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. © 2007 Wizards of the Coast, Inc..Visit the 
  LIVING GREYHAWK website at www.rpga.com For rules questions specific to this document and the LIVING GREYHAWK campaign email 
  rpgahq@wizards.com 
   
  COR7-19 
   
   
   
   
   
   
   
  Wrath of the Slavelord 
   
  A One-Round Dungeons & Dragons
  ® Living 
  Greyhawk™  
  Core Adventure 
   
   
  by Tim Sech 
   
   
  Thanks to the quick thinking of many adventurers, Greyhawk was warned of the impending doom of Safeton months 
  ago. The Greyhawk Militia sent some 200 men to the walled city in hopes to stop this supposed new slavelord and it 
  looks like it may have. Nothing unusual has happened since the troops arrived. Could it be the slavelord decided it best 
  not to contend with the might of Greyhawk or was he simply biding his time? A one-round Core adventure set in 
  Safeton for characters level 2-14 (APL 4 to 12). This is the third and final adventure in the “Slaver” series. It is 
  recommended that you have played COR5-12 Calm Before the Storm and COR7-05 City of Malice before playing this 
  adventure. 
   
  Resources for this adventure [and the authors of those works] include COR5-12 Calm Before the Storm [Tim Sech], COR7-
  05 City of Malice [Tim Sech], Living Greyhawk Journal [Denis Tetreault and Erik Mona], Magic Item Compendium [Andy 
  Collins, Mike Mearls, and Stephen Schubert], Greyhawk Ruins Campaign Guide [Creighton Broadhurst, Chris Chesher, 
  Paul Looby, Bruce Paris, and Sam Weiss], Complete Mage [Skip Williams, Penny Williams, Ari Marmell, Kolja Raven 
  Liquette], Fiend Folio [Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matt Sernett, Chirs Thomasson, James Wyatt], 
  Monster Manual IV [Gwendolyn F. M. Kestrel, Jennifer Clarke Wilkes, Matthew Sernett, Eric Cagle. Andrew Finch, 
  Christopher Lindsay, Kolja Raven Linquette, Chris Sims, Owen K. C. Stephens, Travis Stout, JD Wiker, Skip Williams], 
  Monster Manual V [Creighton Broadhurst, Jason Bulmahn, David Chart, B. Matthew Conklin III, Jesse Decker, James 
  “Grim” Desborough, Rob Heinsoo, Sterling Hershey, Tim Hitchcock, Luke Johnson, Nicolas Logue, Mike McArtor, 
  Aaron Rosenberg, Robert J. Schwalb, Rodney Thompson, Wil Upchurch], and Spell Compendium [Matthew Sernett, Jeff 
  Grubb, Mike McArtor].  
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an RPGA 
  even from the RPGA website, or you received it from your 
  senior gamemaster. To play this adventure as part of the 
  LIVING GREYHAWK campaign—a worldwide, ongoing 
  D&D® campaign set in the GREYHAWK setting—you must 
  sanction it as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a group of 
  friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in charge 
  of making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back to 
  the RPGA in a timely manner. The person who runs the 
  game is called the table Dungeon Master (or usually just 
  DM). Sometimes (and almost all the time in the cases of 
  home events) the senior gamemaster is also the table DM. 
  You don’t have to be a HERALD-LEVEL GM to run this 
  adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING GREYHAWK 
  character. Second, 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 this 
  adventure in 2008, check the current version of the LGCS 
  and follow any updated rules presented within.  
   
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 2 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in 
  Greyhawk City. All characters pay 1 Time Units if their 
  home region is Greyhawk all other characters must 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. 
   
  ADVENTURE BACKGROUND 
  Opi’Kel the new slavelord has been trying to skillfully 
  reduce Safeton to a lawless area for over a year now. She has 
  influenced many of the prominent citizens and had some of 
  her creatures (the shadows) preying on innocent victims. 
  Recently due to unforeseen circumstances she has had to 
  wait on her plans of domination.  
   
  Adventurers a few months ago warned Greyhawk City 
  of an impending invasion by the slavelord. They found this 
  out by thwarting Opi’Kel’s slave trade in Highport in COR7-
  05 City of Malice. Greyhawk City sent 200 troops to Safeton 
  to ensure its protection. 
   
  Opi’Kel has now had many months to sit and wait, 
  while disposing of a few citizens here and there not to 
  create suspicion. She studied many of the citizens and knew 
  their habits and tendencies. Her patience is finally 
  rewarded when Greyhawk City decides to recall the troops 
  since they believe nothing is going to happen. Her time to 
  strike is now as the troops leave the city. 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs are already in Safeton, either 
  having been there for some time or just getting there. 
  Nothing unusual has happened since Greyhawk City sent a 
  contingent of 200 troops.  
    
  Encounter 1: The PCs can gather information about 
  what has been happening in the city and find out that some 
  of the troops have been ordered to Narwell to help with the 
  rebuilding effort and some back to Greyhawk City. 
   
  Encounter 2: The PCs either have a chance to save 
  Ayissa or find her and a few of her friends beaten to a pulp 
  and strung up against a few houses in an alleyway.  
   
  Encounter 3: The contingent of troops leaves and that 
  is when the terror begins. Captain Bowgard seems 
  nonchalant about the whole thing.  
   
  Encounter 4: The PCs find a warehouse full of slain 
  guards that have been slaughtered by strange creatures. 
   
  Encounter 5: The PCs find Lucian, Almarayne’s 
  trustworthy friend dead in Lasho’s old store. 
   
  Encounter 6: Almarayne urges the PCs to find out 
  what is going on. 
   
  Encounter 7: The final battle against Opi”Kel. 
   
  Conclusion: The PCs either are rewarded for defeating 
  Opi’Kel or are run out of town. 
   
  BEFORE PLAYING 
  This is a nonlinear adventure in which the PCs may go to 
  various places (and some places not mentioned in the 
  adventure) at any time. Each encounter is a stand alone 
  encounter in which the PCs can either interrupt something 
  or they come upon the scene at a later date missing their 
  chance. Please read over the adventure carefully before 
  playing. 
   
  Make note of any PC that has played the previous two 
  adventures in the series, COR5-12 Calm Before the Storm and 
  COR7-05 City of Malice, as there are various favors that will 
  come into play at the end of this adventure, namely the 
  Help! AR reward from COR7-05  City of Malice. Also PCs 
  that played COR5-12 Calm Before the Storm will be 
  recognized by NPCs in Safeton from their time there earlier 
  last year. 
   
  MYSTERIOUS PLACES 
  Check out the official LIVING GREYHAWK website for a 
  mysterious places article providing more detail on Safeton. 
   
   
  INTRODUCTION 
  There are a few different ways that the PCs can begin the 
  adventure. If PCs know each other and fall into different 
  categories that is fine just read each of the boxed text and 
  adjust as needed. In any event, the PCs have been in the 
  town for just over a day and nothing has happened of any 
  interest. 
   
  Use the following introduction modifying it as 
  necessary to account for the PCs’ recent play history and 
  whether they know one another. The PCs have tried to talk 
  to various people to gather information and all of them 
  were either rebuked or referred to The Last Defense Inn to 
  get the latest gossip. 
   
  The walled city has, for the most part, been silent since 
  the ominous warnings of adventurers months ago. 
  Ships have come and gone and trade has continued. 
  Narwell is being rebuilt since the orc attacks a few 
  years ago. There are, of course, rumors of these 
  incessant shadows that supposedly claimed numerous 
  lives but Captain Bowgard and the Mayor have assured 
  every citizen they have nothing to fear. 
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 3 
   
  It appears that the warning by the adventurers has 
  repelled any invasion plans by the slavelord. The 200 
  troops that Greyhawk City sent seems to have settled 
  acting as an effective deterrent. 
   
   
   
  The Last Defense seems like as good a place as any 
  to spend the night.  
   
  Hectra the Halfling (Cha 8) is the owner of the bar and 
  welcomes the PCs before asking what they’ll have. Proceed 
  to encounter 1 once the PCs settle into a seat. 
   
  If any PC has the Help! AR award from COR7-05 City of 
  Malice read:  
   
  The walled city has, for the most part, been silent since 
  your warning months ago of its planned demise. Ships 
  have come and gone and trade continues as normal. 
  Narwell is being rebuilt since the orc attacks a few 
  years ago. Captain Bowgard has welcomed the 200 
  troops that Greyhawk City sent because of you. It 
  appears that the warning has repelled any invasion 
  plans by the slavelord.  
   
  The Last Defense is a home away from home for all 
  types of rugged adventurers. A few gruff looking types 
  saunter into the place as Hectra asks you what you 
  want for dinner tonight. 
   
  Hectra the Halfling (Cha 8) is the owner of the bar and 
  welcomes them in and asks what they’ll have. Proceed to 
  encounter 1 once the PCs settle. 
   
  1: GETTING INFORMATION 
  This encounter handled the PCs gathering information on 
  anything that’s happening within Safeton or the area. They 
  should find out about various citizens acting strangely and 
  other information that may seem mundane but that turns 
  out to be important. The most important rumor that they 
  hear is that Greyhawk City has ordered 100 troops back to 
  the city and 1o0 troops to Narwell to help defend the 
  building works. Sometime during the information 
  gathering interject the NPC Ayisa Scorfu, a snooty noble 
  from COR6-12 Calm Before the Storm, making a scene at the 
  bar who leaves in a huff. 
   
  If PCs played COR6-12 Calm Before the Storm they 
  recognize among the crowd at The Last Defense, a few of 
  the NPCs from that adventure. They can go up and talk to 
  these NPCs and the NPC will be willing to tell them 
  everything they know. Some NPCs may wish a little 
  something in return, however.  
   
  If no PC has played any of the previous adventures, 
  they can get the information with some sly talking and, of 
  course, bribery. 
   
  If any of the PCs give the NPCs drinks, food, or just 
  money add a +5 circumstance bonus to the result of their 
  Gather Information check. 
   
  General Rumors (Gather Information check also reveals 
  all information gained by a lesser result): 
  • 
  DC 5: “I hear that the sailors are getting crabby about 
  the pay again. Always wanting more they are, though, I 
  don’t blame them since that big cargo drop off just the 
  other day.” 
  • 
  DC 8: “Weird things going on lately. Sailors actually 
  acting like normal people and not some crazed half-
  orcs! HAH! They still do their bit of drinking, some 
  seem to have disappeared, probably did a misstep in 
  the town and ended up on a slaver ship.” 
  • 
  DC 10: That Captain Bowgard doesn’t know his way 
  around a cow field. He keeps telling his men to guard 
  the docks but they never do – the gangs keep them 
  away and I rarely see them even at Baygate. Anyway, 
  like a force is going to come from the water!” 
  • 
  DC 12: “Mayor Lillian is often seen in here. In fact 
  she’s right over there. I think she’s going a bit off the 
  wagon with all this talk of invasion. Not sure why she’s 
  worried though as nothings happened in months.” 
  • 
  DC 13: “That bell merchant, Swago, has been even 
  nuttier these last few months. Keeps saying that his 
  bells scare away the shadows, pff!” 
  • 
  DC 15: “Ne’er you mind who I heard this from but I 
  hear Greyhawk City has decided that they scared away 
  this slavelord and that they are calling back their 
  troops tomorrow morn.” 
  • 
  DC 15: “The Cap’n has declared that no one should be 
  out after 11 bells or they risk being thrown into the 
  stocks.” 
  • 
  DC 18: “That fair lady, Almarayne and her side kick, 
  Lucias or Lucian I think? Ya well they have been holed 
  up in the center of town for a while now. I think there 
  just trying to live off of us good people with how little 
  action has happened here lately.” 
  • 
  DC 20: “This whole peace dung that Turrosh Mak is 
  wanting is hogwash in my opinion. It’s just to lure us 
  good folk into a lull so that he can finally squash us.” 
  • 
  DC 25: “Ahh, I met this handsome man named Lasho 
  who owned a shop a few months ago. He said I was the 
  love of his life and when he returned from a trip that 
  he would marry me. He hasn’t come back and his shop 
  is in disrepair, maybe he thought I was ugly. (She 
  begins to cry) 
  • 
  DC 30: “Dockmaster Sian has been secretly storing 
  away cargo from various ships over the last month. No 
  idea what’s in the boxes but it’s bound to be worth 
  something if he’s risking his life like that.” 
   
  Hectra the Halfling Bar Owner (Cha 8): A stout female 
  halfling that has more bark than bite. Often she is mistaken 
  as a male - something she is not fond of at all. She is more 
  than willing to give out any information if a PC comments 
  on how beautiful she is and so forth. 
  • 
  DC 5: “The only real regular I got here at this bar is 
  Brunk, and Brunk never has any money.” 
  • 
  DC 10: “The Captain is an idiot. He wouldn’t know his 
  way around this town if it was drawn on his backside. 
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 4 
  He sends his boys on ridiculous errands to pick up 
  cargo and guard mundane shops.” 
  • 
  DC 15: “Late at night sometimes I see dark shapes in 
  the corner of my bar. I think they’re bats but when I go 
  over there nothing there. Must be my pretty eyes 
  playing tricks on me.” 
  • 
  DC 20: “Last week while I was sleeping I overheard an 
  off-duty guard tossing and turning violently in his 
  sleep. He kept saying weird things I couldn’t 
  understand and grabbed his sword. He made motion 
  like he was going to thrust it through him but I 
  slapped him silly and woke him up.”  
  • 
  DC 25: “I felt a bit weird like I was filled with nausea a 
  few months ago. I told my friend Captain Toct how I 
  felt and he said that he felt something similar happen 
  to him. He was told that it was someone trying to cast a 
  spell on us. Not sure what kind though, maybe it was a 
  love spell?” 
   
  Brunk (half-orc Cha 5): Many in Safeton will not even go 
  near Brunk as you can smell him a block away. A powerfully 
  built half-orc wearing rags for clothing he is otherwise 
  unassuming. If any PC buys Brunk a drink he gladly spills 
  all he knows (this obviates the need for a Gathering 
  Informatio check). 
  • 
  DC 5: “Me like to drink. Some peeps think that Brunk 
  not smert. Me smert like Capt’n.” 
  • 
  DC 10: “Capt’n always around docks talking with dock 
  guy. I get caught ‘stink’n up da place’ and takin to jail 
  all da time when I’s there.” 
  • 
  DC 15: “Me luv Hectra. She not mean to Brunk like 
  weird goblin guy wuz. He try to trick Brunk into 
  comin wit him and joinin him. Me wuz scared of him.” 
  • 
  DC 20: “I seen that elfy that hangs around that pretty 
  lady at Lasho’s old shop many times. Not sure why he 
  there but he looked like he was making it his home.” 
   
