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. 
   
   
  COR7-09 
   
   
   
   
   
   
  Past Debts 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 1 
   
  by Dean Bailey 
  Circle Reviewer: Creighton Broadhurst  
  Reviewer: Sam Weiss 
  Playtesters: John Deague, Tom Greenslade, Ros Hurst, Brendan Robertson, Adrian Gilmore, James Dempsey, Bruce 
  Legge, Chris Weekes, Justin McGuire, Karl Lommerse. 
   
   
  When a debt from the past is called in, the soul of an innocent is at stake and a plea for help is made. Do you have the 
  ability to make the tough moral decisions needed to save the child from eternal damnation? Warning – Paladins may 
  find this adventure difficult. Players may change PCs at the beginning of the adventure if they are unable to participate 
  with their current PC. A one-round Core adventure set in the free city of Greyhawk and its surrounds for characters 
  level 1-11 (APLs 2-8). 
   
  Resources for this adventure [and the authors of those works] include Complete Warrior [Andy Collins, David Noonan, 
  Ed Stark] Lords of Madness [Richard Baker, James Jacobs, Steve Winter], Fiendish Codex II: Tyrants of the Nine Hells [Robin 
  D. Laws, Robert J. Schwalb], Monster Manual II [Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter], 
  Player’s Handbook II [David Noonan], and The Planar Handbook [Bruce R Cordell, Gwendolyn F.M. Kestrel].
   
   
  
  COR7-09 Past Debts 
   
  Page 2 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  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 
  
  COR7-09 Past Debts 
   
  Page 3 
  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 
  Free City of Greyhawk. 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 
  Because of the nature of the adventure, it is possible that a 
  PC may not be able to undertake the task due to personal 
  beliefs. For example, a paladin may be unable to deal with 
  a creature of evil. If this is the case, allow a player to swap 
  out a PC in Encounter 1 or Encounter 2 only. This 
  represents the first PC refusing and a replacement hero 
  arriving. 
   
  Because this adventure is about choice and due to 
  the binding agreement that Hassirak has, the only way to 
  save Jamir’s soul and keep Souleater out of the devil’s 
  hands is to honor the terms of the original contract. 
   
  If any of the PCs are followers of Mayaheine or 
  Pelor, they still get attacked at the temple as they are 
  trying to breach the defenses to get the weapon, Souleater. 
  However, they do not need to atone afterwards; 
  Mayaheine recognizes their hearts and motives were 
  pure. 
   
  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. 
   
  CREATIVE SOLUTIONS 
  This adventure revolves around the deal that Hassirak has 
  made with Joram; namely, that in return for Souleater, 
  Hassirak will relinquish his claim to Jamir’s soul. 
  Hassirak is a devil and thus lawful; he is bound to the 
  letter of the agreement not its spirit. Thus, if the PCs 
  come up with some clever way of stymieing the scheme, 
  reward them. For example, the PCs could break Souleater 
  and hand Hassirak the axe’s shards. In such a situation, 
  Hassirak would be bound to view the agreement as 
  fulfilled, as he did not originally specify that Souleater 
  should be undamaged when returned to him. 
   
  PCs saving Jamir’s soul in this way earn the Enmity 
  of Hassirak AR item. 
   
  Sacrificing Oneself: One of the PCs may offer 
  himself in place of Jamir. Hassirak refuses all such offers; 
  Jamir’s soul is far more attractive to him than even that of 
  the purest paladin. 
   
  Getting Help: Additionally, the PCs may (at some 
  point) seek help from one of the many powerful 
  organizations within Greyhawk city. In particular, the 
  faiths of Heironeous, St Cuthbert, Pholtus, and Pelor 
  would assist the PCs (and are powerful enough to do so in 
  a meaningful fashion). This assistance takes the form of a 
  group of powerful clerics and warriors who accompany 
  the PCs back to Joram’s manor. In the ensuing battle, 
  they engage Hassirak and some of his minions while the 
  PCs must slay the remainder. In essence, run Encounter 
  11 but Hassirak is banished by efforts of the clerics and 
  warriors instead of by Rasimu’s power. (The organization, 
  however, does not give the same reward as Rasimu). 
   
  Final Note: The crux of this adventure is the choice 
  between two evils: allow Hassirak to harvest Jamir’s soul 
  or hand over a powerful evil weapon. Reward clever 
  solutions to this dilemma. When adjudicating such, 
  remember that Hassirak honors the letter of the deal, not 
  the spirit.  
   
  Conclusion: If the PCs resolve the adventure in a 
  particularly creative fashion, use Conclusion K.  
   
  ADVENTURE BACKGROUND 
  Berrik Kesserem was the son of a farmer who was not 
  content with his lot and desired a better station in life, 
  with all the finery that went with it. Unfortunately, he 
  was also a lazy and self absorbed young man who 
  expected life to hand him everything on a silver platter. 
  One day, 86 years ago, it did in the form of the devil 
  Hassirak. Hassirak offered to provide all he wanted for a 
  small price and Berrik agreed.  
   
  From that day, everything seemed to go Berrik’s way. 
  He met and wooed the daughter of a wealthy merchant, 
  who died soon after their wedding leaving him 
  everything. Lucrative business deals fell into his lap with 
  little or no effort and all seemed to resolve in his favor. 
  
  COR7-09 Past Debts 
   
  Page 4 
   
  The luck continued down the family line, albeit not 
  as spectacular as with Berrik, until the day that Miriam 
  Kesserem, wife of Joram Kesserem gave birth to their 
  firstborn son. As the baby was born, Hassirak appeared to 
  claim his price. The price that Berrik had agreed to was 
  the soul of his grandson’s, grandson down the line of the 
  firstborn sons.  
   
  Joram pleaded with the devil not to take the soul of 
  his son and Hassirak saw an opportunity. A second deal 
  was struck. Joram was to retrieve, or arrange for the 
  retrieval of a weapon of evil called Souleater. Servants of 
  Mayaheine were guarding this weapon and Hassirak 
  could not get past their wards. If the weapon was 
  recovered, Hassirak would relinquish his claim on young 
  Jamir’s soul. 
   
  Joram agreed and sent word out through his business 
  contacts that he was looking for reliable people interested 
  in adventure. 
   
  ADVENTURE SUMMARY 
  A friend, patron, or business contact that has ties to Joram 
  contacts the PCs. They inform the PCs that someone they 
  know is looking for people to perform a task and thought 
  they might want the job. Their contact does not know 
  what the job is, but gives them Joram’s contact details. 
   
  Encounter 1: The PCs arrive at the home of Joram 
  Kesserem where they are greeted and the tale of Berrik’s 
  deal is told. Joram explains that he has been given a way 
  out and that he needs the PCs’ help.  At this stage, the 
  PCs may decline and the player can bring in a more 
  appropriate character if he wishes.  
   
  Encounter 2: If the PCs want to talk to Hassirak, 
  Joram summons him. He explains what he wants and 
  tells the PCs that if they do not want to go he will just 
  take the child’s soul as specified in the contract. Either 
  way, he wins. The PCs may attack him here, but to do so 
  is exceptionally foolish and they would be unlikely to 
  survive. 
   
  Encounter 3: A day’s travel from Greyhawk, the PCs 
  come to the “Still the Last Chance Inn” where they may 
  rest for the night. Strangely, they are not attacked while 
  staying there. 
   
  Encounter 4: Following Hassirak’s directions, the 
  PCs arrive at a cave that leads to a hidden valley and a pair 
  of white iron gates set in a marble wall. The PCs must 
  pass the guardians to enter.  
   
  Encounter 5: As the PCs approach the temple of 
  Mayaheine, they see a pristine building of white and gold 
  marble with well-kept lawns and shrubs cut into the 
  shapes of various animals in noble poses. As the PCs 
  approach the temple doors, one or more of the topiary 
  animals awaken to defend the temple from interlopers.  
   
  Encounter 6: As the PCs approach the temple 
  entrance they notice words written upon the mantle of 
  the doorway. Here they must past a final test or be 
  affected by a doom trap. 
   
  Encounter 7: As the PC approach the chamber at 
  the center of the temple, they meet Rasimu, a hound 
  archon in the service of Mayaheine. If the PCs do not 
  attack straight away, he invites them to talk. He explains 
  that Souleater is an evil weapon that traps the souls of 
  those slain so that they cannot gain eternal peace. 
  Further, a high-order devil can perform a ritual that 
  transforms the trapped soul into a lemure, condemning it 
  for all eternity. He requests that the PCs abandon their 
  quest for the greater good. 
   
  Encounter 8: If the PCs are unwilling to abandon 
  their quest, Rasimu regrettably defends Souleater. He uses 
  lethal damage so the PCs cannot return to try again.  
   
  Encounter 9: Once Rasimu is defeated, the PCs can 
  continue into the inner chamber. There they find 
  Souleater. 
   
  Encounter 10: With Souleater in their possession, 
  the PCs return to Greyhawk. Once there Hassirak takes 
  possession of the weapon in exchange for Jamir’s soul. At 
  this point, the PCs may change their mind and attack 
  Hassirak. 
   
  Encounter 11: If Rasimu’s arguments persuade the 
  PCs, he sends them back to Joram’s estate to deal with 
  Hassirak, who is not happy about this betrayal. Rasimu 
  uses his power to banish Hassirak, so that the PCs need 
  only deal with his minions.  
   
  INTRODUCTION 
  When the devil offered the deal to Jorem, the merchant 
  realized that he did not have the skills needed to retrieve 
  Souleater. Left with no choice, he contacted his business 
  associates to enquire if any know of a group of reliable 
  adventures that can help him solve a problem. In turn, 
  these business associates contacted the PCs with the 
  possibility of employment. Give the players Player 
  Handout 1 and if they accept the opportunity they find 
  themselves standing outside the gates waiting to enter 
  the free city. Alternatively, some PCs may even be in the 
  city already. Amend the text below as appropriate. 
   
  The City of Greyhawk is called the center of the 
  civilized world. People and cultures from all over 
  Oerth mix and do business here. It is at the gates of 
  this city that you find yourself with the possibility 
  of employment close at hand. 
   
  The line towards the gates moves silently, but 
  eventually you reach the gate where the guards wait. 
   
  “Any weapons to declare?” 
   
  The laws of Greyhawk restrict the carrying of weapons 
  and the use of spells within the city. (See Appendix 3 for 
  more information). Once the PCs have dealt with the 
  guards, they are free to continue to Kesserem Manor. 
  Proceed to Encounter 1. 
   
  1: A PLEA FOR HELP 
  The address that you have been given leads you to a 
  well kept manor house in the Garden Quarter of 
  Greyhawk. A large wooden door stands before you 
  
  COR7-09 Past Debts 
   
  Page 5 
   
  When the PCs knock on the door, read the folllowing: 
   
  The sound of your knocking echoes through the 
  house and it is not long before the door is answered 
  not by a servant but by a man dressed in well-
  tailored clothes. He smiles wearily and his tired eyes 
  look you over appraisingly. 
   
  “I am Jorem Kesserem, and I judge by your attire 
  that you are here to help with my curse.”  
   
  If the PCs answer in the affirmative, he invites them 
  inside and takes them to the drawing room. Once there, 
  he makes sure they are comfortable and have 
  refreshments. If the PCs try to ask question, he request 
  that they wait until they have heard his tale.  
   
  JOREM’S TALE 
  Once the PCs are refreshed and comfortable, Jorem 
  begins. Give out Player Handout 2. (If you have enough 
  time, use the handout and roleplay the situation instead.) 
  The information in Player Handout 2 is replicated here 
  for the DM’s convenience: 
   
  “My sad tale starts one month ago with the birth of 
  my first child, my son Jamir. When my son was born, it 
  was one of the happiest moments of my life. However, it 
  was a moment short lived, for before Jamir’s first cries of 
  life had fully faded a creature of nightmare appeared in 
  the courtyard and demanded my presence. Fearfully for 
  my family I complied and it was there that I met the great 
  devil, Hassirak the Tempter. 
   
  To my dismay, I was informed of a deal struck by my 
  great, great grandfather, Berrik, 86 years ago. In exchange 
  for success and power, my ancestor promised the devil 
  the soul of his grandson’s grandson, through the line of 
  the eldest male child. I have always been told that he was 
  the son of a farmer who married the daughter of the 
  wealthy merchant, Morik Gressle, and through talent and 
  hard work, created his own mercantile success. Hassirak 
  tells a much different story of a lazy young man. 
   
  I pleaded with him not to take my son. To take me 
  instead, but he would not change his mind. Finally, he 
  told me his price for releasing my son from the contract.  
   
  Hassirak is currently involved in a power struggle 
  against another devil and he would release his claim on 
  the soul of my son if I would retrieve a magical greataxe 
  for him. This axe, Souleater, is in a hidden temple in the 
  Cairn Hills. 
   
