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 the author. To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network. 
   
  URD5-08 
   
   
   
   
   
  The End of the Line 
   
  A Two-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Regional Adventure 
  Version 0.21 
  Rounds One and Two 
  by F. Martin Knoff 
  Circle Reviewer: Craig Hier 
   
   
  Sometimes the best of intentions can create the greatest of evils, and other times even the best laid plans can be 
  thwarted easily.  In both regards, this is one of those times.  It is up to you to finish what others have started and rid the 
  Duchy once and for all of one of its greatest evils.  Be well prepared and willing to do whatever it takes to accomplish 
  the greater goal.  Sacrifice and loss are inevitable whenever great deeds are to be done, so be ready to give your all and be 
  willing to do whatever it takes, and if you have a little more, it probably wouldn’t hurt to bring it.  A two round module 
  for APL 10-16 set in the Duchy of Urnst.  Note that this module requires a great deal of preparation and has a tendency 
  to run long.  Please allow for both of these circumstances.  This module is recommended for a balanced APL party and 
  should be approached with caution (if not avoided completely) by unbalanced or underpowered parties.  This is the 
  conclusion to the Teranor story arc, as well as a finale to Mystic Bay. 
   
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time is 
  spent in preparation before game play, and record-keeping 
  after the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing an 
  RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was created 
  to support double-sided printing, but printing it single sided 
  will work as well. There is enough room along the inside 
  margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It may 
  help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a pencil, 
  an RPGA scoring packet, and your sense of fun. It is also a 
  good idea to have a way to track movement during combat. 
  This can be as simple as a pad of graph paper and a pencil, as 
  handy as a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more than 
  six players participating in the game. 
  Playing the Game 
   
   
   
   
  Instruct the players either to prepare their characters to 
  participate in the adventure before the session begins, or wait 
  until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the judge can bar the use of even core rulebooks 
  during certain times of play. For example, the players are not 
  free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in bold italics. It’s 
  strongly recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to actions of the 
  player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge should 
  complete the top of the form and list his name and RPGA 
  number.  The players should each list their name and 
  RPGA number.  After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the current 
  LIVING GREYHAWK character generation guidelines, and a 
  character sheet from your convention coordinator or the 
  RPGA Web site, and then have any players without a 
  character create one.  Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that you 
  have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play  
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for combat 
  (most likely being war horses, dogs trained for war), 
  other than those brought by virtue of a class ability (i.e. 
  animal companions, familiars paladin’s mounts, etc.) 
  use the sidebar chart to determine the number of 
  levels you add to the sum above. Add each character’s 
  animals separately. A single PC may only bring four or 
  fewer animals of this type, and animals with different 
  CRs are added separately.  Nevertheless, if a character 
  has the Mounted Combat feat, he may bring a single 
  URD5-08 The End of the Line 
   
  Page 2 
  
  warhorse, light or heavy, with him in the adventure 
  and it will not count toward the APL calculation. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you will 
  have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will 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 may gain at 
  the end of the adventure. If a player 
  character is three character levels or 
  more either higher or lower than the 
  APL at which this adventure is being played, that character 
  will receive only one-half of the experience points for the 
  adventure.  Further, if the PC is three character levels or 
  more lower than the APL at which this adventure is being 
  played, that PC will receive one-half gold for the adventure 
  as well.  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. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not play 
  the scenario unless the highest APL supported by the 
  adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If a group is APL 1 there are two things that the 
  group can do to help even the score. 
  5. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that table. 
  6. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their dogs 
  to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move action 
  (spoken command) that may be attempted each round. 
  If the animal is wounded or has taken any nonlethal 
  damage or ability score damage, the DC increases to 12. 
  Time Units and Upkeep 
   
   
   
  This is a standard two-round Regional adventure, set in the 
  Duchy of Urnst.  Characters native to the Duchy of Urnst 
  pay one Time Unit per round, all others pay two Time 
  Units per round. 
   
  Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit.  Rich 
  Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per 
  Time Unit. Characters that fail to 
  pay at least Standard Upkeep will 
  retain temporary ability damage 
  until the next adventure, must buy 
  new spell component pouches and 
  healer’s kits, and may suffer other 
  in-game penalties (or possibly gain 
  in-game 
  benefits) 
  as 
  may 
  be 
  detailed in this scenario. 
   
  A character who does not pay 
  for at least Standard Upkeep may 
  also avoid the above-described 
  penalties by living off the wild.  If 
  the character possesses four or 
  more ranks in the Survival skill and 
  succeeds at a Survival check (DC 20), the character will heal 
  temporary ability damage as if he or she paid for Standard 
  Upkeep, may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if the 
  character has at least four ranks in Craft (bowmaking).  The 
  player is allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can be 
  found in the “Lifestyle and Upkeep” section of Chapter 3 of 
  the LIVING GREYHAWK Campaign Sourcebook. 
  Adventure Background 
  It has been four years since heroes of the Duchy of Urnst 
  rallied to bring down the demon-tainted House Teranor 
  and punish them for their excesses.  These events occurred 
  in the Year one modules URD1-04 Coriners Gala, URD1-05 
  The Night Where Nothing Happens and URD1-06 Last 
  Dance at Heron House.  This resulted in House Teranor 
  being completely disbanded (though the Greenbar 
  Teranors, a non-pure bloodline which had been vilified and 
  basically exiled by the main house, was allowed to 
  continue). 
   
  Adventurers at the end of Last Dance at Heron House 
  decided to spare the life of the daughter of the current 
  Matron of the house at the time and she was placed in the 
  care of the Temple of Lydia, where they had hoped to find a 
  cure to her demon taint so that she may live. 
   
  This did not happen.  Though the good priestess of 
  Lydia kept a watchful eye on her, agents of the old House 
  Teranor visited the child under false pretenses.  They 
  slowly began to bring the child to her rightful role, which 
  URD5-08 The End of the Line 
   
  Page 3 
  
  despite the best efforts of the Lydians, was inevitable.  The 
  evil that saturated that house was inseparable by any means. 
   The house was tainted with evil and the only way to 
  remove it is the thorough destruction of the line. 
   
  This module deals with that destruction. 
   
  This module also deals with a mysterious obsidian orb 
  from a year two module, URD2-02 Mystic Bay, which 
  Syrula Teranor has used to accelerate the maturation 
  process of Morella Teranor into her full demonic form.  
  This module also resolves that storyline. 
   
  Similarly, the connection between House Urlirel and 
  Kalaric Teranor established in the year four module URD4-
  03 Irreconcilable Differences is severed completely and 
  resolved in this module, with House Urlirel abandoning 
  the demon house in a fairly dramatic fashion. 
  Notes for the Judge 
  First, though this is a two round module, it is not organized 
  into two rounds structurally.  All events are considered to 
  be sequential and you may choose to take a break wherever 
  you feel is appropriate, either based on time elapsed or 
  amount accomplished.   
   
  In a convention setting, time management can be 
  critical.  The beginning of the module has a lot of role-
  playing and investigation and the second half has a lot of 
  combat.  Both can take a lot of time, so you need to be sure 
  to neither limit either, but nor should you let either 
  sidetrack the party from completing their mission.  Many 
  of the areas described are very short and if you are short on 
  time, feel free to gloss over many of the areas that exist 
  merely because they would, and not to further the 
  adventure.  Try not to let this undermine tension or miss 
  any of the clues and information given. 
   
  There are a lot of maps, so I recommend mini-mapping 
  and then drawing out large encounter areas after they are 
  encountered.  I would get a marching order at the 
  beginning of the mod and just have player’s miniatures 
  arranged in that order. 
   
  It would be useful to have multiple copies of Player 
  Handout #1 so that all players can read it.  There’s a lot of 
  information there and it will be faster than having someone 
  read it out loud. 
   
  In the stat blocks, all spells with a strikethrough type 
  have been cast and are assumed to currently be in effect.  
  All spells in bold are of the divination school and cannot be 
  cast at this time.  Spells with variable results such as false life 
  need to be rolled and are not included in the stat blocks. 
  Adventure Summary  
  Introduction: 
  The players are summoned to see an investigator from the 
  College of Sages and Sorcery; to investigate the 
  disappearance of an investigator (Adrir Edlar) and his 
  subject (Cronar). 
  Encounter 1 The Temple of Lydia: 
  The players will investigate the temple of Lydia, find the 
  priestess slain, the servants gone, some peculiar happenings 
  upstairs, and the agent for the College and his subject in 
  the basement, as well as discovering that the house they 
  have been in is alive. 
  Encounter 2 Intermission 
  The party can return the patients to someone who can care 
  for them and share their information with their contact at 
  the College.  All signs point to investigating the Perine 
  Estates to find the missing Morella Teranor. 
  Encounter 2 Perine Estate 
  The party will discover a large complex, presumably the 
  same one that the high level characters went to in order to 
  try to kill off the Teranor line in Last Dance at Heron 
  House.  There they will find the severed heads of the three 
  killed girls hinted at in the introduction, encounter the 
  wives of the three nobles encountered in Last Dance at 
  Heron House, and probably summon forth Morella 
  Teranor in order to destroy her. 
  Conclusion 
  If the party has succeeded, they will receive the favor of the 
  Church of Lydia, the College of Sages and Sorcery, and the 
  Nobles of the Duchy of Urnst.  The Teranor line will finally 
  be severed completely and not be a threat ever again. 
  Introduction 
  Seltaren is a busy place of late.  The commoners have 
  much to discuss with the brutal murder of three 
  young noblewomen by decapitation in various places 
  throughout the town becoming public knowledge.  
  The nobles also seem to find this occurrence to be 
  distressing as well, as at least one of them was a noble 
  of the old bloodline of House Teranor, who were 
  disgraced and dissolved for their excesses and 
  rumored demonic bloodline over two years ago.  The 
  identity of the other two girls has been kept a secret, 
  giving rise to rumors of demons roaming the streets 
  of Seltaren, devouring anyone they find.  The situation 
  hasn’t been helped much by rumors of Kalaric 
  Teranor, former Duchy Exchequer and notorious 
  sadist, being seen around the Perine Estates, now 
  burned to the ground.  The former estate of House 
  Teranor has been quiet and almost peaceful since it 
  was burned down over a year ago, but the discovery of 
  a child trapped in the garden and rumors that there 
  are still females of the line alive keep the notorious 
  house fresh in the minds of the citizens of Seltaren.  
   
  As you sit and listen to a particularly colorful pair 
  of older Suel women discuss how one of their grand-
  daughters friends has been abducted by a Retriever, a 
  URD5-08 The End of the Line 
   
  Page 4 
  
  young man arrives, looks you up and down, points at 
  you and says your names, then looks at you 
  inquisitively, apparently expecting some form of 
  acknowledgement. 
  If they acknowledge their names, the young lad will then 
  continue. 
  “I have been sent to ask you to follow me to a small 
  meeting room where my employer wishes to discuss a 
  matter with you.  To answer some of your questions 
  immediately, I have been asked to keep my employer’s 
  name a secret until you meet with him, and that yes, if 
  required there will be payment involved for your time. 
   I assure you that there are no nefarious plans afoot 
  and that my employer is honorable and respectable to 
  the highest degree. 
   
  Given that, would you do me the honor of 
  accompanying me to see him?” 
  The boys name is Adryn Eicnir and he really does not know 
  anything more.  He is a retainer and this is one of his 
  duties.  Sense Motive of any DC will determine that he is 
  sincere.   He leads the party to a small ordinary building 
  and tells them that the man who hired him is in there. 
  This small house has been converted to a small 
  meeting room.  There are a number of chairs, a 
  fireplace that is currently warming the house, and a 
  desk.  Behind the desk is a sensibly dressed young 
  Suel man.  His short white hair is neatly kept, 
  matching his equally trim beard.  He is in good shape 
  and appears comfortable.   
   
  “Please, sit.  My name is Orias Isgrad, and I 
  appreciate your coming to meet me.  There is much to 
  tell.” 
   
  He waits for you to seat yourself if you wish, then 
  continues. 
   
  “I’m quite sure you don’t know who I am, for I am 
  but an agent for the College of Sages and Sorcery.  Not 
  even a proper mage really, but I have my skills. 
   
  Anyway, you probably don’t care about any of that, 
  so let me get to the point.  The College has a bit of a 
  problem.  One of its members has not returned from a 
  mission we sent him on.  His mission was to follow 
  and report back on another member who is suspected 
  of, well, let’s just say there has been reason to think he 
  is dabbling in arts that are prohibited.  That would 
  probably be best. 
   
  Both he and his subject have disappeared, and we 
  are fairly certain we know where they are, but not 
  what has happened to them.  I see by your faces that 
  you are wondering what this has to do with you, or 
  possibly why we don’t just go in with fireballs blazing 
  and deal with it ourselves. 
   
  There are two good reasons.   
   
  First, the college is rather busy at this time, as 
  they always are, and if we can hire qualified 
  individuals to do a job, we are not adverse to doing so. 
   That’s specifically my job, to hire outside contractors 
  for jobs we need done and either can’t involve 
  ourselves with directly or don’t have the current 
  manpower to handle it.  In this case, it is the latter for 
  the most part. 
   
  Second, well, that is a rather delicate matter.  Does 
  the name Morella Teranor mean anything to you?  You 
  might know her as Ella Teranor.  I’m of the 
  impression that a number of freelance contractors 
  had some contact with her.  Well, where our agent and 
  his subject disappeared is where she lived, under the 
  guidance and supervision of the Church of Lydia.  
  Normally it would be a minor issue, but we have 
  reason to believe that something has gone terribly 
  wrong.  The servants at the monastery were sent away 
  on a forced vacation about 48 hours ago and our 
  divinations tells us that Morella Teranor is nowhere 
  in the building. 
   
  This, as you may imagine, is a worrisome turn of 
  events.  If there is some new development with the 
  Teranor child, we need people of your character to 
  deal with the situation.  I do not know what exactly is 
  going on in there, but I do know that whatever it is 
  will require characters of some skill, which is why I 
  contacted you. 
   
  To summarize, I would like you to find out what 
  happened to our agent.  He will be easily recognized 
  by a large scar across his left shoulder blade.  I would 
  give you his name, but I’m not sure which one he’s 
  using.  He’s quite the sneaky gentleman you see.  It’s 
  part of what makes him do his job well. 
   
  Similarly, I cannot tell you the name of the 
  College member who was being tracked by our agent 
  either.  He has not been convicted of anything yet and 
  it would be in bad taste to reveal his identity with no 
  proof to back up suspicions. 
   
  We at the College would also appreciate it if you 
  checked on the well being of the tenants at the 
  monastery.  The Church of Lydia is known to take on 
  elderly nobles of good character who have fallen on 
  hard times and allow them to stay in some of their 
  facilities, taking care of them and allowing them to 
  age gracefully, despite their lack of funds. 
   
  Similarly, we are concerned for the well being of 
  the Priestess there, so if you could check on her as 
  well, it would be much appreciated.  
   
  The monastery is here in Seltaren and quite easy 
  to find.  I’m assuming you will have some questions, 
  though I have told you most of what I know and can 
  share. 
   
  If there are any problems at the monastery, you 
  can meet me here after you have finished.  I have some 
  URD5-08 The End of the Line 
   
  Page 5 
  
  meetings to attend to and ongoing business, so I will 
  be here most of the time over the next few days. 
  • 
  If the PCs ask about payment, he will offer his 
  gratitude and the gratitude of the College as well, but 
  he will also imply that such a thing shouldn’t have to 
  be asked.  Obviously they would be grateful, and that 
  gratitude is always useful. 
  • 
  If the PCs insist on cash, he will merely say that 
  perhaps they were not of the character that his agents 
  believed they were and that maybe they should hire 
  with a mercenary company in the Pomarj or 
  somewhere similar where the well being of good 
  priestesses of Lydia are only validated by coin.  The 
  College has no spare coin to line their pockets.  If they 
  pass and decide not to go investigate, both rounds of 
  the module are done. 
  • 
  He has not been told the name of the agent.  He was 
  only given the specific scar information to identify 
  him if necessary. 
  • 
  He really does not think anything is wrong and 
  expects the party to return within an hour reporting 
  that both the agent and his subject came and went and 
  that the Priestess is ill or something similar.  For some 
  reason, there seems to be concern by his superiors and 
  it seems to revolve around this Teranor girl.   
  • 
  If there is anything amiss, he would greatly appreciate 
  it if the party would escort any remaining tenants back 
  to him so he can make arrangements with the Church 
  of Lydia to place them in a new home. 
  • 
  He only knows the standard rumors about the Teranor 
  girl (ie that the Teranors were demon cursed and that 
  it followed through the female line, but that this is 
  probably just rumor) and nothing more.  He seems 
  fairly nonchalant about it. 
  • 
  If asked about any nobles that have backed this 
  operation, he will respond that Ellis Lorinar has given 
  them his blessing, but that Duke Karll has not 
  responded to the number of messages sent to him. 
  Encounter 1: 
  The Lydian Monastery in 
  Seltaren 
  This large wooden two story building is both inviting 
  and pleasing to the eye.  The teak siding matches 
  pleasantly with the slate roofing.  A well organized 
  and plentiful flower garden surrounds it.  All of the 
  windows seem to be painted shut though, which 
  seems out of character with the rest of the building.  
  There are a number of vents in the roof which seem to 
  spout steam occasionally. 
  All windows are sealed shut and opaque.  As this house is 
  alive, there are a few special rules for what goes on within 
  it.  
  • 
  Characters may teleport out of the house, but not 
  within it or into it.  This is because it’s a living creature. 
  • 
  Keep track of damage from any area effect magics used 
  in the house or damage done to the house via attempts 
  to break and enter or move through walls, etc.  Each 
  point of damage done should be subtracted from the 
  house’s total and also should be subtracted from any 
  diplomacy checks that occur in Area EE after the fight 
  with Cronar. 
  • 
  Currently the house has an Intelligence of 1, as it has 
  to spend its limited mental power to stop Cronar from 
  controlling the artifact in Area EE.  When Cronar and 
  the artifact are killed, its Intelligence will return to its 
  normal amount found in the stat block in Appendix 
  One. 
  • 
  The entire house resounds with a strong aura of 
  Transmutation magic, though what specifically that 
  means is undeterminable. 
  • 
  Throughout the house, out of the corner of the PCs 
  eyes, movement is occasionally evident.  When they go 
  to look at it directly though, no movement will be 
  seen.  Doors will move a half inch, shades will flicker, 
  floorboards will wiggle, etc., but the source should not 
  be evident.  To make things easier for yourself, you can 
  use these sounds to lead the PCs to Area M, where 
  much of the information that is needed by the PCs is. 
  Unless otherwise noted, the walls, doors and floors are 
  constructed of teak, and all are finely crafted.  It is very 
  warm and humid inside the monastery 
  Ground Floor 
  Area A:  Outer Deck 
  This appears to be a raised porch of some kind, 
  constructed of the same imported teak that the whole 
  building is constructed from.  There are four lounging 
  chairs and two small tables, all of which seem to have 
  gotten good use.  The roof overhead seems to be in 
  good shape.  There is a door leading inside. 
  There is nothing of interest on the porch.  Search checks 
  yield nothing interesting.  Track checks of any DC will 
  yield only that there are some footprints on the deck and 
  that none are newer than a day old.  Most appear to be 
  booted humanoid tracks coming and going. 
  Area B:  Visitors Lounge 
  This small comfortable room appears to be where 
  guests would wait while waiting to see someone.  
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  There are three overstuffed crimson velvet couches 
  and a table with four matching chairs.  
  This room has not been used for at least a day, nor has it 
  been cleaned for that long.  A thorough search will reveal a 
  total of 4 silver pieces and 8 copper pieces which have slid 
  into the couches. 
  Area C:  Guest Rooms 
  There are two beds and two chests in this room, with a 
  small set of bookshelves between them.  The bookshelves 
  have a number of collections of poetry from the Urnst 
  states, all of which are fairly standard and readily available 
  at every local bookseller.  The beds do not appear to have 
  been used recently.  The beds are crisply made and the 
  room is relatively clean and completely free of dust. 
  Area D:  Guest Room 
  Nearly identical to Area C, this room only houses one guest 
  and has a small closet (Area E).  The bed is made and the 
  dresser is empty.  There is a faint smell of decay in the 
  room.  Any creature with the Scent ability can tell that it 
  comes for the closet (Area E). 
  Area E:  Closet 
  As you pull the curtain aside, an odd sight awaits you.  
  Neatly stacked in the center of the closet is an orderly 
  pile of termites and ants.  They are quite dead. 
  These are insects that were infested in the house when the 
  Obsidian Orb arrived and brought the house to life.  It has 
  been slowly asphyxiating them and neatly depositing them 
  here until it figures out what to do with them.  There are 
  approximately 200 ants and 100 termites. 
   