  Mayor Lillian Fowler: A rotund woman in her forties. A 
  bit on the edgy side and real uptight. If the PCs buy her a 
  drink to try and calm her down she is grateful and a little 
  more willing to divulge information. She leaves the inn 
  with other people to make sure that she isn’t alone. She 
  gives the PCs the authority to investigate any strange 
  occurrences in the town if they ask.  
  • 
  DC 5: “Always good to see adventurers in the town. 
  Yes, yes always good. You folk, while occasionally 
  burning down a warehouse or two, seem to root out 
  evil in cities such as this.” 
  • 
  DC 10: “The Captain and I have not seen eye to eye. He 
  keeps trying to have guards around my place and 
  various other homes of important citizens to protect 
  us. Ya right, more like house arrest.” 
  • 
  DC 15: “There have been no murders in months or 
  disappearances as far as I know. If people have gone 
  missing it was not brought to my attention or they 
  were probably just sailor folk, migrants.” 
  • 
  DC 20: “That fair lady, Almarayne, has seen better 
  times I presume. She has not come out of the town hall 
  in months. Lucian does her bidding and I see her when 
  I have business inside. The hall does not get used 
  much at all anyways so it’s not a problem that she’s in 
  there.” 
  • 
  DC 25: “You ever get that prickling feeling on the back 
  of your neck like you are being watched or someone is 
  in the room with you? I get that feeling all the time 
  when I’m at home. That’s why I’m here for most of the 
  nights drinking away so I can sleep soundly.” 
   
  Lofu: An old codger that begs in just about every place so 
  he hears more than most. He walks with a limp and 
  sometimes just falls to the ground wheezing like he may 
  pass out at any moment. There is a twinkle in his eye that 
  suggests that there is more to him than appears. Any 
  amount of coin gets Lofu to speak his mind. 
  • 
  DC 
  5: 
  “I…I…can’t 
  breath 
  that 
  well…in…here…need…food…” 
  • 
  DC 10: “Cargo down by the dock? Oh ya seen a few 
  crates here and there go into a small warehouse. A few 
  guards are at the place but its nuthin special.” 
  • 
  DC 15: “I’m still lookin for my grandchildren. That 
  Swago still seems to think those damn shadows took 
  them. I didn’t believe him but now after a few other 
  sailors have gone missing I’m finding myself a 
  believer.” 
  • 
  DC 20: “Captain visits Dockmaster Sian an awfully lot 
  the last few months. Not sure why as Sian always waves 
  me off whenever I come around looking for scraps.” 
  • 
  DC 25: “Never believe what I found the other day. 
  Some sort of grinded up dirt and white stuff. Was in an 
  alley near a few shops that are towards the center of 
  town. No idea what the heck it was but it didn’t smell 
  pretty.” (If the PCs make this check, Lofu is willing for 
  an extra 10 gp to show the PCs where he found the 
  stuff. He does this in the morning as he can’t quite 
  remember now he’s had too much to drink.) 
   
  Sometime while the PCs are gathering information have 
  them make a DC 5 Spot check to see Ayissa making a scene 
  in a small private room to the side.  
   
  “Why I never!” a beautiful blonde haired woman 
  exclaims from the bar. “To think that Keira liked this 
  place, come girls let us be off.  
   
  “I wouldn’t want ya back you snooty old broad!” 
  Hectra yells back at the woman as the whole bar erupts 
  in laughter. 
   
  They may wish to go up and talk to her but she rudely tells 
  that she does not consort with ‘their kind’. If the PCs wish 
  to accompany her back to her house she tells them that they 
  can if they want but they must stay 20 feet behind her 
  because she does not want to be associated with riff-raff. 
   
  If the PCs follow Ayissa, proceed to encounter 2. If 
  they choose to try and find Ayissa after gathering more 
  information, also continue to encounter 2. If they decide to 
  stay the night at the inn, continue to encounter 3. 
   
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 5 
  Development: The PCs may wish to sneak out after 11 
  bells but Hectra discourages them as there are guards on 
  every street corner and in the alleyways. In fact there are 2 
  guards (Spot +8) outside the front and back doors of her 
  establishment. Not to mention everything is closed for the 
  night and people have gone to sleep. 
   
  INTERLUDE 
  During the first night of sleep the PCs hear in their heads 
  someone laughing maniacally. This is Opi’Kel using his 
  telepathy on the PCs.  
   
  The PCs are woken up in the morning by the 
  thunderous march of the troops leaving Safeton. Describe 
  the sound as loud with yelling and men shouting orders 
  outside. Once the PCs get on the streets of Safeton they see 
  the lines of troops leaving the city. Read: 
   
  Scores of armored troops, some on horseback, begin 
  marching their way through the streets of Safeton and 
  out of Northgate. A few of the guards that are left 
  behind salute and watch their compatriots march on 
  by. Captain Bowgard stands at the  gates, stiff as a 
  board with no expression on his face. 
   
  The PCs can now choose to do multiple things. 
   
  After one of these encounters interject the remnants of 
  encounter 2, if the PCs did not follow Ayissa out the 
  previous night. 
   
  If they go to see the captain to accuse him of anything 
  go to encounter 3.  
   
  If they go to the warehouse to check out the cargo that 
  many have already learned about proceed to encounter 4.  
   
  If the PCs wish to go to Lasho’s old shop, proceed to 
  encounter 5. 
   
  If they seek out Almarayne, go to encounter 6. 
   
  2: THE SHADOWS STRIKE 
  The ‘shadow’ creatures originally were mentioned in COR5-
  12 Calm Before the Storm where Swago the bell merchant 
  talked of seeing shadows and bells scared them away. A few 
  of the other NPCs also spoke of seeing shadows as well but 
  the town militia could never find evidence of anything. Of 
  the people that went missing most were sailors. This hasn’t 
  caused any alarm because sailors are notoriously difficult to 
  find – perhaps they signed up for a different ship or were 
  killed in some pointless tavern brawl.   
   
  If the PCs decide to follow Ayissa out into the night (it 
  is just after 10 bells so the curfew is not in effect) run this 
  encounter as is. If they do not follow her but instead 
  stumble upon this scene in the morning proceed to Finding 
  Ayissa The Next Morning. 
   
  Ayissa and her two friends left in a hurry from the bar 
  to get back to their homes. On the way home they are 
  attacked by ‘shadows’ in an alleyway that they were using as 
  a shortcut. No matter what, the PCs are at least one round 
  behind the ladies as they are moving quickly. The PCs can 
  find out from the guards at the doors which way the ladies 
  went. Read: 
   
  A blood curdling scream echoes through the back 
  alleyways. 
   
  Have the PCs make a DC 10 Listen check to determine 
  exactly which alleyway the scream came from. Adjust the 
  boxed text in accordance of what creatures they are facing 
  by the APL. The alleyway is 20 ft. wide by 40 ft. long. 
   
  At APL 4 or 6, read: 
   
  An absolutely horrific sight assaults your eyes. One of 
  Ayissa’s friends is pinned 15 feet high up on the wall 
  of the alley shriveled up and nothing more than a 
  husk. A pile of bone and flesh is splattered along the 
  bottom of the alley floor as Ayissa clings to life to the 
  side of some skeletal creature whose spiky ribs are 
  sure to be the cause of her torn flesh. 
   
  At APL 8 - 12, read: 
   
  Rounding the corner you see Ayissa’s two friends 
  shriveled up on the ground devoid of life. Ayissa lies 
  on the ground barely clinging to life, her eyes lolling 
  into the back of her head as a dark shape hovers above 
  her. (If more than two shadows continue) More shadows 
  peel themselves from the wall and head towards you! 
   
  APL 4 (EL 4) 
   
  �Serpentir: hp 52; see Appendix 1. 
   
  APL 6 (EL 6) 
   
  �Serpentir (2): hp 52 each; Appendix 1. 
   
  APL 8 (EL 8) 
   
  �Greater Shadow: hp 58; MM221. 
   
  APL 10 (EL 10) 
   
  �Greater Shadow (2): hp 58 each; MM 221. 
   
  APL 12 (EL 12) 
   
  �Greater Shadow (4): hp 58 each; MM 221. 
   
  Tactics: The serpentirs attack whoever is in their way first. 
  They fight to the death as it has become accustomed to easy 
  prey in Safeton. The shadows try to use hit and run tactics 
  attempting to attack casters first before fleeing. 
   
  Development: Ayissa is at -5 hp and is bleeding out in APL 
  4 and 6 and she is at 1 Strength and at -7 hp at APL 8+ (she 
  hit her head against the wall gashing it open). If the PCs can 
  save her she is very grateful but really has nothing to tell the 
  PCs as these creatures just descended from the tops of the 
  buildings at them.  
   
  If any PC has one or more bells bought by Swago the 
  bell merchant (either in this adventure or in COR5-12 Calm 
  Before the Storm), they may ring the bell during the battle. If 
  they do so, the creatures shudder and are shaken (-2 on 
  attack rolls, saving throws, skill checks and ability checks) 
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 6 
  for one round. A PC shaking a bell in subsequent rounds 
  keeps the creature shaken. 
   
  The PCs can go get the guards as some of them heard 
  the screams but really didn’t care. The guards take Ayissa 
  and what’s left of her friends to the Sun Father’s Hall (the 
  temple of Pelor) for treatment. If the PCs mention they 
  should tell the captain, the guards say they will do it as it’s 
  late at night and the curfew is soon to go into effect. A DC 
  20 Sense Motive shows that the guards seem to not really 
  care about the whole thing but will eventually tell the 
  captain. 
   
  It is almost 11 bells so it is assumed the PCs go back to 
  The Last Defense to go sleep.  
   
  FINDING AYISSA THE NEXT DAY 
  If the PCs did not follow Ayissa during encounter one 
  choose an appropriate time at which one of the PCs spots 
  something strange in the alleyway. Also if the PCs do not 
  hear anything of the ‘shadow’s in encounter one, Swago the 
  bell merchant goes out hawking his wares and find some 
  fresh bloodstains at the entrance to a dark alley. He doesn’t 
  investigate but returns to warn the PCs.  
   
  A greasy-haired man stands amid a multitude of bells. 
  The bells swing back and forth in the hard wind, 
  creating a cacophony of noise. “Over here fair 
  adventurers! Bells for sale if you want them! Keep 
  those nasty shadows off your tail!” 
   
  Swago sells the PCs any bell ranging from 1 gp to 7 gp 
  depending on how much the PC wishes to spend on quality. 
  When asked about the shadows, Swago relays that he has 
  seen strange snake-like marks in the alleys all around town. 
  They are very hard to see and he has seen it only twice in a 
  year but he vehemently believes these are the ‘shadows’. 
  Swago is a bit ‘off’ when he talks so the PCs may think he is 
  crazy. 
   
  If the PCs wish to try and track Ayissa they must have 
  the Track feat and succeed on a DC 22 Survival check.  
   
  A constant dripping sound alerts you to a pool of 
  crimson liquid as you walk into the alley. A mix of 
  blood and dirt covers the entire alley as streaks of 
  blood run up the walls, where strung up high are what 
  look like two women. Further in the alley there are 
  several piles of ground up bones and clothes.  
   
  A DC 15 Heal check reveals that the bones on the ground 
  could be the remains of another person. It is too hard to tell 
  what did this to them. A DC 10 Heal check of the two 
  women strung up shows they were clawed to death and 
  their feet churned as if in a grinder. The PCs get a chance to 
  fight these creatures later in the adventure if they have not. 
  It is up to the DM if they wish for multiple combat 
  encounters in the same day but it is recommended that they 
  are spaced out. They can retrieve the guards who come and 
  clean up the remains and go off to tell their respective 
  families. They seem unconcerned, however. If the PCs go to 
  tell the captain, proceed to encounter 4. 
  3: THE CAPTAIN’S HAND 
  The PCs meet Captain Bowgard. His demeanor towards the 
  PCs depends on what they have discovered and how they 
  approach him. He spends most of his time in the guard 
  house on the far edge of town. See DM Map 1.  
   
  If the PCs break curfew and confront Bowgard he has 
  his guards escort them back to the Last Defense Inn where 
  they are to remain for the night. He is adamant about 
  keeping curfew. Regardless if the PCs have gone out on 
  their own before the night (and not in the morning) he 
  sends them back to the inn under ‘house arrest’. This only 
  remains for that night.  
   
  The captain has long been coerced by Opi’Kel, who has 
  been constantly using his suggestion ability to do his bidding. 
  Although he is not currently under a suggestion he has been 
  beaten down by Opi’Kel for over a year and has succumbed 
  willingly to the half-illithid. That is why he has shown little 
  interest in the town’s well being. He is not do this for 
  personal gain. It is just him being strict about the curfew 
  and trying to keep citizens from wandering into dangerous 
  places.  
   
  He has placed Almarayne on house arrest inside the 
  town hall so that she can’t meddle with Opi’Kel’s plans.  
   
  If the PCs decide to confront him near the city gates 
  when the troops are marching by he ignores them. He 
  ignores them no matter what they say or do (unless they 
  magically coerce him). Read: 
   
  Finally after what seems like ages despite any attempt 
  to talk with Captain Bowgard, he turns to regard you 
  all. 
   
  “So it appears you have something to say to me? 
  Well if you do I’d like to have some ale and food at my 
  guard house before all of you start rambling.” 
   
  After grabbing ale and some loaves of bread Bowgard sits 
  down at his desk. Read: 
   
  “Well what is it?” 
   
  If the PCs go to Bowgard right at the beginning of the 
  adventure with no evidence he answers them with 
  platitudes and non-specific responses.  
   
  Depending on the PCs predisposition towards 
  Bowgard they may act hostile towards him right away or 
  they may come to him after finding evidence, such as the 
  cargo crates of monsters or Lucian’s body. Bowgard does not 
  care at any point unless the PCs pile on the evidence against 
  him by what they have found in the adventure. This may tip 
  off PCs that played COR6-12 Calm Before the Storm as 
  Bowgard was paranoid and opinionated which is not the 
  case now. 
   
  Bowgard gives the PCs authority to investigate the 
  town for all these wrongdoings that he has supposedly 
  committed. He hands over the documents to verify they are 
  investigating on his behalf. This is to show how innocent he 
  is. 
   