  Seeing it as the only way to save the soul of my 
  innocent little boy, I had no choice but to agree. My son 
  is innocent; he has not yet had the chance to live and 
  make his own choice in the world. 
   
  I am not an adventurer and so I need help. Will you 
  help me save my boy? I can pay. I will also be able to use 
  my contacts to procure a number of magical items for 
  you. You may have the money up front if you agree.  
   
  If you wish to talk to the devil to, ask him any 
  questions, I can call him. He may know more on what 
  you may face.” 
   
  It is most likely that the PCs have some questions. 
  Jorem answers them as best as he is able. He even submits 
  to spells to detect falsehood and evil (both register 
  nothing). 
   
  Treasure: Jorem is able to pay each PC a small amount of 
  gold (50 gp at APL 2, 100 gp at APL 4, 150 gp at APL 6, and 
  200 gp at APL 8). He is unable to pay more at this time 
  but is willing to use his contacts to find magical items for 
  the PCs. He pays the PCs up front. Refer to the treasure 
  section to determine what pay the PCs receive.  
   
  Development: If the PCs agree to help, proceed to 
  Encounter 3. 
   
  If the PCs request to speak to Hassirak, proceed to 
  Encounter 2. 
   
  If a PC refuses to help, Jorem thanks him for his time 
  and the adventure is over. 
   
  If the PCs do not wish to talk to Hassirak, at APL 2, 
  Jorem gives them a flask of oil of corrupt weapon to use 
  against Rasimu that he got from Hassirak. This foul 
  smelling oil is enough to coat one weapon and has the 
  same affect as bless weapon except it affects good creatures. 
   
  At APL 4, he advises the PCs to take alchemist fire 
  and acid flasks with them. 
   
  Because of the nature of the adventure, allow a player 
  to swap out a PC if that PC is unable to undertake the task 
  due to personal beliefs. 
   
  2: DANCING WITH THE DEVIL 
  If the PCs wish to speak with Hassirak, Jorem has the 
  ability to call him. 
   
  Jorem pulls out a small black stone. The stone slowly 
  floats out of his hands to the centre of the courtyard, 
  to where it expands to a circle or darkness. The room 
  grows warm and the strong smell of brimstone 
  drifts from the circle. Slowly a man of unearthly 
  beauty emerges. Of statuesque build and flawless 
  skin, he has large feathery wings and red, glowing 
  eyes. He carries a longsword and has a longbow 
  strapped to his back. 
   
  Four creatures seemingly composed of molten 
  flesh, with a human-shaped head flank him; behind, 
  another four creature of nightmare stand. Each is 
  roughly human in size and completely covered in 
  chains that twist and writhe seemingly with a life of 
  their own.  
   
  “I am Hassirak the Tempter, granter of desires. 
  Where is Souleater? You have betrayed me and for 
  that I will feast on the child’s soul.” Its voice booms 
  through the courtyard and inside the house the 
  infant Jamir begins to cry. Jorem turns to face you in 
  anger and fear. 
   
  
  COR7-09 Past Debts 
   
  Page 6 
  IDENTIFYING THE DEVILS 
  No doubt, the arrival of so many devils startles some PCs. 
  The DCs if they want to identify exactly what they face 
  are: 
   
  A DC 12 Knowledge (the planes) identifies the 
  lemures.  
   
  A DC 18 Knowledge (the planes) check identifies the 
  chain devils.  
   
  A DC 19 Knowledge (the planes) check identifies 
  Hassirak as an erinyes. 
   
  TALKING WITH HASSIRAK 
  Hassirak allows the PCs some time to ask questions. 
  Some questions he ignores while others he answers.  
   
  Who are you? “I am Hassirak the Tempter. I can 
  grant you your heart’s desire…for a price. What is it that 
  you desire little mortal, and what are you willing to pay?” 
   
  What is Souleater?“It is a weapon I need to achieve 
  my goals. You need know nothing more.” 
   
  What if we refuse to retrieve Souleater? “That is 
  your choice. I have a deal signed in blood and the child’s 
  soul is mine. That is binding. If you chose not to retrieve 
  Souleater, I shall simply take the child’s soul. An innocent 
  soul is worth a great deal where I come from. I believe I 
  am in what you mortals would call a win-win situation” 
   
  Where is Souleater located? “In a temple of 
  Mayaheine in an extremely inhospitable area of the Cairn 
  Hills. You must travel through a cave to a hidden valley to 
  reach it. Jorem has the directions.” 
   
  What guards does it have? “There are wards, the 
  majority of which will not affect you as you are not evil. 
  There may also be some minions of Mayaheine defending 
  the temple. I do not know what lies in the inner 
  sanctum.” 
   
  Is there anything we can do to get past the 
  guards? “Creatures of Mayaheine or Pelor from the 
  higher planes do not have our resistance to the fires of 
  hell or the burning waters of the lower planes.” 
   
  What do you mean by ‘fires of hell’ or ‘burning 
  waters?’ The devil sighs and rolls his eyes, “fire or acid 
  harm them.” 
   
  Creatures: While it is extremely unlikely, the PCs may 
  decide to attack Hassirak and his minions. Should this be 
  the case, although the PCs may best his minions, 
  Hassirak almost certainly ends up with Jamir’s soul. 
  Hassirak sends some of his minions to kill the PCs while 
  the others kill everyone else in the house. 
   
  Give the PCs a chance to run away or to back down 
  (Hassirak likes it when mortals beg for mercy). He offers 
  his minions no aid during the fight, instead taunting the 
  PCs about what he will do with Jamir’s soul. If the PCs 
  defeat his minions, he uses greater teleport to move to 
  Jamir’s bedroom. He grabs Jamir and flies away. For the 
  PCs, the adventure ends in failure. 
   
  APL 2 (EL 4) 
   
  �Lemure (4): hp 9 each; MM 57. 
   
  APL 4 (EL 6) 
   
  �Chain Devil (1): hp 52; MM 53. 
   
  APL 6 (EL 8) 
   
  �Chain Devil (2): hp 52 each; MM 53. 
   
  APL 8 (EL 10) 
   
  �Chain Devil (4): hp 52 each; MM 53. 
   
  The courtyard is 40 ft. square and surrounded by the main 
  body and wings of Jorem’s mansion. 
   
  Tactics: Remember that the devils arrived here 
  through a gate and are able to use their summoning ability 
  if the situation warrants it. This also means that a 
  protection from evil spell does not stop them from attacking 
  the PCs (as it only affects summoned creatures). The 
  devils’ tactics vary by type. 
   
  Lemure: The lemure flail away mindlessly at their 
  opponents.  
   
  Chain Devil: In the first round of combat, the chain 
  devils use their unnerving gaze to weaken their 
  opponents 
  before 
  charging 
  the 
  toughest-looking 
  opponent. They position themselves so that their chains 
  threaten as many opponents as possible. Chain devils 
  cannot summon other devils to their aid nor can they 
  teleport away. Thus, they fight ferociously to the death. 
   
  All APLs (EL 7) 
   
  �Hassirak: male erinyes; hp 85; MM 54. 
   
  Additionally, at all APLs, Hassirak is present. Hassirak 
  never voluntarily fights the PCs; he doesn’t need to. 
  Jamir’s soul is his; the PCs are nothing to him (and at 
  higher APLs could conceivably destroy him). If the PCs 
  wish, however, they can fight Hassirak. His goal is to 
  escape and to take Jamir’s soul; he does not engage in a 
  stand-up fight with the PCs. 
   
  Development: If the PCs force Hassirak to flee but do 
  not kill him, Jamir’s soul is lost. Jorem is heartbroken and 
  blames the PCs, proceed to Conclusion C. 
   
  If the PCs destroy Hassirak, proceed to Conclusion 
  H. 
   
  If the PCs attack Hassirak and are defeated, proceed 
  to Conclusion F. 
   
  If the PCs decide to fight Hassirak and are defeated, 
  proceed to Conclusion F. 
   
  If the PCs accept the task, proceed to Encounter 3. 
   
  At APL 2, Hassirak gives them a flask of oil of corrupt 
  weapon. This foul smelling oil is enough to coat one 
  weapon and has the same effect as bless weapon (except it 
  affects good creatures). 
   
  Because of the nature of the adventure, allow a player 
  to swap out a PC if that PC is unable to undertake the task 
  because of his personal beliefs. 
   
  
  COR7-09 Past Debts 
   
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  3: A WELL DESERVED REST 
  The road is long, hot, and dry. Dust covers 
  everything as your passage stirs it up from the trail. 
  As the sun begins to slip behind the western horizon 
  on your second day of travel, the road crests a small 
  hill and forks. Between the fork, there is an inn 
  waiting for the weary traveler. 
   
  A gnome can be seen behind the stables. He 
  seems to be repairing a chicken coop that has 
  suffered from fire. He sees you and straightens up. 
   
  “Welcome to the “Still the Last Chance Inn,” he 
  calls. “I am Krink. Will ya be stay’n the night?” 
   
  Use these notes to roleplay this encounter. 
   
  What happened here? “Oh we had a bit of 
  excitement last night. A bunch of orcs tried to steal me 
  prize winning chicken, Henrietta. Broke right into the 
  coop and grabbed her they did. They would ‘ave got away 
  if it ‘ad not been for some guests returning to Greyhawk. 
  They gave a gooden to those orcs. Pity one set the coop on 
  fire. Still, not much damage. A pity about poor Henrietta, 
  she was a good old bird”. 
   
  Do you have problems with orcs out here? 
  “Always seem to have problems with the orcs when we 
  get a group in staying that number around five. Starting 
  to think that’s me unluck number. No problems if there 
  are three or seven, only if there are five. Or four or six 
  come to think of it. Never mind. The gods are funny 
  things ain’t they?” 
   
  What happened to Henrietta? “One of the guests 
  killed the orc that was carryin’ her. Shot him right 
  between the peepers she did. Thought Henrietta was safe 
  an’ sound until the orc fell on her. So will you be stay’n 
  for dinner? Chicken is on the menu.” 
   
  We are heading to the north east, what is it like? 
  “Oh, pretty rough. Not many go that way; lots of broken 
  ground and caves for things to creep from.” 
   
  Have you heard of a temple in that area? “Can’t 
  say that I ‘ave. But anything could be hidden in the hills.” 
   
  The PCs can stay at the inn with Krink and his son’s 
  Klink and Klank. Krink is a down-to-earth gnome, who is 
  determined to make the inn work no matter how many 
  times he has to rebuild it. Klink and Klank are still youths 
  by gnomish standards, and spend any time not helping 
  out trying to set up a dice game on one table, inviting the 
  PCs to join them. 
   
  Currently there are two other guests at the inn, 
  Illorious, a cleric of Pholtus and Riana, a cleric of 
  Trithereon. Remarkably, the two clerics are good friends 
  who have not let their religious beliefs come between 
  them (making Illorious a remarkable priest of Pholtus) 
   
  All APLs 
   
  �Krink: male gnome expert (innkeep) 6. 
   
  �Klink: male gnome commoner 2. 
   
  �Klank: male gnome commoner 2. 
   
  �Illorious: male human cleric 7 (Pholtus). 
   
  �Riana: female half-elf cleric 6 (Trithereon). 
   
  If the PCs talk to the clerics, they each have a different 
  viewpoint about Souleater. 
   
  Illorious: “From what you are telling us, this 
  weapon gives the devil an advantage over his nemesis. 
  What you have to consider is that if this devil is free to 
  concentrate on something other that his conflict, then 
  what will he get up to? What suffering will he cause 
  innocents? When it comes down to it, even in the field of 
  good intentions, evil can flourish. You should never, 
  under any circumstances, work for the darker powers.” 
   
  Riana: “That is very well and good old friend, but we 
  are talking about the soul of a child; a child that has done 
  nothing to deserve eternal torment. You must also 
  consider what is in the child’s future. He could be 
  destined to be a great hero for the powers of good. 
  Alternatively, he could be the father of a great hero. The 
  point is, we don’t know what this child is capable of, and 
  so we need to make sure that he reaches his full 
  potential.”  
   
  The party may also ask the two clerics some 
  questions. Possible answers for both are below. 
   
  What about the innocents that may be harmed? 
   
  Illorious: “You must consider them. What right do 
  you have to condemn them?” 
   
  Riana: “We are talking about the possible innocents 
  that will be harmed. Ask yourself who is more important. 
  The innocent that needs saving now or the possible 
  innocents in the future that may or may not need 
  saving?” 
   
  We have given our word to the father to save his 
  son. 
   
  Illorious: “Then you are in a great deal of trouble. A 
  word is a sacred bond, but then you need to think of the 
  greater good, the law of the universe. You must break 
  your word or work as a servant of a devil. This is not a 
  choice that I envy. Ask yourself, can you be a servant of 
  evil?” 
   
