes, kiss, poison, pounce 
  Special Actions shriek  
  Abilities Str 21, Dex 16, Con 19, Int 5, Wis 12, Cha 8  
  Feats Combat ReflexesB, Great Fortitude, Improved 
  Initiative, Improved Natural Attack (bite), Iron Will, 
  Lightning Reflexes, Weapon Finesse, Weapon Focus 
  (bite) 
  Skills: Hide +2, Listen +5 (+3 if reduced to one head), 
  Move Silently +5, Spot +19 (+17 if reduced to one 
  head)  
  Kiss (Su) Each head of a shrieking terror can kiss a 
  paralyzed target with a successful melee touch attack 
  (attack bonus +12). An affected opponent must 
  succeed on a DC 28 Fortitude save or begin a terrible 
  transformation that turns the creature into a vargouille 
  within 24 hours (and often much sooner; roll 1d6 
  separately for each phase of the transformation). 
  First, over a period of 1d6 hours, all the victim’s hair 
  falls out. Within another 1d6 hours thereafter, the 
  ears grow into leathery wings, tentacles sprout on the 
  chin and scalp, and the teeth become long, pointed 
  fangs. During the next 1d6hours, the victim takes 1 
  point of Intelligence drain and 1 point of Charisma 
  drain per hour (to a minimum score of 3 in each 
  ability). 
  The transformation is complete 1d6 hours later, when 
  the head breaks free of the body (which promptly 
  dies) and becomes a vargouille. This transformation 
  is interrupted by sunlight, and even a daylight spell 
  can delay death, but to reverse the transformation 
  requires a remove disease spell or similar effect. The 
  save DC is Constitution-based and includes +4 racial 
  bonus. 
  Poison (Ex) Injury, Fortitude DC 24 or be unable to heal 
  the shrieking terror’s bite damage naturally or 
  magically. A neutralize poison or heal spell removes 
  the effect, while delay poison allows magical healing. 
  The save DC is Constitution-based. 
  Pounce (Ex) If a shrieking terror moves or charges a 
  foe in round, it can still make a full attack with all its 
  heads at no penalty. 
  Shriek (Su) As a full-round action, a shrieking terror can 
  open its distended mouths and let out a terrible 
  sound. Anyone within 60 feet (except other shrieking 
  terrors and vargouilles) that hears this shriek and can 
  clearly see the creature must succeed on a DC 34 
  Fortitude save or be paralyzed with fear for 2d4 
  rounds or until the monster attacks the target, moves 
  out of range, or blocks the target’s line of sight to it. A 
  paralyzed creature is susceptible to the shrieking 
  terror’s kiss (see above). A creature that successfully 
  saves cannot be affected again by the same terror’s 
  shriek for 24 hours. The shriek is a mind-affecting 
  fear effect. The save DC is Constitution-based and 
  includes a +1 racial bonus for each of its heads. (If a 
  shrieking terror gains or loses heads, the save DC 
  changes accordingly). 
   
  ENCOUNTER 7: A BLOODY END  
   
  CAIN BLOODSUCKER 
  CR 15 
  Male Human (Baklunish) evoker 5/blood magus* 10 
  *See Complete Arcane 26 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +1, Spot +1 
  Languages Baklunish, Common, Elven, Giant, Orc  
  AC 27, touch 17, flat-footed 22 
   (+4 Dex, +6 armor [greater mage armor], +4 shield 
  [shield], +3 deflection) 
  hp 143 (15 HD); DR 1/bludgeoning or 10/adamantine 
  (stoneskin—130 points) 
  Resist contingent dimension door actives if Cain is 
  restrained, fire 30 [resist fire]; spell turning 
  Fort +16, Ref +9, Will +11  
  Speed 30 ft. (6 squares)  
  Melee mwk dagger +8 (1d4/19-20)  
  Ranged light crossbow +11 (1d8/19-20)  
  Base Atk +7; Grp +7 
  