  If the PCs watch for more than a minute, the floor will 
  open up and a small pseudopod will extend, depositing 
  another insect here.  It will withdraw if prodded or touched 
  or damaged and it will be at least 6 hours before another 
  insect is deposited.  
  Area F:  Acolyte’s Quarters 
  This room contains five beds and five dressers.  It was the 
  quarters of two Acolytes studying under the priestess.  
  Three of the chests are empty, but two have simple personal 
  effects of the Acolyte’s (personal clothing, brushes, jewelry, 
  musical instrument, typical Lydian accoutrements).  It has 
  been more than a day since anyone was in here.  The room 
  itself is clean and free of dust.  
  Area G:  Waiting Area for Bath 
  This area is cordoned off from the Acolyte’s quarters by a 
  thick tapestry of red with gold embroidery around the 
  edge.  It is simply an area where people can wait for the 
  bathing area to become available.  
  Area H:  Bathing room 
  This bathing area is empty save for the bathtub.  The 
  bathtub has a faucet which puts out very hot water (near 
  boiling).  It is in full working order.  In the bathing area are 
  four barrels of room temperature water used to temper the 
  very hot water and make it comfortable.  On one of the 
  barrels is a stack of towels.  
  Area I:  Entry Hall 
  This entry hall is unremarkable save for the complete lack 
  of dust in the area. 
  Area J:  Kitchen Prep Area 
  This room is primarily for preparing mills.  There is a table 
  with a number of knives on it, barrels of a variety of 
  vinegars and oils, and a few crates with staples like onions 
  and potatoes.  There is also a set of shelves with a variety of 
  dried noodles, spices, dried herbs, bowls and utensils. 
  Area K:  Priestess’ Quarters 
  This is the quarters of the resident priestess, Amire D’orisar. 
   This room is sparsely but tastefully decorated.  There is a 
  bed and wardrobe in addition to the finely crafted rug on 
  the floor.  The wardrobe contains a number of daily use 
  priest robes as well as a set of dress robes for special 
  occasions.  There is also a small coffer with jewelry (500 gp 
  value). 
   
  Treasure: 
  All APLs: Cash: Jewelry - (value 83 gp). 
  Area L:  Bakery and Kitchen 
  This is the main kitchen.  It contains a stove and oven to 
  cook food prepared in Area J.  They are slightly unusual in 
  that there does not appear to be a fire area in them, but 
  rather a switch which, when turned on, allows steam to run 
  through pipes in them, making them very hot and capable 
  of heating meals.  The pipes run into the floor and do not 
  get hot except in the stove and oven, even when turned on. 
   Both the oven and stove are in working order but are 
  currently turned off. 
  Area M:  Priestesses Study   
  This area is obviously an office.  To the left and right 
  are bookcases full of files and records, and directly in 
  front of you is a desk with neatly organized stacks of 
  papers and a very comfortable looking wingback 
  burgundy leather chair. 
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  A DC 20 Knowledge religion check will allow the players 
  to know that Lydians believe in openly sharing information 
  and that they despise people who hoard and keep 
  information for themselves.  It would not be improper to 
  look through the records and see what information is there. 
   
  If the players search the office, give them Players 
  Handout #1.  That is the only relevant information that can 
  be found here. 
  Area N:  Storage Room 
  This simple storage room has linens, towels, soap, and 
  various other sundry items. 
  Area O:  Chapel 
   This small shrine is tasteful and beautifully 
  decorated.  On the right hand wall is a mahogany 
  bookshelf with a number of tomes on Suel religion, 
  the worship of Lydia, and various collections of Suel 
  poetry, both recent and ancient.  The pews are crafted 
  of mahogany as well, with intricate scrollwork 
  masterfully and tastefully carved throughout.  There 
  are two small braziers giving off a warm orange light 
  at the front, and the shrine itself has a beautiful 
  porcelain statue of Lydia on it, her warm, mature 
  countenance looking out over you.  A shaft of light 
  shaped like a spear is in her left hand, adding to the 
  glow of the urns.  When you enter, soft music plays in 
  the background, ranging from simple standards to 
  complex songs you’ve never heard.  They all are played 
  masterfully though. 
  The chapel itself is well kept and clean, but has nothing else 
  of interest in it.  
  Area P:  Stairs Down 
  These stairs lead down into Area EE, the furnace room. 
  Area Q:  Stairs Up 
  These stairs lead up into Area V on the second floor. 
  Area R:  Temporary Patient 
  Quarters 
  These appear to be temporary quarters for patients.  There 
  are four beds and chests at the foot of each of them.  The 
  beds are well made and two of the chests are empty.  The 
  other two chests contain basic goods of a commoner (one 
  set of traveling clothing, boots, various holy symbols of 
  your choosing from the Suel pantheon, etc.).  There is a 
  small closet for storage which has two cloaks in it which 
  seem well worn. 
  Area S:  Servant’s Quarters 
  These are the servant’s quarters.  All three of the beds are 
  made and each of the chests holds the personal belongings 
  of a commoner.   
  Area T:  Private Entrance for 
  Permanent Residents 
  Both of these doors are locked and use different keys (DC 
  25 Open Locks).  The stairs lead upstairs to Area DD. 
  Area U:  Temporary Patient 
  Quarters 
  The door leading into this room is slightly stuck (actually, 
  the house wishes to keep people out of this area) and 
  requires a DC 20 Strength check to force open.  This room 
  appears to be more quarters for temporary patients, but was 
  really used as temporary housing for anyone in need.  The 
  beds are all made, but it appears that nobody was currently 
  staying here as the chests are all empty. 
  Upper Floor 
  Area V:  Stairs Down 
  These stairs lead down to Area P of the main floor. 
  Area W:  Toy Soldier Room 
  This room, like most of the others, is warm and 
  humid, kept at a less than comfortable temperature at 
  all times. 
   
  Though the typical features of the room are here 
  (a bearskin rug, bookcase and bed), that is not what 
  catches your eye.  At the foot of the bed in his pajamas 
  sits an elderly yet still robust Oeridian man.  Over his 
  pajamas he wears the dress jacket of a Ducal 
  Guardsman.  He is peering at his floor, where a 
  number of toy soldiers are moving about. 
   
  “No!  No!  Watch your flank you idiot!  Colonel 
  Janaar always watched his flank!” 
   
  He looks up at you briefly. 
   
  “They really don’t listen at all you know.  You’d 
  think they were officers, not seasoned veterans.” 
   
  With that he goes back to barking his orders. 
  This is Allion Geir, retired staff sergeant of the Ducal 
  Guard.  If the party insists, he will talk to them 
  immediately, but would rather finish up this engagement 
  (which will take him five minutes).  He has a Ring of 
  Sustenance and occasionally the Priestess is quite busy and 
  doesn’t bring fresh food for a day or so, so he is not 
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  concerned about not receiving meals or seeing the 
  Priestess.  He knows the following: 
  • 
  He likes Morella, but she’s a little girl and they didn’t 
  have much to talk about so she mostly stayed away 
  from him.  He is not aware she was Morella Teranor, 
  and if told, will ask the party what plan of action they 
  intend to take to kill her.  He is not sympathetic to her 
  cause at all and feels every Teranor, male or female, 
  should be wiped out forever.  They broker with 
  demons and that is not acceptable under any 
  circumstances. 
  • 
  He used to have a thing for Lana Uthal as she used to 
  be a distinctively attractive lady in her youth and has a 
  disciplined, direct personality, but she’s not really 
  interested in him and he has his soldiers. 
  • 
  He will be intensely interested in anyone who is a 
  member of the Ducal Guard, and will answer any of 
  their questions happily, asking for any news in the 
  process. 
  • 
  He respects the Suel, but thinks they sometimes go too 
  far.  He tends to judge people by their actions, not by 
  their breeding, which is why he was a member for 20 
  years and never got very far in the Guard despite his 
  competence. 
  • 
  He likes Amire (the Priestess of Lydia) and Lana Uthal, 
  but they are a bit too nice for him.  He likes his women 
  a little feistier. 
  • 
  He met Cronar (who he will refer to in a slightly 
  sarcastic tone as “that peculiar wizardly fellow” briefly 
  and was unimpressed with his manner.  A bit skittish 
  and poor posture for his tastes, and obviously never in 
  the military. 
  • 
  He has still has a little influence and will pull strings 
  for other Ducal Guard members if they are friendly to 
  him, but his resources are limited and he can only do 
  this for Ducal Guard members. 
  • 
  His soldiers have always been animated (they were not 
  cheap either), but lately seem to be much more lively 
  and responsive to his commands. 
  If the players integrate information from Area M into their 
  reason for Allion to leave, no Diplomacy check is required.  
  Otherwise consider him Neutral to the party.  Any 
  reasonable excuse will get him out of the house, but first he 
  must get dressed and put his soldiers away neatly and in 
  their place. 
  All APLs 10-13 (EL 13) 
  � Animated Toy Soldiers (16): hp 2; see Appendix 1. 
  Tactics: The toy soldiers will only attack the PCs if they 
  attack Allion or one of the soldiers.  
  Area X:  Hall 
  This area is unremarkable, but a DC 20 Listen check will 
  hear an occasional scratching sound from Area Y.  The 
  sounds will end when anyone enters the area in front of the 
  door. 
  Area Y:  Cat Lady Room   
  This room is dark when you first open the door, but is 
  quickly illuminated by red light which emanates from 
  fifteen sets of eyes which open immediately when you 
  enter the room. 
   
  The room itself is nice enough, with two very 
  comfortable looking chairs in the back corners, and 
  two wardrobes tastefully carved out of red pine. 
   
  The center of the room is dominated by a very 
  large overstuffed bed with five down comforters on it. 
   Sitting up in it, head rising with the light, is the 
  plump upper torso of a frail older woman, thin neck 
  supporting what seems to be an oversized head.  Her 
  hair is silver and in a tight bun.  She seems to have 
  nodded off in bed, as a book lies open in her lap. 
   
  The cat’s tails twitch nervously as they see you and 
  a low growling meow comes from several sources 
  throughout the room.  Apparently you are not 
  welcome.  The elderly lady blinks her eyes and raises 
  her head. 
   
  “Oh hush you,” she says as she waves her hand 
  through the air. 
   
  “And who are you fine folks come to visit me?  I 
  haven’t had any visitors in a while.  Just me and the 
  cats you see, but we get by just fine.  I’ve got my 
  romance novels to keep my mind active and the kitties 
  to keep my feet warm.  Yes, it’s all right here, but the 
  food isn’t as good as it used to be, nor as often.  I know 
  it’s nice of them to let us use their shiny rings so it’s 
  not an issue, but I do miss the cakes.” 
   
  For a moment, she gazes at the ceiling, lost in 
  memory of cakes and cookies and sweets, but only for 
  a moment as she returns to our world and peers across 
  the room at you. 
   
  “Do I know you?  Not that it matters, any guest is 
  welcome to chat, but I don’t think I know you do I?” 
  This is Lana Uthal.  She will gladly chat with the PCs.  She 
  knows the following information: 
  • 
  She is quite fond of Morella and thinks she is a 
  charming young lady.  She does not know she is THE 
  Morella Teranor and will be shocked to find that out. 
  • 
  She loves her cats.  They keep her company between 
  visitors. 
  URD5-08 The End of the Line 
   
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  • 
  She will ask for recent gossip and be very pleased if 
  given some, whether it is true or not. 
  • 
  She plays cards with Abigaine once a week, though she 
  often forgets which day it is.  Abigaine fetches her.  
  She usually loses, but sometimes gets lucky.  They 
  always play in Abigaine’s room, because Abigaine 
  doesn’t like the cats. 
  • 
  She has noticed the cats have been more difficult and 
  anger easily over the last day. 
  • 
  She is quite fond of the Priestess, Amire D’orisar and 
  always looks forward to her daily look-ins, especially as 
  she often brings her sweets or cookies which she is 
  fond of.  The ring may make it so she doesn’t have to 
  eat, but sometimes she still feels hungry even though 
  she knows she shouldn’t. 
  • 
  She has not met Cronar (or anyone from the College of 
  Sages and Sorcery) and knows nothing about him. 
  • 
  She is tolerant of non-Suel and friendly to anyone that 
  is friendly to her. 
  • 
  She will simply ignore anything anyone rude says.  
  Any questions directed at her from a rude person will 
  have to be passed on by someone else, because she will 
  not acknowledge the question from the individual 
  who was rude. 
  If the PCs come up with a reasonable reason to leave, she 
  will agree.  No Diplomacy check is required if PCs integrate 
  information from Area E into their reason, otherwise she is 
  considered Neutral and a Diplomacy check is required.  
  The cats will not be so friendly, hissing at the PCs and 
  clawing them (not as an attack, but it is painful), rubbing 
  around her legs and trying to slow down her progress.  If 
  any PC attacks or does any damage to any of the cats for any 
  reason, she will refuse to leave willingly.  They will have to 
  forcibly take her (not a difficult proposition), but she will 
  be horribly cross with them and refuse to cooperate in any 
  way.  She has a Ring of Sustenance which has been supplied 
  by the church of Lydia and occasionally the Priestess is 
  quite busy and doesn’t bring fresh food for a day or so, so 
  she is not concerned about not receiving meals or seeing 
  the Priestess.   
  All APLs 10-13 (EL 13) 
  � Fiendish Housecats (15): hp 2; see Appendix 1. 
  Area Z:  Sewing Lady Room 
  This room is cluttered and is obviously the home of a 
  seamstress.  The area is packed with cloth, patterns, 
  thread, 
  needles, 
  scissors, 
  and 
  various 
  other 
  accoutrements associated with the adjustment and 
  making of clothes.  There are a number of tables and 
  dress forms as well.  The dress forms have a variety of 
  clothing for various occasions and in many stages of 
  completion.  There is a bed and wardrobe in the back 
  corner which seems almost an afterthought. 
   
  Sitting at a table on the left is a skinny old Suel 
  lady.  She is at least seventy years old from her 
  outward appearance and couldn’t weigh more than 
  ninety pounds.  Her hair is silver with a blue tint, 
  matching her eyes.  Her dress is plain and simple, 
  mostly utilitarian, contrasting with many of the 
  projects surrounding her which are, for the most part 
  at least, courtier’s outfits, if not outright ball gowns in 
  some cases.  Some of them might even be based on 
  fashions that weren’t around thirty or forty years ago.  
  She turns to look at you and a brightness still resides 
  in her eyes that is unmistakable. 
   
  “Hmm….  I’m busy but I suppose I could re-
  arrange my schedule around you.  I hope you’re not 
  here to waste my time.” 
   
  She squints at you and tries to look stern, though 
  it’s obvious that it is meant to be a good-natured 
  threat. 
   
  “I hate having my time wasted.” 
  This is Abigaine Daman.  As soon as the PCs begin to talk or 
  do anything, the dress forms move and congregate around 
  her defensively.  She will quickly admonish them for being 
  silly and foolish.  She knows the following information: 
  • 
  She has no patience for children, and Morella was no 
  exception.  She avoided her like the plague.  If 
  mentioned that Morella is in fact Morella Teranor, she 
  will comment that all children are demons of some 
  sort or another. 
  • 
  She usually plays cards once a week with Lana, but 
  hates all of her cats.  Her loathing is not hidden.  Lana 
  she likes a lot more, though she’s scatter-brained. 
  • 
  She appreciates Amire D’orisar’s good taste in clothing, 
  and the fact that she has referred a few clients to her. 
  • 
  She will not comment on her feelings for Allion Geir, 
  but neither will she put up with anyone saying 
  anything bad about the man. 
  • 
  If any characters are wearing courtier’s outfits or living 
  Rich lifestyle, she will comment on how they might 
  need a new outfit and make suggestions that might be 
  useful in said new outfit. 
  • 
  She is not interested in petty details or gossip. 
  • 
  She is not interested in political matters or world 
  events. 
  • 
  She would gladly return to full-time work, if the salary 
  was at least 500 gp a year, and if offered a position as a 
  characters personal tailor for that rate, would agree.  
  This would result in a ½ gp per TU reduction to Rich 
  lifestyle cost. 
  URD5-08 The End of the Line 
   
  Page 10 
  
  • 
  The dress forms animated slowly over time, starting 
  about two months ago.  They never moved when 
  anyone else entered, so she hasn’t mentioned it to 
  anyone in anything but the most peripheral sense.  If it 
  got out that she’s going senile, she’d never get any 
  work. 
  If the PCs come up with a reasonable premise for her to 
  leave, then she will agree, but will take forever, 
  remembering things that need to be done and whatnot.  No 
  Diplomacy check is required if PCs integrate information 
  from Area E into their reason, otherwise she is considered 
  Neutral and a Diplomacy check is required.  The dress 
  forms will try to follow her out of the room and if she 
  appears to be dressing to leave, will blockade the door and 
  try to stop her from leaving.  She will glare at them and 
  remind them that she is much too busy to deal with their 
  foolish, petty longings.  The temple of Lydia has provided 
  her with a Ring of Sustenance and occasionally the Priestess 
  is quite busy and doesn’t bring fresh food for a day or so, so 
  she is not concerned about not receiving meals or seeing 
  the Priestess.   
  All APLs 10-13 (EL 13) 
  � Animated Dress Forms (10): hp 15; see Appendix 1. 
  Tactics: The dress forms will only attack if attacked first, 
  instead merely trying to stop their beloved seamstress from 
  leaving. 
  Area AA:  Closet 
  This closet is empty, though it has a number of hangers in 
  it. 
  Area BB:  Bath 
  This area served as the community bath for all of the 
  permanent residents on the upper floor.  Otherwise, it is 
  largely identical to Area H on the main floor except for its 
  dimensions. 
  Area CC:  Little Girl’s Room 
  This room is neatly organized, with two screens 
  depicting pleasant woodland scenes flanking a child-
  sized bed that is neatly made.  There is a wardrobe in 
  one corner of the room as well. 
  There is nothing of interest in the bed or behind the 
  screens, but if the wardrobe is searched two items of 
  interest can be found in addition to the typical little girls 
  clothing. 
   