  Riana: “It is all very well to give your word, but that 
  should not be what you base your decision on. If the 
  keeping of your word would result in someone being 
  hurt or evil triumphing then you must do what is right. 
  In this case you are lucky and there is no conflict” 
   
  Is there no way we can save Jamir’s soul and 
  keep Souleater from Hassirak? 
   
  Riana: Well, you could try to honor the letter of the 
  deal and not its spirit. How you would do this I cannot 
  say, but devils are extreme lawful. Hassirak would have to 
  view the matter as concluded. 
   
  DEVELOPMENT 
  The night passes with out problems, although around 
  midnight there will be the sound of drums from the hills. 
  PCs investigating find nothing. 
   
  Spellcasting: Both Illorius and Riana are happy to 
  help the PCs. Either will cast spells for the PCs at no cost 
  (beyond any expensive material components). They both 
  realize that the PCs have a very difficult decision ahead of 
  
  COR7-09 Past Debts 
   
  Page 8 
  them and offer any aid they can. They can cast any spell 
  from the Player’s Handbook up to their maximum spell 
  level. They have to pray for the specific spells the PCs 
  request, so they cast these spells the next morning. 
   
   
  4: THE GATES OF MAYAHEINE 
  The further Hassirak’s directions lead you into the 
  hills, the rougher and more inhospitable the terrain 
  becomes.  
   
  Eventually, about two and a half days from the 
  ‘Still the Last Chance’ Inn you reach the cave mouth 
  described by Hassirak. It is barely a crack in the side 
  of a steep, stony hillock, but the unusually 
  formation of rocks marks this as the place.  
   
  When the PCs enter, read the following if they have a 
  light source or darkvision. If they do not have the means 
  to see, adjust the description accordingly. 
   
  The cave starts out narrow and as black as night. At 
  the entrance to the cave, the walls are rough and 
  uneven, but as it continues deeper, it starts to show 
  signs of being worked.  
   
  The passage continues for what seems like over 
  an hour, suggesting that it leads to somewhere other 
  than the hillock where you began. Eventually a light 
  appears ahead. 
   
  This is an opportunity for the PCs to make preparations if 
  they wish to do so. Continue once they move forward. 
   
  The cavern opens up into a small valley basked in 
  bright sunshine. At the end of the valley are a white 
  marble wall and a large white iron gate. A slight 
  breeze stirs the air and a booming voice issues from 
  the valley. 
   
  “Defilers, thieves, fiends, interlopers. You shall 
  not pass.” 
   
  The breeze becomes stronger and the ground 
  begins to shake. 
   
  The PCs have time to perform one action each, if they ask 
  to do so. As they do so, the guardian elementals coalesce. 
   
   
  APL 2 (EL 3) 
   
  �Small Earth Elemental (1): hp 11; MM 97. 
   
  �Small Air Elemental (2): hp 9 each; MM 96. 
   
  APL 4 (EL 5) 
   
  �Medium Earth Elemental (1): hp 30; MM 97. 
   
  �Medium Air Elemental (1): hp 26; MM 96. 
   
  APL 6 (EL 7) 
   
  �Large Earth Elemental (1): hp 68; MM 97. 
   
  �Large Air Elemental (1): hp 60; MM 96. 
   
  APL 8 (EL 9) 
   
  �Huge Earth Elemental (1): hp 152; MM 97. 
   
  �Huge Air Elemental (1): hp 136; MM 96. 
   
  Tactics: The elementals attack the PC nearest to the gate. 
  If the PCs retreat back to the cave they do not follow. If a 
  PC is flying, the air elemental targets that PC and tries to 
  bring him in range of the earth elemental if the PC is too 
  powerful for the air elemental alone. 
   
  At APL 4, 6, and 8, the air elemental does not carry 
  PCs caught in its whirlwind attack high into the air; 
  doing so could possible allow the other PCs to make a run 
  for the temple. 
   
  The elementals fight to the death. 
   
  Development: PC may rest here to recover before 
  continuing into the temple complex. Any PCs that tries 
  to fly over the white marble wall discover a permanent 
  wall of force (CL 15). 
   
  When the guardians are defeated, the gates swing 
  open. Proceed to Encounter 5. 
   
  If the PCs are defeated, proceed to Conclusion G. 
   
  If the PCs retreat to Greyhawk, proceed to 
  Conclusion I. 
   
  5: THE LONG WALK 
  The white iron gates swing open to reveal a stone 
  path leading up to a white marble and gold building. 
  Beautifully manicured lawns and shrubs cut into the 
  shapes 
  of 
  various 
  animals 
  in 
  noble 
  poses 
  surrounding the path. 
   
  As the PCs approach the doors, one or more of the topiary 
  animals awaken and attack the interlopers. 
   
  A PC making a DC 30 spot check notices that the 
  topiary guardians are not normal shrubs. Such 
  observation allows the PC to act in the surprise round.  
   
  If the PCs are flying, the guardians guard the 
  entrance of the temple until the PCs land. 
   
  APL 2 (EL 3) 
   
  �Boar Topiary Guardian (1): hp 32; Appendix 1.  
   
  APL 4 (EL 5) 
   
  �Boar Topiary Guardian (2): hp 32 each; 
  Appendix 1. 
   
  APL 6 (EL 7) 
   
  �Lion Topiary Guardian: hp 85; Appendix 1. 
   
  APL 8 (EL 9) 
   
  �Lion Topiary Guardian (2): hp 85 each; 
  Appendix 1. 
   
  Tactics: The Topiary Guardians attack the PCs closest to 
  the doors of the temple. If the PCs flee, the guardians do 
  not pursue past the gates. 
   
  At APL 2, the boar guardian uses its merciful ability. 
  If the party is defeated, they are left outside the gates. If 
  
  COR7-09 Past Debts 
   
  Page 9 
  the PCs return to the temple, the guardian uses lethal 
  force to stop them. 
   
  If the PCs appear to be having trouble, have each 
  make a Spot check. Tell the PC with the highest result 
  that he notices that the guardians seem to be guarding 
  the doorway and do not stray too far from it. (This should 
  suggest to the PCs that they can retreat.) 
   
  Development: The PCs may retreat and rest outside the 
  gates. The guardians do not follow. If the PCs deal with 
  the guardians, they may also rest in the temple gardens 
  and continue inside the following day. 
   
  Once the guardians are defeated, the PCs can 
  approach the temple. Proceed to Encounter 6. 
   
  If the PCs are defeated, proceed to Conclusion G. 
   
  If the PCs return to Greyhawk, proceed to 
  Conclusion I. 
   
  6: TO PASS THROUGH THE 
  DOORWAY 
  The door to the temple is made of a white wood and 
  has the symbols of a shield, bastard sword, and two 
  suns carved into it.  
   
  A DC 15 Knowledge (religion) check identifies the 
  symbols as those of Mayaheine and Pelor. (Followers of 
  these deities automatically know this.) 
   
  If the PCs approach within five feet, read the 
  following. 
   
  As you draw closer to the door, it dissolves into a 
  white glow leaving only an empty doorway leading 
  to a white marble foyer. 
   
  Above the mantle, words in a brilliant yellow 
  fire appear in the Common tongue. ‘Let no evil pass 
  beyond the threshold. If your heart be pure and your 
  motivations just, speak thy purpose and enter.’ 
   
  The foyer is a small room made out of the same white 
  marble flecked with gold, as the rest of the temple. It is 
  complete unremarkable except for a set of double doors 
  made out of plain wood. 
   
  These doors lead to the main chamber and 
  Encounter 7. 
   
  THE WARDS 
  A number of wards guards the door of the temple. 
   
  A forbiddance (CL 20, PH 232), denying access to evil 
  creatures, guards the temple entrance. This does not 
  affect the PCs. 
   
  The one ward on the door that can affect the PCs is a 
  doom ward.  
   
  All APLs (EL 2)  
   
  �Doom Ward: CR 2; magic device; alarm trigger; 
  automatic reset; spell effect (bane, 20th-level cleric, DC 13 
  Will save negates); Search DC 26, Disable Device DC 26. 
   
  If the PCs do not state their purpose (or lie), the doom 
  ward activates, affecting the PC that has transgressed.  
   
  If a PC tells the truth, he may pass without activating 
  the ward. 
   
  7: RASIMU 
  The wooden doors open silently to reveal a large 
  room with a wooden table in the centre and a single 
  door directly opposite. Between the table and the 
  single door is a creature that looks like a powerfully 
  built humanoid with the head of a dog. It has a large 
  sword drawn, but it is holding up one hand as if in 
  parley. 
   
  A DC 16 Knowledge (the planes) check reveals this as a 
  hound archon. 
   
  If the PCs attack, proceed to Encounter 8, otherwise 
  read the following: 
   
  “Please, friends. I know you are here for Souleater 
  and I must ask you to reconsider. I can help you if 
  you turn away from your quest.” 
   
  Who are you? “My name is Rasimu and I am a hound 
  archon in the service of the Lady Mayaheine. I have been 
  given the task of guarding Souleater from those misguided 
  enough to want to take it. 
   
  How long have you been here? “I have served here 
  since the Lady was tasked with protecting the weapon by 
  the Sun Father, who you call Pelor. That was 
  approximately ten years ago by my reckoning.” 
   
  You seem to know a lot about us. “My Lady keeps 
  me informed of such things.” 
   
  Why should we reconsider? “Souleater is a weapon 
  of great evil. It was forged a millennium ago by a devil of 
  great power and has a malevolent intelligence of its own, 
  wanting only to continue performing its dark purpose.” 
   
  What does it do? “Souleater traps the soul of those 
  slain by it, preventing them from gaining eternal peace. 
  Worst still, a high order devil can perform a ritual and 
  transform the trapped soul into a lemure, condemning 
  them for all time.” 
   
  If we do not take it then the soul of a child is 
  lost. “The loss of a child’s soul is a terrible thing. While it 
  pains me more that you mortals could know, sometimes 
  one must be sacrifice for the good of many. It is a terrible 
  decision that you must make, but think of how many 
  other innocent souls will be lost if you do what this devil 
  wishes.”  
   
  What if we still plan to take it? “If that is the case, 
  I must stop you. I am sorry that in this case. I cannot 
  subdue you for I cannot risk you returning to try for the 
  weapon when you recover. “ 
   
  How will you help us? “If you agree to turn from 
  this path, Hassirak will not be happy and will seek his 
  revenge. You will need to return to the manor and deal 
  
  COR7-09 Past Debts 
   
  Page 10 
  with him. However, I doubt that you will be able to defeat 
  such a powerful devil.  
   
  I have the power to banish him, and a number of his 
  minions back to the lower planes for a time. You would 
  need to then destroy those that remain.” 
   
  Will that save the child’s soul? “Unfortunately it 
  will not. The agreement made is binding and unless 
  Hassirak is killed or releases his claim on the child’s soul, 
  it is his. It will, however, delay him for some time.” 
   
  What can you tell us about Hassirak’s minions? 
  “Lemures are basically mindless. Beyond the normal 
  devilish immunities and resistances, their only ability is 
  their immunity to mind-affecting spells and effects. 
  Chain devils are much more dangerous. Vicious 
  combatants they can animate chains to fight for them. To 
  strike both creatures, you need good or silver weapons.” 
   
  We agree to abandon the quest. “Thank you, I 
  know how hard this decision is to make.” As he speaks, a 
  golden glow surrounds the PCs. “When you reach the 
  manor and confront Hassirak, my power will be released 
  when one of you draws a weapon. This will dismiss the 
  devil and hopefully most of his minions. The blessing 
  will also cloud the minds of the city guards and allow you 
  to pass with all of your weapons. Good luck and may 
  Mayaheine guide you blade.” 
   
  We agree to abandon the quest, but we do not 
  need your help against the devil. “I think you may be 
  making a foolish decision, but I will still give you my 
  blessing to cloud the minds of the city guards and allow 
  you to pass with your weapons. Good luck and may 
  Mayaheine guide you blade.” A golden glow surrounds 
  the PCs (see above). 
   
  Development: If the PCs attack Rasimu or initiate 
  combat, proceed to Encounter 8. 
   
  If the PCs abandon their quest for Souleater, proceed 
  to Encounter 11. 
   
  If the PCs abandon their quest for Souleater but 
  refuse Rasimu’s help against Hassirak and his minions, 
  proceed to Encounter 11 and omit the section on 
  Hassirak’s banishment. 
   
  If the makeup of the party consists of four or five 1st-
  level PCs, Rasimu gives each a cold iron dagger to use 
  against Hassirak’s minions. 
   
  8: FOR THE SOUL OF A CHILD 
  If the PCs are unwilling to abandon their quest, Rasimu 
  regrettably has to defend Souleater.  
   
  Rasimu speaks the following as a free action on his 
  initiative. 
   
  “It saddens me that you have chosen this course. But 
  I know you are not evil, just misguided. I will 
  intercede on your behalf so your souls are not sent 
  to the pits of the abyss.”  
   