  COR7-05 City of Malice 
   
  Page 33 
  Special Actions awaken blood 1/day, bloodseeking 
  spell, bloodwalk 1/day (DC 25) 
  Combat Gear 2 blood draughts of dimension door, ring 
  of enduring arcane, 5 scarified scrolls of magic 
  missile (CL 9) 
  Wizard Spells Prepared (CL 13th; +11 ranged touch): 
   
  7th—delayed blast cold fireball (DC 25), energy 
  admixtured cold fireball (DC 21), spell turning 
   
  6th—cold substituted chain lightning (DC 24), 
  empowered fire shield, energy admixtured scorching 
  ray, repulsion (DC 22)  
   
  5th—cone of cold (DC 23), empowered cold 
  substituted fireball (DC 21), teleport, wave of fatigue 
  (DC 21) 
   
  4th—dimension door, enervation, empowered false 
  life� (25 hp), empowered scorching ray x2, wall of fire 
  (DC 22) 
   
  3rd—dispel magic, fireball (DC 21), fly, greater 
  mage armor�*, empowered magic missile, slow (DC 
  19)  
   
  2nd—bear’s endurance, cat’s grace, false life�, 
  glitterdust (DC 18), resist energy�, cold substituted 
  scorching ray, scorching ray 
   
  1st—burning hands (DC 19), grease (DC 17), 
  magic missile x2, ray of enfeeblement, shield�  
   
  0—acid splash, detect magic (2), prestidigitation, 
  ray of frost 
  �Already cast  
  Spell-Like Abilities (CL 15): 
   
  1/day—deathknell (DC 18) 
  Abilities Str 10, Dex 18, Con 18, Int 23, Wis 12, Cha 8 
  SQ blood component, blood draught, durable casting, 
  familiar (slither – not present), homunculus, infusion, 
  stanch, scarification, thicker than water  
  Feats Alertness (when familiar within 5 ft), Empower 
  Spell, Energy Admixture (cold), Energy Substitution 
  (cold), 
  Great 
  Fortitude, 
  Greater 
  Spell 
  Focus 
  (evocation), Scribe ScrollB, Spell Focus (evocation), 
  Sudden Maximize, Toughness 
  Skills Bluff +3, Concentration +18, Craft (alchemy) +18, 
  Decipher Script +18, Knowledge (arcane) +18, 
  Knowledge (local – core) +18, Knowledge (the 
  planes) +18, Spellcraft +18 
  Possessions vest of resistance +3, ring of protection 
  +3, amulet of health +4, gloves of dexterity +4, 
  headband of intellect +6, dagger, light crossbow, 20 
  cold iron bolts, cold iron dagger, masterwork dagger, 
  traveling spellbook, horizon goggles 
  Spellbook (barred schools—enchantment, illusion) 
  spells prepared plus all 0’s 
  Awaken Blood (Su) Cain can bestow momentary 
  consciousness on an opponent’s blood. If he hits an 
  enemy with a melee touch attack, the opponent’s 
  blood tries to get free of its confinement-all at once, 
  dealing deals 10d10 points of damage. This ability is 
  usable only once per day, but a blood magus can try 
  to use it again late in the day if his previous attempt 
  failed. The effect is instantaneous. 
   