  Q: Why have you done nothing about the shadows?  
  Because it’s all make believe? I mean c’mon son do you 
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 7 
  honestly believe that shadows are seeping out of the walls 
  and killing people? I’ve been trying to get that bell 
  merchant off the street for preying on people’s fears. He 
  claims his bells can scare them away. 
   
  Q: Why have you put Almarayne on house arrest? She was 
  being a nuisance pure and simple. She was trying to usurp 
  my command, when as you can tell everything is fine here. 
  We haven’t had an attack in these parts for months. It 
  doesn’t hurt either that I got an official letter from 
  Greyhawk City to detain her. She was exiled so we don’t 
  have to worry about any political backlash either. Don’t get 
  any funny ideas about breaking her out either or my 
  superiors will hold you personally responsible. 
   
  Q: What is with the cargo in the warehouse? Just foodstuffs 
  as far as I know. I was told by my commander in Greyhawk 
  City to unload the cargo and store it in the warehouse. I 
  keep guards there just as a precaution. (Truth – he has been 
  told this by Opi’Kel so he believes it to be true). 
   
  Q: Do you know who Opi’Kel is or the slavelord? A dark 
  look seeps into Bowgard’s eyes. His eyes begin to water and 
  just as it seems he is going to lose it he shakes his head. “Ya I 
  seen this slavelord, Opi’Kel. Fought it off me before it could 
  suck my brains out but I have no idea where it is now.” 
   
  Q: So why don’t you put every guard in town looking for 
  him? Why would I? I figure he’s long gone anyways since 
  we had all these men here. It’s why they were shipped out 
  this morning – he is gone I tell you. 
   
  Once the PCs are done questioning him he raises his 
  hands in the air and tells them to please leave and get some 
  evidence of all this wrongdoing before accusing him or 
  anyone else. 
   
  Development: If they have gathered all/most of the 
  evidence and go back to Bowgard he has a devious plan 
  waiting for the PCs. Opi’Kel has been watching the PCs and 
  is starting to worry they may actually thwart him. He brings 
  the mayor to the guard house for Bowgard to kill. This only 
  happens when the PCs have gone to at least the warehouse, 
  Lasho’s house and fought the shadows. When the PCs go 
  back to the guardhouse, read: 
   
  A light rain falls on the rooftops as a soft light shines 
  through the windows of the guard house. The door is 
  slightly ajar. 
   
  If a PC wishes to sneak into the guard house allow them to 
  do so rolling Bowgard’s Spot and Listen check against the 
  PC. Bowgard is watching the door awaiting the return of the 
  PCs thus he gets a +5 circumstance bonus to his Spot check 
  to notice the door open to allow someone to enter. When 
  the PCs enter the guard house continue with the following: 
   
  “Ah fair adventurers you have come back at last. I 
  figured you weren’t done with me, nor should you be. I 
  would do the same if I were in your position. To 
  slaughter, berate, or capture me is just the thing I 
  would have done.” Bowgard stands rocking softly back 
  and forth holding a longsword in his hand.  
   
  To the right of him is the mayor of Safeton, Lillian 
  Fowler. She has seen better days as she has a nasty cut 
  above her swollen eye and both her knees are slashed 
  and bloody. Bowgard steps towards her with his sword 
  still at his hip. 
   
  “He wants me to kill her you know? I cannot let 
  him down for he is my master, has been for months, 
  years, I don’t even know anymore, don’t even care. He 
  has his own agenda. Even now he kills the one who has 
  spurned him for so long.”  
   
  All APLs  
   
  �Captain Bowgard: male human fighter 6: hp 52; 
  Appendix 1. 
   
  Any conversation is considered to be an attempt at 
  Diplomacy. See below for that such action. At any point 
  during the conversation the PCs can attempt to stop 
  Bowgard either by using Diplomacy or force. If any PC 
  begins to cast a spell, acts threatening, or attempts to stop 
  him, roll initiative as Bowgard’s first action is to plunge the 
  sword into the mayor’s chest killing her instantly as she is at 
  -3 hit points but stabilized. If a PC calls out they are 
  attacking or if a PC sneaks up or successfully casts a spell 
  without him knowing, resolve the effect, and if Bowgard is 
  still up roll initiative as normal. On his turn Bowgard still 
  kills the mayor if he can, if he cannot he takes his own life. 
   
  Using Diplomacy: It is very hard for PCs to attempt to use 
  Diplomacy to sway Bowgard not to kill her as he has been 
  brainwashed and has lost his mind. A DC 35 Diplomacy 
  check is needed to get him to back down and relinquish the 
  sword. There are a few points that can be made to him to get 
  a bonus on the Diplomacy check. Only one PC can roll the 
  check with no assistance from any of the others due to 
  Bowgard not really listening to anyone but the main talker. 
  • 
  The PC mention honor, duty, or righteousness add +4 
  for each one said to the check. 
  • 
  The PC mentions that the town will fall into chaos and 
  suffer without him add +5. 
  • 
  The PC empathizes with him and tells him it’s not his 
  fault that he has done all these terrible things. Add +5. 
   
  The PCs get one Diplomacy check, if it fails Bowgard 
  attacks. Regardless of how the PCs wish to act in this 
  encounter they will get a chance to notice him edging 
  closer for the kill. If a PC succeeds on a DC 20 Sense Motive 
  check he notices his sword hand twitch numerous times 
  during the conversation. Read the following, when he 
  attacks: 
   
  Bowgard’s fingers tighten around the sword hilt as he 
  deftly twirls the sword in an upright position and 
  thrusts it down deep into the mayor’s chest. Only the 
  sound of metal scraping against bone echoes through 
  the room for a second then she slumps to the floor 
  sliding off the longsword. The sword clangs against 
  the stone floor as Bowgard turns to regard you all. “It 
  is done; do what you wish to me for I am the devil’s 
  tool.  
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 8 
   
  It is up to the PCs what they wish to do with him. Any 
  action is acceptable. If asked he tells them that Opi’Kel is 
  probably right now dining on Almarayne’s brain.  
   
  4: WAREHOUSE OF INSANITY  
  This encounter happens when the PCs investigate the 
  warehouse where the captain has been hording cargo from 
  various ships. The cargo is actually Opi’Kels, the slavelord. 
  He has been shipping in various supplies as well as 
  creatures he will use to attack the city. The creatures were 
  drugged to keep them asleep until the time was right to set 
  them loose. Unbeknownst to Opi’Kel some of the creatures 
  broke out and killed all the guards. They have also killed 
  most of the other creatures within the warehouse.  
   
  Dockmaster Sian went into the warehouse hours 
  before the PCs arrive on the scene. He went in to check on 
  all the commotion to make sure that Opi’Kel’s creatures 
  were okay.  
   
  There are two guards posted nearby the warehouse to 
  ‘spy’ on it to make sure no unauthorized people enter. They 
  were ordered not to go in under any circumstances but if 
  something unusual happened they were to see Captain 
  Bowgard. A PC can make a DC 20 Spot check to notice two 
  guards milling about the area with their eyes intent on the 
  warehouse. It is a DC 20 Sense Motive check to determine 
  that they are very nervous about something. 
    
  See DM Map 2 for the inside of the warehouse. There 
  are no windows around the building and only one double 
  door entrance. 
   
  The door creaks open as the light of torches flickers off 
  the walls. The entire warehouse is in ruin with many 
  bodies lying strewn about the floor. Blood covers the 
  smashed 
  crates 
  while 
  some 
  bodies 
  are 
  indistinguishable as to what they really are. The room 
  is eerily quiet.  
   
  A DC 10 Spot check allows the PCs to see part of a leg and 
  foot around the edge of a cargo crate. 
   
  Carefully looking around the crate there is leg but 
  nothing is attached to the leg.  
   
  APL 4 (EL 4) 
   
  �Displacer Beast: hp 51; MM 66. 
   
  APL 6 (EL 6) 
   
  �Girallon: hp 58; MM 126. 
   
  APL 8 (EL 8) 
   
  �Gray Render: hp 125; MM 138. 
   
  APL 10 (EL 10) 
   
  �Balhannoth: hp 147; Appendix 1. 
   
  APL 12 (EL 12) 
   
  �Balhannoths (2): hp 147 each; Appendix 1. 
   
  Tactics: The tactics of all the creatures is simple: they are to 
  kill and eat. They have finally broken out of their cage and 
  have killed the other captive creatures and the guards. They 
  haven’t left the warehouse because there are so many things 
  to eat and prey on. The balhannoth are on the ceiling hiding 
  but strike once they sense the magic items on the PCs (if 
  any).  
   
  An appropriate Knowledge check reveals other 
  monsters like intellect devourers and gibbering mouthers 
  amongst the dead creatures in the other smashed cargo 
  crates. A DC 8 Search check reveals the name Opi and Kel 
  burned into some of the crates. A DC 10 Search check leads 
  the PCs to an overcoat often worn by the dockmaster. His 
  body is nowhere to be found. It has been eaten by the 
  creature. 
   
  5: LASHO’S SHOP 
  If the PCs decide to go to Lasho’s shop they find Lucian 
  dead, killed by Opi’Kel himself. Lucian was checking out 
  the shop curious as to why Lasho had not come back in so 
  long. Opi’Kel killed Lasho and has been using this place as a 
  meeting area for his charmed minions within the town for 
  the last few months. 
   
  A worn down house stands amid the row of shops in 
  the little market area of Safeton. A few boards cover up 
  where the windows once were. Dust scatters in the air 
  as the door is pushed open. 
   
  Inside the place is relatively intact. It is dusty and dirty but 
  nothing is rotting or the like. A DC 15 Search check reveals 
  a few drops of blood behind the counter and onto a chair. A 
  DC 10 Survival or Search check tracks the droplets up the 
  steps. 
   
  The top step is a simple trap purposely left there by a 
  hired rogue that Opi’Kel dominated then ate later on. It was 
  to scare anyone who entered away from the house. It is 
  Lucian’s body that swings down from the ceiling to hit the 
  PC who triggered it.  
   
   
   
  ALL APLs 
   
  �Body Trap: CR 1; mechanical; touch trigger; manual 
  reset; Atk +5 melee (1d2, subdual); Reflex DC 15; Search 20; 
  Disable Device 20. 
   
  If a PC fails the Reflex save they are knocked back down the 
  steps for 1d6 points of subdual damage unless they make a 
  DC 15 Reflex save in which case do not fall. 
   
  Once the trap is triggered read the following (adjusted 
  if the PCs found the trap): 
   
  All of a sudden the board underneath your foot cracks 
  and a whoosh whips over your head as a body covered 
  in blood slams into you! 
   
  Looking more closely at the body, you realize that 
  it was once a male elf but that the top of his head has 
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 9 
  been removed and his brain gone. His eyes still stare 
  out towards the light of the room. 
   
  A DC 20 Knowledge (dungeoneering) check reveals this to 
  be the work of an illithid. If PCs have played any of the 
  previous adventures in the series they recognize him as 
  Lucian, Almarayne’s right hand man. Regardless he has a 
  note from Almarayne inside his pocket that is a love letter 
  between them. This is Player’s Handout 1. 
   
  PCs who make a DC 10 Search check on Lucian’s body 
  find a few notes about Opi’Kel and how he seems to be 
  controlling various people within Safeton. It lists the 
  primary people as Bowgard and the dockmaster. He fears 
  for the safety of Almarayne as other prominent people are 
  dying each day. 
   
  A DC 20 Search check of the room uncovers a few 
  items that Lasho had stored away plus the body of the 
  discarded unlucky human rogue that built the trap. Of 
  course, his brains are eaten as well. 
   
  Treasure: Refer to the Treasure Summary for details of 
  what the PCs find here. 
   
  Development: After finding the body, all of the PCs hear a 
  deep guttural laughter in their heads. This is Opi’Kel 
  taunting the PCs as he is close by in another house using his 
  telepathy. 
   
  6: THE FAIR LADY 
  The PCs can go inside the town hall to see Almarayne if 
  they wish. At no point is Lucian near her as he is out 
  conducting investigations about the happenings of the 
  town. The PCs may try to free her themselves but she hears 
  nothing of it and if they force her to do it she turns herself 
  back in as soon as possible. She believes in the law and 
  wants to set an example no matter how unjust it may seem.  
   
  Nothing happens to Almarayne until the PCs finally 
  confront Bowgard in encounter 3 and that’s when Opi’Kel 
  makes his move to finally kill her. 
   
  The town hall is filled with the faint smell of lilacs 
  with a touch of sunlight filtering in from one of the 
  ceiling windows. Entering the largest of the three 
  rooms, a gorgeous elf stands idly humming to herself, 
  folding towels. She is startled as she turns around to 
  see all of you. 
   
  “Well show some courtesy please for I know not 
  who you are, but yet I get the feeling you know who I 
  am…” 
   
  Allow the PCs to introduce themselves, adjust the boxed 
  text above for PCs that have played the previous adventures 
  because Almarayne remembers them. 
   
  “Tis good to see fine folk as yourself in the town, how 
  can I be of service to you?” 
   
  The PCs can ask her questions which she answers to the 
  best of her knowledge. She also tells the PCs of various 
  happenings within the town to give them clues as to what is 
  going on. 
   
  Q: Why don’t you just leave? How come Bowgard has you 
  locked up? I fear that Bowgard is not acting of his own 
  volition. There is something more going on that I can’t put 
  my finger on but my faithful sergeant is out gathering clues. 
  As to why I do not leave? That is because I still honor the 
  law of the land even if it is from someone who is corrupted. 
  If I were to defy the law I would be no worse than that of 
  Bowgard. 
   
  Q: Where is Lucian? Lucian is out gathering information 
  that is needed to implicate Bowgard along with other folk of 
  working with the slavelord. However, I have not seen 
  Lucian for quite some time. (She appears a bit worried about 
  this.) 
   
  Q: What is going on here? Last year it was presumed a 
  slavelord had come back and started to kidnap various 
  villages nearby. Some adventurers saved the people and 
  then went into Highport to find further information. These 
  same adventurers alerted Greyhawk City to an attack 
  planned against Safeton. However, no such attack occured 
  and thus Greyhawk has called back its troops. 
   
  Q: Has anyone tried to hurt you? No, why would they? 
   
  Q: Has Lucian found any information? He said he found 
  out that this slavelord had a weapon that controlled some 
  incredible monster. How he knew this I do not know 
  though. 
   