  At APL 2, if the PCs appear to have trouble getting past 
  his damage reduction, have them notice Rasimu brush up 
  against a candle and flinch from the flame. This should 
  let them know that fire affects him. 
   
  APL 2 (EL 4) 
   
  �Rasimu: hound archon: hp 33; MM 266. 
   
  APL 4 (EL 6) 
   
  �Rasimu: male hound archon paladin 2; hp 66; 
  Appendix 1.  
   
  APL 6 (EL 8) 
   
  �Rasimu: male hound archon paladin 4; hp 93; 
  Appendix 1.  
   
  APL 8 (EL 10) 
   
  �Rasimu: male hound archon paladin 6; hp 101; 
  Appendix 1.  
   
  Tactics: Rasimu fights to the best of his ability. If a PC 
  has the ability to bypass his damage reduction (either by 
  magic, alchemist fire, or so on) he targets that PC first. He 
  uses lethal damage so as not to have the PCs return later 
  to try again. 
   
  Treasure: If Rasimu is killed, his body fades from 
  existence but some of the equipment and jewelry 
  remains. The PCs can take this as loot. Refer to the 
  Treasure section to determine what the PCs find here. 
   
   
  Development: If the PCs are defeated, proceed to 
  Conclusion E. If they defeat Rasimu, proceed to 
  Encounter 9. 
   
  9: SOULEATER 
  With Rasimu defeated, the PCs are able to approach the 
  doors of the chamber where Souleater is kept. While 
  ornate, the doors are not trapped or locked and easily 
  swing open if gently pushed upon.  
   
  The doors swing open revealing a circular, 
  windowless room of white marble flecked with gold. 
  Murals showing scenes from the holy texts of 
  Mayaheine and Pelor cover the walls. While the 
  room has no visible source of light, it glows a rich 
  gold. 
   
  The feelings of serenity are disturbed by a black 
  iron greataxe sitting on a white marble pedestal. 
  Runes that glow a sickly green are carved into its 
  blade and can easily been seen from the doorway. 
  The axe itself seems to radiate a malevolence, 
  pulsating outwards in waves. 
   
  The room itself is not trapped and because the PCs are 
  not evil they are able enter and retrieve Souleater. 
   
   
  Development: Once the PCs have the weapon, they can 
  return to Greyhawk City. The PC carrying Souleater is 
  plagued by whispers calling for blood and murder. 
  
  COR7-09 Past Debts 
   
  Page 11 
  Souleater is incredibly arrogant and considers it superior 
  to the PCs. It also whispers of the ascendancy of evil over 
  good and the PCs helplessness before it. 
   
  The PCs reach Greyhawk without incident. At the 
  gates, Souleater uses its major image ability to disguise itself 
  as a backpack or other mundane item. Additionally, such 
  is Jorem’s influence in the city that he has managed to 
  arrange weapon licenses for the PCs that are valid until 
  the end of the adventure. These are waiting for them at 
  the city gate.  
   
  Proceed to the estate of Jorem and Encounter 10. If 
  the PCs take Souleater elsewhere, reward creative 
  solutions to the problem (Refer to Preparations for Play 
  for more guidance on this). Hassirak is not fooled or 
  satisfied by a fake weapon but would have to accept a 
  broken Souleater.  
   
  10: THE DEAL IS DONE 
  The PCs reach Jorem’s manor without incident. Once 
  there the PCs meet Jorem in the courtyard. If the PCs 
  have not yet talked to Hassirak, read the following: 
   
  Jorem pulls out a small black stone. The stone slowly 
  floats out of his hands to the centre of the courtyard, 
  to where it expands to a circle or darkness. The room 
  grows warm and the strong smell of brimstone 
  drifts from the circle. Slowly a man of unearthly 
  beauty emerges. Of statuesque build and flawless 
  skin, he has large feathery wings and red, glowing 
  eyes. He carries a longsword and has a longbow 
  strapped to his back. 
   
  Four creatures seemingly composed of molten 
  flesh, with a human-shaped head flank him; behind, 
  another four creature of nightmare stand. Each is 
  roughly human in size and completely covered in 
  chains that twist and writhe seemingly with a life of 
  their own.  
   
  “I am Hassirak the Tempter, granter of desires. 
  Where is Souleater? You have betrayed me and for 
  that I will feast on the child’s soul.” Its voice booms 
  through the courtyard and inside the house the 
  infant Jamir begins to cry. Jorem turns to face you in 
  anger and fear. 
   
  IDENTIFYING THE DEVILS 
  No doubt, the arrival of so many devils startles some PCs. 
  The DCs if they want to identify exactly what they face 
  are: 
   
  A DC 12 Knowledge (the planes) identifies the 
  lemures.  
   
  A DC 18 Knowledge (the planes) check identifies the 
  chain devils.  
   
  A DC 19 Knowledge (the planes) check identifies 
  Hassirak as an erinyes. 
   
  If the PCs talked to Hassirak earlier, read the following: 
   
  Once again Jorem pulls out the small black stone 
  and it slowly floats out of his hands to the centre of 
  the courtyard, to where it expands to a circle or 
  darkness. The area grows warm and the strong smell 
  of brimstone drifts from the circle. Hassirak and his 
  entourage once again step through the circle. 
   
  “You have returned, I see. I sense that you have 
  brought me Souleater. Give it to me now.” Inside the 
  house, the infant Jamir begins to cry once more. 
   
  The PCs either hand the weapon over to Hassirak, or 
  refuse. If they refuse, the holder of Souleater must make a 
  DC 25 Will save (see DMG 271—Items Against 
  Characters) to resist the weapon’s influence as it tries to 
  force the PC to hand it to Hassirak. If the character 
  successfully resists, combat with Hassirak’s minions 
  ensues. In this instance, the weapon uses its special 
  powers to aid the devils. 
   
  Refer to Encounter 2 for details of Hassirak’s 
  minions and their tactics. 
   
  Development: If the PCs give Souleater to Hassirak, 
  proceed to Conclusion A. 
   
  If the PCs attack Hassirak and win, proceed to 
  Conclusion B. 
   
  If the PCs attack Hassirak and are defeated, proceed 
  to Conclusion F. 
   
  11: FOR THE GREATER GOOD 
  Due to the power of Rasimu, the PCs are waved through 
  the city gates without being questioned about their 
  weapons or other equipment, and reach Jorem’s manor 
  without incident. Once there the PCs are shown to the 
  courtyard where Jorem waits. 
   
  If the PCs tell Jorem they returned without Souleater, 
  he says nothing but grimly take out the summoning 
  stone. He is not happy so feel free to have him curse the 
  PCs as the portal opens. 
   
  If the PCs have not talked to Hassirak, read the 
  following: 
   
  Jorem pulls out a small black stone. The stone slowly 
  floats out of his hands to the centre of the courtyard, 
  to where it expands to a circle or darkness. The room 
  grows warm and the strong smell of brimstone 
  drifts from the circle. Slowly a man of unearthly 
  beauty emerges. Of statuesque build and flawless 
  skin, he has large feathery wings and red, glowing 
  eyes. He carries a longsword and has a longbow 
  strapped to his back. 
    
  Four creatures seemingly composed of molten 
  flesh, with a human-shaped head flank him; behind, 
  another four creature of nightmare stand. Each is 
  roughly human in size and completely covered in 
  chains that twist and writhe seemingly with a life of 
  their own.  
   
  “I am Hassirak the Tempter, granter of desires. 
  Where is Souleater? You have betrayed me and for 
  
  COR7-09 Past Debts 
   
  Page 12 
  that I will feast on the child’s soul.” Its voice booms 
  through the courtyard and inside the house the 
  infant Jamir begins to cry. Jorem turns to face you in 
  anger and fear. 
   
  IDENTIFYING THE DEVILS 
  No doubt, the arrival of so many devils startles some PCs. 
  The DCs if they want to identify exactly what they face 
  are: 
   
  A DC 12 Knowledge (the planes) identifies the 
  lemures.  
   
  A DC 18 Knowledge (the planes) check identifies the 
  chain devils.  
   
  A DC 19 Knowledge (the planes) check identifies 
  Hassirak as an erinyes. 
   
  Alternatively, if the PCs talked to Hassirak earlier, read 
  the following:  
   
  Once again, Jorem pulls out the small black stone 
  and it slowly floats out of his hands to the centre of 
  the courtyard, to where it expands to a circle or 
  darkness. The room grows warm and the strong 
  smell of brimstone drifts from the circle. Stepping 
  through the circle is once again Hassirak and his 
  entourage of minions 
   
  “Where is Souleater? You have betrayed me and 
  for that I will feast on your soul.” Jorem turns to face 
  you in anger and fear. Inside the house, Jamir begins 
  to cry once again. 
   
  As soon as one of the PCs draw a weapon or prepare to 
  cast a spell.  
   
  As you prepare for battle, a brilliant white light fills 
  the courtyard momentarily blinding all present. 
  Hassirak screams and, as your vision clears, you can 
  see the light force him back into the pool of 
  darkness. As he passes into it, the portal draws in on 
  its self and collapses with a might howl. His 
  remaining minions look at you with hate in their 
  eyes.  
   
  The power of Rasimu has banished some of the minions. 
  These devils know that they must fight for survival.  
   
  If the PCs chose to fight Hassirak without Rasimu’s 
  help, use the combat as detailed in Encounter 2. 
   
  APL 2 (EL 4) 
   
  �Lemure (4): hp 9 each; MM 57. 
   
  APL 4 (EL 6) 
   
  �Chain Devil (1): hp 52; MM 53. 
   
  APL 6 (EL 8) 
   
  �Chain Devil (2): hp 52 each; MM 53. 
   
  APL 8 (EL 10) 
   
  �Chain Devil (4): hp 52 each; MM 53. 
   
  Tactics: Remember that the devils arrived here through a 
  gate and are able to use their summoning ability if the 
  situation warrants it. This also means that a protection from 
  evil spell does not stop them from attacking the PCs (as it 
  only affects summoned creatures). The devils’ tactics vary 
  by type. 
   
  Lemure: The lemurse flail away mindlessly at their 
  opponents until slain.  
   
  Chain Devil: In the first round of combat, the chain 
  devils use their unnerving gaze to weaken their 
  opponents 
  before 
  charging 
  the 
  toughest-looking 
  opponent. They position themselves so that their chains 
  threaten as many opponents as possible. Chain devils 
  cannot summon other devils to their aid nor can they 
  teleport away. Thus, they fight ferociously to the death. 
   
  Treasure: If the PCs defeat Hassirak’s minions, they find 
  that Rasimu left them some treasure as a reward. Refer to 
  the Treasure section to determine what the PCs find. 
   
  Development: If the PCs force Hassirak to flee but do 
  not kill him, Jamir’s soul is lost. Jorem is heartbroken and 
  blames the PCs, proceed to Conclusion C. 
   
  If the PCs destroy Hassirak, proceed to Conclusion 
  H. 
   
  If the PCs attack Hassirak and are defeated, proceed 
  to Conclusion F. 
   
  CONCLUSION 
  Choose the correct conclusion, based on the PCs’ actions 
  in this adventure. 
   
  CONCLUSION A  
  As you hand Souleater to Hassirak, the devil smiles. 
   
  “A deal is a deal. I release all claim upon the 
  child’s soul.” 
   
  Once again, a circle of darkness forms and 
  expands. The smell of brimstone fills the air. One by 
  one, Hassirak’s minions file through the gate until 
  only Hassirak remains. The devil pauses and turns 
  towards you. 
   
  “You have provided me a great service and shall 
  not go unrewarded.” Then with a flash of anti-light 
  that leaves everyone momentarily blind, the devil is 
  gone. 
   
  Further inside the house a baby sleeps soundly, 
  free to make his own path in life. Where that path 
  leads, no one knows. 
   
  The PCs gain the following AR items:  
  • 
  The Favor of Hassirak 
  • 
  The Favor of Jorem Kesserem 
   
  
  COR7-09 Past Debts 
   
  Page 13 
  CONCLUSION B  
  Today you have proven yourself true heroes. Against 
  outstanding odds, you have defeated the devil 
  Hassirak and his minions. 
   
  As you revel in your victory, golden light fills 
  the room and six winged humanoids of unearthly 
  beauty appear. 
   
  “Today you have destroyed a great evil, and for 
  that your actions against out brother Rasimu are 
  forgiven. Remember your actions today and let not 
  the temptation to deal with evil take hold in your 
  heart. For today you were lucky, but next time may 
  not be the case.” 
   
  With that, the light intensifies until it is painful 
  to look at. When it is gone, the creatures have 
  disappeared, as has Souleater. 
   
  Further inside the house a baby sleeps soundly, 
  free to make his own path in life. Where that path 
  leads, no one knows. 
   