  First, there is the head of the Lydian priestess.  It has 
  been bled clean and its eyes and tongue have been 
  removed.  The neck is severed and trimmed meticulously 
  so that it stands up.  A string has been attached to its chin 
  so that its mouth can be moved like a puppet. 
   
  Second, there is what appears to be a folded up set of 
  clothing, but its feel is that of skin.  That’s because it is skin. 
   It is the folded up exterior of Morella Teranor.  Those who 
  interacted with her in Last Dance at Heron House will 
  easily recognize her features.  It is cool to the touch and 
  perfectly preserved, almost alive in its texture and feel.  A 
  small sized character could put it on and would look almost 
  exactly like Morella.  If they do so, the skin fuses with them 
  and cannot be removed.  They retain their racial traits and 
  abilities, but will forever more look like a young Suel girl. 
   
  There is nothing else of interest here. 
  Area DD:  Stairs Down 
  These stairs lead down to Area T on the main floor.  If the 
  characters did not come here from that Area, the door at 
  the bottom will be locked (DC 25 Open Locks). 
  Area EE:  Furnace Room 
  This large room is even hotter and more humid than 
  the rest of the house.  The source of the discomfort is 
  quickly visible.   
   
  In the center of the room is a large twenty foot 
  square structure, with pipes coming and going 
  through the top of it.  Wisps of steam emanate from 
  the lattice of pipes, most of which go up into the 
  monastery overhead, but some of which come from 
  pumps in the floor that appear to be wells off to your 
  right.  Behind them are a number of barrels and casks. 
   To your left are a number of chests both large and 
  small. 
   
  The most striking feature though lies off to your 
  left.  In the floor of the basement is a large black 
  obsidian orb.  Crawling out of it, covered in a thick 
  sheen of black slime, is a Suel gentleman dressed in 
  what seems to have been a courtier’s outfit.  He wears 
  the membership pin of the College of Sages and 
  Sorcery.  Black tendrils are where his eyes once were 
  and he wears a pin of a heron on a green background 
  on his shirt.  He only gets halfway out of the orb, legs 
  and hips presumably still within its confines, 
  squeezed to impossible proportions inside the inky 
  blackness of its foreign depths.  The tentacle eyes 
  wiggle in your general direction and he speaks in a 
  hollow, monotone voice: 
   
  “Ah, I was warned of your coming.  Know that you 
  cannot stop what has been done.  The Mistress 
  Morella has tasked me with a great service, and I shall 
  perform it, for the rewards are great and her 
  countenance demands I succeed.  Maybe though, you 
  are not so stupid as most.  Maybe though, you wish to 
  peer into the darkness and become one with its 
  infinite depths, much as I have.  There are such sights 
  to see if you only look.  Those fools at the College do 
  not know what they are missing.  The Outer Realms 
  are just the beginning.  Soon though, they shall be 
  URD5-08 The End of the Line 
   
  Page 11 
  
  visible by all, for when I have fully absorbed the orb 
  and plumbed its depths, I shall take it to her where 
  she waits and together, we shall bring the Duchy back 
  to its rightful place as tyrant and ruler of this world, 
  not meek merchants and placated dolts.” 
   
  He pauses for a moment, tentacles wriggling at 
  you playfully. 
   
  “I see by your faces that it is not for you.  Maybe 
  when you are dead I will show you more.  Prepare for 
  your fate meddlers and know that I am the future of 
  all mankind.  The outer realms are now and they are 
  here, and I shall be the one to bring them to the Lady 
  Morella, and she shall take me as her consort and 
  together we shall rule all.” 
   
  His voice trails off and his upper body sways to 
  and fro rhythmically, upper torso dancing as clumps 
  of coagulated goo flop off of him onto the floor, 
  jiggling slightly before coming to rest. 
  Initiative should start now.  Cronar is deluded and 
  unwilling to discuss any matters.  He has been told to guard 
  the orb until he fully integrates with it and then return to 
  the Perine Estates with it.  
   
  There are some special rules for Cronar.  First, he 
  cannot use normal movement in his current state, nor can 
  he teleport or dimension door.  If he should go unconscious, 
  he will be instantly absorbed by the orb (along with his 
  gear) and cease to exist, fusing with oblivion.  The orb itself 
  is immune to any attacks of less than epic level. 
   
  When this happens, an odd thing occurs.  Because 
  Cronar’s intervention with the orb (which animated the 
  house, dress forms, toy soldiers, and made the cats fiendish) 
  was suppressing the House’s intelligence, now that he has 
  been absorbed, the house will regain its intellect and now 
  can communicate with the party.  The following occurs: 
   
  For a split second, the gentleman twitches 
  spastically, first left, then right.  The tentacles in his 
  eyes elongate and reach around his face pulling bits 
  and pieces of flesh off and letting them fall.  They drift 
  into the obsidian orb and are absorbed by it making a 
  dull slurping sound in the process.  The process 
  accelerates and bigger and bigger pieces of flesh are 
  torn off and fly in a frenzied fountain of rended 
  chunks.  Soon, only a skeletal frame remains, cracked 
  and blackened, but in a flash of darkness it folds into 
  itself, cracking and compressing before disappearing 
  into the obsidian globe, leaving only slight shavings of 
  his body as paltry souvenirs. 
   
  The orb shudders slightly, and the shudder seems 
  to spread to the whole house.  Waves appear in the 
  walls and floors, congregating around the orb on the 
  ground.  Quickly they surround and engulf the orb, 
  which travels under the stone structure in the center 
  of this room and disappears. 
   
  A voice speaks from somewhere in the room.  It is 
  slow and deliberate, low of tone.  It is hard to pinpoint 
  the source, as it seems to come from the vibration of 
  the very walls around you. 
   
  “I am Rerk.  I am in your debt.  You have helped 
  Rerk and I am grateful.  What can I do for you?” 
  Rerk is the house.  He is indeed grateful, for they have 
  stopped Cronar from fully integrating with the orb and 
  therefore allowing it to keep the orb for itself as a life 
  essence.  He is happy to discuss the matter with the party 
  and knows the following: 
  • 
  He was not alive, but now is alive, and the orb is what 
  brought him to life.   
  • 
  He needs the orb to stay alive, but has hidden it well 
  and will consume it over time. 
  • 
  He wants to stay alive. 
  • 
  He will not let anyone take the orb nor will he allow it 
  to influence anything outside of him.  To lose it would 
  be to die.  He only wants to stay alive. 
  • 
  The party is welcome to take the people out of the 
  house.  The objects though, will only have life within 
  his walls.  The toy soldier, dress forms, and cats will 
  stay in their current condition if removed.  They have 
  been permanently changed, though Rerk will not 
  know this. 
  • 
  He had no part in any of the murders that took place, 
  nor does he know where the bodies are.  He perceived 
  that the servants left and that the head lady was killed 
  by the little girl was using the orb.  He also perceived 
  that the little girl told the man to take the orb.  Many 
  complicated 
  words 
  were 
  said 
  that 
  he 
  didn’t 
  understand, but he knew the orb had given him life 
  and to let it go would mean his death. 
  • 
  When the little girl left, she looked different and said 
  she was going home. 
  • 
  Rerk will allow people to stay in him, but he will not 
  hand over the orb. 
  • 
  No diplomacy check will convince Rerk that he can 
  live without the orb, nor will it make him give up his 
  life. 
  • 
  If the party tries to take the Orb forcefully or refuses to 
  let him keep it, Rerk will fully absorb it, destroying his 
  own life essence in the process, effectively killing 
  himself and destroying the Orb in the process.  This is 
  a quiet process and will be preceded by a solemn 
  statement such as “It is probably as well.  Who wants to 
  live in a world inhabited by such tiny, stupid 
  creatures…” or a similar statement of resigned sadness. 
  The party will have to decide what to do about this 
  situation.  There is another church of Lydia in Seltaren and 
  they can discuss it with the priestess there if they wish.  
  Any reasonable solution proposed by the party should 
  work.  If they ask the other Lydian priestess what to do, she 
  URD5-08 The End of the Line 
   
  Page 12 
  
  will suggest leaving things as they are (if the residents have 
  been rescued) and they will figure something out after 
  consulting with those more informed than they.  Though 
  she is shocked by the death of the attending priestess, she 
  will be reasonable and astounded by this recent turn of 
  events.  She is very thankful to the party.  Whether the 
  party goes to the priestess or not, if they rescue the three 
  residents from upstairs they will receive the favor of the 
  Church of Lydia. 
   
  Behind the barrels in the back can be found the bodies 
  of Amire D’orisar and Adrir Edlar.  They have been dead 
  about a day and their bodies have been stripped. 
  APL 10 (EL 13) 
  � Cronar: hp 60; see Appendix 2. 
  APL 12 (EL 13) 
  � Cronar: hp 72; see Appendix 3. 
  APL 14 (EL 13) 
  � Cronar: hp 77; see Appendix 4. 
  APL 16 (EL 13) 
  � Cronar: hp 89; see Appendix 5. 
  Tactics: Cronar, though mostly insane and wracked with 
  pain due to his current state, is still tactically smart.  He will 
  attempt to slow down the party with spells which either de-
  buff them, slow them down, or summon creatures to keep 
  them busy while he buffs himself or uses attack spells.  His 
  contingency is to cast Displacement if he is directly attacked 
  by a melee, ranged or spell attack that targets him. 
   
  Development: Presumably, the party has enough 
  information to lead them to the barren, burnt-out wreckage 
  that was the Perine Estates looking for Morella Teranor.  
  They may return to their contact from the College of Sages 
  and Sorcery or wish to gather information.  This is handled 
  in Encounter Two.  If they choose to go directly to the 
  Perine Estate, go to Encounter Three. 
  Encounter 2: 
  Intermission 
  If they return to Orias Isgrad, he will be concerned about 
  their report.  He will pass on all of the information to his 
  superiors, gladly deal with the tenants if brought to him, 
  and suggest that the party return to the Perine Estates to 
  hunt for the missing Teranor girl.  His hands are still tied as 
  far as getting help for the party.  He sees no reason they 
  cannot go to Perine Estate in the morning if they wish to 
  rest first.   
   
  He will also inform them that in other circumstances, 
  the Teranors had access to powerful permanent magics that 
  would stop all spells of the divination school and also all 
  summoning (though not all spells of the conjuration 
  school, just summoning) from functioning in the area.  
  Spellcasters may wish to rest for the night and change their 
  prepared spells.  This should have little or no impact on the 
  situation in Orias’ opinion.  
   
  If they wish to gather information, they can get the 
  following information on House Teranor: 
  On House Teranor: 
  • 
  DC 5:  The main bloodline of House Teranor was 
  stripped of its nobility over two years ago for 
  fraternizing with demons and treason against the 
  Duchy of Urnst.  The demons and all female members 
  carrying the demonic taint were destroyed and some of 
  the House lands were given to a cadet branch. 
  • 
  DC 10:  Adventurers played a key role in bringing 
  down House Teranor. 
  • 
  DC 20:  Kalaric Teranor, former exchequer of the 
  Duchy of Urnst, has been rumored to be spotted 
  periodically over the last year, though no solid 
  confirmed sightings have been reported. 
  • 
  DC 25:  The three young ladies that were killed were 
  all members of House Teranor and slaughtered by the 
  Church of WeeJas for being demon tainted. 
  • 
  DC 30:  The Greenbar Teranors have no tainted 
  Teranor women as members of their house.  This cadet 
  line split from the Teranor house before the taint was 
  introduced. 
  • 
  DC 35:  Morella Teranor was rescued from House 
  Teranor and placed in the care of the Church of Lydia 
  (if PCs played Last Dance at Heron House and killed 
  Morella, then add on that she was raised/resurrected 
  first by an unknown benefactor rumored to be other 
  adventurers). 
  • 
  DC 40:  House Urlirel, once thought to be allied with 
  House Teranor, has severed all ties with them after 
  discovering that the rumors of the demonic taint were 
  true. 
  If the PCs do not return to visit Orias and have not for 
  some reason figured out that Morella has returned to the 
  Perine estates, then have Orias send for them and suggest 
  it. 
   
  If they don’t want to continue on, by all means sign 
  their ARs with GP and XP earned and send them home. 
  Encounter 3: 
  Descent into the Home of the 
  Three Sisters 
  Your journey through Seltaren is uneventful, as is 
  your meandering through the burnt out shell of the 
  Perine Estates looking for signs of where Morella may 
  have gone.  The once proud estate feels like a ghostly 
  URD5-08 The End of the Line 
   
  Page 13 
  
  shell of its former grandeur.  Some of the gardens 
  remain and a few of the statues are intact, but the 
  entire estate has the feel of a place that once lived but 
  is now cold and dead. 
   
  Eventually, your wandering through the estates 
  make it obvious where you are to go.  The grotto.  It is 
  not the easiest climb down, but neither is it the 
  hardest. 
   
  Two sets of relatively fresh ashen and dirty 
  footprints make your path obvious.  One is barefoot 
  and child sized and ends abruptly in the underground 
  cavern of the grotto.   The other is booted and normal 
  sized.  It leads up to where the other trail ends and 
  then back. 
   
  Sitting about five feet from where the small 
  barefoot tracks end is a small, gorgeously gift-wrapped 
  box with a small note attached to it.  It is an 
  understatement to say that it is out of place among 
  this desolation and ruin, but strangely it is still there 
  despite its lack of context or sense. 
  The note on the box says simply “Please do not open and 
  deliver to Syrula Teranor at your discretion.  It will 
  also serve to get you where you need to go.  All you 
  need to do is finish following the tracks and carry the 
  box with you.  Good luck and good hunting. -- J ” 
  The box is rather heavy and approximately one foot square. 
   It is lined with lead to stop any divinations from passing 
  through it.  If opened, there is a small silken sash tightly 
  wrapped around a rather large object. If the sash is opened, 
  inside is a head wrapped in salt.  Anyone who has met 
  Kalaric Teranor (in either Last Dance at Heron House or 
  Irreconcilable Differences or anywhere else) will instantly 
  recognize his head.   
   
  A DC 20 Knowledge (Nobility) check will inform the 
  players that Syrula Teranor is the wife of the noted sadist 
  and notoriously cruel Kalaric Teranor.   
   
  A DC 30 Knowledge (Nobility) check will determine 
  that all three of the original Teranors captured/killed in 
  Last Dance at Heron House were married to non-
  Pureblooded Teranor women and that none of them have 
  been heard from in over two years.   
   
  Syrula Teranor was a conniving liar of the worst sort: a 
  talented one.  Though never proven, it is suspected that she 
  was a worshipper of Syrul. 
   
  Girnaca Teranor was the wife of Merran Teranor, the 
  feared necromancer.  Not much is known about her as she 
  avoided public scrutiny.  Any worshipper of Bralm will 
  know that she was a devout worshipper of the insect 
  goddess, but largely rejected by the temples of Bralm in the 
  Duchy due to her evil inclinations. 
   
  Iika Teranor was the wife of Tordan Teranor.  Where 
  his excesses leaned towards gluttony, hers were towards 
  beastiality and bloodshed.  She was rumored to be a cleric 
  of Llerg, and unfortunate party-goers that were on the 
  working end of the attentions of Tordan and Iika crashing a 
  party could attest to the pair’s capacity for gluttony of every 
  sort and overall depravity. 
   
  When the party moves to the end of the track with the 
  gift box (opened or un-opened), a swirling blue gate will 
  appear, and the party may step through.  It lasts for one 
  round and will not re-activate for an hour after it goes away 
  – all characters may go through in this time if they’re 
  prepared. 
   
  To continue in this adventure requires that some way 
  to read and speak Ancient Suloise be acquired.  This will 
  require that a character either speak the language, have 
  sufficient ranks in Decipher Script (it is a DC 20 check to 
  figure out what the etchings around the portals say), or 
  have magic, such as the tongues spell available.  Remind the 
  party that a scroll of the tongues spell is core access and may 
  be purchased in Seltaren.  As a last resort, if the party is 
  unable to do any of these, then you must improvise a bit, 
  and have each of the three sisters come out of their area and 
  interact/attack the party in turn so that they can escape.  
  Syrula will not bring the Slaad with her under any 
  circumstances. 
   
  The entire area has a number of magical wards in it.   
   
  First, the entire area is under the influence of an 
  Anticipate Teleport, Greater spell, so any teleporting that 
  occurs within any of the areas in Encounter three will be 
  delayed from appearing by three rounds.  See the new rules 
  appendix for the full description of Anticipate Teleport.  Note 
  that this effect only works to delay the teleport.  It does not 
  inform anyone of the actual teleport.  Note also that unlike 
  the spell, teleporters and gaters are aware of their 
  surroundings during the delay. 
   
  Second, teleport spells will only work if their 
  destination is within one section of the pocket dimension 
  they are currently in.  These sections are the main floor, the 
  temple of Syrul, the temple of Bralm, and the temple of 
  Llerg.  You cannot teleport from one section to another, or 
  from any of these sections back to the Prime Material 
  Plane, but you can teleport within each section freely, albeit 
  with the restriction of the Anticipate Teleport, Greater spell 
  that is in effect. 
   
  Third, no spell from the Divination school functions in 
  this Encounter at all, but this restriction only applies to 
  casting of spells or magic items that cast a spell.  Items with 
  Divination spell pre-requisites that mimic the function of 
  spells but do not actually cast the spell are also affected 
  (such as a Gem of True Seeing).  Spells that were pre-cast 
  before entering the area are suppressed while in this area. 
   
  Fourth, no creature summoning (including Summon 
  Monster and Summon Nature’s Ally spells) spells work here 
  either. 
   
  Extra-dimensional spaces seem to function normally 
  here as long as they do not exit this area (with a spell such 
  as Passwall).  Portable Holes, Bags of Holding, and other similar 
  devices function fine.  There are no negative effects for 
  URD5-08 The End of the Line 
   
  Page 14 
  
  having those inside of another extra-dimensional space in 
  this instance. 
   
  A Gate, Plane Shift, or similar spell will allow the PCs to 
  leave this extra-dimensional space. 
   
  The players should have been warned of most of these 
  during the intermission, but if they did not personally 
  return the patients from the temple of Lydia, they may not 
  know it. 
  For the main floor (Areas A-P), the players may spend 
  up to 24 hours resting, even between combats with the 
  three sisters, without any adverse effects.  After that, 
  use your best judgment on how they will encounter 
  the Three Witches from the temples. 
  Area A:  Entrance Hall 
  Briefly, you start to materialize in a reasonably sized 
  white marble room.  It takes approximately eighteen 
  seconds for you to fully come back to the real world, as 
  you feel a force restricting the gating magics that 
  brought you here.  There are two columns in front of 
  you, carved from the finest of white marble.  To the 
  right there is a doorway into a hall, and behind the 
  columns are two doorways into the main area.  To the 
  left there are two discolored areas on the marble floor. 
   As you look behind you, you notice that the area 
  where the gate was is now simply an area of discolored 
  marble.  Above it is an indentation of a young Suel 
  girl’s face. 
  The discolored areas to the left are magical, and if the name 
  of a Teranor (alive or dead) is said, a vision of them will 
  appear here.   
   