  The PCs may go back to Almarayne after they find the 
  remains of Lucian, if they do then read the following: 
   
  The fair ladies eyes swell up and tears flow freely down 
  onto her satin dress. “He was a good friend, nay more 
  than a friend. What savage monster would do this to 
  him? Please, I need some time alone. I will take care of 
  his body and see to it he has a proper burial.” She 
  begins to weep even more as she falls into the padded 
  chair behind her. 
   
  Once the PCs go back to her and deliver the news of 
  Lucian’s death they can no longer go back to Almarayne 
  until the final encounter as she wants no more visitors. 
   
  7: THE FINAL BATTLE 
  The PCs finally do battle with Opi’Kel and his minions. 
  Opi’Kel is inside the town hall ready to feast on Almarayne’s 
  brain. To him, Almarayne is the last bastion of hope for the 
  city of Safeton as he believes Bowgard, the mayor, Lucian, 
  and the dockmaster all dead.  
   
  The PCs have to infiltrate the town hall to get at 
  Opi’Kel. Opi’Kel has his creatures attack the PCs to delay 
  them from rescuing Almarayne. 
   
  A blast of lightning bursts over the sky as rain pours 
  onto Safeton. Puddles quickly form in the streets as 
  people duck for cover. The town hall looks dark and 
  barren. A flash of lightning lights up the town hall and 
  for the briefest of moments you notice the door lying 
  in pieces at the ground.  
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 10 
   
  The illithadae are hiding in wait for the PCs in the room 
  shown on DM Map 3. When the kigrid attacks, read: 
   
  A strange, almost cat-like creature, jumps at you from 
  the shadows. It has large dull red eyes and its snout 
  and jaws are long and full of small sharp teeth. 
   
  When the embrac attacks, read: 
   
  A creature that resembles a big sack, with slimy skin 
  blotched with black, gray, white, and a dull red 
  lumbers towards you. Eight tentacles spray out from 
  its body trying to latch onto anything. Each tentacle is 
  as big as a man’s thigh. 
   
  APL 4 (EL 5) 
   
  �Kigrid: hp 61; Appendix 1. 
   
  APL 6 (EL 7) 
   
  �Kigrids (2): hp 61 each; Appendix 1. 
   
  APL 8 (EL 8) 
   
  �Embrac: hp 71; Appendix 1. 
   
  �Kigrid: hp 61; Appendix 1. 
   
  APL 10 (EL 9) 
   
  �Embracs (2): hp 71 each; Appendix 1. 
   
  APL 12 (EL 10) 
   
  �Embracs (2): hp 71 each; Appendix 1. 
   
  �Kigrids (2): hp 61 each; Appendix 1. 
   
  Tactics: The kigrid use their detect thoughts ability to try and 
  pinpoint what the PCs are thinking and doing if the PCs do 
  not immediately go into the room. If that is not an option 
  the creatures attack the same PC as much as possible taking 
  them down one at a time. 
   
  During the battle describe screaming coming from the 
  next room. Opi’Kel has charmed Almarayne and is telling 
  her to scream and act like she is in trouble. 
   
  Once the PCs defeat the illithadae they can rescue 
  Almarayne. The door to her room is not locked. See DM 
  Map 4. 
   
  Crashes of lightning outside do not overshadow the 
  horror in this room. Blood cakes the walls as various 
  figures lay on the ground motionless, some with just a 
  torso, others without the top of their head.  
   
  A figure moves towards the door, it’s Almarayne, 
  her dress smeared with blood. She smiles widely at the 
  sight of you all and stops. 
   
  “It’s alright, fair heroes. Come help me outside.” 
   
  Opi’Kel has charmed her (using a scroll he had) to lure the 
  PCs into the center of the room where she can use her mind 
  blast to the best effect  
   
  PCs succeeding on a DC 25 Sense Motive check realise 
  that something is very wrong. Alternatively if a PC has detect 
  magic running, a DC 21 Spellcraft reveals that Almarayne 
  radiates faint enchantment magic and that the square in 
  which Opi-Kel stands radiates faint illusion magic (DC 22 
  Spellcraft check) at APLs 4-6 or moderate illusion magic 
  (DC 24 Spellcraft check) at APLs 8-12. 
   
  The PCs can also make an opposed Spot check against 
  Opi’Kel’s Hide to see her. At all APLs, Opi’Kel is invisible 
  and motionless: PCs must make a DC 40 Spot check to 
  locate her (DMG 295 for more information). Once the PCs 
  move towards Almarayne, Opi’Kel uses her mind blast. 
   
  Almarayne’s eyes go into the back of her head as a blast 
  of psionic energy pours over the room! 
   
  Once the PCs see Opi’Kel, read: 
   
  A grotesque goblinoid with tentacles emerging from 
  where the mouth should be stands before you. The 
  thing’s arms are spread wide as it looks intently at all 
  of you, blood smeared across the robes and face. 
   
  All APLs 
   
  �Almarayne: female elf aristocrat 5; hp currently 16; 
  Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Opi’Kel: half-illithid hobgoblin wizard 3: hp 24; 
  Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Opi’Kel: half-illithid hobgoblin wizard 5: hp 38; 
  Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Opi’Kel: half-illithid hobgoblin wizard 7: hp 64; 
  Appendix 1. 
   
  APL 10 (EL 12) 
   
  �Opi’Kel: half-illithid hobgoblin wizard 9: hp 80; 
  Appendix 1. 
   
  APL 12 (EL 14) 
   
  �Opi’Kel: half-illithid hobgoblin wizard 11: hp 95; 
  Appendix 1. 
   
  Tactics: Opi’Kel has cast the following spells prior to 
  entering the town hall (only applicable if spells are available 
  at the appropriate APL): resist energy (fire), greater invisibility, 
  mage armor, shield, false life, magic circle against good, see 
  invisibility, fire shield, Opi’Kel drank a potion of invisibility at 
  APL 4 and 6.  
   
  At APL 12 Opi’Kel tries to cast ray deflection if she has 
  time.  
   
  At APL 10-12 she has the Favored Magic Foe feat that 
  all humans take a -1 penalty on their saving throws. 
   
  Opi’Kel first uses her mind blast to disable the PCs. She 
  then use as many damage dealing spells as possible but if 
  she is hurt or losing she turns to more defensive spells like 
  mirror image and displacement. As the DM run Opi’Kel as 
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 11 
  cunning as possible. If Almarayne is caught in any of the 
  spells Opi’Kel does not care. She fights to the death. If the 
  PCs are defeated by Opi’Kel, she feasts on their brains. 
   
   
  Development: If the PCs manage to save Almarayne she is 
  sincerely grateful and rewards the PCs by giving each of 
  them a pendant. See the Conclusion and the Treasure 
  Summary for more details. 
   
  Treasure: Refer to the Treasure Summary for details of 
  what the PCs find here. 
   
  CONCLUSION 
  Use text from the relevant section to conclude the 
  adventure. 
   
  OPI’KEL DEFEATED, ALMARAYNE SAVED 
  Read: 
   
  Read the following if the PCs defeated Opi’Kel and saved 
  Almarayne, adjusting as needed if the PCs did not kill 
  Bowgard or the Mayor did not die. 
   
  The storm subsides a few hours after the guards 
  arrived at the town hall to clean up the terrible scene. 
  Most of them are horrified by the strange creatures, 
  blasted into pieces in the battle.  
   
  Almarayne sits shaken, off to the side in a 
  dilapidated chair. “I do not know what to say good 
  men. I owe my life, as do many, to you all.” 
   
  She walks over to a box where she pulls out a few 
  pendants with a bright green tree emblazoned on 
  them. Her shoulders go slack for a moment and a few 
  seconds later, she turns and forces a smile.  
   
  “I would very much like you all to take these. Since 
  I was a diplomat before I was exiled I had these 
  pendants made in my country to show friend from foe. 
  These pendants are from all the lost friends I have 
  seen this last year. These pendants show you to be a 
  friend of Celene. I need a bit of fresh air.” 
   
  An awkward silence falls over the room as 
  Almarayne walks out of the town hall. 
   
  “It appears this town needs a new Mayor, captain, 
  and dockmaster. While you may have killed the slave 
  lord it appears he did succeed in creating chaos. I 
  believe this town needs me and I it.” 
   
  A guard runs through the wet streets holding up 
  his hands. “Good sirs! I have been told by my 
  commanding officer you are to come with me to The 
  Last Defense as soon as possible. 
   
  It is assumed the PCs go to The Last Defense. Read:  
   
  The Last Defense erupts into applause as news has 
  quickly spread of the destruction of the slavelord and 
  Almarayne’s rescue. Many people clamor to pat you on 
  the back and give hearty congratulations as you make 
  your way to the private room area. A few guards are 
  posted outside the room and tap the door. From 
  within, a man replies in a cold, hard voice: 
   
  “Come in.” 
   
  Inside the room is a tall, hard-looking man with 
  an olive complexion and red-brown hair clad in mud- 
  and blood-splattered clothes and chainmail. His cold, 
  grey eyes regard you without mercy or pity. He speaks 
  – his voice like a cracking whip. 
   
  “My name is Turin Deathstalker. I have just 
  returned from the hunt and have been told of your 
  part in defeating the slavelord that sought to control 
  my city. You have my thanks. 
   
  DC 15 Knowledge (local: core) check reveals that Turin is 
  an extremely skilled assassin famed for his occasional 
  solitary attacks on tribes of orcs and goblins in the Pomarj. 
  He is reputed with the single-handed destruction of several 
  entire tribes.   
   
  “You have done the Domain a great service and you 
  have my thanks. This city must not and will not fall. 
  The orcs and their allies will come no further north. I 
  will see that they are crushed; there will be no peace 
  with such foul creatures.  
   
  OPI’KEL DEFEATED, ALMARAYNE DEAD 
  Read: 
   
  The storm subsides a few hours after the guards 
  arrived at the town hall to clean up the terrible scene. 
  Most of them are horrified by the strange creatures, 
  blasted into pieces in the battle.  
   
  Almarayne is no more and the whole town seems 
  to weep as the rain continues to fall. A guard runs 
  through the wet streets holding up his hands. “Good 
  sirs! I have been told by my commanding officer you 
  are to come with me to The Last Defense as soon as 
  possible. 
   
  It is assumed the PCs go to The Last Defense. Read:  
   
  A subdued amount of applause greets you as you enter 
  The Last Defense as news has quickly spread of the 
  destruction of the slave lord. Many people give hearty 
  congratulations making your way to the private room 
  area. There are a few solemn folk around the room as 
  no doubt they are thinking of the loss of life this very 
  day, especially the revered Almarayne. A few guards are 
  posted outside the room and tap the door. From 
  within, a man replies in a cold, hard voice: 
   
  “Come in.” 
   
  Inside the room is a tall, hard-looking man with 
  an olive complexion and red-brown hair clad in mud- 
  and blood-splattered clothes and chainmail. His cold, 
  grey eyes regard you without mercy or pity. He speaks 
  – his voice like a cracking whip. 
   
  “My name is Turin Deathstalker. I have just 
  returned from the hunt and have been told of your 
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 12 
  part in defeating the slavelord that sought to control 
  my city. You have my thanks. 
   
  DC 15 Knowledge (local: core) check reveals that Turin is 
  an extremely skilled assassin famed for his occasional 
  solitary attacks on tribes of orcs and goblins in the Pomarj. 
  He is reputed with the single-handed destruction of several 
  entire tribes.   
   
  “You have done the Domain a great service and you 
  have my thanks. This city must not and will not fall. 
  The orcs and their allies will come no further north. I 
  will see that they are crushed; there will be no peace 
  with such foul creatures.  
   
  OPI’KEL VICTORIOUS 
  Read: 
   
  By the time Greyhawk’s army can return to Safeton it 
  may be too late. All anyone can hope for is that the 
  remaining citizens of Safeton can get out before they 
  are either put into slave camps or killed by the new 
  slavelord. Perhaps Safeton’s last, best hope is it 
  governer, Turin Deathstalker. Where is he, however, 
  no one knows. 
   
  DC 15 Knowledge (local: core) check reveals that Turin is 
  an extremely skilled assassin famed for his occasional 
  solitary attacks on tribes of orcs and goblins in the Pomarj. 
  He is reputed with the single-handed destruction of several 
  entire tribes.   
   
  The PCs receive none of the AR awards, if they fail. 
   
  The End 
   
  CAMPAIGN CONSEQUENCES 
  Thank you for playing. Please email the author at 
  timsech@hotmail.com with these results. 
  • 
  Did the PCs rescue Ayissa?  
  • 
  Did the PCs defeat the creatures in the warehouse? 
  • 
  Did the PCs find Lucian? 
  • 
  Did the PCs kill Captain Bowgard? 
  • 
  Was the Mayor saved? 
  • 
  Did Almarayne die? 
  • 
  Did the PCs kill Opi’Kel? 
   
   
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 13 
  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: The Shadows Strike 
  Defeat the shadows/serpentir 
   
   
  APL 4  
   120 XP 
  APL 6  
   180 XP 
  APL 8  
   240 XP 
  APL 10 
   300 XP 
  APL 12 
   360 XP 
   
  4: The Warehouse of Insanity 
  Defeat Opi’Kel’s creatures  
   
   
  APL 4  
   120 XP 
  APL 6  
   180 XP 
  APL 8  
   240 XP 
  APL 10 
   300 XP 
  APL 12 
   360 XP 
   
  7: The Final Battle 
  Defeat the minions 
   
   
  APL 4  
   150 XP 
  APL 6  
   210 XP 
  APL 8  
   240 XP 
  APL 10 
   270 XP 
  APL 12 
   300 XP 
   
  7: The Final Battle 
  Defeat Opi’Kel 
   
   
  APL 4  
   180 XP 
  APL 6  
   240 XP 
  APL 8  
   300 XP 
  APL 10 
   360 XP 
  APL 12 
   420 XP 
   
  Story Award 
  Saving Ayissa 
   
   
  APL 4  
   45 XP 
  APL 6  
   60 XP 
  APL 8  
   70 XP 
  APL 10 
   90 XP 
  APL 12 
   105 XP 
   
  Story Award 
  Saving the mayor  
   
  APL 4  
   45 XP 
  APL 6  
   60 XP 
  APL 8  
   70 XP 
  APL 10 
   90 XP 
  APL 12 
   105 XP 
  Story Award 
  Saving Almarayne and stopping Opi’kel 
   
   
  APL 4  
   45 XP 
  APL 6  
   60 XP 
  APL 8  
   70 XP 
  APL 10 
   90 XP 
  APL 12 
   105 XP 
   
  Total Maximum Experience  
   
  APL 4  
   675 XP 
  APL 6  
   900 XP 
  APL 8  
   1,125 XP 
  APL 10 
   1,350 XP 
  APL 12 
   1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, usually 
  finding it in the possession of their foes. Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s 
  treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes per 
  every 5 enemies, and if the characters cannot take the time 
  to loot the bodies, they do not gain this gold. If you feel it is 
  reasonable that characters can go back to loot the bodies, 
  and those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, and 
  so on), characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece value for the 
  loot is subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it. Other times they may attempt to use 
  the item blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  5: Lasho’s Shop  
   
  All APLs: Coin 50 gp; Magic hat of disguise (150 gp); bag 
  of holding type II (416 gp); Total 566 gp. 
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 14 
   
  7: The Final Battle 
   
  APL 4: Loot 0 gp: Magic hand of the mage (75 gp); brooch 
  of shielding (125 gp), scroll of magic missile (2 gp), scroll of 
  scorching ray (13 gp); Total 215 gp. 
   