  Constructs, elementals, oozes, plants, undead, and 
  any creature without blood or a similar substance 
  within their bodies are immune to this effect. 
  Bloodseeking Spell (Su) Cain can imbue his spells 
  with the ability to draw blood from their targets. To 
  use this ability, he must inflict a wound on himself; 
  this is a free action that deals 3 points of damage to 
  Cain and becomes a normal part of casting the spell. 
  A bloodseeking spell deals an extra 1d6 points of 
  damage to each target that takes damage from the 
  spell. This extra damage applies only to spells that 
  deal hit point damage, not to spells that deal ability 
  damage, ability drain, or other kinds of damage. 
  Constructs, elementals, oozes, plants, undead and 
  any creature without blood or a similar substance 
  within their bodies are immune to this effect. 
  Blood Component (Su) Cain can substitute a drop of 
  his own blood for a spell’s material components, if 
  any, and in doing so increase the spell’s power by 
  increasing its caster level by 1. The pinprick or minor 
  knife cut to draw the requisite blood is a free action 
  (just like using material components) that becomes a 
  normal part of casting the spell. If a spell has a costly 
  material component (greater than 1 gp), the 
  component must still be provided. If a spell has no 
  material component, a blood magus can still use this 
  ability to enhance a spell if he desires. 
  Blood Draught (Ex) Cain has learnt how to store spells 
  of up to 3rd-level in his own blood. To consume a 
  draught, a blood magus pricks his skin, automatically 
  bringing forth the desired effect. This is a standard 
  action that provokes attacks of opportunity, like 
  drinking a potion. 
  Bloodwalk (Su): Cain is perfectly attuned to the song of 
  blood. He gains the supernatural ability to transport 
  himself great distances via the blood of living 
  creatures. Once per day as a standard action that 
  does not provoke attacks of opportunity, he can 
  seamlessly enter any living creature (except an 
  elemental, ooze, plant, undead or other creature 
  without blood or a similar fluid) whose size equals or 
  exceeds his own and pass any distance to another 
  living creature on the same plane in a single round, 
  regardless of the distance separating the two. A 
  blood magus merely designates a direction and 
  distance (“a living creature twenty miles due west of 
  here”), and the bloodwalk ability transports him to a 
  destination creature as close as possible to the 
  desired location. He can’t specify a named individual 
  as the endpoint unless he has previously obtained a 
  sample of that creature’s blood and has it preserved 
  in a vial that he carries. 
   
  The entry and destination creatures need not be 
  familiar to the blood magus. A blood magus cannot 
  use himself as an entry creature. If an intended entry 
  creature is unwilling, he must make a successful 
  melee touch attack to enter. (A missed touch attack 
  does not use up the ability for that day). When exiting 
  a creature, a blood magus chooses an adjacent 
  square in which to appear. Entering and exiting a 
  creature is painless unless a blood magus wishes 
  otherwise (see below). In most cases, though, the 
  destination creature finds being the endpoint of a 
  magical portal surprising and quite unsettling. 
  
  COR7-05 City of Malice 
   
  Page 34 
   
  If he desires, a blood magus can attempt to make a 
  bloody exit from the destination creature. He bursts 
  forth explosively from the creature’s body, dealing 
  10d6 points of damage unless the creature makes a 
  Fortitude 
  save 
  (DC 
  10+blood 
  magus’s 
  class 
  level+blood magus’s Con modifier). When he makes 
  a bloody exit, a blood magus must succeed on a DC 
  15 Fortitude save or be stunned for 1 round from the 
  shock of his expulsion. 
  Durable Casting (Ex) For the purpose of making a 
  Concentration check to cast, concentrate on, or direct 
  a spell when he might be distracted by damage, Cain 
  subtracts his level from any hit point damage dealt to 
  him by an attack that strikes him during the action (or 
  whenever he is subject to a source of continuous 
  damage, such as Melf’s acid arrow). Because of this 
  ability, damage Cain takes from using his blood 
  component and bloodseeking special abilities never 
  requires him to make a Concentration check to finish 
  casting the spell he is casting. 
  Stanch (Ex) Cain automatically becomes stable when 
  his hit points drop below 0. He still dies if he reaches 
  -10 hit points or lower. 
   
  
  COR7-05 City of Malice 
   
  Page 35 
  Appendix 2: New Rules Items 
  FEATS 
  Close Quarter’s Fighting  
  Complete Warrior 97 
  You are skilled at fighting at close range and resisting 
  grapple attempts. 
   
  Prerequisites: Base attack bonus +3 
   
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack. If you deal damage with 
  this attack, the enemy fails to start the grapple unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab. If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity when you 
  would be denied one for being surprised, helpless, or 
  in a similar situation. 
   
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a 
  grapple. Then an ankheg—a creature with the 
  improved grab special ability—attempts to grapple 
  Tordek. He takes an attack of opportunity, hits, and 
  deals 10 points of damage to the creature. Tordek then 
  adds +10 to his opposed check to resist being grappled. 
   