  The indentation activates the gate, and can be done 
  with either the face of any pure-blooded member of House 
  Teranor (including the skin found in Encounter One Area 
  CC or with the face of Morella Teranor after she is 
  summoned in Encounter M of this level or the severed 
  head of Kalaric from the package, even the corpses in the 
  various coffins on this level will work).  There is no other 
  way to activate the gate.  It returns the PCs to the grotto 
  where they came here from. 
  Area B:  Cloak Room 
  This is a simple cloak room, with two wardrobes of ebony 
  for storing visitor’s cloaks, jackets and boots.  The 
  wardrobes are simply but masterfully carved and are 
  obviously expensive and of the highest quality.   
  Area C:  Supply and storage 
  room 
  This storage room has a variety of goods, ranging from 
  dried foodstuffs to water, linens, soap, salt, various dried 
  herbs, healers kit supplies, and various other miscellaneous 
  items. 
  Area D:  Shrine 
  The gleaming white marble continues here, but the 
  hall has become expansive, now containing six 
  intricately carved columns and a huge black marble 
  dais with a simple block of red marble on top.  In the 
  distance, a huge red velvet throne can be seen 
  surrounded by a number of flaming urns, which cast 
  the entire area in a flickering, orange glow.  The black 
  marble of the dais doesn’t flicker though, instead 
  absorbing the light into it, feeding on it. 
  The dais and block are a simple altar for blood sacrifice to 
  any Suel god.  Careful examination will show that it was 
  once white marble, but has been stained with the blood of 
  what must have been thousands of victims.  Some of the 
  blood is fairly recent, no more than forty-eight hours old.   
   
  There is nothing else of interest if the area, dais, or 
  block are searched. 
  Area E:  Necropolis - Lesser 
  This area holds a number of simple but masterfully 
  carved coffins.  Each bears the name of a member of 
  House Teranor. 
  Most of these coffins are recent and of particularly 
  powerful or successful Teranors.  If a person touches one of 
  the nameplates, a picture of the person appears in one of 
  the window marked areas on the map.  There can be up to 
  four such images at a time.  The likenesses are actual 
  pictures, and show what the person looked like in their 
  prime.  There are name plates read as follows: 
  • 
  Dame Lady Adeva Teranor 
  • 
  Dame Lady Clarinda Teranor 
  • 
  Dame Lady Daslari Teranor 
  • 
  Dame Lady Jorna Teranor 
  • 
  Dame Lady Lydia Teranor 
  • 
  Dame Lady Maila Teranor 
  • 
  Dame Lady Saija Teranor 
  • 
  Dame Lady Vilja Teranor 
  • 
  Lord Aidan Teranor 
  • 
  Lord Ervin Teranor 
  • 
  Lord Malphas Teranor 
  • 
  Lord Stelad Teranor 
   
  The bodies inside the coffins are in simple death 
  gowns and nothing more.  The coffins all seem to have 
  URD5-08 The End of the Line 
   
  Page 15 
  
  been made at the same time.  A DC 30 Knowledge 
  (Nobility) and a DC 30 Knowledge (History) check will 
  determine that these nobles range from approximately 500 
  years ago to as recent as 50 years ago.  They were all notable 
  Teranors who accomplished much for their house both 
  financially and politically. 
   
  There is nothing else of interest here. 
  Area F:  Safe Room 
  This small room is simple and has nothing in it.  There are 
  four cold iron bolts that can be thrown on the door from 
  the inside only.  If searched, the outside of the door can be 
  shown to have claw marks on it which have been carefully 
  buffed out (DC 30 search check). 
  Area G:  Necropolis - Greater 
  A single sarcophagus dominates this small area.  It is 
  carved out of the finest gray marble and inlaid with 
  silver and sapphires of excellent quality.  Carved into 
  the lid is the likeness of a beautiful Suel woman, her 
  eyes closed and apparently peaceful and at rest.  
  Carved under it is the name “Lady Mornaella Teranor”. 
  This coffin holds the body of Morella Teranor’s mother, 
  who was killed by Sir Edran and the rest of his party while 
  going to kill Dame Lady Morlyn.  Her body resides within, 
  shrouded in a burial gown, and long rotted to skeletal 
  remains only. 
  Area H:  Privy and Bathing 
  Room 
  These function as guest toiletry facilities.  There is nothing 
  of interest here save for the fresh water and beautiful 
  marble carving. 
  Area I:  Guest Quarters 
  Both of these rooms are the same, each with one head in 
  one of the beds. 
  This room is simply furnished with two beds, two 
  chests, a bookcase and a chair.  On one of the beds can 
  be clearly seen the severed head of a young lady, 
  slowly writhing and teeth snapping in your general 
  direction.  Her eyes listless and dead, are no longer the 
  pretty blue pools that used to break the hearts of 
  young Suel nobles. 
  The chests are empty, and the bookcases contain a few 
  relatively recent novels, as well as candles, a lamp, oil and 
  various other basic supplies. 
   
  The heads are those of two of the three Teranor girls 
  rumored to be murdered in the introduction (the third is 
  with Iika Teranor in Area LL).  They were killed by Morella 
  Teranor as they were the last three pure-blooded Teranor 
  females, hidden away in the country.  They were viewed as 
  rivals by her and slaughtered mercilessly.  Their 
  descriptions match the descriptions of the girls rumored to 
  have been murdered in the introduction. 
   
  They have been animated by an Animate Dead spell and 
  an extended Unliving Weapon spell has been cast on them as 
  well (see New Rules Items), so if they take one point of 
  damage, then they explode for variable damage as follows: 
  • 
  APL 10:  6d6 
  • 
  APL 12:  7d6 
  • 
  APL 14:  8d6 
  • 
  APL 16:  9d6 
   There is nothing else of interest in the room. 
  Area J:  Necropolis - Greater 
  A single sarcophagus dominates this small area.  It is 
  carved out of the finest black marble and inlaid with 
  silver and diamonds of excellent quality.  Carved into 
  the lid is the likeness of an older, stern and forceful 
  Suel woman.  Her eyes are open and glare with 
  focused rage.  Even as a carving it is mildly unsettling, 
  almost alive with fury.  Carved under it is the name 
  “Dame Lady Morlyn Teranor”. 
  This coffin holds the body of Morella Teranor’s 
  grandmother and matriarch of House Teranor who fostered 
  and brought to fruition the controlled demon taint that 
  possessed them.  She was killed by Sir Edran and the rest of 
  his party in Last Dance at Heron House.  What few remains 
  of her body were available reside within, rotted to a few 
  delicate scraps in a neatly organized pile. 
  Area K:  Necropolis - Ancient 
  This area has two coffins which stand out, as they are 
  neither new nor are they of marble.  They appear to be 
  quite ancient, but sturdy and well maintained.  Areas 
  that may be weak have been patched and held together 
  with copper bands and sheets, painted to match the 
  ancient wood.  Inlaid at the foot of each coffin are 
  nameplates of gold, but it is tarnished and worn and 
  will require close examination to read. 
  The name plates read as follows: 
  • 
  Dame Lady Gisnana Teranor 
  • 
  Lord Stavys Teranor 
  These coffins are very old and seem to be of indeterminate 
  age, though they are obviously older than any of the other 
  coffins here. 
  Area L:  Necropolis - Ancient 
  This area has two coffins which stand out, as they are 
  neither new nor are they of marble.  They appear to be 
  URD5-08 The End of the Line 
   
  Page 16 
  
  quite ancient, but sturdy and well maintained.  Areas 
  that may be weak have been patched and held together 
  with copper bands and sheets, painted to match the 
  ancient wood.  Inlaid at the foot of each coffin are 
  nameplates of gold, but it is tarnished and worn and 
  will require close examination to read. 
  The name plates read as follows: 
  • 
  Dame Lady D’orni Teranor 
  • 
  Lord Olox Teranor 
  These coffins are very old and seem to be of indeterminate 
  age, though they are obviously older than any of the other 
  coffins here. 
  Area M:  Gate to Hell 
  Ten flaming urns lead up to the throne here, bathing 
  the entire area in a soft orange glow.  It is upholstered 
  in red velvet and sits atop a crimson red dais, about 
  two feet off of the ground.  Gold embroidery adorns it 
  and it is obviously apparent that no expense has been 
  spared on its construction.  It appears to be fairly new 
  as well and is in perfect condition. 
   
  The area in front of the throne has a large circle of 
  discolored marble on the ground, with three symbols 
  etched in the ground equidistantly around it. 
  The urns are continual flame urns and therefore give off no 
  heat.  The throne is largely unremarkable (save for its high 
  quality) if searched.  It is very comfortable if sat in.  
   
  The three indentations around the discolored area are 
  of a clawed hand, a forked tongue, and a bear paw.  If the 
  proper symbols are placed in the indentations (presumably 
  the hand of the priest of Bralm from Area X, the holy 
  symbol of Syrul from Area Z, and the bear paw from Area 
  LL), the gate to summon Morella is opened above the dais 
  (Area D) and she and her consorts appear after two minutes.  
  The discolored area of floor swirls and pulses, slowly 
  building in power, until after two minutes arcs of 
  blackness emit from the three points you activated 
  and shoot to a point directly over the dais you passed 
  on your way in, opening a gateway of utter blackness.  
  Far off in the distance through it you can vaguely 
  make out hordes of assembling demons of all sorts, 
  carrying the banner of a black heron over a purple 
  field. 
   
  Only a few creatures materialize over the dais, 
  seeming to center around one dominant figure.  The 
  first thing that grabs your attention about her is the 
  brilliant pools of blue that sit within the center of a 
  ten year old Suel girl’s face, slightly hidden behind the 
  most golden of blonde hair.  It is still childlike and 
  innocent, but the pointed teeth poking out of the tiny 
  mouth with the rosy lips is the first giveaway that 
  something is amiss. 
   
  The illusion is quickly shattered as you view the 
  rest of the body.  Six arms come from her sides where 
  only two should be and all end in scimitars of gold.  
  The torso melds into a long, writhing metallic green 
  serpent body below her, fully ten feet long. 
   
  The glint of pleasure in her eyes is not one of joy 
  at seeing you, but rather a hungry delight that you 
  have brought her here. 
   
  “There is no need to explain your intrusion.  I 
  expected that someone might arrive to correct 
  previous oversights, and it seems that you are the best 
  that could be mustered.  It is a pleasant surprise.  It 
  means that my job in the future will be that much 
  easier.  I shall enjoy this minor test.  Don’t worry, you 
  won’t have long to worry about surviving.” 
  If any of the PCs rescued Morella from Heron House, she 
  will add the following, addressing them directly: 
   
   “To you, I owe nothing.  Your foolish optimism is 
  its own punishment.  Your gutless stupidity has 
  served you as it should.  I will slaughter you quickly 
  and offer no mercy, to show you that I learned the 
  lesson you taught me.” 
   
  At the other end of the hall other demonic 
  figure(s) have materialized as well, and they move to 
  engage you. 
  If the party insists that they want to parlay, she will insist 
  that the party surrender their items (especially holy 
  symbols) and take their armor off.  If they are friends, then 
  of course they won’t feel threatened and will make 
  themselves at home.   
   
  She does not trust any of the three witches and their 
  reassurances mean nothing to her.  She understands that 
  she is alone as the sole matriarch of a doomed House and 
  has every intention of retaking the Duchy with an army of 
  demons she is assembling.  She will state this up-front and 
  gauge the party members’ reactions.   
   
  If they hand over their items, holy symbols, armor and 
  weapons, she will immediately attack, but will not continue 
  on downed opponents, instead taking their bodies back to 
  the Abyss with her to have them transformed into demons. 
   
  Morella is a native of the Prime Material Plane, and is 
  therefore immune to the effects of Banishment or Dismissal 
  or similar magics that affect extra-planar creatures, though 
  her consorts have no such immunity. 
   
  The urns do not constitute any kind of serious obstacle 
  and do not inhibit the movement of any creatures. 
  APL 10 (EL 13) 
  � Morella Teranor, partially transformed into 
  Marilith: hp 108; see Appendix 2 
  � Vrock: hp 115; see Appendix 2 
  URD5-08 The End of the Line 
   
  Page 17 
  
  APL 12 (EL 15) 
  � Morella Teranor, partially transformed into 
  Marilith: hp 162; see Appendix 3 
  � Hezrou: hp 138; see Appendix 3 
  APL 14 (EL 17) 
  � Morella Teranor, fully transformed into Marilith: 
  hp 216; see Appendix 4 
  � Hezrou (2): hp 138; see Appendix 4 
  APL 16 (EL 19) 
  � Morella Teranor, fully transformed into Marilith: 
  hp 216; see Appendix 5 
  � Marileth: hp 216; see Appendix 5 
  � Hezrou (2): hp 138; see Appendix 5 
  Tactics: At low APLs, both Morella and her consorts will 
  try and hit hard and fast, taking out as many opponents as 
  possible to even the odds.  At high APLs, she will 
  immediately start with Blade Barriers while at APL 16, her 
  consort will use Unholy Aura.  All of the consorts are loyal 
  and will do as directed. 
  Area N:  Gate to Bralm 
  The wall here has a slightly discolored, arch shaped 
  area.  Over it are words intricately carved in ancient 
  Suloise.  This alcove is otherwise unremarkable. 
  The writing over the archway reads as follows: 
   “Through industry we shall consume the world.” 
  A DC 20 Knowledge (Religion) check combined with a DC 
  20 Intelligence check (these need not be from the same 
  character) will determine that this saying would be very in 
  character for an entrance to a temple of Bralm, albeit one 
  with an evil bent.  Of course, characters may make their 
  own deductions without the intervention of a die roll. 
   
  This gate opens to area Q when the words above the 
  archway are spoken in ancient Suloise.  If necessary, 
  remind the characters that a scroll of tongues is Core access. 
  Area O:  Gate to Syrul 
  The wall here has a slightly discolored, arch shaped 
  area.  Over it are words intricately carved in ancient 
  Suloise.  This alcove is otherwise unremarkable. 
  The writing over the archway reads as follows: 
   “Look not to the world for truth, for it is all within 
  one’s will to find.” 
  A DC 20 Knowledge (Religion) check combined with a DC 
  20 Intelligence check (these need not be from the same 
  character) will determine that this saying would be very in 
  character for an entrance to a temple of Syrul.  Of course, 
  characters may make their own deductions without the 
  intervention of a die roll. 
   
  This gate opens to area Y when the words above the 
  archway are spoken in ancient Suloise.  If necessary, 
  remind the characters that a scroll of tongues is Core access. 
  Area P:  Gate to Llerg 
  The wall here has a slightly discolored, arch shaped 
  area.  Over it are words intricately carved in ancient 
  Suloise.  This alcove is otherwise unremarkable. 
  The writing over the archway reads as follows: 
  “The beast resides within us all.” 
  A DC 20 Knowledge (Religion) check combined with a DC 
  20 Intelligence check (these need not be from the same 
  character) will determine that this saying would be very in 
  character for an entrance to a temple of Llerg.  Of course, 
  characters may make their own deductions without the 
  intervention of a die roll. 
   
  This gate opens to area HH when the words above the 
  archway are spoken in ancient Suloise.  If necessary, 
  remind the characters that a scroll of tongues is Core access. 
  Temple of Bralm 
  There are no doors in the temple, instead, there is one (or 
  two for the main temple entrance) scorpions that function 
  as doors.  They will attack anyone approaching within ten 
  feet that does not show a holy symbol of Bralm, or is not 
  within twenty feet of someone visible to the scorpion that 
  is bearing a holy symbol of Bralm (a giant wasp in front of 
  an insect swarm).  All worshippers of Bralm will know this 
  automatically.  It is a DC 20 Knowledge (Religion) check 
  for worshippers of Suel deities to know and a DC 30 
  Knowledge (Religion) check or DC 35 Bardic Knowledge 
  check to know this otherwise.  The scorpions will stay in 
  their doorways until attacked or approached without a holy 
  symbol.  Spellcasting, teleporting, or any other activity will 
  not sway them from their guard duty.   
   
  If characters do not make the checks or figure out it is 
  a temple of Bralm, they will have to deal with all of the 
  scorpion figures.  Note that any crudely crafted or even 
  drawn symbol will do in order to gain passage.  It is a DC 10 
  Knowledge Religion for Duchy of Urnst characters to 
  know what the holy symbol of Bralm is.  Any characters 
  who have played Firemane or Irreconcilable Differences 
  will have seen one on the orcs from Annik. 
   
  If players attack or destroy any of the insects in the 
  temple, the insects will flee (except as noted above for the 
  doorway guardians).  This will immediately alert Girnaca 
  Teranor in the Main Temple (Area X) to the party’s 
  presence and malevolent intent.  There will be no banter if 
  her temple has been attacked and desecrated.  She will 
  immediately start casting any long term buff spells she may 
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  have and if the party does not arrive within 10 minutes, she 
  will come looking for them. 
   
  Statistics for the door guardians can be found in 
  Appendix 1. 
  Area Q:  Insect Landing 
  It takes about 18 seconds where you are stuck in the 
  same limbo that you arrived in when you came 
  through the main entrance, but eventually you settle 
  into this new place.  The gate behind you closes, 
  leaving only discolored rock. 
   
  As you materialize, you are immediately swarmed 
  by thousands of tiny, crawling insects.  They do not 
  bite nor sting nor scratch you, but instead seem to 
  embrace you, lovingly covering you with their 
  industrious activity and welcoming you to their home. 
   
  It is not just you covered by the insects though, as 
  every wall, floor and bit of air is at least nominally 
  covered with avid insect activity, scurrying about in a 
  myriad assortment of spiders, centipedes, bees, wasps, 
  mosquitos, scorpions, ants, and every variety of insect 
  you could imagine. 
   
  Across from you, there is an open doorway in 
  which sits a large scorpion, completely still, its dark, 
  soulless eyes peering in your direction, but seemingly 
  ambivalent to your presence.  For now. 
  The characters will soon find that the insects surrounding 
  them are harmless and do not even inhibit visibility or 
  movement.  They will not enter eyes, mouth or any other 
  orifices nor will they go near anywhere the character is 
  doing anything, but rather will skitter out of the way.  If 
  treated affectionately or fed, the insects will respond in 
  kind, appreciating the generosity (though in some ways, 
  here it is expected).  Repel Vermin spells or similar magics 
  will function here, but the insects will redouble any 
  attempts to garner affection from the PC if the spell fails or 
  ends, working doubly hard to gain its endearment.  The 
  insects part from the footsteps of walking creatures. 
   
  A DC 20 Spot check will spy a hand-sized indentation 
  in the wall directly above the discolored archway.  The 
  hand is vaguely clawish yet strangely feminine. 
   