  APL 6: Loot 0 gp: Magic scroll of glitterdust (31 gp), scroll 
  of fireball (31 gp), vest of resistance +1 (83 gp), anklet of 
  translocation (117 gp), hand of the mage (75 gp); brooch of 
  shielding (125 gp), arcanist’s gloves (42 gp), Total 504 gp. 
   
  APL 8: Loot 0 gp: Magic scroll of fireball (31 gp), scroll of 
  enervation (58 gp), anklet of translocation (117 gp), hand of the 
  mage (75 gp); brooch of shielding (125 gp), arcanist’s gloves (42 
  gp), vest of resistance +2 (333 gp), headband of intellect +2 (333 
  gp), gauntlets of ogre power (333 gp); Total 1,447 gp. 
   
  APL 10: Loot  0 gp: Magic scroll of cone of cold (94 gp); 
  scroll of feeblemind (94 gp) boots of levitation (625 gp), brooch of 
  shielding (125 gp), arcanist’s gloves (42 gp), vest of resistance +2 
  (333 gp), headband of intellect +4 (1,333 gp), ring of protection +2 
  (667 gp) gauntlets of ogre power (333 gp), cloak of thorns (2167 
  gp); Total 5,813 gp. 
   
  APL 12: Loot  0 gp: Magic iridescent ioun stone (1,500 
  gp), scroll of acid fog (138 gp), scroll of chain lightning (138 gp), 
  boots of levitation (625 gp), brooch of shielding (125 gp), 
  arcanist’s gloves (42 gp), vest of resistance +3 (750 gp), headband 
  of intellect +4 (1,333 gp), ring of protection +3 (1,500 gp) circlet of 
  mages (417 gp), gauntlets of ogre power (333 gp), cloak of thorns 
  (2167 gp); Total 7,118 gp. 
   
  Total Possible Treasure 
  APL 4: Coin 50 gp; Magic 781gp; Total: 831 gp. 
   
  APL 6: Coin 50 gp; Magic 1,070 gp; Total: 1,120 gp. 
   
  APL 8: Coin 50 gp; Magic 1,503 gp; Total: 1,553 gp. 
   
  APL 10: Coin 50 gp; Magic 6,379 gp; Total: 6,429 gp. 
   
  APL 12: Coin 50 gp; Magic 7,684 gp; Total: 7,734 gp. 
   
  Treasure Cap 
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
   
  APL 12: 3,300 gp 
   
  ITEM ACCESS 
  APL 4 
  Hand of the mage (Adventure: DMG) 
  Brooch of shielding (Adventure; DMG) 
  Bag of holding type III (Adventure; DMG)  
  Hat of disguise (Adventure; DMG)  
   
  APL 6 (all of APL 4 plus the following)  
  Anklet of translocation (Adventure; Magic Item Compendium)  
  Arcanist’s gloves  (Adventure; Magic Item Compendium)  
   
  APL 10 (all of APLs 4-8 plus the following)  
  Cloak of thorns (Adventure; Magic Item Compendium) 
  Boots of levitation (Adventure; DMG)  
  Scroll of cone of cold (Adventure; DMG)  
  Scroll of feeblemind (Adventure; DMG)  
   
  APL 12 (all of APLs 4-10 plus the following)  
  Circlet of mages (Adventure; Magic Item Compendium) 
  Iridescent ioun stone (Adventure; DMG)  
  Scroll of acid fog (Adventure; DMG)  
  Scroll of chain lightning (Adventure; DMG) 
   
  ADVENTURE RECORD ITEMS 
  �Pendant of Celene: This pendant is resplendent in its 
  quality. A bright green tree with a large brown trunk seems 
  to jump off it. When the pendant is worn openly any elf 
  from Celene is initially considered friendly toward the 
  wearer. The pendant also allows safe passage near the 
  borders of Celene at any time.  
   
  �Heroes of Safeton: Greyhawk City is proud to award 
  this title to you to give all its citizens hope that there are 
  still good folk in the world. While in Greyhawk City any 
  lifestyle cost the PC has is picked up by the city. This means 
  the PC can choose any lifestyle while in Greyhawk City and 
  it will be free. This favor lasts for one year from the date on 
  the AR. If during this time the PC is convicted of any crime 
  in the Domain, they lose this favor. This favor does not pay 
  any fines incurred by the PC. 
    
  �Greyhawk Informant: Staying true to one’s word is 
  having confidence about your beliefs. Greyhawk officials 
  award you for first having warned them about the vile plans 
  of Opi’Kel and now defeating this foul slavelord. In thanks, 
  they offer to lend you – four times only – a non-consumable 
  magic item if your adventure is set in the Domain of 
  Greyhawk. The item must be picked from the DMG. If you 
  ever lose or break an item you borrowed, this favor 
  immediately ends. 
   
  Items Borrowed: ���� 
   
  Additionally, if you are investigating a crime in 
  Greyhawk City the city provides you with a free 
  (nontransferable) weapon permit allowing you to carry and 
  use normally illegal weapons within the city walls. This 
  final part of the favor has no expiration date.  
   
  If you are convicted of a serious crime, however, such 
  as murder, you lose all benefits of this favor.  
    
  �Thanks of the Deathstalker: You saved Safeton from 
  the malign plots of the slavelord Opi’Kel and Turin 
  Deathstalker, governor of Safeton is thankful. While he 
  gives you no gifts now, he might be predisposed to help you 
  in the future. If you are a half-orc or kobold you cannot gain 
  this favor – Turin hates all such creatures. 
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 15 
  APPENDIX 1: ALL APLS 
   
  CAPTAIN BOWGARD 
  CR 6 
  Male human fighter 6 
  LE Medium humanoid (human) 
  Init +5; Senses Listen +1, Spot +1 
  Languages Common 
  AC 16, touch 11, flat-footed 15; Dodge 
   
  (+1 Dex, +5 armor) 
  hp 52 (6 HD)  
  Fort +7, Ref +3, Will +5 
  Speed 30 ft. (6 squares) 
  Melee +1 longsword +11/+6 (1d8+6) 
  Base Atk +6; Grp +9 
  Atk Options Blind-Fight, Combat Reflexes 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8 
  Feats Blind-Fight, Combat Reflexes, Dodge, Improved 
  Initiative, Iron Will, Quick Draw, Weapon Focus 
  (longsword), Weapon Specialization (longsword) 
  Skills Bluff +1, Diplomacy +1, Handle Animal +0, 
  Intimidate +8, Ride +10 
  Possessions +1 longsword, +1 chain shirt, dagger 
   
  ALMARAYNE 
  CR 4 
  Female elf aristocrat 5 
  CG Medium humanoid (elf) 
  Init +1; Senses Listen +6, Spot +6 
  Languages Common, Elf, Halfling, Gnome 
  AC 11, touch 11, flat-footed 10 
   
  (+1 Dex) 
  hp 28 (5 HD)  
  Fort +1, Ref +2, Will +5 
  Speed 30 ft. (6 squares) 
  Melee none 
  Base Atk +3; Grp +2 
  Abilities Str 8, Dex 12, Con 10, Int 14, Wis 13, Cha 16 
  Feats Negotiator, Skill Focus (Diplomacy) 
  Skills Bluff +1, Diplomacy +13, Forgery +1, Gather 
  Information +4, Knowledge (local: core) +4, Knowledge 
  (history) +5, Knowledge (geography) +1, Knowledge 
  (nobility and royalty) +4, Listen +6, Sense Motive +10, 
  Spot +6  
  Possessions burlap sack filled with a few coins. 
   
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 16 
  APL 4 
  2: THE SHADOWS STRIKE 
  SERPENTIR* 
  CR 4 
  *Monster Manual V 158 
  CE Large undead 
  Init +9; Senses all-around vision, darkvision 60 ft., sense 
  emotions 60 ft., Listen +10, Spot +10 
  Languages understands creator’s orders 
  AC 15, touch 14, flat-footed 10; Dodge, Mobility 
   
  (-1 size, +5 Dex, +1 natural) 
  hp 52 (8 HD); DR 5/bludgeoning 
  Immune cold, flanking, mind-affecting, poison, sleep, 
  paralysis, stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, damage 
  to physical ability scores, fatigue and exhaustion 
  Resist stability 
  Fort +2, Ref +7, Will +9  
  Speed 50 ft. (10 squares), climb 20 ft.  
  Melee 4 claws +5 each (1d6+2)  
  Space 10 ft.; Reach 5 ft.  
  Base Atk +4; Grp +10 
  Atk Options improved grab, churning ribs 
  Abilities Str 14, Dex 20, Con -, Int 4, Wis 16, Cha 11.  
  SA dual actions 
  SQ undead traits 
  Feats Dodge, Improved Initiative, Mobility  
  Skills Climb +10, Hide +12, Jump +10, Listen +10, Move 
  Silently +15, Search +1, Spot +10  
  All-Around Vision (Ex) A serpentir’s two heads allow it to 
  look in any direction, providing a +4 racial bonus on 
  Spot and Search checks. Opponents gain no benefit 
  when flanking a serpentir. 
  Sense Emotions (Su) This ability functions like 
  blindsense, except that a serpentir can detect only the 
  presence and positions of living creatures. 
  Stability (Ex) A serpentir has better than average footing 
  and leverage. It gains a +4 bonus on ability checks 
  made to resist being bull rushed or tripped when 
  standing on the ground (but not when climbing, flying, 
  or otherwise not standing firmly on the ground). 
  Dual Actions (Ex) A serpentir’s two independent heads 
  allow it to take two rounds’ worth of action in any given 
  round, as if it were two creatures. Thus, a serpentir can 
  use two standard actions and two move actions, two 
  full-round actions and two 5-foot steps, or some other 
  combination.  
  Improved Grab (Ex) To use this ability, a serpentir must 
  hit an opponent of up to Medium size with two or more 
  claw attacks. It can then attempt to start a grapple as a 
  free action without provoking attacks of opportunity. 
   
  A grappled opponent can be drawn into the 
  serpentir’s churning ribs as a free action. 
  Churning Ribs (Ex) A serpentir’s elongated torso of 
  prehensile ribs can chew creatures to pieces. Any 
  Medium or smaller opponent successfully grappled by 
  a serpentir can be drawn into the churning ribs as a 
  free action. When this occurs, the serpentir is no longer 
  considered to be grappling and can act and move 
  normally, dragging the creature with it as it goes. 
   
  Opponents in the churning ribs remain grappled until 
  they succeed on a grapple check against the serpentir, 
  allowing them to claw their way free. A creature within 
  the churning ribs takes 2d6 points of piercing damage 
  at the beginning of each of the serpentir’s turns. 
  Skills Serpentirs have a +4 racial bonus on Listen checks 
  and a +8 racial bonus on Hide, Move Silently, and 
  Climb checks, even if rushed or threatened. Serpentirs 
  use either their Strength or Dexterity modifier for Climb 
  checks, whichever his higher. 
   
  7: THE FINAL BATTLE 
  KIGRID* 
  CR 5 
  *Lords of Madness 155 
  NE Medium Aberration 
  Init +1; Senses darkvision 60 ft., scent; Listen +8, Spot +8 
  Languages Undercommon 
  AC 19, touch 11, flat-footed 18 
   
  (+1 Dex, +8 natural) 
  hp 61 (9 HD)  
  Fort +5, Ref +4, Will +7 
  Speed 40 ft. (8 squares); Run 
  Melee bite +10 (1d6+4) or  
  Melee bite +10 (1d6+4) and  
   
  2 claws each +8 (1d6+2) 
  Base Atk +6; Grp +10 
  Atk Options improved grab, poison, rake 1d6+2 
  Psionics (CL 5th) 
   
  3/day—blink, daze monster (DC 12), detect thoughts 
  (DC 12) 
  Abilities Str 18, Dex 13, Con 14, Int 7, Wis 12, Cha 11 
  Feats Multiattack, Run, Toughness, Track 
  Skills Climb +7, Hide +8, Jump +12, Listen +8, Move 
  Silently +5, Spot +8, Survival +9 
  Improved Grab (Ex) To use this ability, a kigrid must hit 
  with its bite attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it wins the grapple check it establishes a 
  hold and makes two rake attacks against its foe.  
  Poison (Ex) Injury, Fortitude DC 16 initial and secondary 
  damage 1d4 Dex. A kigrid delivers its poison only with 
  its rake special attack (it has poison spurs near its rear 
  claws). The save DC is Constitution based.  
  Rake (Ex) Attack bonus +10, damage 1d6+2 plus poison 
  (see above). A kigrid makes two rake attacks when it 
  attacks a grappled opponent.  
  Skills Kigrids have a +4 racial bonus on Hide, Listen, 
  Move Silently, and Spot checks, and a +8 racial bonus 
  on Jump and Survival checks.  
   