  The PCs gain the following AR items: 
  • 
  The Favor of Jorem Kesserem 
   
  CONCLUSION C  
  As the last of the devils fall or flees a baby starts to 
  cry and a mother screams. Inside the crib, Jamir’s 
  eyes glow red. Evil may have been defeated and 
  Souleater kept safe, but it was at the cost of an 
  innocent’s soul. 
   
  Elsewhere, a father vows revenge  
   
  The PCs gain the following AR items:  
  • 
  Contact with Rasimu of Mayaheine 
  • 
  The Favor of Rasimu 
  • 
  Betrayal of Jorem Kesserem 
  • 
  Enmity of Hassirak 
   
  CONCLUSION D  
  As the last of the devils minions fall or flee, Hassirak 
  the Tempter looks at each of you. 
   
  “You have made your choice. It is now yours to 
  live with.” 
   
  As the devil disappears in a cloud of blackness, a 
  baby starts to cry and a mother screams. Inside the 
  crib, Jamir’s eyes glow red. Evil may have been 
  defeated but it was at the cost of an innocent’s soul.  
   
  Elsewhere a father vows revenge  
   
  The PCs gain the following favors 
  • 
  Betrayal of Jorem Kesserem 
  • 
  Enmity of Hassirak 
   
  CONCLUSION E  
  Unfortunately, you proved unable to vanquish 
  Rasimu and retrieve Souleater. As the last of your 
  life fades, you hear a golden voice. 
   
  “What you attempted may have been wrong, but 
  it was done with good intentions. I will intercede on 
  your behalf and ensure that you have a place in 
  paradise.” 
   
  CONCLUSION F 
  Unfortunately, the devils proved too strong and you 
  were defeated. As the last of your life ebbs away, you 
  hear the voice of Hassirak.  
   
  “Now I will have your souls for eternity.” 
   
  CONCLUSION G 
  Unfortunately, you have proved insufficient for the 
  task given to you. Hopefully, Jorem will be able to 
  find others to save the soul of his son. 
   
  CONCLUSION H  
  Today you have proven yourself true heroes. Against 
  outstanding odds, you have defeated the devil 
  Hassirak and his minions and saved the soul of an 
  innocent child. 
   
  Inside the house, a baby sleeps soundly, free to 
  make his own path in life. Where that path leads, no 
  one knows. 
   
  The PCs gain the following AR items:  
  • 
  The Favor of Jorem Kesserem 
  • 
  Contact with Rasimu of Mayaheine 
  • 
  The Favor of Rasimu 
   
  CONCLUSION I  
  Unfortunately, you have proved insufficient for the 
  task given to you. As you return to Jorem’s manor 
  house, you find that the devil knows of your failure 
  and has already taken the soul of Jamir. Jorem is 
  devastated but knows that you tried your best and 
  holds no grudges. 
   
  The PCs gain no AR items. 
   
  CONCLUSION J  
  With the decision made, Hassirak your dreams. 
   
  “You have made your choice. It is now yours to 
  live with.” 
   
  As the devil disappears in a cloud of blackness, a 
  baby starts to cry and a mother screams. Inside the 
  crib, Jamir’s eyes glow red.  
   
  Elsewhere a father vows revenge  
   
  The PCs gain the following favors 
  • 
  Betrayal of Jorem Kesserem 
  • 
  Enmity of Hassirak 
   
  CONCLUSION K 
  Your cunning has forced Hassirak to acknowledge 
  the contract as fulfilled. Jorem is overjoyed that you 
  
  COR7-09 Past Debts 
   
  Page 14 
  have saved his son’s soul as well as thwarting 
  Hassirak’s scheme. 
   
  The PCs gain the following favors 
  • 
  The Favor of Jorem Kesserem 
  • 
  Contact with Rasimu of Mayaheine (if applicable) 
  • 
  The Favor of Rasimu (if applicable) 
   
  CAMPAIGN CONSEQUENCES 
  Please send the critical event summary to Dean Bailey 
  (taffy@netspace.net.au) by 1st September 2007. 
  • 
  Was the soul of Jamir saved? Y / N 
  • 
  Was Hassirak killed? Y / N 
  • 
  Was Hassirak banished? Y / N 
  • 
  Does Hassirak have Souleater Y / N 
  • 
  Is Souleater still in the temple of Mayaheine. Y / N 
  • 
  Any other things of note:  
   
  
  COR7-09 Past Debts 
   
  Page 15 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  2: Dancing with the Devil (OPTIONAL) 
  Defeat the minions of Hassirak 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  Defeat Hassirak 
  All APLs 
  210 XP 
   
  4: The Gates of Mayaheine 
  Defeat elemental gatekeepers 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  5: The Long Walk 
  Defeat the topiary guardians 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  6: To Pass Through the Doorway 
  Bypass or suffer the temple ward 
  All APLs  
  60 XP 
   
  8: For the Soul of a Child 
  Defeat Rasimu 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  10: The Deal is Done (OPTIONAL) 
  Defeat the minions of Hassirak 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  Defeat Hassirak 
  All APLs 
  210 XP 
   
  11: For the Greater Good 
  Defeat the minions of Hassirak 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  Defeat Hassirak 
  All APLs 
  210 XP 
   
  Discretionary roleplaying award 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
   
  Note, that the PCs cannot gain more XP than the APL cap 
  at which the event is played.  
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  
  COR7-09 Past Debts 
   
  Page 16 
  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: A Plea for Help 
   
  APL 2: Coin: 50 gp. 
   
  APL 4: Coin: 100 gp. 
   
  APL 6: Coin: 150 gp.  
   
  APL 8: Coin: 200 gp.  
   
  8: For the Soul of a Child 
   
  APL 2: Loot 4 gp; Coin 37 gp; Magic 359 gp figurine of 
  wondrous power: silver raven (317 gp), true holy symbol: 
  Mayaheine (42 gp); Total 400 gp. 
   
  APL 4: Loot 29 gp; Coin 79 gp; Magic 442 gp figurine 
  of wondrous power: silver raven (317 gp), true holy symbol: 
  Mayaheine (42 gp), cloak of resistance +1 (83 gp); Total 550 
  gp. 
   
  APL 6 Coin 13 gp; Magic 737 gp +1 blessed greatsword 
  (695 gp), true holy symbol: Mayaheine (42 gp); Total 750 gp. 
   
  APL 8 Coin 58 gp; Magic 1042 gp minor ring of energy 
  resistance: cold (1,000 gp), true holy symbol: Mayaheine (42 
  gp); Total 1,100 gp. 
   
  OR 
   
  11: For the Greater Good 
   
  APL 2: Loot 4 gp; Coin 37 gp; Magic 359 gp figurine of 
  wondrous power: silver raven (317 gp), true holy symbol: 
  Mayaheine (42 gp); Total 400 gp. 
   
  APL 4: Loot 29 gp; Coin 79 gp; Magic 442 gp figurine 
  of wondrous power: silver raven (317 gp), true holy symbol: 
  Mayaheine (42 gp), cloak of resistance +1 (83 gp); Total 550 
  gp. 
   
  APL 6 Coin 13 gp; Magic 737 gp +1 blessed greatsword 
  (695 gp), true holy symbol: Mayaheine (42 gp); Total 750 gp. 
   
  APL 8 Coin 58 gp; Magic 1042 gp minor ring of energy 
  resistance: cold (1,000 gp), true holy symbol: Mayaheine (42 
  gp); Total 1,100 gp. 
   
  Treasure Cap 
   
  APL 2: 450 gp 
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
   
  Total Possible Treasure 
   
  APL 2: 450 gp 
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  ADVENTURE RECORD ITEMS 
  �Contact with Rasimu of Mayaheine: You have had 
  friendly contact with Rasimu, a hound archon servant of 
  Mayaheine. This fulfills the prerequisite for the 
  contemplative prestige class (Complete Divine 30) for 
  followers of Mayaheine and Pelor. 
   
  �Favor of Hassirak: Although your intentions were 
  pure, you have performed a service for the devil, 
  Hassirak. To reward your service, he has seen fit to give 
  you his blessing. From this day, your eyes glow a dim red 
  in shadowy illumination or darkness. You also gain the 
  spell-like ability of darkvision (CL 6) usable a total of three 
  times.  
   
  �Favor of Rasimu: Through your actions, you have 
  proved yourself to be of pure heart and able to make 
  difficult choices. As a reward, Rasimu has given you his 
  blessing. For the next year, from the date on this AR, you 
  have the supernatural ability (standard action, no attack 
  of opportunity) to grant yourself damage reduction of 
  1/evil for a 24-hour period five times.  
   Rasimu also arranges for you to have Open access to 
  the AR items marked with an “R” and the hellreaver and 
  soulguard prestige classes from Fiendish Codex II: Tyrants 
  of the Nine Hells.  
   
  �Favor of Joram Kesserem: For saving the soul of his 
  son, Joram has opened his home to you. For one year 
  from the date on this AR you receive free Rich upkeep for 
  any adventure set in the City of Greyhawk. You also gain 
  Open access to the AR items marked with a “J”. 
   
  �Betrayal of Joram Kesserem: For betraying Joram, 
  and condemning the soul of his son, he has vowed 
  vengeance. At the beginning of any adventure set in the 
  Domain of Greyhawk, roll a d10. On a result of 1, agents 
  of Joram have slipped arsenic (DC 13 Fortitude, 1 Con, 
  1d8 Con; make both saves prior to the adventure 
  introduction) into your food or drink.  
   
  �Enmity of Hassirak: You have gotten the better of 
  Hassirak, a notorious tempter and corrupter of souls. If 
  he were capable of mercy, his vengeance would merely be 
  unspeakable. He isn’t. 
   
  �Arrested! You have run afoul of the constabulary of 
  Greyhawk. You are imprisoned for six months (26 TU) 
  before being released. Alternatively, you may pay an 
  amount equal to the treasure cap of this adventure (at the 
  APL you played) to avoid imprisonment.  
   
  ITEM ACCESS 
  APL 2: 
  • 
  Elixir of fire breathJ (Adventure; DMG) 
  • 
  Silver raven figurine of wondrous powerR (Adventure; 
  DMG) 
  • 
  Dust of negationJ (Adventure; CL 11th; Lords of 
  Madness; 3,300 gp) 
  • 
  True holy symbol of Mayaheine (Adventure; CL n/a; 
  Planar Handbook; 500 gp) 
   
  
  COR7-09 Past Debts 
   
  Page 17 
  APL 4 (all of APL 2 plus the following): 
  • 
  Horn of goodnessR (Adventure; DMG) 
  • 
  Pearl of power (2nd-level spell) J (Adventure; DMG) 
  • 
  Lesser metamagic rod of extendJ (Adventure; DMG) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  +1 blessed greatswordR (Adventure; CL 3rd; Book of 
  Exalted Deeds; 8,350 gp) 
  • 
  Amulet of inviolate formR (Adventure; CL 11th; Lords of 
  Madness; 11,000 gp) 
  • 
  Folding boatJ (Adventure; DMG) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Minor ring of cold energy resistance (Adventure; DMG) 
  • 
  Lesser metamagic rod of empowerJ (Adventure; DMG) 
  • 
  Winged bootsJR (Adventure; DMG) 
   
   
   
  
  COR7-09 Past Debts 
   
  Page 18 
  APPENDIX 1: APL 2
  5: THE LONG WALK 
    
   
  BOAR TOPIARY GUARDIAN* 
  CR 3 
  *Monster Manual III 174 
  N Medium plant  
  Init +3; Senses tremorsense 90 ft., low light vision; 
  Listen +0, Spot +0 
  Languages none  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 32 (5 HD) DR 10/slashing 
  Immune mind-affecting effects, poison, sleep, 
  paralysis, polymorph, stunning, critical hits 
  Fort +6, Ref +4, Will +1 
  Weakness vulnerability to fire 
  Speed 40 ft. (8 squares) 
  Melee gore +6 (2d6+4) 
  Base Atk +3; Grp +6  
  Atk Options ferocity, merciful 
  Special Actions freeze 
  Abilities Str 17, Dex 16, Con 14, Int -, Wis 10, Cha 1 
  SQ plant traits 
  Skills Move Silently +11 
  Merciful (Ex) A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard -4 penalty on attack rolls. The creature 
  chooses whether to deal lethal or nonlethal 
  damage depending on the orders it is given by its 
  creator. Orders to capture or subdue enemies 
  cause the topiary guardian to use nonlethal 
  attacks; any other attack order causes the creature 
  to deal lethal damage. 
  Freeze (Ex) A topiary guardian can hold itself so still 
  that is appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to 
  notice that a topiary guardian is actually an 
  animated creature. 
  Ferocity (Ex) A boar topiary guardian continues to 
  fight without penalty even while disabled or dying. 
   