  There is nothing else of interest in this room. 
  Area R:  Breeding Room 
  This area is obviously a nesting room, as there are a 
  wide variety of insect nests, leaf litter, and hives of 
  various sorts throughout it.   
  The insects here are largely friendly, and will not attack the 
  party.  There is nothing else of interest here. 
  Area S:  Lesser Shrine to Bralm   
  Inlaid in the center of this room is a huge rendition of 
  a circular swarm of insects upon which sits a mithral 
  statue of a huge wasp.  The insects here seem more 
  active and gleefully buzz and crawl over it. 
  If players did not know what a holy symbol of Bralm looks 
  like, they have a perfect example to emulate here. 
   
  Proper tribute to place at the altar would be foodstuffs, 
  or articles that have lots of meticulous work on them or 
  were made via any hard work (DC 20 Knowledge 
  (Religion)).  Any character who pays such a tribute will gain 
  a +1 circumstance bonus to any saves made against insect 
  poison for the duration of the adventure.   
   
  People who worship Bralm as their primary deity who 
  pray here for one minute will gain Fast Healing 1 for the 
  next twenty minutes and be purified of any negative 
  conditions she currently has, including negative levels.  
  This will not reverse prior negative levels that resulted in 
  level loss, but will restore any ability damage or drain that 
  became permanent.  This effect applies only to clerics of 
  Bralm. 
   
  Destroying or defaming the lesser shrine results in the 
  character immediately suffering four negative levels, no 
  saving throw, spell resistance does not apply.  All characters 
  participating in the desecration take the negative levels.  A 
  DC 25 fortitude save can be made after twenty-four hours 
  to not lose these levels permanently.  A save must be made 
  for each of the levels lost, so four DC 25 Fortitude saves 
  must be made.  These negative levels can be restored with 
  standard magic (such as Restoration) before the twenty-four 
  hours pass.  For SR checks, consider it a targeted effect 
  from a 20th level caster.  In addition, it will result in Girnaca 
  Teranor leaving the main temple (Area X) and moving to 
  attack the PCs after casting preparatory spells. 
  Area T:  Breeding Room 
  This area is obviously a nesting room, as there are a 
  wide variety of ant and termite hills, and small shrubs 
  with pods and cocoons and eggs sacs of a number of 
  different kinds.   
  The insects here are largely friendly, and will not attack the 
  party.  There is nothing else of interest here. 
  Area U:  Food Room 
  This room is dominated by a large mound in the 
  middle of the room.  There are a variety of substances 
  seeping from it, including rotting leaf litter, sap, 
  nectar, a variety of grey insects of various types and 
  various other foodstuffs.  The local residents are 
  gorging themselves happily, and seem happy and 
  content. 
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  The smell of this room is decidedly unpleasant, getting 
  worse and worse the closer one gets.  Inspection of the 
  mounds reveals that they end at the floor.  The source of 
  the various foodstuffs is unknown and cannot be 
  determined.  Again, the insects here are friendly and will 
  get out of the PCs way.  There are exits to the East and 
  South, both of which have large scorpion guardians. 
  Area V:  The Last Resting Place 
  of Merran Teranor 
  There are two primary things to notice in this room. 
   
  First, the swarms of insects that dominate the rest 
  of the temple are not here.  Insects do not enter with 
  you. 
   
  Second, there is a large pile of what might have 
  once been man.  Now though, it appears to be a 
  propped up column of maggots and slime.  The 
  skeleton is still there, as are the withered, slime 
  coated robes, but all else has been consumed by worm 
  and beetle, though only the worms seem to remain.  
  What was once a man is probably six foot tall, though 
  all of his other features have been consumed.  A silver 
  and onyx holy symbol can be briefly glimpsed where 
  his heart once was, though it is impossible to remove 
  without reaching into the morass of squirming 
  maggotry. 
  The holy symbol does weigh less than 5 pounds, so a simple 
  Mage Hand spell will remove it, though don’t suggest it if 
  they don’t think it up.  The maggots will bite and nip at any 
  hands that enter their mass, but it does no real damage.  The 
  holy symbol is one of Nerull, and anyone who fought 
  Marran Teranor in Last Dance at Heron House will recognize 
  it as being exactly like the one he had with him. 
   
  If attacked or harmed, the maggots will squirm away 
  into the other rooms, leaving the barren skeleton behind. 
  Area W:  Food Room 
  This room is dominated by a large mound in the 
  middle of the room.  There are a variety of substances 
  seeping from it, including rotting leaf litter, sap, 
  nectar, a variety of grey insects of various types and 
  various other foodstuffs.  The local residents are 
  gorging themselves happily, and seem happy and 
  content. 
  The smell of this room is decidedly unpleasant, getting 
  worse and worse the closer one gets.  Inspection of the 
  mounds reveals that they end at the floor.  The source of 
  the various foodstuffs is unknown and cannot be 
  determined.  Again, the insects here are friendly and will 
  get out of the PCs way.  There are exits to the East and 
  South, both of which have large scorpion guardians. 
  Area X:  Main Temple to Bralm 
  If the PCs have attacked insects or desecrated the shrine 
  and already fought Girnaca Teranor, use the following box 
  text: 
  This large room is thoroughly saturated with more 
  insects of every variety.  It is obvious that this is the 
  quarters of someone, probably the person who 
  attacked you, but nothing here seems to function in 
  any way a human would consider.  Consequently, 
  there is nothing of obvious interest here. 
  Box text varies based on APL played at: 
   
  APL 10-12: 
  This large room is thoroughly saturated with more 
  insects of every variety, though they are not the 
  dominant focus of the room. 
   
  Standing in the middle of the room, flanked by 
  four large scorpions, a medium scorpion, and a small 
  scorpion, is a creature that was once obviously human. 
   Her left hand is now clawed and spiderlike, and her 
  pock-marked face seems to have been stung thousands 
  of times.  Black, soulless eyes peer out from the tiny 
  sockets in her swollen face.  Whisps of blonde hair 
  straggle from the scarred, nearly bald head.  Insects 
  surround her and crawl over her skin.  It almost 
  appears that they are grooming her, removing small 
  chunks of dead skin and lovingly bathing her in 
  various acids and digestive fluids.  She barely moves 
  when she speaks: 
   
  “You are not known, nor invited.  Explain yourself 
  at once intruders or become food for those who work 
  to earn it.” 
   
  APL 14: 
  This large room is thoroughly saturated with more 
  insects of every variety, though they are not the 
  dominant focus of the room. 
   
  Standing in the middle of the room, flanked by 
  two gargantuan scorpions, a medium scorpion, and a 
  small scorpion, is a creature that stands a full twelve 
  feet tall on locust legs.  Two of her four arms grip 
  scimitars, while the other two end in scorpion claws 
  that click and chitter constantly.  Beneath her armor 
  lies skin of green and black chitin, while feeble whisps 
  of whitish blonde hair peek our from under her helm. 
   Pinchers project from her mouth, also chittering 
  actively, while a scorpion tail quivers underneath the 
  beetle-like carapace that covers great wasp wings 
  which flicker and twitch under the great shell.  Insect 
  surround her, and it almost appears that they are 
  grooming her, removing small chunks of dead skin 
  and lovingly bathing her in various acids and 
  digestive fluids.  She barely moves when she speaks: 
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  “You are not known, nor invited.  Explain yourself 
  at once intruders or become food for those who work 
  to earn it.” 
    
  APL 16: 
  This large room is thoroughly saturated with more 
  insects of every variety, though they are not the 
  dominant focus of the room. 
   
  Standing in the middle of the room, flanked by 
  two gargantuan scorpions whose eyes glow red instead 
  of the infinitely deep black they usually are, a medium 
  scorpion, and a small scorpion, is a creature that 
  stands a full twelve feet tall on locust legs.  Two of her 
  four arms grip scimitars, while the other two end in 
  scorpion claws that click and chitter constantly.  
  Beneath her armor lies skin of green and black chitin, 
  while feeble whisps of whitish blonde hair peek our 
  from under her helm.  Pinchers project from her 
  mouth, also chittering actively, while a scorpion tail 
  quivers underneath the beetle-like carapace that 
  covers great wasp wings which flicker and twitch 
  under the great shell.  Insect surround her, and it 
  almost appears that they are grooming her, removing 
  small chunks of dead skin and lovingly bathing her in 
  various acids and digestive fluids.  Directly behind 
  her, at a discreet distance, is what you imagine must 
  be a male counterpart, though the insects around him 
  are not nearly as dense or active in their affection.  She 
  barely moves when she speaks: 
   
  “You are not known, nor invited.  Explain yourself 
  at once intruders or become food for those who work 
  to earn it.” 
  If the players tell why they are here, she will immediately 
  attack, as will her vermin.  The only reasonable excuse that 
  she will accept is that the party is here to pay their respects 
  to the temple.  She will demand that non-humans and non-
  Suel leave the temple immediately, though they may stand 
  outside the door and view the proceedings or communicate 
  with her.  Half-orcs will be given exception to this rule, but 
  only if they stay quiet.   
  She has the following information to share: 
  • 
  Under no circumstances will she abandon her temple, 
  nor will she allow it to be destroyed.   
  • 
  Her general attitude is one of simple bleakness, where 
  one works hard and consistently, and by doing that 
  will be fruitful and the world will be made available to 
  the faithful for consumption or in turn they will be 
  consumed, either of which is acceptable and in its own 
  way, glorious.  All in life is to work and consume.  This 
  place is special, and a reward for those insects who are 
  particularly industrious.  It is their reward for doing 
  what they should. 
  • 
  The PCs are but tools of work, consumers of food, or 
  food to be consumed.  The trial of strength of body, 
  spirit, and will determines what one is to be, but more 
  often than not, it is all three. 
  • 
  She does not venture forth into the world of the 
  Duchy.  She finds them lazy, weak and repugnant. 
  • 
  Now that her husband is dead, she is content to stay 
  here with her friends. 
  • 
  She will not help the party do anything but leave the 
  temple. 
  • 
  If the party says they are going to kill Morella (Ella, the 
  little girl brought out of Last Dance at Heron House, 
  and fully vested demon queen of House Teranor), she 
  will take a moment to contemplate, but ultimately will 
  have to side with her family and attack the party.  This 
  will take at most 6 seconds. 
  • 
  She is aware that Morella has matured into her true 
  form and assumed leadership of the house, what there 
  is left of it.  She is indifferent to this state of affairs, but 
  loyal to what remains of her house if pressed. 
  • 
  She does not care about the other two women, nor did 
  she participate in the murder of the last Teranor 
  women.  That was purely the work of Morella, though 
  none of the three objected to it. 
  • 
  The main gate to summon Morella (Area M on the 
  main floor) requires that all three sisters, or at least 
  their emblems, must be present to open it.  Her hand 
  IS detachable, but she will not willingly give it unless 
  the party convinces her that they are dutiful to Bralm, 
  industrious, lawful and intend Morella no harm.  If 
  this is a lie, use Bluff vs. Sense Motive to resolve 
  believability (a failed check means she knows they are 
  lying and will attack immediately).  If Diplomacy is 
  used, consider her hostile and add a +20 to the DC to 
  account for her rigid and alien thought patterns.  If the 
  PCs make guarantees as stated above, then she will 
  help them, but they must be unsolicited and stated by 
  the PCs, with successful bluff checks as applicable. 
  APL 10 (EL 13) 
  � Girnaca Teranor, druid worshipper of Bralm: hp 
  92; see Appendix 2. 
  � Kark, monstrous scorpion animal companion: hp 
  61; see Appendix 2 
  � Ink, monstrous scorpion vermin servant: hp 46; 
  see Appendix 2  
  � Monstrous scorpion, Large (2): hp 32; see Appendix 
  2  
  APL 12 (EL 13) 
  � Girnaca Teranor, druid worshipper of Bralm: hp 
  92; see Appendix 2. 
  URD5-08 The End of the Line 
   
  Page 21 
  
  � Kark, monstrous scorpion animal companion: hp 
  61; see Appendix 2 
  � Ink, monstrous scorpion vermin servant: hp 46; 
  see Appendix 2  
  � Monstrous scorpion, Huge (2): hp 75; see Appendix 
  2  
  APL 14 (EL 13) 
  � Girnaca Teranor, druid worshipper of Bralm: hp 
  92; see Appendix 2. 
  � Monstrous scorpion, Gargantuan (2): hp 150; see 
  Appendix 2  
  APL 16 (EL 13) 
  � Girnaca Teranor, druid worshipper of Bralm: hp 
  92; see Appendix 2. 
  � Fiendish monstrous scorpion, Gargantuan (2): hp 
  150; see Appendix 2  
  Tactics: If angered by damage to her temple, Girnaca will 
  immediately engage the party after casting Giant Vermin on 
  the largest insects at her disposal.  She then will order her 
  insect guardians to attack.  If they have not desecrated the 
  temple, she will stay back and send her Monstrous 
  Scorpions in, supporting them with spell-like abilities until 
  her direct intervention is required.  Her vermin servant and 
  animal companion will stay close to her and will attack as 
  directed by her.   
   
  At all APLs, Girnaca will cast Giant Vermin first.  At 
  APL 14+, the scorpions will grapple one opponent and 
  always take the -20 to their grapple check to not be 
  considered grappled.  At APLs 10 and 12, they will do the 
  same with small opponents, but not medium.   
  Development: If the PCs are defeated, she will show no 
  mercy except to those who had shown proper respect and 
  were obvious worshippers of Bralm, who she will leave 
  naked and unconscious outside of the gate which got them 
  here in the first place.  Industriousness and hard work will 
  rebuild the loss after all. 
  Temple of Syrul 
  Area Y:  Entrance Landing 
  This large octagonal room has five tiers, similar to five 
  large stairs that go up.  The floors and walls are all of 
  crimson marble and appear to be carved from a 
  gigantic single block, or magically made this way. 
   
  On two sides of the room, there are short walls at 
  the edge of each tier.  Each of the eight walls has a 
  door.  On the floor at your feet is a circle of discolored 
  stone which covers the first two tiers and at one end 
  of it is an indentation of a small forked tongue.  The 
  room is quiet and clean. 
  The silver tongue depression will activate the gate for one 
  round if any holy symbol of Syrul is put in it.  It takes an 
  hour for it to re-set and be able to be used again after it is 
  activated. 
  Area Z:  Shrine to Syrul 
  This simple room is dominated by a central feature: a 
  large golden dais upon which sits a throne facing the 
  opposite wall.  It is made of white gold and inlaid with 
  platinum and mithral, intricately carved in a dizzying 
  pattern of swirls and scrollwork which seem to shift 
  slightly 
  when 
  viewed 
  from 
  different 
  angles, 
  masterfully executed, if not confusing in its design. 
   
  In the far corners of the room sit two mirrors, also 
  with gold frames inlaid with mithral and platinum.  
  In the near corners are two chests, carved from ebony 
  and simple in comparison to the mirrors and throne.  
  Between the mirror and chests along each wall are two 
  statues. 
   
  To the left is a statue of a large man, though who it 
  might be is hard to make out as the statue is carved 
  from gnarled, knotted wood and the figure is 
  distorted and abstract.  If looked at closely, occasional 
  Suel features can be recognized, but the more you look 
  at it, the more it seems to change.  Details examined at 
  first disappear on second glance and details that 
  would seem to be obvious were not seen just a 
  moment ago. 
   
  To the right is a statue of a large horse carved from 
  obsidian.  It too is abstract and difficult to pick up 
  details from.  The head, for instance, seems to change 
  position, but just as you are sure that it changed, it is 
  back to what it was at first again.  Small wisps of 
  smoke emanate from its hooves and mouth on 
  occasion, though they dissipate as quickly as they 
  appeared, if they were ever even there.  
  The throne is simply that, a place to sit and consult with 
  Syrul, staring into the blackness of the wall.  The mirrors 
  are merely for the sake of vanity, and to practice facial 
  expressions for lying. 
   
  The statues are of Lendor, the father of Syrul, and the 
  infamous nightmare mount of Syrul, Flamedevil, though 
  no nameplates will list them as such.  A DC 25 Knowledge 
  Religion check will determine that Syrul has such a mount. 
   
  The chests each contain one object.  The left chest 
  contains a robe sewn from actual golden thread and 
  embroidered with a silver forked tongue on it.  The right 
  chest contains a staff that can be broken down into three 
  sections, including one which conceals a dagger within it.  
  It is of ebony and intricately carved in complex abstract 
  patterns that seem to shift constantly and move, much like 
  the patterns on the throne. 
   
  Any character that sits on the throne and prays to 
  Syrul for at least a minute will gain a +4 divine bonus to 
  URD5-08 The End of the Line 
   
  Page 22 
  
  Bluff, Diplomacy, Intimidate, and Sense Motive checks for 
  the next 24 hours. 
   
  Any lawful character touching the nightmare statue 
  will take one point of fire damage. 
   
  All items in this room have been enchanted by a form 
  of Dimensional Anchor which prevents them from being 
  gated or teleported in any way, so there is no way to remove 
  them from this area. 
  Area AA:  Empty Seat 
  A large white marble sarcophagus dominates the 
  center of this room.  Carved into the foot of it is the 
  name “Kalaric Teranor”.  The room is otherwise empty. 
  The tomb is not sealed and is empty. 
  Area BB:  Cage and Stocks 
  The center of this room has a large cage which 
  dominates the center of the room and two sets of 
  stocks on either side of it.  Both appear to be bolted to 
  the floor through some elaborate mechanism. 
  Both the stocks and the cage are elaborate mechanical 
  devices. 
   
  The stocks, when closed and there is someone in it, 
  begin their slow process of torture.  A small tube is inserted 
  into the airway and major arteries above and below the 
  neck before the tiny heated razors begin their work.  The 
  tubes allow air into the lungs and blood to continue 
  circulating while the ring of animated razors begin slowly 
  removing all of the flesh down to the spine for 
  approximately a four inch section of the neck.  When this 
  process is done (after about a week) the razors retract, but 
  the blood and airflow are maintained.  The stocks require a 
  DC 40 Escape Artist roll to escape from them or a DC 35 
  Disable Device roll to stop them.  Failure on the Disable 
  Device check by five or more indicates the subject is 
  instantly beheaded and killed (where applicable).  The 
  device is protected by a form of Dimensional Anchor which 
  prevents it from being gated or teleported in any way, so 
  there is no way to remove it from this area. 
   
  The cage has a similar mechanism.  When the gate is 
  closed, the cage begins to slowly shrink at a rate of ¼” per 
  hour, eventually crushing anything inside of it.  This is a 
  larger version of the trap that players may have 
  encountered in Last Dance at Heron House.  Like that trap, 
  there is no Disable Device roll allowed, nor can the door be 
  unlocked until the cycle of the device has completed (when 
  it reached a space 1’ x 1’).  The cage is protected by a form of 
  Dimensional Anchor which prevents it from being gated or 
  teleported in any way, so there is no way to remove it from 
  this area. 
   