  OPI’KEL 
  CR 6 
  Female half-illithid*/hobgoblin wizard 3 
  *Fiend Folio 90 
  CE Medium humanoid (half-illithid) 
  Init +2; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Common, Draconic, Elven, Goblin, Orc, 
  Undercommon, telepathy 100 ft. 
  AC 16, touch 12, flat-footed 14 
   
  (+2 Dex, +4 armor) 
  hp 24 (3 HD)  
  SR 13 
  Fort +5, Ref +3, Will +5  
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 17 
  Speed 30 ft. (6 squares)  
  Melee 4 tentacles +3 (1d4+1)  
  Ranged touch spell +3  
  Base Atk +1; Grp +2 
  Atk Options improved grab, extract  
  Special Actions mind blast, psionics 
  Combat Gear brooch of shielding, scroll of magic missile, 
  scroll of scorching ray 
  Wizard Spells Prepared (CL 3rd): 
   
  2nd—mirror image, glitterdust (DC 15) 
   
  1st—color spray (DC 15), magic missile, mage 
  armor� 
   
  0—acid splash (2) (DC 14), detect magic, mending 
  � Already cast 
  Psionics (CL 8th) 
   
  3/day—detect thoughts (DC 16), suggestion (DC 17)  
  Abilities Str 12, Dex 15, Con 14, Int 19, Wis 14, Cha 12  
  Feats Great Fortitude, Scribe Scroll, Weapon Focus 
  (tentacle) 
  Skills Concentration +8, Knowledge (arcana) +6, 
  Knowledge (dungeoneering) +8, Knowledge (local: 
  core) +6, Knowledge (religion) +6, Knowledge (the 
  planes) +6, Intimidate +4, Spellcraft +10  
  SQ summon familiar 
  Possessions combat gear plus dagger, hand of the mage  
  Telepathy (Su) Opi-Kel can communicate with any 
  creature within 100 feet that has a language. 
  Improved Grab (Ex) If Opi-Kel hits an opponent that is its 
  own size or smaller with a tentacle attack, it deals 
  normal damage and attempts to start a grapple as a 
  free action without provoking an attack of opportunity. If 
  it gets a hold, it attaches the tentacle to the opponent’s 
  head. After a successful grab, Opi-Kel can try to attach 
  its remaining tentacles with a single grapple check. The 
  opponent can escape with a single successful grapple 
  check or Escape Artist check, but Opi-Kel gets a +2 
  circumstance bonus for every tentacle that was 
  attached at the beginning of the opponent’s turn. 
  Extract (Ex) If Opi-Kel successfully maintains his hold 
  with all four tentacles for 1 full round he automatically 
  extracts the opponent’s brain at the beginning of his 
  next turn, instantly killing that creature. 
  Mind Blast (Sp) Opi-Kel can use this attack once per day. 
  It is a cone 40 feet long. Anyone caught in this cone 
  must succeed on a Will save (DC 15) or be stunned for 
  1d4 rounds. 
   
   
   
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 18 
  APL 6
  2: THE SHADOWS STRIKE 
  SERPENTIR* 
  CR 4 
  *Monster Manual V 158 
  CE Large undead 
  Init +9; Senses all-around vision, darkvision 60 ft., sense 
  emotions 60 ft., Listen +10, Spot +10 
  Languages understands creator’s orders 
  AC 15, touch 14, flat-footed 10; Dodge, Mobility 
   
  (-1 size, +5 Dex, +1 natural) 
  hp 52 (8 HD); DR 5/bludgeoning 
  Immune cold, flanking, mind-affecting, poison, sleep, 
  paralysis, stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, damage 
  to physical ability scores, fatigue and exhaustion 
  Resist stability 
  Fort +2, Ref +7, Will +9  
  Speed 50 ft. (10 squares), climb 20 ft.  
  Melee 4 claws +5 each (1d6+2)  
  Space 10 ft.; Reach 5 ft.  
  Base Atk +4; Grp +10 
  Atk Options improved grab, churning ribs 
  Abilities Str 14, Dex 20, Con -, Int 4, Wis 16, Cha 11.  
  SA dual actions 
  SQ undead traits 
  Feats Dodge, Improved Initiative, Mobility  
  Skills Climb +10, Hide +12, Jump +10, Listen +10, Move 
  Silently +15, Search +1, Spot +10  
  All-Around Vision (Ex) A serpentir’s two heads allow it to 
  look in any direction, providing a +4 racial bonus on 
  Spot and Search checks. Opponents gain no benefit 
  when flanking a serpentir. 
  Sense Emotions (Su) This ability functions like 
  blindsense, except that a serpentir can detect only the 
  presence and positions of living creatures. 
  Stability (Ex) A serpentir has better than average footing 
  and leverage. It gains a +4 bonus on ability checks 
  made to resist being bull rushed or tripped when 
  standing on the ground (but not when climbing, flying, 
  or otherwise not standing firmly on the ground). 
  Dual Actions (Ex) A serpentir’s two independent heads 
  allow it to take two rounds’ worth of action in any given 
  round, as if it were two creatures. Thus, a serpentir can 
  use two standard actions and two move actions, two 
  full-round actions and two 5-foot steps, or some other 
  combination.  
  Improved Grab (Ex) To use this ability, a serpentir must 
  hit an opponent of up to Medium size with two or more 
  claw attacks. It can then attempt to start a grapple as a 
  free action without provoking attacks of opportunity. 
   
  A grappled opponent can be drawn into the 
  serpentir’s churning ribs as a free action. 
  Churning Ribs (Ex) A serpentir’s elongated torso of 
  prehensile ribs can chew creatures to pieces. Any 
  Medium or smaller opponent successfully grappled by 
  a serpentir can be drawn into the churning ribs as a 
  free action. When this occurs, the serpentir is no longer 
  considered to be grappling and can act and move 
  normally, dragging the creature with it as it goes. 
   
  Opponents in the churning ribs remain grappled until 
  they succeed on a grapple check against the serpentir, 
  allowing them to claw their way free. A creature within 
  the churning ribs takes 2d6 points of piercing damage 
  at the beginning of each of the serpentir’s turns. 
  Skills Serpentirs have a +4 racial bonus on Listen checks 
  and a +8 racial bonus on Hide, Move Silently, and 
  Climb checks, even if rushed or threatened. Serpentirs 
  use either their Strength or Dexterity modifier for Climb 
  checks, whichever his higher. 
   
  7: THE FINAL BATTLE 
  KIGRID* 
  CR 5 
  *Lords of Madness 155 
  NE Medium Aberration 
  Init +1; Senses darkvision 60 ft., scent; Listen +8, Spot +8 
  Languages Undercommon 
  AC 19, touch 11, flat-footed 18 
   
  (+1 Dex, +8 natural) 
  hp 61 (9 HD)  
  Fort +5, Ref +4, Will +7 
  Speed 40 ft. (8 squares); Run 
  Melee bite +10 (1d6+4) or  
  Melee bite +10 (1d6+4) and  
   
  2 claws each +8 (1d6+2) 
  Base Atk +6; Grp +10 
  Atk Options improved grab, poison, rake 1d6+2 
  Psionics (CL 5th) 
   
  3/day—blink, daze monster (DC 12), detect thoughts 
  (DC 12) 
  Abilities Str 18, Dex 13, Con 14, Int 7, Wis 12, Cha 11 
  Feats Multiattack, Run, Toughness, Track 
  Skills Climb +7, Hide +8, Jump +12, Listen +8, Move 
  Silently +5, Spot +8, Survival +9 
  Improved Grab (Ex) To use this ability, a kigrid must hit 
  with its bite attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it wins the grapple check it establishes a 
  hold and makes two rake attacks against its foe.  
  Poison (Ex) Injury, Fortitude DC 16 initial and secondary 
  damage 1d4 Dex. A kigrid delivers its poison only with 
  its rake special attack (it has poison spurs near its rear 
  claws). The save DC is Constitution based.  
  Rake (Ex) Attack bonus +10, damage 1d6+2 plus poison 
  (see above). A kigrid makes two rake attacks when it 
  attacks a grappled opponent.  
  Skills Kigrids have a +4 racial bonus on Hide, Listen, 
  Move Silently, and Spot checks, and a +8 racial bonus 
  on Jump and Survival checks.  
   
  OPI’KEL 
  CR 8 
  Female half-illithid*/hobgoblin wizard 5 
  *Fiend Folio 90 
  CE Medium humanoid (half-illithid) 
  Init +2; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Common, Draconic, Elven, Goblin, Orc, 
  Undercommon, telepathy 100 ft.   
  AC 20, touch 12, flat-footed 18 
   
  (+2 Dex, +4 armor, +4 shield) 
  hp 38 (5 HD)  
  SR 15 
  Fort +6, Ref +4, Will +7  
  Speed 30 ft. (6 squares)  
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 19 
  Melee 4 tentacles +4 (1d4+1)  
  Ranged touch spell +4  
  Base Atk +2; Grp +3 
  Atk Options extract, improved grab  
  Special Actions Sudden Still, mind blast 
  Combat Gear anklet of translocation, arcanist’s gloves, 
  brooch of shielding, scroll of glitterdust, scroll of fireball 
  Wizard Spells Prepared (CL 5th): 
   
  3rd—displacement, magic circle against good� 
   
  2nd— glitterdust (DC 17), mirror image, Tasha’s 
  hideous laughter (DC 17) 
   
  1st— burning hands (DC 16), color spray (DC 16), 
  magic missile, mage armor�, shield�  
   
  0— acid splash (2) (DC 15), detect magic, mending 
  � Already cast 
  Psionics (CL 8th) 
   
  3/day—detect thoughts (DC 17), levitate suggestion 
  (DC 18)  
  Abilities Str 12, Dex 15, Con 14, Int 20, Wis 14, Cha 12  
  Feats Great Fortitude Scribe Scroll, Sudden Still, Weapon 
  Focus (tentacle)  
  Skills Concentration +10, Knowledge (arcana) +9, 
  Knowledge (dungeoneering) +10, Knowledge (local: 
  core) +9, Knowledge (nature) +6, Knowledge (religion) 
  +9, Knowledge (the planes) +9, Intimidate +4, Spellcraft 
  +13  
  SQ summon familiar 
  Possessions combat gear plus vest of resistance +1, 
  hand of the mage  
  Telepathy (Su) Opi-Kel can communicate with any 
  creature within 100 feet that has a language. 
  Improved Grab (Ex) If Opi-Kel hits an opponent that is its 
  own size or smaller with a tentacle attack, it deals 
  normal damage and attempts to start a grapple as a 
  free action without provoking an attack of opportunity. If 
  it gets a hold, it attaches the tentacle to the opponent’s 
  head. After a successful grab, Opi-Kel can try to attach 
  its remaining tentacles with a single grapple check. The 
  opponent can escape with a single successful grapple 
  check or Escape Artist check, but Opi-Kel gets a +2 
  circumstance bonus for every tentacle that was 
  attached at the beginning of the opponent’s turn. 
  Extract (Ex) If Opi-Kel successfully maintains his hold 
  with all four tentacles for 1 full round he automatically 
  extracts the opponent’s brain at the beginning of his 
  next turn, instantly killing that creature. 
  Mind Blast (Sp) Opi-Kel can use this attack once per day. 
  It is a cone 40 feet long. Anyone caught in this cone 
  must succeed on a Will save (DC 15) or be stunned for 
  1d4 rounds. 
   
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 20 
  APL 8
  7: THE FINAL BATTLE 
  KIGRID* 
  CR 5 
  *Lords of Madness 155 
  NE Medium Aberration 
  Init +1; Senses darkvision 60 ft., scent; Listen +8, Spot +8 
  Languages Undercommon 
  AC 19, touch 11, flat-footed 18 
   
  (+1 Dex, +8 natural) 
  hp 61 (9 HD)  
  Fort +5, Ref +4, Will +7 
  Speed 40 ft. (8 squares); Run 
  Melee bite +10 (1d6+4) or  
  Melee bite +10 (1d6+4) and  
   
  2 claws each +8 (1d6+2) 
  Base Atk +6; Grp +10 
  Atk Options improved grab, poison, rake 1d6+2 
  Psionics (CL 5th) 
   
  3/day—blink, daze monster (DC 12), detect thoughts 
  (DC 12) 
  Abilities Str 18, Dex 13, Con 14, Int 7, Wis 12, Cha 11 
  Feats Multiattack, Run, Toughness, Track 
  Skills Climb +7, Hide +8, Jump +12, Listen +8, Move 
  Silently +5, Spot +8, Survival +9 
  Improved Grab (Ex) To use this ability, a kigrid must hit 
  with its bite attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it wins the grapple check it establishes a 
  hold and makes two rake attacks against its foe.  
  Poison (Ex) Injury, Fortitude DC 16 initial and secondary 
  damage 1d4 Dex. A kigrid delivers its poison only with 
  its rake special attack (it has poison spurs near its rear 
  claws). The save DC is Constitution based.  
  Rake (Ex) Attack bonus +10, damage 1d6+2 plus poison 
  (see above). A kigrid makes two rake attacks when it 
  attacks a grappled opponent.  
  Skills Kigrids have a +4 racial bonus on Hide, Listen, 
  Move Silently, and Spot checks, and a +8 racial bonus 
  on Jump and Survival checks.  
   
  EMBRAC* 
  CR 7 
  *Lords of Madness 155 
  NE Large Aberration 
  Init -1; Senses darkvision 60 ft., Spot +8 
  AC 15, touch 8, flat-footed 15 
   
  (-1 size, -1 Dex, +7 natural) 
  hp 71 (11 HD)  
  Fort +7, Ref +2, Will +10 
  Speed 20 ft. (4 squares) 
  Melee tentacle +11 (2d4+4 plus poison) or  
  Melee 4 tentacles each +11 (2d4+4 plus poison) and bite 
  +9 (2d6+2) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +8; Grp +16 
  Atk Options Power Attack, constrict, improved grab, 
  poison, rake 
  Psionics (CL 7th)  
   
  3/day—crushing despair (DC 13), deep slumber (DC 
  12), sound burst (DC 11)  
   
  1/day—displacement 
  Abilities Str 18, Dex 8, Con 15, Int 4, Wis 13, Cha 9 
  Feats Great Fortitude, Iron Will, Multiattack, Power Attack 
  Skills Hide +2 (+6 underground), Spot +8 
  Constrict (Ex) An embrac deals 2d4+6 points of damage 
  with a successful grapple check. 
  Improved Grab (Ex) To use this ability, an embrac must 
  hit with its tentacle attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check it establishes a 
  hold and can deal constrict damage.  
  Poison (Ex) Injury, Fortitude DC 17 initial and secondary 
  damage 1d4 Str. The save DC is Constitution based.  
  Rake (Ex) Attack bonus +10, damage 1d6+2 plus poison 
  (see above). A kigrid makes two rake attacks when it 
  attacks a grappled opponent.  
  Skills An embrac has a +4 racial bonus on Hide checks in 
  underground or rocky areas, due to its coloration.  
   