  Normal: Creatures with improved Grapple, 
  improved grab, or similar feats or special abilities do 
  not provoke attacks of opportunity when they attempt 
  to start a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his fighter bonus feats. 
   
  Energy Admixture  
  Complete Arcane 79 
  You can modify a spell that uses one type of energy to 
  add an equal amount of another energy type. 
   
  Prerequisites: Energy Substitution 
   
  Benefit: Choose one type of energy (acid, cold, 
  electricity, or fire) that matches an energy type you 
  have selected for substitution via the Energy 
  Substitution feat. You can then modify any spell with 
  an energy descriptor by adding an equal amount of the 
  chosen type of energy to the spell’s normal effects. The 
  altered spell works normally in all respects except for 
  the type and amount of damage dealt, with each type of 
  energy counting separately towards the spell’s damage 
  cap. Thus, an acid fireball cast at 6th level deals 6d6 
  points of fire damage and 6d6 points of acid damage 
  (rolled separately), while the same acid fireball cast at 
  10th level or higher deals 10d6 points of fire damage 
  and 10d6 points of acid damage. Even opposing types 
  of energy (such as fire and cold) can be combined 
  using this feat. 
  An energy admixed spell uses up a spell slot four levels 
  higher than the spell’s actual level. As well, the spell’s 
  descriptor changes to include both energy types 
  present in the spell – for example, the acid fireball 
  described above is an evocation [fire, acid] spell. 
   
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time. The type 
  of energy chosen with this feat must match a type of 
  energy you have also selected for substitution via the 
  Energy Substitution feat (so you can select cold as your 
  energy type with Energy Admixture if you have 
  selected cold as you Energy Substitution energy type). 
  You can use Energy Admixture to further alter a spell 
  that has already been modified with Energy 
  Substitution, and you can also admix your chosen 
  energy type with a spell that already uses the same 
  type, in effect doubling its normal damage dice. 
   
  Energy Substitution  
  Complete Arcane 79 
  You can modify an energy-based spell to use another 
  type of energy used.  
   
  Prerequisites: Knowledge (arcane) +5, any 
  metamagic feat. 
   
  Benefit: Choose one type of energy (acid, cold, 
  electricity, or fire). You can then modify any spell with 
  an energy descriptor to use the chosen type of energy 
  instead. An energy substituted spell uses a spell slot of 
  the spell’s normal level. The spell’s descriptor changes 
  to the new energy type – for example, a fireball 
  composed of cold energy is an evocation [cold] spell. 
   
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time.  
   
  Elusive Target  
  Complete Warrior 110 
  Trying to land a blow against you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat. If that foe uses the Power Attack feat 
  against you, the foe gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack 
  roll. 
    
  Diverting Defense: To use this maneuver, you must 
  be flanked and you must designate one of the flanking 
  attackers to be affected by your Dodge feat. The first 
  attack of the round from the designated attacker 
  automatically misses you and may strike the other 
  flanking foe instead; the attacking creature makes an 
  attack roll normally, and its ally is considered flat-
  footed. If the designated attacker is making a full attack 
  
  COR7-05 City of Malice 
   
  Page 36 
  against you, its second and subsequent attacks function 
  normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
   
  Hold the Line  
  Complete Warrior 100 
  You are trained in defensive techniques against 
  charging opponents. 
   
  Prerequisites: Combat Reflexes, base attack 
  bonus +2. 
   
  Benefit: You may make an attack of opportunity 
  against a charging opponent who enters an area you 
  threaten. 
  Your 
  attack 
  of 
  opportunity happens 
  immediately before the charge attack is resolved. 
   
  Normal: You only get an attack of opportunity 
  against a character that exits a square you threaten. 
   
  Improved Toughness  
  Complete Warrior 101 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude Save bonus +2 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
   
  Sudden Maximize  
  Complete Arcane 83 
  You can cast a spell to maximum effect without special 
  preparation.  
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effect of 
  the Maximize Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Maximize Spell 
  normally if you have it.  
   