  Neither device has been used for some time yet they 
  are both immaculately cleaned and oiled. 
  Area CC:  Iron Maidens 
  There are three iron maidens, all made from 
  adamantine, against the far wall.  They appear to be of 
  the highest quality manufacture and have a large lever 
  on each side of them. 
  These three iron maidens are relatively simple in 
  construction, with a simple gearing system to close them.  
  The lever is used to adjust the rate of closure, from 
  incredibly slow to lightning fast.  They are bolted to the 
  floor, but this can easily be undone.  Each of them weighs 
  1,000 pounds, and measure five feet wide, three feet deep, 
  and seven feet tall.  If left open, the spikes in the doors are 
  likely to snag on a bag of holding or portable hole and tear a 
  hole in them.  Their value is huge, and if even one is saved 
  will garner the PCs the adamantine item access on the AR 
  at the end of the adventure.  If the PCs do not save these, 
  cross the access off of the AR. 
  Area DD:  Racks 
  This room is empty save for two racks which sit in the 
  middle of the room.  At first glance they seem 
  ordinary enough examples of the device, constructed 
  of steel and wood with no obvious fineries or 
  complications. 
  These are in fact rather mundane examples of the device, 
  but they were Kalaric Teranor’s first attempts at crafting 
  devices of torture, and so are kept for sentimental reasons.  
  Despite the fact that they were made early in their career, 
  they are still of masterwork quality, and this can be 
  determined by either a DC 20 Craft (torture device) check 
  or a DC 30 Appraise check. 
  Area EE: Wall Manacles   
  There are five sets of cold iron manacles with gold 
  inlay bolted to the opposite wall of this room.  There is 
  nothing else of interest here. 
  These manacles function as Dimensional Shackles (DMG 
  page 255). If removed from the walls and reconnected (by 
  bolting the face plates together that connect them to the 
  wall), they can be used immediately. 
   
  Treasure: 
  All APLs: Magic: Dimensional Shackles (x5) - (value 28,000 
  gp). 
  Area FF:  Slaad Guest Quarters 
  Though there are two small cots in this room, they 
  seem hardly relevant considering the inhabitants 
  before you. 
  I have not included box text for the creatures in this room, 
  as the number varies a great deal.  As the Blue Slaad are 
  large, they will likely be against the back wall in the middle, 
  URD5-08 The End of the Line 
   
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  standing over the beds (not considered squeezed).  The 
  Death Slaad will be anywhere that the Blue Slaad leave for 
  them.   
   
  Here is the description of the Blue Slaad: 
  A brutish blue skinned toad-like creature stands 
  hunched over, eyeing you hungrily.  A pool of slime is 
  at its feet, apparently drool if its dripping maw is any 
  indication.  The long jagged claws on the back of its 
  hands clink against the floor as it nervously stares at 
  you, ready to pounce. 
  Here is the description for the Death Slaad (currently in 
  human form): 
  In stark contrast to the blue hulk also in the room is a 
  smartly dressed human.  His breeding is obviously 
  mixed, though he confidently  stands, weaponless and 
  smug.  He almost appears shocked to see you for a 
  split second, quickly changing to pleasant surprise as 
  if he was expecting someone else. 
  The Death Slaad are willing to discuss things, as they are 
  bound here against their will by Syrula.  They were brought 
  here as prospective allies, but after learning that they would 
  be working with demons, have not been particularly 
  enthusiastic about forming an alliance with her.  They have 
  been here for three days now and are becoming impatient 
  with Syrula’s insistence that they listen to her husband, 
  who can be quite persuasive according to Syrula.  Having 
  seen his torture tools, they are intrigued by what he may be 
  like, but their patience is beginning to wear thin.  They 
  know that Syrula has become worried as her husband was 
  expected home yesterday and has not been seen. 
    Paladins, preachy clerics, or any other general nuisances 
  will warrant an open attack from them unless they hold 
  their tongue (and holy symbols).  They hope either to 
  please their captors or to find something which may help 
  them get out of here.  They are familiar with their captor 
  and the general layout of the room.  They assume you need 
  Syrula’s holy symbol to activate the gate, and she isn’t really 
  offering to give it up.  If the party is open to negotiating, 
  they will reluctantly offer to help with Syrula in exchange 
  for their freedom, or simply offer to leave the party alone in 
  exchange for letting them leave with them.  Either solution 
  is acceptable.  They will promise to return to Limbo when 
  leaving the compound.   
   
  Unfortunately, they don’t particularly believe the PCs 
  will help though (or will turn on them and attack).  If they 
  accompany the party to see Syrula and the party is seriously 
  wounded, they will take advantage of the situation and 
  demand the PCs take them out immediately.  They are 
  naturally evil, so they are not likely to be swayed by 
  diplomacy unless they believe it would not be in their best 
  interests to attack the party (i.e. they think the party is 
  strong enough to kill them or the party successfully 
  intimidates or bluffs them).  Strong displays or a swift 
  victory over Syrula would constitute this.  If the party 
  insists that they wait here for them until after they deal 
  with Syrula (or investigate the rest of the level or 
  whatever), they will gladly accommodate them, but will 
  leave the door open and be listening for signs of treachery. 
   
  If the party agrees to escort them back to the Prime 
  Material Plane and appears to be relatively unharmed and 
  still capable of fighting, they will go with them to the main 
  level and not attack.  If the party seems weak, displays the 
  gate key after defeating Morella, or refuses to assist them in 
  escaping this complex, it is quite possible that they will 
  attack the party.  At the very least, they will use this 
  superior position to make sure they get out.  They are 
  deathly afraid of Morella and will run from her if they see 
  her.  They will offer no excuses for their behavior after the 
  fact, but will point out that they did not agree to attack a 
  Marilith of any sort. 
   
  The Death Slaad will probably not change back to his 
  native form unless he absolutely needs to use his claws to 
  attack or possibly as a shock tactic if the PCs haven’t figured 
  out that’s what he is, but it takes a standard action which 
  would be much better served using something else.  APL 10 
  may be the exception to this, as this can be a very tough 
  encounter.  If you want to, feel free to have the Death Slaad 
  transform on round 1 to give the party a slight edge. 
  APL 10 (EL 13) 
  � Death Slaad: hp 142; Appendix 2. 
  � Blue Slaad: hp 68; see Appendix 2 
  APL 12 (EL 15) 
  � Death Slaad (2): hp 142; Appendix 2. 
  � Blue Slaad Bar 2: hp 97; see Appendix 2 
  APL 14 (EL 17) 
  � Death Slaad (3): hp 142; Appendix 2. 
  � Blue Slaad Bar 4 (2): hp 132; see Appendix 2 
  APL 16 (EL 19) 
  � Death Slaad (5): hp 142; see Appendix 5. 
  � Blue Slaad Barbarian (2): hp 165; see Appendix 5 
  Tactics: If combat happens, the Blue Slaad will move to 
  immediately engage the most obvious fighter, hoping to 
  take him down quickly.  Their primary focus will be on 
  soaking attacks and dishing out damage on obvious heavy 
  hitters (fighters, barbarians, clerics).  It is unlikely they will 
  use any of their spell-like abilities, though some situations 
  may warrant it. 
   
  They will go for fast kills in combat, using Implosion or 
  Power Word Blind (on arcane casters and rogues mainly, but 
  spreading them out to weaken numerous opponents), 
  followed quickly by Finger of Death.  If the Blue Slaad falls 
  quickly, they will attempt one of their many mass effect 
  spells (like Chaos Word or Chaos Hammer).  As a last ditch 
  effort, it/they will cast fly and then invisibility to try and 
  escape, possibly sneaking out with the party or Syrula if 
  they activate the gate.  If trapped, they will beg for their 
  URD5-08 The End of the Line 
   
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  lives, even submitting to being taken to the authorities, 
  hoping to get an opportunity to escape later.  They will not 
  go to Syrula for help under any circumstances. 
  Area GG:  Main Living Quarters 
  This room is neat and orderly.  Directly flanking the 
  doors are two bookcases, each filled with a number of 
  books that appear to be of a variety of shapes, sizes, 
  subjects and age.  To the right is a water basin and 
  behind it, a large firepit which is currently lit.  To the 
  left is a long wooden bench which is padded and could 
  probably pass as a crude, albeit uncomfortable, bed.  
  The back wall is lined with four large wardrobes and 
  three small casks.  The center of the room is 
  dominated by a large marble desk which sits very low 
  to the ground.  The middle of the desk has a piece of 
  red velvet on it, and presented on it in an orderly 
  fashion are a number of sheets of parchment, an ink 
  well, a pen, and two books. 
   
  Sitting at the desk is an older Suel lady.  Her hair 
  is pulled back tightly, pulling her flesh taught and 
  making her features more severe.  Her eyes look up at 
  you as she stands, bright, inquisitive, possibly even 
  pretty, but still steady and unflinching.  Her dress is 
  well made and expensive, consisting of rich navy blue 
  silk velvet embroidered around the edge with 
  platinum and silver.  Her boots are at least knee-high 
  and of a leather you don’t recognize, though you can 
  tell they are black and iridescent, shimmering in the 
  dull light of the room.  She smiles at you, gesturing 
  with her left hand. 
   
  “You seem to have me at a disadvantage.  I am sure 
  you know who I am, but I have no idea who you are.  
  Perhaps alleviating that situation would be a good 
  start to this conversation.  I would offer you 
  refreshments, but I’m afraid I have none, and if I did, 
  I’m not in the habit of proffering drinks and cookies 
  to uninvited intruders, no matter how well equipped 
  or pleasant they may be.” 
  This is Syrula Teranor.  She will happily parlay with the 
  party, though she is confident she can destroy them if 
  necessary.  Most of these statements have an element of 
  both truth and falsehood.  She is so practiced in the art of 
  lying, that using Sense Motive is not effective, always 
  giving the result that it is part truth, part lie.  She knows the 
  following: 
  • 
  If asked about Morella, she will say that she is the 
  Dame Lady of the house, and even though she is not a 
  pure-blooded Teranor, she is still the wife of one and 
  obligated to follow her orders. 
  • 
  If she is told that Morella is now a demon, she will 
  seem fascinated and nod affirmatively, neither positive 
  nor negative, merely acknowledging that it is 
  interesting the party believes so.  She will not verify or 
  deny it, insisting that Morella would be the one to 
  discuss such matters of a highly personal nature. 
  • 
  If her husband were to die, she would technically no 
  longer be a Teranor, and her future would be in 
  question. 
  • 
  If given the package, she will say that she will open it 
  later.  If the PCs insist she open it now, she will insist 
  that it wait until later, but she will read the note.  This 
  has no impact on her facial expressions nor does she 
  show any sign of emotion, despite the fact that she 
  knows at that point what is really in the box. 
  • 
  If the party tells her what is in the package, she will 
  merely look away momentarily, then comment that 
  she was amazed it took this long.  After all, he had it 
  coming.  Sad really that talents such as his could not be 
  more widely appreciated or legal.  Truly a shame.  Deep 
  down, you know, he was a kind, generous man who 
  was loyal to his family and terribly fun at parties. 
  • 
  If the party attacks immediately or eventually, she will 
  attempt to talk her way out of it, even though she is 
  confident in her ability to deal with these invaders.  
  She will constantly be chiding the party, making 
  threatening insinuations (such as hinting that she 
  could use blasphemy to easily incapacitate them, or 
  that if they attack she will destroy her holy symbol and 
  leave the party trapped here with no means of escape, 
  or that she knows of the untold riches of House 
  Teranor that have been secured elsewhere and will 
  never tell where they are if they continue to attack). 
  And always looking for a way out of the combat.  This 
  is more as an exercise in lying than a feeling of 
  weakness, and her lack of fear is obvious. 
  • 
  If asked about the Slaad, she will merely say that they 
  are her guests and that she is responsible for them.  If 
  the party informs her that they have killed them, she 
  will dismiss it casually as fewer mouths to feed. 
  • 
  If asked about either of the other two witches here, she 
  will admit that they are not close and that their only 
  bond is that they are all members of the family and 
  loyal as long as a matriarch lives. 
  • 
  She will not acknowledge that she was the physician 
  who visited Morella and brought her the obsidian 
  stone from the monastery at Mystic Bay.  She will 
  feign ignorance to any of the events that occurred at 
  the temple of Lydia, and if asked what she thinks of 
  Lydia, will merely voice her opinion that she is a 
  quaint country goddess who seems to have good 
  intentions. 
  • 
  She will obviously give preference to Suel nobles, but 
  will not alienate any non-Suel, especially if they seem 
  particularly gullible or easily manipulated. 
  • 
  She will dance around the subject of Morella, giving 
  vague answers and insisting that she can do nothing to 
  URD5-08 The End of the Line 
   
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  directly betray her.  She will hint that if that is the 
  party’s intent, she probably would not do anything to 
  stop them, but that it would be necessary to remove 
  the other two witches (she will only refer to Iika and 
  Girnaca as witches, explaining that it was a phrase they 
  adopted to scare the children of the other Teranor 
  nobles).   
  • 
  As far as she knows, Morella has killed the last three 
  women of Teranor blood.  Once Morella is dead, there 
  will be no more.  Until she has children that is.  Given 
  the activities in the Abyss (where she currently is), it’s 
  hard to say how long that will take.  Does anyone know 
  the gestation period of powerful demons?  It can’t be 
  long. 
  • 
  If the party has members who have died and the party 
  asks for help, she will nod seriously and say that it is 
  indeed a sad thing.  If they are Suel, she will ask where 
  the family plot is.  If they are half-orcs, she will ask if 
  they will be returned to their uglier half to be eaten, or 
  buried in the back yard.  If they are any other 
  humanoid, she will say nothing, not wasting her 
  breath.  If they are Baklunish or Flan, she will offer to 
  personally transport them to their homeland for 
  proper burial, as befits their race.  Of course, she will 
  do no such thing, but rather find the nearest pig farm 
  to be consumed by the swine, which, in her mind, is in 
  fact the proper burial. 
  Try not to let this encounter last too long, but also don’t 
  rush the party if they seem to be coming to an agreement.  
  A long role-playing session followed by the combat can eat 
  up a lot of your time.  If Syrula does not think that the party 
  will let her go, or if the party seems particularly weakened, 
  or if she just doesn’t like them as they are not witty enough 
  to even try to keep up with her, she will immediately 
  attack, preferably after giving in to all the party’s demands 
  and as they are leaving. 
  APL 10 (EL 13) 
  � Syrula Teranor: hp 105; see Appendix 2. 
  APL 12 (EL 13) 
  � Syrula Teranor: hp 121; see Appendix 3. 
  APL 14 (EL 13) 
  � Syrula Teranor: hp 137; see Appendix 4. 
  APL 16 (EL 13) 
  � Syrula Teranor: hp 153; see Appendix 5. 
  Tactics: Syrula will try at all costs to avoid combat.  She will 
  continue to talk to the party, lying and negotiating 
  throughout the combat, whether she is winning or not.  
  The most successful way to win a fight is to not have it, and 
  she will constantly be trying to get the party to surrender 
  or, if she is losing, abandon the fight.  She will not 
  surrender though unless seriously fearing for her life, 
  instead getting the party to quit fighting, then resuming at 
  her whim, especially if she is getting the better of the party 
  or needs to move to a better position. 
   
  The bookshelves have a wide variety of books on 
  history, manners, courtier’s manuals, and other reference 
  books that would be of interest.  Good information is the 
  key to good lying after all. 
   
  The wardrobes contain mostly clothing, which have a 
  combined value of approximately 10,000 gp, but would be 
  hard to ship without a portable hole or other similar device. 
   
  If searched thoroughly, in addition to the other goods 
  can be found a jewelry box, which has a wide variety of 
  jewelry with a value of 25,000 gp. 
  Development: This encounter can turn out a number of 
  ways, and interacts strongly with what occurs in area FF.  
  The repercussions can vary a great deal, so be sure to take a 
  moment to think about the impact of actions from this 
  encounter. 
   
  Treasure: 
  All APLs: Coin: Clothing and Jewelry - (value 5,833 gp). 
  The Arena 
  Throughout the arena can be found traces of a fine 
  crystalline powder from Iika Teranor’s Dendritic armor. 
  Area HH:  Main Arena 
  For the next 18 seconds that you are suspended 
  waiting to materialize, you get a good view of the huge 
  room that surrounds you. 
   
  It is obviously an arena, with two viewing tiers 
  above the main floor that you inhabit.  The arena area 
  itself has an earthen floor, mostly clay and packed 
  solid.  The walls of the main floor are adorned with 
  huge gashes, slashes, and claw marks, but seem to still 
  be solid. 
   
  Two sets of stairs lead up to the second tier, also 
  with a packed clay floor and crowded with a variety of 
  fine chairs. 
   
  Two more sets of stairs lead up to the second tier, 
  which appears to have much fewer chairs, but has one 
  additional feature of interest.  There is a large table 
  near the single exit in the western walls which 
  appears to have been converted into a huge chair, 
  comfortable for someone who might weigh eight-
  hundred pounds or so.  It seems to have been a long 
  time since this arena or any of the chairs have seen 
  any serious use however, and the blood stains soaked 
  into the clay are long dried. 
  If searched, the table/chair has not been sat in for at least 
  two years, and the bits of food and stains are all quite old.   
  URD5-08 The End of the Line 
   
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  Area II:  Trophy Room 
  The doors leading out of the arena are large and heavy, 
  built from only the strongest oak. 
  After someone opens the door: 
  This hallway is paved with rough stone.  About 
  halfway down, there is a door on both the left and the 
  right side.  Along the walls on the two ten foot 
  sections directly in front of you are four mounted 
  heads: one of a tiger, one of a bear, one of a lion, and 
  one of snake.  All are larger than any typical specimen 
  and have been masterfully preserved. 
   
  At the end of the hall is a large iron cage.  Though 
  the door is shut, the latch is currently open.  Quietly 
  rising from a nap, there is a large bear, who seems 
  unhappy to see you there. 
  Go into initiative immediately.  If a player wins initiative, 
  they can close the latch and the bear will not be able to get 
  out.  The bear will immediately try to move out of the cage 
  as soon as it can unless the latch is done.  It will also make a 
  great deal of noise if it leaves the cage, but only if it leaves 
  the cage.  The lessons about being quiet while put away 
  have been well learned via the whip and brand.  A DC 25 
  spot check will show some rather vicious whip and weapon 
  scars all over its body. There is nothing else of interest. 
   
  The noise the bear makes will not be noticeable by 
  Girnaca in Area LL due to distance modifiers and the three 
  intervening doors.  It will be heard by the bears in Area KK, 
  but they will only be paying attention in their cages. 
   
  This bear has been trained not to use its improved grab 
  ability unless it is fighting against a single opponent. 
  All APLs (EL 7) 
  � Dire Bear: hp 105; see Appendix 1. 
  Area JJ:  Tordan’s Quarters 
  This room reeks of must and decay, though it is 
  obvious that time has saved you the brunt of the 
  impact as it has been years since anyone has stayed 
  here.  Dried husks of long desiccated food are strewn 
  throughout and any insects that fed on the decay have 
  long since died.  On the left of the main room is a 
  water basin and a sturdy table that has been converted 
  to a bed.  On the right side of the room are three large 
  chests, two barrels, and a small urn giving off a dull 
  orange light. 
   
  The back room is the remnants of what once must 
  have been a grand kitchen, with four ovens, a 
  fireplace, fire pit, and multiple chests and shelves 
  fully stocked as a larder.  It appears that most of the 
  foodstuffs stored here have long ago spoiled though, 
  and all that remains is the dull decay of rot. 
   