  OPI’KEL 
  CR 10 
  Female half-illithid*/hobgoblin wizard 7 
  *Fiend Folio 90 
  CE Medium humanoid (half-Illithid) 
  Init +2; Senses Darkvision 60 ft.; Listen +2, Spot +2 
  Languages Common, Draconic, Elven, Goblin, Orc, 
  Undercommon, telepathy 100 ft. 
  AC 20, touch 12, flat-footed 18 
   
  (+2 Dex, +4 shield, +4 armor) 
  hp 64 (76 with false life) (7 HD)  
  Resist 20 fire; SR 17 
  Fort +8, Ref +6, Will +9  
  Speed 30 ft. (6 squares)  
  Melee 4 tentacles +6 (1d4+2)  
  Ranged touch spell +5  
  Base Atk +3; Grp +5 
  Atk Options extract, improved grab  
  Special Actions Sudden Still, mind blast, 
  Combat Gear anklet of translocation, brooch of shielding, 
  scroll of fireball, scroll of enervation 
  Wizard Spells Prepared (CL 7th): 
   
  4th—fire shield�, greater invisibility�  
   
  3rd—displacement, lightning bolt (DC 19), magic 
  circle against good�  
   
  2nd—false life�, glitterdust (DC 18), mirror image, 
  resist energy�, Tasha’s hideous laughter (DC 18)  
   
  1st—burning hands (DC 17), color spray (DC 17), 
  magic missile, mage armor�, ray of enfeeblement, 
  shield�  
   
  0— acid splash (2) (DC 16), detect magic, mending 
  � Already cast 
  Psionics (CL 8th) 
   
  3/day—detect thoughts (DC 18), levitate suggestion 
  (DC 19)  
   
  1/day—charm monster (DC 20)  
  Abilities Str 14, Dex 15, Con 14, Int 22, Wis 14, Cha 12.  
  Feats Combat Casting, Great Fortitude, Scribe Scroll, 
  Sudden Still*, Weapon Focus (tentacle)  
  Skills Concentration +12, Knowledge (arcana) +10, 
  Knowledge (dungeoneering) +16, Knowledge (local: 
  core) +10, Knowledge (nature) +7, Knowledge (religion) 
  +10, Knowledge (the planes) +11, Intimidate +6, 
  Spellcraft +16  
  SQ summon familiar 
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 21 
  Possessions combat gear plus headband of intellect +2, 
  gauntlets of ogre power, vest of resistance +2, hand of 
  the mage  
  Telepathy (Su) Opi-Kel can communicate with any 
  creature within 100 feet that has a language. 
  Improved Grab (Ex) If Opi-Kel hits an opponent that is its 
  own size or smaller with a tentacle attack, it deals 
  normal damage and attempts to start a grapple as a 
  free action without provoking an attack of opportunity. If 
  it gets a hold, it attaches the tentacle to the opponent’s 
  head. After a successful grab, Opi-Kel can try to attach 
  its remaining tentacles with a single grapple check. The 
  opponent can escape with a single successful grapple 
  check or Escape Artist check, but Opi-Kel gets a +2 
  circumstance bonus for every tentacle that was 
  attached at the beginning of the opponent’s turn. 
  Extract (Ex) If Opi-Kel successfully maintains his hold 
  with all four tentacles for 1 full round he automatically 
  extracts the opponent’s brain at the beginning of his 
  next turn, instantly killing that creature. 
  Mind Blast (Sp) Opi-Kel can use this attack once per day. 
  It is a cone 40 feet long. Anyone caught in this cone 
  must succeed on a Will save (DC 15) or be stunned for 
  1d4 rounds. 
   
   
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 22 
  APL 10
  4: THE WAREHOUSE OF INSANITY 
  BALHANNOTH 
  CR 10 
  Monster Manual IV 16 
  CN Large aberration 
  Init +7; Senses blind, dweomersight 120 ft. Listen +6 
  Languages – 
  Aura dimensional lock 
  AC 21, touch 12, flat-footed 18 
   
  (-1 size, +3 Dex, +9 natural) 
  hp 147 (14 HD); DR 15/magic 
  Immune gaze attacks, illusions, visual effects 
  SR 18 
  Fort +10, Ref +9, Will +12  
  Speed 50 ft. (10 squares), climb 50 ft.  
  Melee 2 slams +18 each (2d6+9/19-20) and  
   
  bite +13 (1d8+4) 
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacles)  
  Base Atk +10; Grp +23 
  Atk Options Power Attack, antimagic grapple, constrict, 
  improved grab, magic strike 
  Abilities Str 28, Dex 17, Con 23, Int 3, Wis 12, Cha 8.  
  SQ camouflage 
  Feats Improved Critical (slam), Improved Initiative, Iron 
  Will, Lightning Reflexes, Power Attack  
  Skills Climb +17, Hide +16, Jump +17, Listen +6, Move 
  Silently +13 
  Dweomersight (Su) A balhannoth can sense the 
  presence and position of magic auras within 120 feet of 
  itself, and knows the strength and school of each one. 
  It can pinpoint the location of any creature with ongoing 
  spells cast on it, carrying magic items, or otherwise 
  using magic, and it can notice anything within the area 
  of a magic effect (including its own dimensional lock 
  aura). This otherwise functions like blindsense.  
  Dimensional Lock (Su) As the dimensional lock spell, 20-
  foot radius centered on the balhannoth, CL 10th. This 
  effect moves with the creature. 
  Antimagic Grapple (Su): When a balhannoth grapples an 
  opponent, all the magical properties of that opponent’s 
  magic items are suppressed. In addition, a creature 
  grappled by a balhannoth cannot cast spells or use 
  spell-like 
  abilities. 
  A 
  balhannoth 
  automatically 
  suppresses magic items by holding or wearing them.  
  Constrict (Ex) A balhannoth deals 1d8 points of damage 
  with a successful grapple check, in addition to damage 
  from its slam attack.  
  Improved Grab (Ex) To use this ability, a balhannoth 
  must hit an opponent of up to Large size with a slam 
  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 
  constrict.  
  Camouflage (Ex) A balhannoth’s skin changes color to 
  match its surroundings. As a result, a balhannoth can 
  use the Hide skill in any sort of natural terrain.  
  Skills A balhannoth has a +15 racial bonus on Hide 
  checks due to its camouflage ability. It has a+8 racial 
  bonus on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or threatened.  
  7: THE FINAL BATTLE 
  EMBRAC* 
  CR 7 
  *Lords of Madness 155 
  NE Large Aberration 
  Init -1; Senses darkvision 60 ft., Spot +8 
  AC 15, touch 8, flat-footed 15 
   
  (-1 size, -1 Dex, +7 natural) 
  hp 71 (11 HD)  
  Fort +7, Ref +2, Will +10 
  Speed 20 ft. (4 squares) 
  Melee tentacle +11 (2d4+4 plus poison) or  
  Melee 4 tentacles each +11 (2d4+4 plus poison) and bite 
  +9 (2d6+2) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +8; Grp +16 
  Atk Options Power Attack, constrict, improved grab, 
  poison, rake 
  Psionics (CL 7th)  
   
  3/day—crushing despair (DC 13), deep slumber (DC 
  12), sound burst (DC 11)  
   
  1/day—displacement 
  Abilities Str 18, Dex 8, Con 15, Int 4, Wis 13, Cha 9 
  Feats Great Fortitude, Iron Will, Multiattack, Power Attack 
  Skills Hide +2 (+6 underground), Spot +8 
  Constrict (Ex) An embrac deals 2d4+6 points of damage 
  with a successful grapple check. 
  Improved Grab (Ex) To use this ability, an embrac must 
  hit with its tentacle attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check it establishes a 
  hold and can deal constrict damage.  
  Poison (Ex) Injury, Fortitude DC 17 initial and secondary 
  damage 1d4 Str. The save DC is Constitution based.  
  Rake (Ex) Attack bonus +10, damage 1d6+2 plus poison 
  (see above). A kigrid makes two rake attacks when it 
  attacks a grappled opponent.  
  Skills An embrac has a +4 racial bonus on Hide checks in 
  underground or rocky areas, due to its coloration.   
   
  OPI’KEL 
  CR 12 
  Female half-illithid*/hobgoblin wizard 9 
  *Fiend Folio 90 
  CE Medium humanoid (half-illithid) 
  Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Common, Draconic, Elven, Goblin, Orc, 
  Undercommon, telepathy 100 ft.  
  AC 25, touch 15, flat-footed 22 
   
  (+3 Dex, +2 deflection, +2 natural, +4 armor, +4 
  shield) 
  hp 80 (94 with false life) (9 HD)  
  Resist 20 fire; SR 19 
  Fort +9, Ref +8, Will +10  
  Speed 30 ft. (6 squares)  
  Melee 4 tentacles +7 (1d4+2)  
  Ranged touch spell +7  
  Base Atk +4; Grp +6 
  Atk Options extract, improved grab  
  Special Actions Favored Magic Foe, Sudden Still, mind 
  blast 
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 23 
  Combat Gear boots of levitation, cloak of thorns, brooch 
  of shielding, scroll of feeblemind, scroll of cone of cold 
  Wizard Spells Prepared (CL 9th): 
   
  5th—passwall, wall of force  
   
  4th—dimension door fire shield�, greater invisibility� 
   
  3rd—dispel magic, displacement, lightning bolt (DC 
  20), magic circle against good�, slow (DC 20)  
   
  2nd—false life�, glitterdust (DC 19), mirror image, 
  resist energy�, see invisibility�, Tasha’s hideous 
  laughter (DC 19)  
   
  1st—burning hands (DC 18), color spray (DC 18), 
  mage armor�, magic missile, ray of enfeeblement, 
  shield�  
   
  0—acid splash (2) (DC 17), detect magic, mending 
  � Already cast 
  Psionics (CL 8th) 
   
  3/day—detect thoughts (DC 19), levitate suggestion 
  (DC 20)  
   
  1/day—charm monster (DC 21)  
  Abilities Str 14, Dex 16, Con 14, Int 24, Wis 14, Cha 12.  
  Feats Combat Casting, Great Fortitude, Scribe Scroll, 
  Weapon Focus (tentacle), Sudden Still, Favored Magic 
  Foe (human) 
  Skills Concentration +14, Knowledge (arcana) +12, 
  Knowledge (dungeoneering) +19, Knowledge (local: 
  core) +13, Knowledge (nature) +10, Knowledge 
  (religion) +10, Knowledge (the planes) +14, Intimidate 
  +7, Spellcraft +19 
  SQ summon familiar 
  Possessions combat gear plus headband of intellect +4, 
  gauntlets of ogre power, vest of resistance +2, ring of 
  protection +2 
  Telepathy (Su) Opi-Kel can communicate with any 
  creature within 100 feet that has a language. 
  Improved Grab (Ex) If Opi-Kel hits an opponent that is its 
  own size or smaller with a tentacle attack, it deals 
  normal damage and attempts to start a grapple as a 
  free action without provoking an attack of opportunity. If 
  it gets a hold, it attaches the tentacle to the opponent’s 
  head. After a successful grab, Opi-Kel can try to attach 
  its remaining tentacles with a single grapple check. The 
  opponent can escape with a single successful grapple 
  check or Escape Artist check, but Opi-Kel gets a +2 
  circumstance bonus for every tentacle that was 
  attached at the beginning of the opponent’s turn. 
  Extract (Ex) If Opi-Kel successfully maintains his hold 
  with all four tentacles for 1 full round he automatically 
  extracts the opponent’s brain at the beginning of his 
  next turn, instantly killing that creature. 
  Mind Blast (Sp) Opi-Kel can use this attack once per day. 
  It is a cone 40 feet long. Anyone caught in this cone 
  must succeed on a Will save (DC 15) or be stunned for 
  1d4 rounds. 
   
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 24 
  APL 12
  4: THE WAREHOUSE OF INSANITY 
  BALHANNOTH 
  CR 10 
  Monster Manual IV 16 
  CN Large aberration 
  Init +7; Senses blind, dweomersight 120 ft. Listen +6 
  Languages – 
  Aura dimensional lock 
  AC 21, touch 12, flat-footed 18 
   
  (-1 size, +3 Dex, +9 natural) 
  hp 147 (14 HD); DR 15/magic 
  Immune gaze attacks, illusions, visual effects 
  SR 18 
  Fort +10, Ref +9, Will +12  
  Speed 50 ft. (10 squares), climb 50 ft.  
  Melee 2 slams +18 each (2d6+9/19-20) and  
   
  bite +13 (1d8+4) 
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacles)  
  Base Atk +10; Grp +23 
  Atk Options Power Attack, antimagic grapple, constrict, 
  improved grab, magic strike 
  Abilities Str 28, Dex 17, Con 23, Int 3, Wis 12, Cha 8.  
  SQ camouflage 
  Feats Improved Critical (slam), Improved Initiative, Iron 
  Will, Lightning Reflexes, Power Attack  
  Skills Climb +17, Hide +16, Jump +17, Listen +6, Move 
  Silently +13 
  Dweomersight (Su) A balhannoth can sense the 
  presence and position of magic auras within 120 feet of 
  itself, and knows the strength and school of each one. 
  It can pinpoint the location of any creature with ongoing 
  spells cast on it, carrying magic items, or otherwise 
  using magic, and it can notice anything within the area 
  of a magic effect (including its own dimensional lock 
  aura). This otherwise functions like blindsense.  
  Dimensional Lock (Su) As the dimensional lock spell, 20-
  foot radius centered on the balhannoth, CL 10th. This 
  effect moves with the creature. 
  Antimagic Grapple (Su): When a balhannoth grapples an 
  opponent, all the magical properties of that opponent’s 
  magic items are suppressed. In addition, a creature 
  grappled by a balhannoth cannot cast spells or use 
  spell-like 
  abilities. 
  A 
  balhannoth 
  automatically 
  suppresses magic items by holding or wearing them.  
  Constrict (Ex) A balhannoth deals 1d8 points of damage 
  with a successful grapple check, in addition to damage 
  from its slam attack.  
  Improved Grab (Ex) To use this ability, a balhannoth 
  must hit an opponent of up to Large size with a slam 
  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 
  constrict.  
  Camouflage (Ex) A balhannoth’s skin changes color to 
  match its surroundings. As a result, a balhannoth can 
  use the Hide skill in any sort of natural terrain.  
  Skills A balhannoth has a +15 racial bonus on Hide 
  checks due to its camouflage ability. It has a+8 racial 
  bonus on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or threatened.  
  7: THE FINAL BATTLE 
  KIGRID* 
  CR 5 
  *Lords of Madness 155 
  NE Medium Aberration 
  Init +1; Senses darkvision 60 ft., scent; Listen +8, Spot +8 
  Languages Undercommon 
  AC 19, touch 11, flat-footed 18 
   
  (+1 Dex, +8 natural) 
  hp 61 (9 HD)  
  Fort +5, Ref +4, Will +7 
  Speed 40 ft. (8 squares); Run 
  Melee bite +10 (1d6+4) or  
  Melee bite +10 (1d6+4) and  
   
  2 claws each +8 (1d6+2) 
  Base Atk +6; Grp +10 
  Atk Options improved grab, poison, rake 1d6+2 
  Psionics (CL 5th) 
   
  3/day—blink, daze monster (DC 12), detect thoughts 
  (DC 12) 
  Abilities Str 18, Dex 13, Con 14, Int 7, Wis 12, Cha 11 
  Feats Multiattack, Run, Toughness, Track 
  Skills Climb +7, Hide +8, Jump +12, Listen +8, Move 
  Silently +5, Spot +8, Survival +9 
  Improved Grab (Ex) To use this ability, a kigrid must hit 
  with its bite attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it wins the grapple check it establishes a 
  hold and makes two rake attacks against its foe.  
  Poison (Ex) Injury, Fortitude DC 16 initial and secondary 
  damage 1d4 Dex. A kigrid delivers its poison only with 
  its rake special attack (it has poison spurs near its rear 
  claws). The save DC is Constitution based.  
  Rake (Ex) Attack bonus +10, damage 1d6+2 plus poison 
  (see above). A kigrid makes two rake attacks when it 
  attacks a grappled opponent.  
  Skills Kigrids have a +4 racial bonus on Hide, Listen, 
  Move Silently, and Spot checks, and a +8 racial bonus 
  on Jump and Survival checks.  
  Skills Kigrids have a +4 racial bonus on Hide, Listen, 
  Move Silently, and Spot checks, and a +8 racial bonus 
  on Jump and Survival checks.  
   