   
  
  COR7-09 Past Debts 
   
  Page 19 
  APL 4 
  5: THE LONG WALK 
    
   
  BOAR TOPIARY GUARDIAN* 
  CR 3 
  * Monster Manual III 174 
  N Medium plant  
  Init +3; Senses tremorsense 90 ft., low light vision; 
  Listen +0, Spot +0 
  Languages none  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 32 (5 HD) DR 10/slashing 
  Immune mind-affecting effects, poison, sleep, 
  paralysis, polymorph, stunning, critical hits 
  Fort +6, Ref +4, Will +1 
  Weakness vulnerability to fire 
  Speed 40 ft. (8 squares) 
  Melee gore +6 (2d6+4) 
  Base Atk +3; Grp +6  
  Atk Options ferocity, merciful 
  Special Actions freeze 
  Abilities Str 17, Dex 16, Con 14, Int -, Wis 10, Cha 1 
  SQ plant traits 
  Skills Move Silently +11 
  Merciful (Ex) A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard -4 penalty on attack rolls. The creature 
  chooses whether to deal lethal or nonlethal 
  damage depending on the orders it is given by its 
  creator. Orders to capture or subdue enemies 
  cause the topiary guardian to use nonlethal 
  attacks; any other attack order causes the creature 
  to deal lethal damage. 
  Freeze (Ex) A topiary guardian can hold itself so still 
  that is appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to 
  notice that a topiary guardian is actually an 
  animated creature. 
  Ferocity (Ex) A boar topiary guardian continues to 
  fight without penalty even while disabled or dying. 
   
  8: FOR THE SOUL OF A CHILD 
    
  RASIMU 
  CR 6 
  Male hound archon paladin 2 
  LG Medium outsider (archon, extraplanar, good, 
  lawful) 
  Init +4; Senses darkvision 60 ft., scent; Listen +10, 
  Spot +10 
  Aura menace (20 ft., DC 18 Will save negates), 
  magic circle against evil (10 ft., CL 8) 
  Languages Celestial, tongues  
  AC 23, touch 10, flat-footed 23 
   (+4 armor, +9 natural) 
  hp 66 (8 HD); DR 10/evil 
  Immune electricity, petrification 
  Resist cold 5; SR 18 
  Fort +12 (+16 against poison), Ref +6, Will +8 
  Speed 40 ft. (8 squares) 
  Melee mwk greatsword +11/+6 (2d6+4/19-20) and  
  bite +6 (1d8+1) or 
  Melee bite +11 (1d8+2) and  
  slam +5 (1d4+1)  
  Base Atk +8; Grp +10  
  Atk Options Power Attack, smite evil 1/day (+3 
  attack, +2 damage) 
  Special Actions change shape, lay on hands (6 hp) 
  Combat Gear silver raven figurine of wondrous 
  power, minor ring of cold resistance, potion of cure 
  moderate wounds  
  Spell-Like Abilities (CL 6th):  
  At will—aid, continual flame, detect evil, message, 
  teleport (CL 14; transport only self and 50 lb. of 
  objects) 
  Abilities Str 17, Dex 10, Con 17, Int 8, Wis 14, Cha 
  16 
  SQ outsider traits 
  Feats Improved Initiative, Power Attack, Track 
  Skills Concentration +13, Diplomacy +6, Hide +4 (+8 
  in hound form), Jump +15, Listen +10, Move 
  Silently +6, Sense Motive +11, Spot +10, Survival 
  +10 (+14 in hound form) (+12 following tracks [+16 
  in hound form]) 
  Possessions combat gear plus masterwork 
  greatsword, chain shirt, true holy symbol of 
  Mayaheine, cloak of resistance +1, 475 gp of 
  jewelry 
  Aura of Menace (Su) A righteous aura surrounds 
  Rasimu when he fights or gets angry. Any hostile 
  creature within a 20-foot radius of him must 
  succeed on a DC 18 Will save (negates) to resist 
  the effects. Those that fail take a -2 penalty on 
  attacks, AC, and saves for the next 24 hours or 
  until they successfully Rasimu. A creature that has 
  resisted or broken the effect cannot be affected 
  again by Rasimu’s aura for 24 hours. 
  Change Shape (Su) Rasimu can assume any canine 
  form from Small to Large size. While in canine 
  form, he loses his bite, slam, and greatsword 
  attacks but gains the bite attack of the form he 
  chooses. For the purposes of this ability, canines 
  include any doglike or wolflike animal of the animal 
  type. 
   
  
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  APL 6 
  5: THE LONG WALK 
    
   
  LION TOPIARY GUARDIAN* 
  CR 7 
  *Monster Manual III 174 
  N Large plant  
  Init +2; Senses low-light vision, tremorsense 90 ft.; 
  Listen +0, Spot +0  
  Languages none  
  AC 17, touch 11, flat-footed 15 
   (-1 Size, +2 Dex, +6 natural) 
  hp 85 (10 HD) DR 10/slashing  
  Immune mind-affecting effects, poison, sleep, 
  paralysis, polymorph, stunning, critical hits 
  Fort +11, Ref +5, Will +3 
  Weakness vulnerability to fire 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +13 (1d6+7) and  
  bite +8 (1d8+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +18  
  Atk Options improved grab, merciful, pounce, rake 
  (+13 attack, 1d6+3 damage) 
  Special Actions freeze 
  Abilities Str 25, Dex 14, Con 18, Int -, Wis 10, Cha 1 
  SQ plant traits 
  Skills Move Silently +10 
  Improved Grab (Ex) To use this ability, a lion topiary 
  guardian must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake 
  on subsequence rounds. 
  Pounce (Ex) If a lion topiary guardian charges a foe, 
  it can make a full attack, including two rakes 
  attacks. 
  Merciful (Ex) A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard -4 penalty on attack rolls. The creature 
  chooses whether to deal lethal or nonlethal 
  damage depending on the orders it is given by its 
  creator. Orders to capture or subdue enemies 
  cause the topiary guardian to use nonlethal 
  attacks; any other attack order causes the creature 
  to deal lethal damage. 
  Freeze (Ex) A topiary guardian can hold itself so still 
  that is appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to 
  notice that a topiary guardian is actually an 
  animated creature. 
   
  8: FOR THE SOUL OF A CHILD 
  RASIMU 
  CR 8 
  Male hound archon paladin 4 
  LG Medium outsider (archon, extraplanar, good, 
  lawful) 
  Init +4; Senses darkvision 60 ft., scent; Listen +10, 
  Spot +10 
  Aura magic circle against evil, menace (20 ft., DC 18 
  Wills save negates), courage (10 ft., allies +4 
  against fear) 
  Languages Celestial, tongues 
  AC 24, touch 10, flat-footed 24 
   (+5 armor+9 natural) 
  hp 93 (10 HD); DR 10/evil 
  Immune electricity, petrification, disease, fear 
  Resist cold 5; SR 20 
  Fort +14 (+18 against poison), Ref +7, Will +9 
  Speed 40 ft. (8 squares) 
  Melee +1 blessed greatsword +14/+9 (2d6+5/19-20) 
  and  
  bite +8 (1d8+1) or 
  Melee bite +13 (1d8+3) and  
  slam +8 (1d4+1) 
  Base Atk +10; Grp +13  
  Atk Options Power Attack, smite evil 1/day (+3 
  attack, +4 damage) 
  Special Actions change shape, lay on hands (16 hp), 
  turn undead 6/day (+3, 2d6+4, 1st) 
  Combat Gear silver raven figurine of wondrous 
  power, minor ring of cold resistance, potion of cure 
  moderate wounds 
  Paladin Spells Prepared (CL 1st): 
   1st—cure light wounds 
  Spell-Like Abilities (CL 6th):  
  At will—aid, continual flame, detect evil, message, 
  teleport (CL 14; transport only self and 50 lb. of 
  objects) 
  Abilities Str 17, Dex 10, Con 18, Int 8, Wis 14, Cha 
  16 
  SQ outsider traits 
  Feats Hands of a Healer, Improved Initiative, Power 
  Attack, Track,  
  Skills Concentration +13, Diplomacy +8, Hide +5 (+9 
  in hound form), Jump +15, Listen +10, Move 
  Silently +6, Sense Motive +12, Spot +10, Survival 
  +10 (+14 in hound form) (+12 following tracks [+16 
  in hound form]) 
  Possessions combat gear plus true holy symbol of 
  Mayaheine, cloak of resistance +1, +1 blessed 
  greatsword, +1 chain shirt, 75 gp of jewelry 
  Aura of Menace (Su) A righteous aura surrounds 
  Rasimu when he fights or gets angry. Any hostile 
  creature within a 20-foot radius of him must 
  succeed on a Will save (DC 18 negates) to resist 
  the effects. Those that fail take a -2 penalty on 
  attacks, AC, and saves for the next 24 hours or 
  until they successfully hit Rasimu. A creature that 
  has resisted or broken the effect cannot be 
  affected again by Rasimu’s aura for 24 hours. 
  Change Shape (Su) Rasimu can assume any canine 
  form from Small to Large size. While in canine 
  form, he loses his bite, slam, and greatsword 
  
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  Page 21 
  attacks but gains the bite attack of the form he 
  choose. For the purposes of this ability, canines 
  include any doglike or wolflike animal of the animal 
  type. 
   
  
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  APL 8 
  5: THE LONG WALK 
    
   
  LION TOPIARY GUARDIAN* 
  CR 7 
  *Monster Manual III 174 
  N Large plant  
  Init +2; Senses low-light vision, tremorsense 90 ft.; 
  Listen +0, Spot +0  
  Languages none  
  AC 17, touch 11, flat-footed 15 
   (-1 Size, +2 Dex, +6 natural) 
  hp 85 (10 HD) DR 10/slashing  
  Immune mind-affecting effects, poison, sleep, 
  paralysis, polymorph, stunning, critical hits 
  Fort +11, Ref +5, Will +3 
  Weakness vulnerability to fire 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +13 (1d6+7) and  
  bite +8 (1d8+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +18  
  Atk Options improved grab, merciful, pounce, rake 
  (+13 attack, 1d6+3 damage) 
  Special Actions freeze 
  Abilities Str 25, Dex 14, Con 18, Int -, Wis 10, Cha 1 
  SQ plant traits 
  Skills Move Silently +10 
  Improved Grab (Ex) To use this ability, a lion topiary 
  guardian must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake 
  on subsequence rounds. 
  Pounce (Ex) If a lion topiary guardian charges a foe, 
  it can make a full attack, including two rakes 
  attacks. 
  Merciful (Ex) A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard -4 penalty on attack rolls. The creature 
  chooses whether to deal lethal or nonlethal 
  damage depending on the orders it is given by its 
  creator. Orders to capture or subdue enemies 
  cause the topiary guardian to use nonlethal 
  attacks; any other attack order causes the creature 
  to deal lethal damage. 
  Freeze (Ex) A topiary guardian can hold itself so still 
  that is appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to 
  notice that a topiary guardian is actually an 
  animated creature. 
   
  8: FOR THE SOUL OF A CHILD 
    
  RASIMU 
  CR 10 
  Male hound archon paladin 6 
  LG Medium outsider (archon, extraplanar, good, 
  lawful) 
  Init +4; Senses darkvision 60 ft., scent; Listen +10, 
  Spot +10 
  Aura magic circle against evil, menace (20 ft., DC 18 
  Wills save negates), courage (10 ft., allies +4 
  against fear) 
  Languages Celestial, empathic link, tongues 
  AC 25, touch 10, flat-footed 25 
   (+6 armor, +9 natural) 
  hp 101 (12 HD); DR 10/evil 
  Immune electricity, petrification, disease, fear 
  Resist cold 5; SR 22 
  Fort +15 (+19 against poison), Ref +8, Will +10 
  Speed 40 ft. (8 squares 
  Melee +1 blessed greatsword +17/+12 (2d6+5/19-20) 
  and  
  bite +10 (1d8+1) or 
  Melee bite +15 (1d8+3) and  
  slam +10 (1d4+1) 
  Base Atk +12; Grp +15  
  Atk Options Power Attack, smite evil 2/day (+3 
  attack, +6 damage), charging smite 
  Special Actions change shape, lay on hands (24 hp), 
  turn undead 6/day (+3, 2d6+6, 3rd) 
  Combat Gear silver raven figurine of wondrous 
  power, minor ring of cold resistance potion of cure 
  moderate wounds 
  Paladin Spells Prepared (CL 2nd): 
   1st—cure light wounds (2) 
  Spell-Like Abilities (CL 6th): 
  At will—aid, continual flame, detect evil, message, 
  teleport (CL 14; transport only self and 50 lb. of 
  objects) 
  1/week—remove disease 
  Abilities Str 17, Dex 10, Con 18, Int 8, Wis 14, Cha 
  16 
  SQ outsider traits 
  Feats Hands of a Healer, Improved Initiative, Power 
  Attack, Track, Weapon Focus (greatsword)  
  Skills Concentration +14, Diplomacy +8, Hide +5*, 
  Jump +15, Listen +10, Move Silently +6, Sense 
  Motive +13, Spot +10, Survival +10 (+14 in hound 
  form) (+12 following tracks [+16 in hound form]) 
  Possessions combat gear plus true holy symbol of 
  Mayaheine, cloak of resistance +1, +1 blessed 
  greatsword, +2 chain shirt, 350 gp of jewelry 
  Aura of Menace (Su) A righteous aura surrounds 
  Rasimu when he fights or gets angry. Any hostile 
  creature within a 20-foot radius of him must 
  succeed on a Will save (DC 18 negates) to resist 
  the effects. Those that fail take a -2 penalty on 
  attacks, AC, and saves for the next 24 hours or 
  until they successfully Rasimu. A creature that has 
  resisted or broken the effect cannot be affected 
  again by Rasimu’s aura for 24 hours. 
  Change Shape (Su) Rasimu can assume any canine 
  form from Small to Large size. While in canine 
  form, he loses his bite, slam, and greatsword 
  attacks but gains the bite attack of the form he 
  chooses. For the purposes of this ability, canines 
  include any doglike or wolflike animal of the animal 
  type. 
  