  The centerpiece of the room is a head mounted on 
  an ebony plaque.  The head is grotesquely distorted, 
  with folds of skin masking any features.  Surely it was 
  not meant to look this way.  It must have been found 
  days too late to preserve properly and it had bloated 
  and distorted out of any normal form into a caricature 
  of what a human head should be.  Still, the beady, pig 
  eyes from beneath the drooping, fat engorged eyelids 
  sparkle and gleam, peering across the room at the 
  fresh meal that has wandered in. 
  The head is that of Tordan Teranor, which anyone who 
  played Last Dance at Heron House will recognize.  Word of 
  Tordan’s excesses were well known, and a DC 20 
  Knowledge (nobility) or DC 25 Knowledge (Local MR IV) 
  will determine that this is indeed his head.  It has been 
  expertly preserved and will gaze longingly at any morsels 
  for eternity, despite death. 
   
  If searched, the room has nothing of value in it. 
  Area KK:  Main Beast Room 
  There are two more large cages in this room, as well a 
  number of potted bushes, a pile of hay scattered on 
  the floor, and a bowl of water.  The bears seem most 
  interested in you however. 
  The bear in the nearest cage to the door from area II will 
  move to block the PCs, while the other bear will initially 
  move to attack the door to the hall which leads to area LL, 
  alerting Iika of the intruders.  After that, it will move to 
  attack the PCs. 
   
  There is nothing else of interest in this room. 
  All APLs (EL 9) 
  � Dire Bear (2): hp 105; see Appendix 1. 
  Area LL:  Priestesses Quarters 
  This room appears to be more a re-creation of the 
  outdoors than a civilized room.  Dirt is thrown 
  throughout the room and a number of shrubs seem to 
  be planted and growing in the very room itself.  To the 
  left is a bed and small shelves, while a burlap covered 
  straw filled couch is in the back left corner.  A huge 
  bearskin rug dominates the center of the floor and a 
  privy is built into the back wall.  To the right in the 
  back of the room is a small table, a set of shelves, and a 
  huge transplanted rock that appears to have been cut 
  at the top and serves as a table.  Bits of food and drink 
  in crude stone cups are strewn haphazardly across it.  
  In the front of the room to the right is another large 
  iron cage containing yet another bear. 
   
  Directly behind the bear rug stands a tall, brutish 
  woman.  Approximately six foot two inches tall, she 
  wears a dirty suit of crystalline full plate and wields an 
  adamantine battle-axe in her right hand.  Around her 
  neck is a necklace with a small bear on it crudely 
  URD5-08 The End of the Line 
   
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  carved from wood and loosely tied around her waste is 
  a small sack. 
   
  “Do you wish to be killed here or do you have the 
  common courtesy to do it in the arena?  I expect no 
  honor from invaders and thieves, but possibly you 
  might surprise me.” 
   
  Her voice matches the messy exterior of her 
  appearance, low and almost croaking.  Fire gleams in 
  her eye and seems to welcome the coming battle with 
  you. 
  This is Iika Teranor.  She is quite willing to settle the 
  encounter in her room or at the arena (Area HH).  She will 
  insist that her bear is part of her team, and if any of the 
  other bears are still alive she will insist that they be allowed 
  to fight with her as well.  There are at least four of them 
  after all and fair is fair.  It will not take a Sense Motive 
  check to know that she is in fact mocking the concept 
  when she speaks. 
   
  She is not interested in helping the party unless they 
  defeat her in combat.  She freely informs the party that if 
  she beats them, she will eat them, much like she did her 
  late husband, who took four days to fully consume but was 
  worth every bite of it. 
   
  Part of this is a ruse, as she will refuse to help the party 
  in any way if captured, but instead will fight to the death, 
  continually trying to escape and continue the battle.  Any 
  victories by the party will only be seen as a larger challenge 
  to overcome.   
   
  If she does defeat the party, she will indeed eat them, 
  feeding scraps to any of her bears if they remain. 
  APL 10 (EL 12) 
  � Iika Teranor: hp 97; see Appendix 2. 
  � Dire Bear: hp 105; see Appendix 1 
  APL 12 (EL 14) 
  � Iika Teranor: hp 111; see Appendix 3. 
  � Dire Bear: hp 105; see Appendix 1 
  APL 14 (EL 16) 
  � Iika Teranor: hp 125; see Appendix 4. 
  � Dire Bear: hp 105; see Appendix 1 
  APL 16 (EL 18) 
  � Iika Teranor: hp 140; see Appendix 5. 
  � Dire Bear: hp 105; see Appendix 1 
  Tactics:  Iika will do whatever it takes to win, including 
  ambushing the party on the way to the arena, using her 
  animals as tools rather than companions, lying, or whatever 
  is necessary.  On the first round, she will take out the last of 
  the severed heads of the pure-blooded Teranor girls and 
  throw it at the feet of whoever is closest (though not closer 
  than ten feet) or grouped together, which will take one 
  point of damage and explode per the spell Unliving Weapon 
  in the New Rules Items appendix.  The to hit roll for this is 
  AC 5 (the floor is AC 10 -5 for Dex of 0) with a ten foot 
  range increment. 
   
  Her bears are trained to trip medium creatures that 
  charge either them or Iika, and will do so rather than 
  attack.  They will only grapple single opponents, so unless 
  the party takes a severe beating and is reduced to one 
  person, will continue to melee normally. 
  Development: If the party is defeated, they will be 
  consumed happily in a display of gluttony not seen since 
  Tordan was alive.  If they defeat Iika they may use either 
  her holy symbol or the paw of any of the bears to activate 
  the gate back and summon Morella in Area M on the main 
  floor. 
  Conclusion 
  If the players are successful in destroying Morella Teranor, 
  they will receive the Favor of the College of Sages & 
  Sorcery and the Favor of the Nobles of the Duchy of Urnst. 
   If they rescued the tenants from the temple of Lydia and 
  killed Cronar, they receive the Favor of the Church of 
  Lydia, regardless of the disposition of the house. 
   
  If the players helped the Slaad to escape Syrulas 
  imprisonment somehow, they receive the gratitude of the 
  Slaad. 
   
  If the party successfully negotiated with Syrula and 
  arranged a way for her to escape without giving her a 
  chance to backstab them, they will receive the Favor of 
  Syrula Teranor. 
   
  Failure will result in some other party coming in to 
  finish the job the players botched.  This means that any 
  party that is a TPK has the chance of being raised should 
  they wish.  They must pay the cost of a Speak with Dead spell 
  and then a Raise Dead or Resurrection spell if they wish to be 
  raised.  The caster level required for the Raise Dead spell is 
  based on the APL – 10th level caster at APL 10 and so on.  
  Resurrection will be cast by a 13th level caster no matter what 
  APL is played.  Characters that were eaten by Iika Teranor 
  and her bears must be resurrected. 
   
  If characters died but the party was successful, Orias 
  Isgrad will make arrangements to at least have the 
  spellcasting fee waived to bring back dead companions, but 
  that is all the help he can offer easily.  If the remaining PCs 
  agree to spend 2 TUs each, then arrangements can be made 
  to get a True Resurrection cast at the end of this module only, 
  but again the material component must be paid for. 
  Campaign Consequences 
  If the party is successful, the Teranor line is completely and 
  utterly destroyed, barring a True Resurrection or similar 
  URD5-08 The End of the Line 
   
  Page 28 
  
  magic.  The Obsidian Orb is probably either destroyed 
  when Kerk dies or safely imbedded within his body. 
  The End 
   
  URD5-08 The End of the Line 
   
  Page 29 
  
  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 
  role-playing) to each character. 
   
  Encounter 1: Area EE 
  Defeat Cronar 
   
  APL10  
  390 XP  
  APL12 
  450 XP  
  APL14 
  510 XP  
  APL16 
  570 XP 
  Encounter 3: Area M 
  Destroy Morella Teranor  
  APL10  
  390 XP  
  APL12 
  450 XP  
  APL14 
  510 XP  
  APL16 
  570 XP 
  Encounter 3: Area X 
  Defeat or successfully negotiate to get the hand of Girnaca 
  Teranor 
  APL10  
  390 XP  
  APL12 
  450 XP  
  APL14 
  510 XP  
  APL16 
  570 XP 
  Encounter 3: Area FF 
  Defeat or make arrangements with the Slaad 
  APL10  
  390 XP  
  APL12 
  450 XP  
  APL14 
  510 XP  
  APL16 
  570 XP 
  Encounter 3: Area GG 
  Defeat or out-negotiate Syrula Teranor 
  APL10  
  390 XP  
  APL12 
  450 XP  
  APL14 
  510 XP  
  APL16 
  570 XP 
  Encounter 3: Area LL 
  Defeat Iika Teranor 
  APL10  
  360 XP  
  APL12 
  420 XP  
  APL14 
  480 XP  
  APL16 
  540 XP 
  Discretionary Role-playing Award 
  APL10  
  540 XP  
  APL12  
  630 XP  
  APL14  
  720 XP  
  APL16  
  810 XP 
  Total Possible Experience:  
   
  APL10  
  2,700 XP  
  APL12  
  3,150 XP  
  APL14  
  3,600 XP  
  APL16  
  4,050 XP 
  Treasure Summary 
  During an adventure, characters encounter treasure, usually 
  finding it in the possession of their foes. Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes per 
  every 5 enemies, and if the characters cannot take the time to 
  loot the bodies, they do not gain this gold. If you feel it is 
  reasonable that characters can go back to loot the bodies, and 
  those bodies are there (i.e., 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 
  URD5-08 The End of the Line 
   
  Page 30 
  
  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. Because this is a 
  Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
  Encounter 1:  Area K 
   
  All APLs: Loot: 0 gp; Coin: Jewelry 83 gp; Magic: 0 gp 
  Encounter 1:   Area EE 
   
  APL 10: Loot: 0 gp; Coin: 0 gp; Magic: Hat of Disguise 
  150 gp, Headband of Intellect +4 1,333 gp, Vest of Resistance +3 
  750 gp, Ring of Protection +2 667 gp, Ring of Counterspells 333 
  gp, Bracers of Armor +3 750 gp, Boccob’s Blessed Book 1,042 gp, 
  Meta-Magic Rod of Lesser Extend Spell 250 gp 
   
  APL 12: Loot: 0 gp; Coin: 0 gp; Magic: Hat of Disguise 
  150 gp, Headband of Intellect +4 1,333 gp, Vest of Resistance +3 
  750 gp, Ring of Protection +2 667 gp, Ring of Counterspells 333 
  gp, Bracers of Armor +3 750 gp, Boccob’s Blessed Book 1,042 gp, 
  Meta-Magic Rod of Lesser Extend Spell 250 gp 
   
  APL 14: Loot: 0 gp; Coin: 0 gp; Magic: Hat of Disguise 
  150 gp, Headband of Intellect +6 3,000 gp, Vest of Resistance +3 
  750 gp, Ring of Protection +3 1500 gp, Ring of Counterspells 333 
  gp, Bracers of Armor +3 750 gp, Boccob’s Blessed Book 1,042 gp, 
  Meta-Magic Rod of Lesser Extend Spell 250 gp 
   
  APL 16: Loot: 0 gp; Coin: 0 gp; Magic: Hat of Disguise 
  150 gp, Headband of Intellect +6 3,000 gp, Vest of Resistance +3 
  750 gp, Ring of Protection +4 2667 gp, Ring of Counterspells 333 
  gp, Bracers of Armor +3 750 gp, Boccob’s Blessed Book 1,042 gp, 
  Meta-Magic Rod of Lesser Extend Spell 250 gp 
  Encounter 3:  Area X 
   
  APL 10: Loot: 0 gp; Coin: 0 gp; Magic: Vest of Resistance 
  +3 750 gp, Masterwork Chitin Full Plate 958, Masterwork 
  Chitin Longsword 26 gp 
   
  APL 12: Loot: 0 gp; Coin: 0 gp; Magic: Vest of Resistance 
  +3 750 gp, Masterwork Chitin Full Plate 958 gp, Masterwork 
  Chitin Longsword 26 gp 
   
  APL 14: Loot: 0 gp; Coin: 0 gp; Magic: Vest of Resistance 
  +3 750 gp, +1 Chitin Half-Plate 967 gp, +2 Cold Iron Scimitar 
  861 gp 
   
  APL 16: Loot: 0 gp; Coin: 0 gp; Magic: Vest of Resistance 
  +3 750 gp, +1 Chitin Half-Plate 967 gp (x2), +2 Cold Iron 
  Scimitar 861 gp (x2) 
  Encounter 3:  Area EE 
   
  All APLs: Loot: 0 gp; Coin: 0 gp; Magic: Dimensional 
  Shackles 2,333 gp (x5) 
   
  Encounter 3:  Area GG 
   
  APL 10: Loot: 0 gp; Coin: Clothing & Jewelry 5,833 gp; 
  Magic: Gloves of Dexterity +4 1,333 gp, Amulet of Health +4 
  1,333 gp, Vest of Resistance +3 750 gp, Cloak of Charisma +6 
  3,000 gp, Medallion of Thoughts 1,000 gp, Meta-magic Rod of 
  Lesser Extend Spell 250 gp, Meta-magic Rod of Lesser Maximize 
  Spell 1,167 gp, Ring of Freedom of Movement 3,333 gp. 
   
  APL 12: Loot: Clothing & Jewelry 5,833 gp; Coin: 0 gp; 
  Magic: Gloves of Dexterity +4 1,333 gp, Amulet of Health +4 
  1,333 gp, Vest of Resistance +3 750 gp, Cloak of Charisma +6 
  3,000 gp, Medallion of Thoughts 1,000 gp, Meta-magic Rod of 
  Lesser Extend Spell 250 gp, Meta-magic Rod of Maximize Spell 
  4,500 gp, Ring of Freedom of Movement 3,333 gp. 
   
  APL 14: Loot: 0 gp; Coin: Clothing & Jewelry 5,833 gp; 
  Magic: Gloves of Dexterity +4 1,333 gp, Amulet of Health +4 
  1,333 gp, Vest of Resistance +3 750 gp, Cloak of Charisma +6 
  3,000 gp, Medallion of Thoughts 1,000 gp, Meta-magic Rod of 
  Lesser Extend Spell 250 gp, Meta-magic Rod of Maximize Spell 
  4,500 gp, Ring of Freedom of Movement 3,333 gp. 
   
  APL 16: Loot: 0 gp; Coin: Clothing & Jewelry 5,833 gp; 
  Magic: Gloves of Dexterity +4 1,333 gp, Amulet of Health +4 
  1,333 gp, Vest of Resistance +3 750 gp, Cloak of Charisma +6 
  3,000 gp, Medallion of Thoughts 1,000 gp, Meta-magic Rod of 
  Lesser Extend Spell 250 gp, Meta-magic Rod of Maximize Spell 
  4,500 gp, Ring of Freedom of Movement 3,333 gp. 
  Encounter 3:  Area LL 
   
  APL 10: Loot: 0 gp; Coin: 0 gp; Magic: Belt of Giant 
  Strength +4 1,333 gp, Periapt of Wisdom +4 1,333 gp, Cloak of 
  Charisma +4 1,333 gp, Vest of Resistance +3 750 gp, Dendritic 
  Armor +1 250 gp, Meta-magic Rod of Lesser Extend Spell 250 gp, 
  Boots of Speed 1,000 gp, +1 Adamantine Battle Axe 334 gp. 
   
  APL 12: Loot: 0 gp; Coin: 0 gp; Magic: Belt of Giant 
  Strength +4 1,333 gp, Periapt of Wisdom +4 1,333 gp, Cloak of 
  Charisma +4 1,333 gp, Vest of Resistance +3 750 gp, Dendritic 
  Armor +1 with Light Fortification 500 gp, Meta-magic Rod of 
  Lesser Extend Spell 250 gp, Boots of Speed 1,000 gp, +1 
  Adamantine Battle Axe 334 gp. 
   
  APL 14: Loot: 0 gp; Coin: 0 gp; Magic: Belt of Giant 
  Strength +4 1,333 gp, Periapt of Wisdom +4 1,333 gp, Cloak of 
  Charisma +4 1,333 gp, Vest of Resistance +3 750 gp, Dendritic 
  Armor +1 with Moderate Fortification 1,500 gp, Meta-magic Rod 
  of Lesser Extend Spell 250 gp, Boots of Speed 1,000 gp, +1 
  Adamantine Battle Axe 334 gp. 
   
  APL 16: Loot: 0 gp; Coin: 0 gp; Magic: Belt of Giant 
  Strength +4 1,333 gp, Periapt of Wisdom +4 1,333 gp, Cloak of 
  Charisma +4 1,333 gp, Vest of Resistance +3 750 gp, Dendritic 
  Armor +1 with Heavy Fortification 3,167 gp, Meta-magic Rod of 
  Lesser Extend Spell 250 gp, Boots of Speed 1,000 gp, +1 
  Adamantine Battle Axe 334 gp. 
  URD5-08 The End of the Line 
   
  Page 31 
  
  � Gloves of Dexterity +4 (Adventure, DMG) 
  Items for the Adventure Record 
  � Headband of Intellect +4 (Adventure, DMG) 
  � Masterwork Chitin Full Plate (Adventure, A&EG) 
  Favor of the Church of Lydia:  For rescuing their 
  charges, the Church of Lydia is grateful.  This results in one 
  of two things.  First, the favor can be used to have an epic 
  poem written about the hero and stored in the great hall of 
  poems.  It will become public domain and be sung 
  throughout the Duchy.  Second, it can be used to acquire 
  any one magical musical instrument from the DMG or any 
  Complete book with a value up to 20,000 gp.  Only one 
  form of the favor can be gotten, and it may only be used 
  once. 
  � Medallion of Thoughts (Adventure, DMG) 
  � Periapt of Wisdom +4 (Adventure, DMG) 
  APL 12 (All of APL 10 plus the following) 
  � Metamagic Rod of Maximize Spell (Adventure, DMG) 
  � Ring of Freedom of Movement (Adventure, DMG) 
  � Ring of Counterspells (Adventure, DMG) 
  APL 14 (All of APLs 10-12 plus the following) 
  � +1 Chitin Half Plate (Adventure, A&EG) 
  � +2 Cold Iron Scimitar (Adventure, DMG) 
  Favor of the College of Sages and Sorcery:  This favor 
  may be redeemed for one time purchase only access of any 
  single wondrous item, wand, potion or scroll from the 
  DMG of up to 15,000 gp.  
  � Headband of Intellect +6 (Adventure, DMG) 
  � Ring of Protection +3 (Adventure, DMG) 
  APL 16 (All of APLs 10-16 plus the following) 
  � Ring of Protection +4 (Adventure, DMG) 
  Favor of Syrula Teranor:  You have negotiated faithfully 
  with Syrula and her life has been spared.  She is grateful 
  and will help you.  She will help you in removing any curse 
  or cursed item that you may have, free of charge, but only if 
  it can be removed as stated in the curse. 
   
   
   
   
  Favor of the Slaad:  For helping them escape, a few Slaad 
  are grateful and they spread the word that you are friends of 
  the Slaad race.  Any future Charisma based skill checks 
  made with Death Slaad or Blue Slaad are made with a +4 
  circumstance modifier. 
   