  EMBRAC* 
  CR 7 
  *Lords of Madness 155 
  NE Large Aberration 
  Init -1; Senses darkvision 60 ft., Spot +8 
  AC 15, touch 8, flat-footed 15 
   
  (-1 size, -1 Dex, +7 natural) 
  hp 71 (11 HD)  
  Fort +7, Ref +2, Will +10 
  Speed 20 ft. (4 squares) 
  Melee tentacle +11 (2d4+4 plus poison) or  
  Melee 4 tentacles each +11 (2d4+4 plus poison) and bite 
  +9 (2d6+2) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +8; Grp +16 
  Atk Options Power Attack, constrict, improved grab, 
  poison, rake 
  Psionics (CL 7th)  
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 25 
   
  3/day—crushing despair (DC 13), deep slumber (DC 
  12), sound burst (DC 11)  
   
  1/day—displacement 
  Abilities Str 18, Dex 8, Con 15, Int 4, Wis 13, Cha 9 
  Feats Great Fortitude, Iron Will, Multiattack, Power Attack 
  Skills Hide +2 (+6 underground), Spot +8 
  Constrict (Ex) An embrac deals 2d4+6 points of damage 
  with a successful grapple check. 
  Improved Grab (Ex) To use this ability, an embrac must 
  hit with its tentacle attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check it establishes a 
  hold and can deal constrict damage.  
  Poison (Ex) Injury, Fortitude DC 17 initial and secondary 
  damage 1d4 Str. The save DC is Constitution based.  
  Rake (Ex) Attack bonus +10, damage 1d6+2 plus poison 
  (see above). A kigrid makes two rake attacks when it 
  attacks a grappled opponent.  
  Skills An embrac has a +4 racial bonus on Hide checks in 
  underground or rocky areas, due to its coloration. 
   
  OPI’KEL 
  CR 14 
  Female half-illithid*/hobgoblin wizard 11 
  *Fiend Folio 90 
  CE Medium humanoid (half-illithid) 
  Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Common, Draconic, Elven, Goblin, Orc, 
  Undercommon  
  AC 26, touch 16, flat-footed 23 
   
  (+3 Dex, +2 natural, +3 deflection, +4 armor, +4 
  shield) 
  hp 95 (110 with false life) (11 HD)  
  Resist 30 fire; SR 21 
  Fort +10, Ref +9, Will +12  
  Speed 30 ft. (6 squares)  
  Melee 4 tentacles +8 (1d4+2)  
  Ranged touch spell +8  
  Base Atk +5; Grp +7 
  Atk Options extract, improved grab 
  Special Actions Sudden Still, mind blast, 
  Combat Gear scroll of chain lightning, scroll of acid fog 
  Wizard Spells Prepared (CL 11th): 
   
  6th—disintegrate (DC 23), mass suggestion (DC 23)  
   
  5th—Still dimension door, dominate person (DC 22), 
  wall of force  
   
  4th—fire shield�, greater invisibility�, orb of acid (DC 
  22), Otiluke’s resilient sphere (DC 21) ray deflection 
   
  3rd—displacement, dispel magic, lightning bolt (DC 
  20), magic circle against good�, rage (DC 20), slow 
  (DC 20)  
   
  2nd—false life�, glitterdust (DC 19), mirror image, 
  resist energy�, see invisibility�, Tasha’s hideous 
  laughter (DC 19)  
   
  1st—burning hands (DC 18), color spray (DC 18), 
  mage armor�, magic missile, ray of enfeeblement 
  shield� 
   
  0— acid splash (2) (DC 17), detect magic, mending 
  � Already cast 
  Psionics (CL 8th) 
   
  3/day—detect thoughts (DC 18), levitate suggestion 
  (DC 19)  
   
  1/day—charm monster (DC 20)  
  Abilities Str 14, Dex 16, Con 14, Int 24, Wis 14, Cha 12.  
  Feats Scribe Scroll, Weapon Focus (tentacle), Sudden 
  Still*, Great Fortitude, Combat Casting, Favored Magic 
  Foe* (human), Silent Spell 
  Skills Concentration +18, Knowledge (arcana) +14, 
  Knowledge (dungeoneering) +21, Knowledge (local) 
  +15, Knowledge (nature) +10, Knowledge (religion) 
  +10, Knowledge (planes) +16, Intimidate +8, Spellcraft 
  +21 
  SA summon familiar 
  Possessions combat gear plus headband of intellect +4, 
  gauntlets of ogre power, vest of resistance +3, circlet of 
  mages*, cloak of thorns*, boots of levitation, ring of 
  protection +3, brooch of shielding, iridescent ioun 
  stone. Encumbrance – Light. 
  Telepathy (Su) Opi-Kel can communicate with any 
  creature within 100 feet that has a language. 
  Improved Grab (Ex) If Opi-Kel hits an opponent that is its 
  own size or smaller with a tentacle attack, it deals 
  normal damage and attempts to start a grapple as a 
  free action without provoking an attack of opportunity. If 
  it gets a hold, it attaches the tentacle to the opponent’s 
  head. After a successful grab, Opi-Kel can try to attach 
  its remaining tentacles with a single grapple check. The 
  opponent can escape with a single successful grapple 
  check or Escape Artist check, but Opi-Kel gets a +2 
  circumstance bonus for every tentacle that was 
  attached at the beginning of the opponent’s turn. 
  Extract (Ex) If Opi-Kel successfully maintains his hold 
  with all four tentacles for 1 full round he automatically 
  extracts the opponent’s brain at the beginning of his 
  next turn, instantly killing that creature. 
  Mind Blast (Sp) Opi-Kel can use this attack once per day. 
  It is a cone 40 feet long. Anyone caught in this cone 
  must succeed on a Will save (DC 15) or be stunned for 
  1d4 rounds. 
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 26 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Sudden Still  
  Complete Arcane 83 
  You can cast a spell without gestures or special 
  preparation.  
   
  Benefit: Once per day, you can apply the effect of 
  the Still Spell feat to any spell you cast without increasing 
  the level of the spell or specially preparing it ahead of 
  time. You can still use Still Spell normally if you have it.  
   
  Favored Magic Foe  
  Complete Mage 42 
   
  Through study, you have learned how best to defend 
  yourself against your favored enemies’ spells and how to 
  best affect them with your own.  
   
  Prerequisite: Knowledge 6 ranks (in appropriate 
  skill; see below) or favored enemy class feature.  
   
  Benefit: Choose a creature type for which you have 
  the favored enemy class feature, or one associated with a 
  Knowledge skill in which you have at least 6 ranks (see 
  below). If you choose humanoid or outsider, you must 
  also choose a subtype from table 3-14: Ranger Favored 
  Enemies (PH 47). 
   
  You gain a +1 bonus on caster level checks to 
  overcome the spell resistance of the chosen creature type, 
  and such creatures take a +1 penalty on saves against your 
  spells and spell-like abilities. 
   
  Humanoid - Knowledge (local) 
   
  Special: You can take this feat multiple times. Each 
  time you take this feat, you choose a new creature type 
  (or subtype in the case of humanoids or outsiders  
   
  MAGIC ITEMS 
  Anklet of Translocation  
  Magic Item Compendium 71 
  Price (Item Level): 1,400 gp (5th) 
  Body Slot: Feet 
  Caster Level: 7th  
  Aura: Moderate; (DC 18) conjuration 
  Activation: Swift (command) 
  Weight: - 
  An anklet of translocation allows you to make short 
  dimensional hops. When it is activated, you can instantly 
  teleport (with no chance of error) up to 10 feet. The new 
  space must be within line of sight and line of effect. 
   
  You can’t use the anklet to move into a space 
  occupied by another creature, nor can you teleport into a 
  solid object; if you attempt to do so, the anklet’s activation 
  is wasted. You can bring along objects weighing up to 
  your maximum load, but you can’t bring another creature 
  with you. 
   
  An anklet of translocation functions two times per day. 
   
  Prerequisites: Craft Wondrous Item, dimension door. 
   
  Cost to Create: 700 gp, 56 xp, 2 days. 
   
  Arcanist’s Gloves 
  Magic Item Compendium 72 
  Price (Item Level): 500 gp (3rd) 
  Body Slot: Hand 
  Caster Level: 3rd  
  Aura: Faint; (DC 16) transmutation 
  Activation: Swift (command) 
  Weight: - 
   
  When you activate arcanist’s gloves, you add 2 to the caster 
  level of the next 1st-level arcane spell you cast before the 
  end of your turn. 
   
  Arcanist’s gloves function two times per day. 
   
  Prerequisites: Craft Wondrous Item, fox’s cunning. 
   
  Cost to Create: 250 gp, 20 xp, 1 day. 
   
  Circlet of Mages 
  Magic Item Compendium 86 
  Price (Item Level): 5,000 gp (9th) 
  Body Slot: Head 
  Caster Level: 7th  
  Aura: Moderate; (DC 18) transmutation 
  Activation: - and free (command) 
  Weight: - 
  A circlet of mages grants you a +2 competence bonus on 
  Concentration checks. This is a continuous effect and 
  requires no activation. 
   
  In addition, this circlet has 3 charges which are 
  renewed each day at dawn. Spending 1 or more charges 
  when you cast a spell allows you to avoid losing that 
  prepared spell or spell slot (as if you hadn’t cast it). 
   
  1 charge: Retain a spell of up to 1st level 
   
  2 charges: Retain a spell of up to 2nd level. 
   
  3 charges: Retain a spell of up to 3rd level. 
   
  Prerequisites: Craft Wondrous Item, Rary‘s 
  mnemonic enhancer. 
   
  Cost to Create: 2,500 gp, 200 xp, 5 days. 
   
  Cloak of Thorns 
  Magic Item Compendium 88 
  Price (Item Level): 26,000 gp (16th) 
  Body Slot: Shoulders 
  Caster Level: 7th  
  Aura: Moderate; (DC 18) transmutation 
  Activation: - 
  Weight: 1 lb. 
  A cloak of thorns grants you a +2 enhancement bonus to 
  your existing natural armor bonus. (A creature without 
  natural armor has an effective natural armor bonus of +0).  
   
  In addition, any creature striking you in melee with 
  a natural weapon or nonreach manufactured weapon 
  takes 1d4+3 of piercing damage. 
   
  Prerequisites: Craft Wondrous Item, barkskin, 
  command plants. 
   
  Cost to Create: 13,000 gp, 1,040 xp, 26 days. 
   
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 27 
  SPELLS 
  Orb of Acid 
  Spell Compendium page 150 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 4 
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One orb of acid.  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: No 
  An orb of acid about 3 inches across shoots from your 
  palm at its target, dealing 1d6 points of acid damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target. 
   
  A creature struck by the orb takes damage and 
  becomes sickened by the acid's noxious fumes for 1 
  round. A successful Fortitude save negates the sickened 
  effect but does not reduce the damage. 
   
  Ray Deflection 
  Spell Compendium page 166 
  Abjuration 
  Level: Bard 4, sorcerer/wizard 4 
  Components: V, S, F 
  Casting Time: 1 standard action  
  Range: Personal 
  Effect: You  
  Duration: 1 minute/level  
  Saving Throw: None 
  Spell Resistance: No 
  For the duration of the spell, you are protected against 
  ranged touch attacks, including ray spells and ray attacks 
  made by creatures. Any ray attack directed at you is 
  automatically reflected harmlessly away. 
   
  Focus: A glass prism. 
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 28 
   
  PLAYER HANDOUT 1 
  This is the half-written letter by Lucian that he was going to give to Almarayne when the slavelord was defeated. It professes 
  his love for her. 
   
  My Dearest Almarayne, 
   
   
  These last few months we have been together has shown how truly beautiful you are. Your 
  steadfast determination in the face of adversity has shattered my biased image of you. Each day 
  that passes by, I find myself longing for your touch and I just know you feel the same. I am 
  just sorry that it took me this long to figure it out for now I want to spend the rest of my life with 
  you. I know you sent me on this mission to find the elusive slave lord because you trust me but I 
  could tell the look of fear in your eyes right before I left. Fear not my fair lady for I will return 
  to your open arms. 
   
  The rest of the letter is torn in half. 
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 29 
  DM MAP 1 (ENCOUNTER 3): THE CAPTAINS HAND  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DM MAP 2 (ENCOUNTER 4): THE WAREHOUSE OF INSANITY  
   
   
   
   
  Bowgard
  
  COR7-19 Wrath of the Slave Lord 
   
  Page 30 
  DM MAP 3 (ENCOUNTER 7): OPI’KEL’S MINIONS  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DM MAP 4 (ENCOUNTER 7): BATTLE WITH OPI’KEL  
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/597/COR7-19 Wrath of the Slavelord (APL 4-12)/COR7-19 Wrath of the Slavelord.pdf