  MAGIC ITEMS 
  Heward’s Fortifying Bedroll  
  Complete Mage 132 
   
  Description: This item appears to be a normal, if 
  well made, bedroll. The cushioning is thick, the 
  stitching skilled. It is made of dark green cloth with a 
  dull yellow interior. It smells faintly comforting, a mix 
  of burning firewood and goose down. 
   
  Activation: To activate the magic of the bedroll, 
  you need merely climb into it (a move action) and 
  spend 1 uninterrupted hour resting. Each bedroll 
  functions once per day 
   
  Effect: Heward’s fortifying bedroll grants you the 
  benefits of a full 8 hours of rest – including the 
  elimination of fatigue or exhaustion, natural healing, 
  and the ability to prepare or ready arcane spells – over 
  the course of a single hour. Spells cast within the last 8 
  hours still count against your daily limit as normal. 
   
  Aura/Caster Level: Faint transmutation. CL 3rd. 
   
  Construction: Craft Wondrous Item, sleep, 1,500 
  gp, 120 xp, 3 days. 
   
  Price: 3,000 gp 
   
  Horizon Goggles  
  Complete Mage 133 
   
  Description: These goggles feature small oval 
  lenses in a wire thin frame. When worn, they are 
  difficult (Spot DC 15) for others to notice. 
   
  Activation: Horizon goggles are active as long as 
  they are worn; they require no special action to 
  activate.  
   
  Effect: Horizon goggles grant you the benefits of the 
  Far Shot feat (increases range increment of projectile 
  weapons by 50%, and of thrown weapons by 100%). 
   
  These goggles also increase the range of spells and 
  spell-like abilities that require ranged attack rolls by 
  50%.  
   
  Aura/Caster Level: Faint divination. CL 3rd 
   
  Construction: Craft Wondrous Item, near horizon 
  (page 111), 4,000 gp, 320 xp, 8 days. 
   
  Price: 8,000 gp 
   
  Ring of Enduring Arcana  
  Complete Mage 126 
   
  Description: This ring is actually a webwork 
  lattice of gold and mithral that takes up most of the 
  length of the finger. (It is jointed in the middle to 
  allow full movement.) The lattice seems to shift and 
  flow any time the wearer casts a spell. 
   
  Activation: A ring of enduring arcana remains 
  active constantly, as long as it is worn. When first 
  donned, however, it requires 24 hours to acclimate to 
  the wearer before it functions.  
   
  Effect: You are considered four levels higher than 
  your actual caster level whenever another character 
  attempts to dispel or counter one of your spells.  
   
  Aura/Caster Level: Moderate abjuration. CL 9th. 
   
  Construction: Forge Ring, dispel magic, 3,000 gp, 
  240 xp, 6 days. 
   
  Price: 6,000 gp 
   
  MUNDANE EQUIPMENT 
  Serpents’ Tongue  
  Complete Mage 136 
   
  This material resembles dried snake’s tongues, 
  hence the name. in fact, it is a mixture of cured tongues 
  of various rare birds and reptiles and the dried stamens 
  of several kinds of tropical flowers. All the ingredients 
  
  COR7-05 City of Malice 
   
  Page 37 
  must be painstakingly gathered by hand and carefully 
  mixed in the correct proportions. 
   
  Price: 120 gp 
   
  SPELLS 
  Greater Mage Armor 
  Complete Arcane 114 
   
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  This spell functions like mage armor, except that its 
  tangible field of force provides a +6 armor bonus to 
  Armor Class. 
   
  Material Component: A tiny platinum shield worth 
  25 gp.  
  
  COR7-05 City of Malice 
   
  Page 38 
  PLAYER HANDOUT 1 
  The following are ripped pieces of paper that catch only partial letters but they are the most prominent out of all that 
  you found. 
   
   
   As I said to you in a previous letter the uprising was 
  quelled. The pretty girl from Hardby gave quite a fight but 
  she relented in the end. It’s too bad that her symbiote failed 
  and is now a husk sitting in my study it nonetheless was fun. 
  Most on the list are in my possession now and soon will be 
  dealt with. Safeton should be compromised within the next 
  month. 
     