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  Charging Smite (Su) If Rasimu smites evil on a 
  charge attack, he deals an extra 12 points of 
  damage to the evil creature struck (in addition to 
  the normal bonus damage dealt by a smite). If the 
  charge attack misses, the smite ability is not 
  considered used. This is a supernatural ability.  
   
  
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Hands of a Healer [Exalted] 
  You heal more damage than normal when laying on 
  hands. 
   
  Prerequisites: Cha 13, lay on hands class ability.  
   
  Benefit: When determining how many hit points 
  you can cure, treat your Charisma score as if it were 2 
  points higher. For example, a 7th-level paladin with a 
  16 Charisma could cure up to 28 hit points a day with 
  this feat. 
   
  Source: Book of Exalted Deeds 43. 
   
  MAGIC ITEMS 
  Amulet of Inviolate Form 
  This mystic amulet is set with seven red garnets. 
  Whenever the wearer is subjected to a spell or effect 
  that would significantly change her body form or 
  composition, she can expend a charge to negate the 
  transformation. She must decide whether to use the 
  charge before she attempts a saving throw. Effects that 
  the amulet protects against include polymorph, 
  petrification, gaseous form, and transformative attacks 
  such as the touch of a aboleth’s tentacle or a chaos 
  beast. The amulet has 7 charges, one for each garnet; 
  the garnets turn dull black as charges are expended. 
   
  Moderate abjuration; CL 9th; Craft Wondrous 
  Item, break enchantment; Price 11,000 gp. 
   
  Source: Lords of Madness 214. 
   
  Blessed (Weapon enhancement) 
  This replicated the effect of the bless weapon spell, but it 
  is permanent and always in effect. The weapon 
  becomes good, which means that it can bypass the 
  damage reduction of certain creatures, particularly evil 
  outsiders. Furthermore, all critical hit rolls against evil 
  foes automatically successful, so every critical threat is 
  a critical hit. The last effect does not apply to any 
  weapon that already has a magical effect related to 
  critical hits, such as a keen weapon or vorpal weapon . 
   
  Faint transmutation; CL 5th; Craft Magic Arms 
  and Armor, bless weapon; Price +1 bonus. 
   
  Source: Book of Exalted Deeds 112. 
   
  Dust of Negation 
  This fine purple powder comes in a folded packet. 
  When cast into the air, the dust creates a cloud of faint 
  violet sparkles in a 10-foot spread from the point of 
  origin. This could functions as an antimagic field, 
  negating all magic effects within the area. The cloud 
  persists for 2 minutes (or 2 rounds in windy 
  conditions)  
   
  Moderate abjuration; CL 11th; Craft Wondrous 
  Item, antimagic field; Price 3,300 gp. 
   
  Source: Lords of Madness 214. 
   
  Thinaun 
  This dark, glittering steel alloy holds an attraction to 
  souls recently released from their bodies. Obviously, 
  this has application for melee weapons. If a thinaun 
  melee weapon is touching a creature when it dies, that 
  creature’s soul is sucked into the weapon rather than 
  passing on to its final reward> The sould remains in the 
  thinaun weapon until the weapon is destroyed or 
  another creature dies while touch the thinaun weapon 
  (the new soul displaces the old one). Raise dead, 
  resurrection, and similar spells won’t bring back a 
  creature whose soul is trapped by a thinaun weapon 
  unless the caster has the weapon in his possession. 
  Because the soul is nearby, fewer material components 
  are required for such spells: reincarnation, raise dead, 
  resurrection, and true resurrection require half as 
  much of the relevant material component (unguents or 
  diamonds) to cast if the soul is within the thinaun 
  weapon. 
   
  A thinaun weapon captures a soul from anyone 
  killed while touching the weapon. This means that if 
  the thinaun weapon’s wielder dies, her weapon 
  captures her soul. 
   
  Only melee weapons made primarily of metal can 
  be crafted as thinaun weapons. 
   
  Source: Complete Warrior 136 
   
  MUNDANE EQUIPMENT 
  True Holy Symbol 
  Appearing in all other ways to be merely a holy symbol, 
  this item in fact comes from the home plane of the 
  deity the symbol represents – an carries with it a 
  modicum of the deity’s power. Attempts to turn 
  undead using the true holy symbol provides a +2 sacred 
  bonus on the character’s turning check (1d20 + 
  character’s Cha modifier) 
   
  Source: Planar Handbook 71. 
   
   
  
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  APPENDIX 4: SOULEATER 
  The very name of this axe strikes fear and trepidation 
  into the hearts of the learned scholars that follow the 
  forces of light and justice. The exact origins of this 
  weapon have been lost in the mists of time, but all that 
  know of it agree that the essence of evil infuses its 
  malevolent heart. 
   
  To the causal observer, Souleater is a greataxe made 
  of black iron. Green runes of power are carved on its 
  blade, glowing with a sickly green light. Below its 
  surface, an intelligence waits, lurking in the shadows 
  ready to fulfill its purpose. 
   
  Souleater: +2 keen thinaun greataxe; AL LE; Int 19, 
  Wis 19, Cha 10; speech, telepathy, 120 ft. darkvision, 
  blindsense and hearing; Ego score 27. 
   
  Lesser Powers: deathwatch (continually active), major 
  image 3/day, Intimidate +10.  
   
  Greater Powers: dismissal 1/day, haste 3/day, magic 
  circle against good at will. 
   
  Special Purpose: create devils. 
   
  Dedicated Power: confusion. 
   
  Hardness 9, hp 30.  
   
  HISTORY  
  History tells that Nassafrex (a pit fiend) once wielded 
  the axe and used it to wreak havoc on the material 
  plane and build an army of lemure. Before he could use 
  this army, Sassaru, a planetar in the service of Pelor and 
  Nossarate, a Ghaele of Trithereon confronted the devil. 
  In the battle that followed, Nossarate fell to the pit 
  fiend’s might, as Sassaru struck the fatal blow. With 
  Nassafrex defeated, Sassaru took the axe to his Lord, 
  Pelor, who hid the foul weapon in a protected temple 
  on the material plane, guarded by wards of power and a 
  priest of the faith of unshakable virtue.  
   
  Ten years ago, the axe almost resurfaced as its foul 
  influence corrupted the mortal guardian who 
  attempted to take the weapon beyond the protective 
  perimeter. Fortunately, Pelor and Mayaheine were able 
  to send servants to stop the corrupted priest. When the 
  conflict was over, Pelor was again faced with the 
  problem of Souleater. Satisfied with Mayaheine’s 
  performance in the matter, he entrusted the weapon 
  into her safekeeping.  
   
  Mayaheine, remembering the weapons ability to 
  corrupt even the most pious of mortals, decided to set 
  one of her archons the task of guardian. Thereafter, 
  with the wards strengthened, the hound archon, 
  Rasimu, became the guardian of Souleater. 
   
  LEARNING MORE 
  A Knowledge (arcana), Knowledge (the planes), or 
  bardic knowledge check allows the PC to recall 
  something about Souleater 
  • 
  DC 20: Souleater is a powerful weapon of evil that 
  has its own intelligence 
  • 
  DC 25: The PC knows Souleater’s abilities and 
  powers. 
  • 
  DC 30: The PC knows Souleater’s history. 
  • 
  DC 35: Using a secret ritual known to Souleater, a 
  trapped soul can be transformed into a lower level 
  devil (usually a lemure) whose allegiance belongs 
  to the wielder of Souleater. 
   
  
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  APPENDIX 5: THE HISTORY OF HASSIRAK THE TEMPTER 
  The Nine Hells is a structured place, and within it, the 
  devil Hassirak makes his home. Powerful by mortal 
  standards, the erinyes is a small fish in a very large 
  pond. Still through guile and cunning, he has managed 
  to carve out a small home that could eventually be a 
  stepping stone to greater things. 
   
  Hassirak’s ambition is to become a Lord of Hell. 
  Well aware of his current shortfalls, he has moved 
  slowly knowing that he can take his time to achieve his 
  ambition. But there is a stumbling block. A nalfeshee 
  demon called Yorgothlas has decided that Hassirak is 
  its nemesis and has set about interfering in his plans. 
  Because of this, Hassirak has had to put his plans on 
  hold while he deals with this annoyance. 
   
  Meanwhile, Hassirak continues to visit the mortal 
  plane in the search for the ultimate currency of the 
  Nine Hells - the souls of mortals. One of the most 
  valuable of this commodity is the soul of an innocent 
  child. In the beginning, Hassirak did what any other 
  self respecting devil would do; tempt mortals with 
  power and wealth for their souls. However, he soon 
  found out that this was both more trouble than it was 
  worth as the mortal would always try to renege when it 
  was time for him to collect, and that the harvest tended 
  to result in a soul that was quite sullied by the time it 
  reached him, reducing their worth. 
   
  One harvest, a mortal solved his problem. This 
  mortal proposed that he take the soul of his son’s son. 
  Hassirak examined the deal and discovered that if he 
  made an agreement to take the soul of a descendant 
  whose only ancestor currently born was the mortal 
  making the deal, it was binding and resulted in a 
  pristine soul. He also found that mortals were a lot 
  more willing to deal if they promised someone else’s 
  soul and that there was a lot less trouble to collect. 
    
  This became Hassirak’s method operand when 
  dealing with most mortals and worked well. His most 
  recent harvest even presented an opportunity to end 
  the stalemate with Yorgothlas. When about to collect 
  the soul of a newborn boy called Jamir, his father 
  pleaded with him to reconsider, stating that he would 
  be willing to pay. On hearing this, Hassirak came up 
  with the idea of trading the soul of the boy for a mighty 
  weapon protected from evil. If this deal is successful, 
  this weapon – Souleater - will advance Hassirak’s 
  ambitions considerably. 
   
  LEARNING MORE 
  PCs making a Knowledge (the planes) check may learn 
  more information about Hassirak. Relate the relevant 
  information, below, including all information revealed 
  by lesser checks. 
  • 
  DC 15: His name has been linked to the 
  temptation of many mortals in the past 
  • 
  DC 20: He is known as a devil that keeps to the 
  letter of his contracts. If he agrees to do 
  something, he does it when the payment has been 
  made. 
  • 
  DC 25: Hassirak is a patient devil, preferring to set 
  the groundwork that allows him to harvest 
  innocent souls in binding agreements. 
  • 
  DC 30: He is currently involved in a conflict with 
  the demon, Yorgothlas.  
   
   
  
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  APPENDIX 3: LAW AND ORDER IN THE FREE CITY 
  PCs in the Free City of Greyhawk are adventuring in an 
  urban environment. It is perfectly possible, therefore, 
  that they might do something to get themselves 
  arrested. Thus, a few words about law, justice, crime, 
  and punishment are in order.  
   
  The level and efficacy of law enforcement in the 
  Free City is constantly in flux depending on the aims 
  and goals of those in charge. Recently, some changes 
  on the Directing Oligarchy have enabled the Lord 
  Mayor, Nerof Gasgal, to reassert his authority. This has 
  resulting in a tightening of the laws, particularly in the 
  areas of public safety and smuggling. Relevant minor 
  laws appear, below. 
   
  UNUSUAL COMPANIONS 
  The Free City is a sprawling and cosmopolitan urban 
  center and as such, there are rules and regulations 
  dealing with the presence of the animal companions, 
  familiars, and more fantastic followers that a PC might 
  bring with her. 
   
  In general, PCs that are accompanied by normal 
  animals (that is, creatures with the animal type) are not 
  bothered by the guards, provided that it is Medium-
  sized or smaller. If the animal is normally carnivorous 
  (such as a wolf or Medium- or smaller-sized dinosaur), 
  the PC is required to demonstrate her ability to control 
  that beast, as well as to show some form of restraint 
  upon it – a muzzle, or at the very least a collar and 
  leash. They will also have to purchase a license for it at 
  a cost of 1 gp per base HD. 
   