   
   
   
   
  Cain 
   
   
   
  …It is now done. Tanva and Braks are eternally 
  grateful as is the Mak on your success. He will be sending 
  you your payment soon and of course the real prize will soon 
  be in hand. A few of your tests have boarded onto a ship and 
  are making their way to you like you asked. Highport is now 
  completely ours and no outside force knows our plans. The 
  only object in our path is Safeton and the worm has been set 
  and is eating its way from the inside out. 
   
     
   
   
   
   
  Cain 
  
  COR7-05 City of Malice 
   
  Page 39 
   
  DM HANDOUT  
  This handout is for the DM during the slave auction. Below are the slave’s description and the maximum price that they 
  go for. If the PCs reach that price then they automatically win the slave. It is assumed that people are bidding against 
  them until that point. If the PCs do not wish to bid on some of the slaves then play up the action and tell them how 
  much they went for. Make up the personalities of the slaves when they are on stage. Remember most are in shackles 
  and can’t do much but they can plead and get riled up and spout off at the people buying them. 
   
  Some PCs may recognize a few slaves from COR6-12 Calm Before the Storm. If they have played that adventure they 
  automatically know this. Swago the bell merchant, Brunk the Smelly, Ayisa Scorfu, and Hectra the Halfling are the 
  people up for sale.  
   
   
   
  Male/Female 
  Race 
   
  Short Description  
  Age (years) 
  Winning Bid 
  Male 
   
  Human  
  Middle aged looks worn down.  
   
   
   
   
   
  Has broken arm.  
   
  34 
   
  100 gp 
  Male 
   
  Gnome  
  Old weathered, frail 
   
  50 
   
  30 gp 
  Male 
   
  Human  
  Young strapping, healthy  
  20 
   
  250 gp 
  Male 
   
  Human  
  Kid, walks with limp 
   
  8 
   
  300 gp 
  Male 
   
  Halfling  
  Fat and chubby 
   
   
  40 
   
  150 gp 
  Male 
   
  Half-elf  
  Worn, healthy 
   
   
  30 
   
  225 gp 
  Male 
   
  Bugbear  
  Strong, many scars 
   
  ?? 
   
  230 gp 
  Male 
   
  Goblin  
  Weak, sneaky 
   
   
  30? 
   
  25 gp 
  Swago 
   
  Human  
  Scars, emaciated  
   
  35 
   
  80 gp 
  Brunk 
   
  Half-orc  
  Smelly, strong 
   
   
  29 
   
  110 gp 
  Ayisa 
   
  Human  
  Pretty, smug 
   
   
  26 
   
  300 gp 
  Hectra  
  Halfling  
  Ugly, short, squat  
   
  40 
   
  40 gp 
  Female  
  Human  
  Portly, sweaty 
   
   
  32 
   
  114 gp 
  Female  
  Human  
  Frail, old  
   
   
  60 
   
  3 gp 
  Female  
  Elf 
   
  Pretty but beat up  
   
  ?? 
   
  375 gp 
  Female  
  Half-orc  
  Strong, dumb 
   
   
  26 
   
  174 gp 
  Female  
  Dwarf 
   
  Stubborn, codgy  
   
  50 
   
  202 gp 
  Female  
  Kobold  
  Doesn’t speak common 
   
  ?? 
   
  78 gp 
  Female  
  Halfling  
  Comely, can cook  
   
  24 
   
  355 gp 
  Female  
  Human  
  Has one eye 
   
   
  29 
   
  67 gp 
   
   
  
  COR7-05 City of Malice 
   
  Page 40 
  DM MAP 1 
  THE SLAVE COMPLEX 
   
   
  1
  2
  3 
  6 
  5
  4 
  7 
  8 
  
  COR7-05 City of Malice 
   
  Page 41 
  DM MAP 2 
  CAIN’S LAIR 
   
   
   
  7
  5 
  6 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR7-05 City of Malice (3E).pdf