  Large-sized non-carnivorous animals are also 
  acceptable, though depending on the animal it may 
  also be required to be restrained/collared (common 
  sense should prevail; a horse, even a warhorse, doesn’t 
  need to be led around by a collar; a rhinoceros is a 
  different matter!) They will also have to purchase a 
  license for it at a cost of 5 gp per base HD for any 
  animal other than a horse. 
   
  For more fantastic creatures (such as the types of 
  creatures gained by the Improved Familiar feat, or 
  more exotic animal companions or followers), the PC 
  must purchase a license for it at a cost of 10 gp per base 
  HD. 
   
  If the PC wishes, the companion can be snuck into 
  the city if it could be hidden from the guards in the 
  first place (perhaps in a pocket, an extradimensional 
  space, or by invisibility). Warn the player that if they are 
  caught with the companion, they earn the Arrested! AR 
  item (see below). 
   
  Weapon and Spell Restrictions 
  The Free City regulates the use of weapons and spells 
  within its walls. In regards to magic the laws are: 
  • 
  Generally, Greyhawk strongly controls magic use, 
  prohibiting the use of such except in moments of 
  extreme personal danger.  
  • 
  Spells that do not damage a foe, such as hold person, 
  are permitted. 
  • 
  Spells that do damage only to a foe, such as magic 
  missile, are allowed, but only in self-defense.  
  • 
  Spells that damage a wide area, like fireball, bring a 
  prosecution for property damage and any other 
  relevant charges included murder, except in 
  exceptional circumstances. 
  • 
  Spells that are mentally intrusive, like detect evil, 
  are frowned upon. Spells that can be used for a 
  variety of illicit purposes, like invisibility, are also 
  disapproved of. However, the use of either type of 
  spell is legal. 
   
  In regards to weapons the rules are: 
  • 
  It is legal to carry the following weapon types: 
  dagger, dart, sling, staff, club, hammer and other 
  similar weapons. They should be tied to one’s belt 
  or in a scabbard whenever possible. 
  • 
  Swords, axes and other similar weapons may be 
  carried through the streets but they must be in a 
  scabbard or leather head-case. Characters wanting 
  to carry such weapons in the city must purchase a 
  license (5 gp for one-handed, 20 gp for two-handed 
  weapons). Licenses are valid for one week. 
  • 
  Polearms, spears and other large weapons such as 
  crossbows and bows are banned. Visitors must 
  deposit these with the Guild of Nightwatchmen 
  who maintain a secure storage facility warded with 
  powerful magics maintained by the Guild of 
  Wizardry. 
   
  Note: If PCs try and get around these restrictions by 
  buying weapons in the city they will be very securely 
  wrapped and bound by the seller. Normally, PCs can 
  hide weapons in extra dimensional spaces without fear 
  of their discovery. 
   
  Two Minor Laws 
  Greyhawk charges a 3 gp Freesword Tax to any 
  adventurers 
  entering 
  the 
  city. 
  Without 
  this, 
  adventurers can’t talk with any patrons, or sell any loot. 
   
  Greyhawk prohibits owning, and thus selling, any 
  idol or symbol of any Evil deity. Individuals finding 
  such items must turn them over to the authorities to be 
  destroyed. If the PC wishes, illegal idols can be snuck 
  into the city if they could have been hidden from the 
  guards in the first place (perhaps in a pocket, an 
  extradimensional space, or perhaps via invisibility). 
  Warn the player that if they are caught, they earn the 
  Arrested! AR item (see below). 
   
  Breaking the Law 
  If a PC wants to avoid paying the fees listed above, he 
  can usually smuggle the contraband items past the 
  guards. Doing so requires a DC 10 Wisdom check to 
  
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  Page 28 
  avoid attracting suspicion and provoking a search. The 
  guards also perform random searches, and these will be 
  specified in adventures from time to time. If a PC is 
  caught smuggling, he is punished as noted below. 
   
  If a PC is caught carrying illegal weapons inside 
  the city, the weapons are confiscated until he leaves, 
  and the PC is fined 10% of the value of the confiscated 
  weapons (to a maximum amount of 100 gp x APL). 
   
  If a PC uses a damaging spell in a non-life 
  threatening situation they are fined 10 gp x APL. If 
  they kill someone, it if treated as murder. 
   
  Use of an area damaging spell (fireball, for 
  example) attracts a fine of 100 gp x APL. 
   
  Use of intrusive spells does not attract a fine, but 
  the caster suffers a -2 circumstance penalty on all 
  Diplomacy checks against people who saw him cast the 
  spell (or have been told he did so). 
   
  These fines are halved if the offender was 
  defending the city or helping the authorities in some 
  way when you commit the offense. They may be 
  waived by the adventure text. 
   
  Being caught smuggling in an animal requires the 
  offender to buy a license and pay a fine equal to double 
  the cost of the license. This must be paid even if the 
  animal is already dead. 
   
  Those avoiding the Freesword Tax caught talking 
  with patrons or selling the proceeds of their 
  adventurers, are fined 1,000 gp and treated as if they are 
  smuggling all items found with you.  
   
  The penalty for worshiping an Evil deity is either 
  death (for cult leaders and priests) or confiscation of all 
  goods and banishment for all other involved 
  individuals. Those caught with an icon or holy symbol 
  of an evil deity have all their goods confiscated and are 
  banished from the city (unless they can prove they 
  were about to hand the item over to the authorities or a 
  good-aligned church for destruction).  
   
  Avoiding the Penalty for Breaking the Law 
  Once you’ve been caught, there remains one way to 
  avoid the penalty – commit another crime. Namely, 
  bribe the City Watch. Greyhawk being what it is, this is 
  almost expected. Bribery is a simple matter of offering 
  the City Watch some portion of the expected fine to 
  simply look the other way. Treat this as a Diplomacy 
  check with the City Watch being indifferent. If they 
  become unfriendly, you must pay the full fine. If they 
  remain indifferent, you must pay 80% of the fine. If 
  they become friendly, they only take 60% of the fine. 
  And if you make them helpful, they let you off for only 
  40% of the normal fine. 
   
  Additionally, some AR favors from previous 
  adventures provide exemption from some of the rules 
  of the city or make avoiding those rules harder (this list 
  will be periodically updated to include relevant favors 
  from recently released adventures): 
   
  COR3-12 Traitor’s Road – Wrath of the 
  Greyhawk Assassin’s Guild: For the duration of this 
  disfavor, you always get searched when entering the 
  City, and can never make the City Watch helpful with 
  a bribe attempt. 
   
  COR6-03 Riders of the Grave – Nightwatch: 
  Members in good standing of the Nightwatch are 
  exempt from all weapon restrictions in the City. 
    
  COR5-04 Desecrators of the Lord’s Tomb – 
  Thanks of the City Watch: The luxury upkeep 
  includes free licenses, and automatic helpful results on 
  any bribe attempts with the City Watch. 
    
  COR5-05 A Marked Man – Disfavor of Skaelin: 
  In addition to direct confrontations, members of the 
  Thieves’ Guild will inform on you if you use 
  contraband weapons or damaging magic in any public 
  place. 
    
  COR5-19 Retribution – Nemesis of the 
  Thieves’ Guild: You always get searched when 
  entering the City, and can never make the City Watch 
  helpful with a bribe attempt. 
   
  COR6-10 Murder in Elmshire – Favor of the 
  City Watch: The rich upkeep includes free licenses, 
  and automatic friendly results on any bribe attempts 
  with the City Watch. 
    
   
  Arrested! 
  The AR for all adventures set in the Free City has the 
  Arrested! item. If a PC runs afoul of the law, they are 
  immediately incarcerated and penalized the noted 
  number of TUs. This is by decision of the DM, and the 
  arrest of the PC occurs by fiat; you don’t need to play 
  out the arrest, it simply happens. 
   
  A comprehensive list of what warrants arrest is 
  beyond the scope of these notes, but in general 
  common sense should prevail. Non-capital crimes 
  include assault, theft, magical coercion of a citizen 
  (charm, dominate), obtaining illegal items (such as sealed 
  court records), gross property damage (such as the 
  careless use of fireball), and so on. For such offenses, the 
  PCs suffer the listed loss of TUs. 
   
  More serious crimes, in general, would be evil acts 
  and as such are prohibited in the Living Greyhawk 
  campaign. 
   
  In all cases, you should always warn player(s) 
  taking actions that will lead to arrest. Less serious cases 
  of smuggling are dealt with as detailed above, and do 
  not result in any TU penalty. 
   
  Arrest takes place as soon as possible given the 
  circumstances of the adventure. If a PC wishes to 
  continue the adventure, they may post bail for non-
  capital crimes. This bail amount is equal to the 
  “Treasure Cap” amount listed for the table’s APL in the 
  adventure Treasure Summary section. If paid, the PC is 
  released. PCs may contribute to another’s bail. The bail 
  deposit is returned at the end of the adventure. Note 
  that posting bail does not absolve a PC of the TU 
  penalty for being arrested – it just allows them to 
  continue with the adventure. The process of being 
  arrested, brought before a magistrate, and posting of 
  bail takes roughly two days. 
   
    
  
  COR7-09 Past Debts 
   
  Page 29 
  DM MAPS 
   
  ENCOUNTER 4: THE GATES OF MAYAHEINE  
   
   
   
  
  COR7-09 Past Debts 
   
  Page 30 
  ENCOUNTER 5: THE LONG WALK  
   
   
   
  
  COR7-09 Past Debts 
   
  Page 31 
  ENCOUNTER 8: FOR THE SOUL OF A CHILD  
   
   
   
  
  COR7-09 Past Debts 
   
  Page 32 
  PLAYER HANDOUT 1 
  Dear friend, 
   
  I hope that this messenger finds you well and in good health. Since we 
  last met I promised that I would keep my ear to the ground for any 
  opportunities that you may find interesting. Well one has come to my 
  attention. 
   
  There is a man in Greyhawk City that I have some dealings with. He is a 
  merchant of quite a good reputation. I have always found him fair and 
  honest. This man Jorem recently wrote to me pleading for my help. It 
  appears that his has gotten himself in a spot of bother and is in need of 
  some fellows who are stout of heart, true of word and strong of spirit.  
   
  Well, I immediately said to my self, I know some people like that. But 
  they were busy so I turn to you instead. Just jesting. 
   
  Now I do not know the precise nature of Jorem’s problem, but he has 
  mentioned it involves his newborn son. In his plea, he simply asks that if 
  I knew some people who would be willing to help, then please pass on the 
  request for them to come to Greyhawk and listen to his tale. He is willing 
  to pay for your time, even if you are unable to assist. 
   
  This could be a great chance to make a friend in the merchant circles or 
  even just some cold hard coin. 
   
  I leave it up to you. If I hear of anything else from my patrons or 
  business contacts, I will pass them on. 
   
  Be safe. 
   
  
  COR7-09 Past Debts 
   
  Page 33 
  PLAYER HANDOUT 2 
  “My sad tale starts one month ago with the birth of my first child, my son Jamir. When my son was born, it was one of 
  the happiest moments of my life. But it was a moment short lived, for before Jamir’s first cries of life had fully faded a 
  creature of nightmare appeared in the courtyard and demanded my presence. Fearfully for my family I complied and it 
  was there that I met the great devil, Hassirak the Tempter. 
   
  To my dismay, I was informed of a deal struck by my great, great grandfather, Berrik, eighty six years ago. In 
  exchange for success and power, my ancestor had promised the devil the soul of his grandson’s grandson, through the 
  line of the eldest male child. I have always been told that he was the son of a farmer who married the daughter of the 
  wealthy merchant, Morik Gressle, and through talent and hard work, created his own mercantile success. Hassirak tells 
  a much different story of a lazy young man. 
   
  I pleaded with the devil not to take my son. To take me instead, but he would not change his mind. Finally, he 
  looked at me as told me his price for releasing my son from the contract.  
   
  Hassirak is currently involved in a power struggle against a demon and he would release his claim on the soul of my 
  son if I would retrieve a magical greataxe for him. This axe, Souleater, is in a hidden temple in the Cairn Hills. 
   
  Seeing it as the only way to save the soul of my innocent little boy, I had no choice but to agree. This is the soul of 
  my son that we are talking about, the soul of an innocent child, who has not yet had the chance to live and make his own 
  choice in the world. 
   
  I am not an adventurer and so I need help. Will you help me save my boy? I can pay. I will also be able to use my 
  contacts to procure a number of magical items for you. You may have the money up front if you agree.  
   
  If you wish to talk to the devil, ask him any questions I can call him. He may know more on what you may face.” 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Core/COR7-09 - Past Debts.pdf