  Favor of the Nobles of the Duchy of Urnst:  For ridding 
  the Duchy of the Teranor menace once and for all, the 
  Noble houses are willing to forego their usual profit margin 
  and buy one item from you (up to 50,000 gp) for full price 
  (or whatever you paid for it, whichever is lower). 
  Favor of Abigaine Daman:  You have hired Abigaine as 
  your personal tailor, reducing the cost of Rich or Luxury 
  lifestyle by ½ for the next year. 
  Curse of the Skin:  For putting on the discarded skin of 
  Morella Teranor, you will forever look like a young Suel 
  girl. 
  *  Special Ducal Guard access from Allion Geir.   
  Item Access 
  APL 10 
  � Dimensional Shackles (Adventure, DMG) 
  � Access to purchase up to fifty pounds of adamantine 
  equipment at 150% of normal cost (Regional, DMG) 
  � *Access to purchase (one) Sacred Scabbard  (Regional, 
  CW) 
  � *Access to purchase a Spool of Endless Rope (Regional, 
  CV) 
  � Adamantine Battle Axe +1 (Adventure, DMG) 
  � Amulet of Health +4 (Adventure, DMG) 
  � Belt of Giant Strength +4 (Adventure, DMG) 
  � Boccob’s Blessed Book (Adventure, DMG) 
  � Cloak of Charisma +6 (Adventure, DMG) 
  URD5-08 The End of the Line 
   
  Page 32 
  
  Appendix One –  Untiered Encounters 
  Animated Toy Soldiers: CR ½; Tiny Construct; HD 
  ½ 1d10; hp 2; Init +2; Spd 50 ft.; AC 14 (touch 14, flat-
  footed 12) +2 Size, +2 Dex; Base Atk +0; Grp -9; Atk +1 
  melee (1d3-1, Slam) or +4 ranged (1, micro-crossbow); 
  Full Atk  +1 melee (1d3-1, Slam) or +4 ranged (1, micro-
  crossbow); Space/Reach 2-1/2 ft./0 ft.; SQ Darkvision 
  60 ft., low-light vision, construct traits, hardness 10; AL 
  N; SV Fort +0, Ref +2, Will -5; Str 8, Dex 14, Con --, Int -
  -, Wis 1, Cha 1. 
   
   
  Skills and Feats:  None. 
   
  Hardness (Ex): An animated object has the same 
  hardness it had before it was animated.  
  Animated Dress Forms: CR 1; Small Construct; HD 
  1d10+10; hp 15; Init +1; Spd 70 ft.; AC 14 (touch 14, 
  flat-footed 12) +1 Size, +1 Dex +2 Natural; Base Atk +0; 
  Grp -4; Atk +1 melee (1d4, Slam); Full Atk  +1 melee 
  (1d4, Slam); SQ Darkvision 60 ft., low-light vision, 
  construct traits, hardness 5; AL N; SV Fort +0, Ref +2, 
  Will -5; Str 8, Dex 12, Con --, Int --, Wis 1, Cha 1. 
   
   
  Skills and Feats:  None. 
   
  Hardness (Ex): An animated object has the same 
  hardness it had before it was animated.  
  Fiendish Housecats: CR ¼; Tiny Magical Beast; HD 
  ½ 1d8; hp 2; Init +2; Spd 30 ft.; AC 14 (touch 14, flat-
  footed 12) +2 Size, +2 Dex; Base Atk +0; Grp -12; Atk +4 
  melee (1d2-4, Claw); Full Atk  +4/+4 melee (1d2-4, 
  Claw) and -1 melee (1d3-4, bite); Space/Reach 2-1/2 
  ft./0 ft.; SA Smite Good 1/day; SQ Darkvision 60 ft., 
  Low-light vision, scent, Resistance Cold 5, Resistance 
  Fire 5, SR 5; AL NE; SV Fort +2, Ref +4, Will +1; Str 3, 
  Dex 15, Con 10, Int 3, Wis 12, Cha 7.  
   
  Skills and Feats:  Balance +10, Climb +6, Hide +14, 
  Jump +10, Listen +3, Move Silently +6, Spot +3; 
  Weapon Finesse. 
   
  Skills:  Cats have a +4 racial bonus on Climb, 
  Hide, and Move Silently checks and a +8 racial bonus 
  on Jump checks. Cats have a +8 racial bonus on Balance 
  checks. They use their Dexterity modifier instead of 
  their Strength modifier for Climb and Jump checks. 
  *In areas of tall grass or heavy undergrowth, the Hide 
  bonus rises to +8. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD total (maximum of +20) against a good foe. 
  Kerk, Animated House: CR 12 Colossal Construct; 
  HD 48d10+80; hp 296; Init -3; Spd 0 ft.; AC 15 (touch -1 
  flat-footed 15) -8 Size, -3 Dex +16 Natural; Base Atk +36; 
  Grp +61; Atk +37 melee (4d8+13, Slam); Full Atk  +37 
  melee (4d8+13, Slam); Space/Reach 100 ft./20 ft.;SA  
  Constrict, steam blast; SQ Darkvision 60 ft., low-light 
  vision, construct traits, hardness 5; AL N; SV Fort +16, 
  Ref +13, Will +13; Str 28, Dex 4, Con --, Int 4, Wis 5, 
  Cha 5. 
   
   
  Skills and Feats:  None. 
   
  Hardness (Ex): An animated object has the same 
  hardness it had before it was animated.  
   
  Constrict (Ex): A flexible animated object such as 
  a rope, vine, or rug deals damage equal to its slam 
  damage value plus 1- 1/2 times its Strength bonus with 
  a successful grapple check against a creature up to one 
  size larger than itself. 
   
  An object of at least Large size can make 
  constriction attacks against multiple creatures at once, 
  if they all are at least two sizes smaller than the object 
  and can fit under it. 
   
  In this instance, in rooms with shades, blankets, or 
  similar items, the house may make a constrict attack.  
  In barren rooms (such as the furnace room), it cannot 
  make constrict attacks. 
   
  Steam Blast (Ex): In rooms where there is steam 
  available, the house may burst a pipe, blasting a 
  character in a square with superheated steam.  This is a 
  standard action and does 4d8 fire damage.  The square 
  remains filled with steam until the house pulls the 
  burst pipe back in. 
  Monstrous scorpion, Large: CR 3; Large Vermin; 
  HD 5d8+10; hp 32; Init +0; Spd 50 ft.; AC 16 (touch 9, 
  flat-footed 16) -1 Size, +7 natural; Base Atk +3; Grp +11; 
  Atk +6 melee (1d6+4, claw); Full Atk +6 melee (1d6+4, 
  2 claws) and +1 melee (1d6+2+poison, sting); 
  Space/Reach 10 ft./5 ft.; SA Constrict 1d6+4, Improved 
  grab, Poison; SQ Darkvision 60 ft., tremorsense 60 ft., 
  vermin traits; AL N; SV Fort +6, Ref +1, Will +1; Str 19, 
  Dex 10, Con 14, Int --, Wis 10, Cha 2.  
   
  Skills and Feats:  Climb +8, Hide +0, Spot +4. 
   
  Constrict (Ex): A monstrous scorpion deals 
  automatic claw damage on a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, a 
  monstrous scorpion must hit with a claw attack.  A 
  monstrous scorpion can use its Strength modifier or 
  Dexterity modifier for grapple checks, whichever is 
  better. 
   
  Poison (Ex): A monstrous scorpion has a poison 
  sting DC 14 (1d4 Con/1d4 Con).  The save DCs are 
  Constitution based. 
   
  Skills: A monstrous scorpion has a +4 racial bonus 
  on Climb, Hide, and Spot checks. 
  Dire Bear: CR 7; Large Animal; HD 12d8+51; hp 105; 
  Init +1; Spd 40 ft.; AC 17 (touch 10, flat-footed 16) -1 
  Size, +1 Dex, +7 natural; Base Atk +9; Grp +23; Atk +19 
  URD5-08 The End of the Line 
   
  Page 33 
  
  melee (2d6+10, claw); Full Atk +19/+19 melee (2d6+10, 
  2 claws) and +13 melee (3d8+3, bite); Space/Reach 10 
  ft./5 ft.; SA Improved grab; SQ Low-Light vision, scent; 
  AL N; SV Fort +12, Ref +9, Will +9; Str 31, Dex 13, Con 
  19, Int 2, Wis 12, Cha 10. 
   
   
  Skills and Feats:  Listen +10, Spot +10, Swim +13; 
  Alertness, Improved Natural Attack (Claw), Improved 
  Natural Attack (Bite), Toughness, Weapon Focus 
  (Claw). 
   
  Improved Grab (Ex): To use this ability, a dire 
  bear must hit with a claw attack.  It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. 
  URD5-08 The End of the Line 
   
  Page 34 
  
   
  Appendix Two –  APL 10 
  Encounter 1 
  Area EE 
  Cronar of the Crimson Robes: Male Suel Wiz 10 Ali 
  3; CR 13; Medium Humanoid (Human, Suel); HD 
  13d4+26; hp 60; Init +5; Spd 30 ft.; AC 17 (touch 13, 
  flat-footed 16) +2 Deflection, +4 Armor, +1 Dex; Base 
  Atk +6/+1; Grp +6; Atk +6 melee (Touch Spells, 
  Various) or +7 ranged (Ranged Touch Spells, Various); 
  Full Atk Atk +6 melee (Touch Spells, Various) or +7 
  ranged (Ranged Touch Spells, Various); Space/Reach  5 
  ft./5 ft.; SQ Alien blessing, summon alien; AL CE; SV 
  Fort +10, Ref +9, Will +14; Str 10, Dex 12, Con 14, Int 
  21, Wis 12, Cha 10. 
   
  Skills and Feats:  Concentration +17, Knowledge 
  (arcane) 
  +20, 
  Knowledge 
  (dungeoneering) 
  +9, 
  Knowledge (geography) +9, Knowledge (history) +9, 
  Knowledge (nobility) +10, Knowledge (religion) +9, 
  Knowledge (the planes) +20, Knowledge (local – core) 
  +10, Knowledge (local – MR IV) +11, Spellcraft +20; 
  Alertness, Augment Summoning, Greater Spell 
  Penetration, Improved Familiar, Improved Initiative, 
  Silent 
  Spell, 
  Spell 
  Focus 
  (Conjuration), 
  Spell 
  Penetration, Sudden Maximize.  Languages:  Common, 
  Draconic, Dwarven, Elven, Ignan, Infernal, Ancient 
  Suloise.  
   
  Possessions: Hat of Disguise, Headband of Intellect 
  +4, Vest of Resistance +3, Ring of Protection +2, Ring 
  of Counterspells (Dispel Magic, Greater), Bracers of 
  Armor +3, Boccob’s Blessed Book, Metamagic rod of 
  Lesser Extension. 
   
  Spells Prepared (4/6/5/5/5/4/2/1 base DC = 15 + 
  spell level, Conjuration = 16 + spell level): 0—Detect 
  Magic, Detect Poison, Open/Close, Prestidigitation; 
  1st— lesser acid orb (x2), mage armor, magic missile, 
  protection from evil, ray of enfeeblement; 2nd—false life, 
  glitterdust, resist energy, scorching ray, see invisibility; 3rd—
  dispel magic (x2), displacement, fireball, protection from 
  energy; 4th—invisibility (greater), silent dispel magic(x2), 
  stone skin, wall of fire; 5th—cone of cold, dominate person, 
  silent evard’s black tentacles, wall of force; 6th—bigby’s 
  forceful hand, disintegrate; 7th—finger of death. 
   
  Spellbook:  1st — charm person, color spray, comprehend 
  languages, endure elements, enlarge person, hypnotism, lesser 
  acid orb, lesser sonic orb, mage armor, magic missile, negative 
  energy ray, protection from evil, ray of enfeeblement, reduce 
  person, shield, summon monster I, true strike; 2nd — alter 
  self, blindness/deafness, blur, darkvision, daylight, detect 
  thoughts, false life, flaming sphere, fox’s cunning, glitterdust, 
  invisibility, knock, locate object, melf’s acid arrow, mirror 
  image, obscure object, protection from arrows, resist energy, 
  scare, scorching ray, see invisibility, spectral hand, summon 
  monster II, summon swarm, touch of idiocy, web; 3rd  — deep 
  slumber, dispel magic, displacement, fireball, fly, haste, ice 
  burst, lightning bolt, magic circle against evil, phantom steed, 
  protection from energy, secret page, slow, summon monster 
  III, tongues, vampiric touch;  4th — arcane eye, crushing 
  despair, dimension door, enervation, evard’s black tentacles, 
  fireshield, glove of lesser invulnerability, ice storm, invisibility 
  (greater), locate creature, phantasmal killer, polymorph, 
  Rary’s mnemonic enhancer, reduce person (mass), scrying, 
  shout, stone skin, wall of fire, wall of ice; 5th — baleful 
  polymorph, break enchantment, cloudkill, cone of cold, contact 
  other plane, dominate person, feeblemind, hold monster, mind 
  fog, overland flight, passwall, prying eyes, summon monster 
  V, telekinesis, teleport, wall of force, wall of stone, waves of 
  fatigue; 6th — acid fog, bigby’s forceful hand, circle of death, 
  contingency, disintegrate, repulsion, shadow walk, summon 
  monster VI, wall of iron; 7th — finger of death, power word 
  blind, reverse gravity, waves of exhaustion, vision. 
  Encounter 3 
  Note:  All restrictions for this area apply equally to the 
  monsters as they do to the PCs.  Divination spells are marked 
  in bold and cannot be cast while in the area.  None of the 
  summoning abilities or spells function here either.   
  Area M 
  Morella Teranor (partially transformed into a 
  Marilith): CR 13; Medium Outsider (Chaotic, 
  Extraplanar, Evil, Tanr’ri); HD 8d8+72; hp 108; Init +4; 
  Spd 40 ft.; AC 24 (touch 14, flat-footed 20) +4 Dex, +10 
  natural; Base Atk +8; Grp +17; Atk +18 melee 
  (1d8+9/19-20, longsword) or +17 melee (3d6+9, tail 
  slap); Full Atk +18/+13 melee (1d8+9/19-20, primary 
  longsword) 
  and 
  +18/+18/+18/+18/+18 
  melee 
  (1d8+4/19-20, longswords) and +15 melee (3d6+4, tail 
  slap) or +17/+17/+17/+17/+17/+17 melee (1d6+9, slam) 
  and +15 melee (3d6+4, tail slap); SA spell-like abilities; 
  SQ Damage Reduction 10/good, Darkvision 60 ft., 
  immunity to electricity, resistance to acid 5, cold 5, 
  electricity 10, and fire 5, SR 17, telepathy 100 ft.; AL 
  CE; SV Fort +15, Ref +10, Will +10; Str 28, Dex 18, Con 
  29, Int 18, Wis 18, Cha 24.  
   
  Skills and Feats:  Bluff +18, concentration +19, 
  diplomacy +20, disguise +18 (+20 acting), hide +13, 
  intimidate +20, listen +23, move silently +14, search +8, 
  sense motive +15, spellcraft +15 (+17 scrolls), spot +23, 
  use magic device +18 (+20 scrolls); multiattack, multi-
  weapon fighting, weapon focus (longsword).. 
  A marilith’s natural weapons, as well as any weapons it 
  wields, are treated as chaotic-aligned and evil-aligned for the 
  purpose of overcoming damage reduction. 
  URD5-08 The End of the Line 
   
  Page 35 
  
  Spell-Like Abilities: 1/day—align weapon, magic 
  weapon, project image (DC 23), polymorph, see 
  invisibility. Caster level 8th. The save DCs are 
  Charisma-based. 
  Skills: Mariliths have a +8 racial bonus on Listen and 
  Spot checks. 
  Feats: In combination with its natural abilities, a 
  marilith’s Multiweapon Fighting feat allows it to attack 
  with all its arms at no penalty. 
  Vrock bodyguard: CR 9; Large Outsider (Chaotic, 
  Extraplanar, Evil); HD 10d8+70; hp 115; Init +2; Spd 30 
  ft.; AC 22 (touch 11, flat-footed 20) -1 Size, +2 Dex, +11 
  natural; Base Atk +10; Grp +20; Atk +15 melee (2d6+6, 
  claw); Full Atk +15/+15 melee (2d6+6, 2 claws) and +13 
  melee (1d8+3, bite) and +13/+13 melee (1d6+3, 2 
  talons); Space/Reach 10 ft./10 ft.; SA Dance of ruin, 
  spell-like abilities, spores, stunning screech, summon 
  tanar’ri; SQ Damage Reduction 10/good, darkvision 60 
  ft., immunity to electricity and poison, resistance to 
  acid 10, cold 10, and fire 10, SR 17, telepathy 100 ft.; AL 
  CE; SV Fort +14, Ref +9, Will +10; Str 23, Dex 15, Con 
  25, Int 14, Wis 16, Cha 16.  
   
  Skills and Feats:  Concentration +20, diplomacy +5, 
  hide +11, intimidate +16, knowledge (local MR IV) 
  +15, listen +24, move silently +15, search +15, sense 
  motive +16, spellcraft +15, spot +24, survival +3 (+5 
  following tracks); Cleave, combat reflexes, multiattack, 
  power attack.. 
  Dance of Ruin (Su): To use this ability, a group of at 
  least three vrocks must join hands in a circle, dancing 
  wildly and chanting.  
  At the end of 3 rounds of dancing, a wave of crackling 
  energy flashes outward in a 100-foot radius. All 
  creatures except for demons within the radius take 
  20d6 points of damage (Reflex DC 18 half ). Stunning, 
  paralyzing, or slaying one of the vrocks stops the 
  dance. The save DC is Charisma-based. 
  Spell-Like Abilities: At will—mirror image, telekinesis 
  (DC 18), greater teleport (self plus 50 pounds of objects 
  only); 1/day—heroism. Caster level 12th. The save DCs 
  are Charisma-based. 
  Spores (Ex): A vrock can release masses of spores from 
  its body once every 3 rounds as a free action. The 
  spores automatically deal 1d8 points of damage to all 
  creatures adjacent to the vrock. They then penetrate 
  the skin and grow, dealing an additional 1d4 points of 
  damage each round for 10 rounds. At the end of this 
  time, the victim is covered with a tangle of viny 
  growths. (The vines are harmless and wither away in 
  1d4 days.) A delay poison spell stops the spores’ growth 
  for its duration. Bless, neutralize poison, or remove disease 
  kills the spores, as does sprinkling the victim with a 
  vial of holy water. 
  Stunning Screech (Su): Once per hour a vrock can 
  emit a piercing screech. All creatures except for 
  demons within a 30-foot radius must succeed on a DC 
  22 Fortitude save or be stunned for 1 round. The save 
  DC is Constitution-based. 
  Summon Demon (Sp): Once per day a vrock can 
  attempt to summon 2d10 dretches or another vrock 
  with a 35% chance of success. This ability is the 
  equivalent of a 3rd-level spell. 
  Skills: Vrocks have a +8 racial bonus on Listen and 
  Spot checks. 
  Area X 
  Girnaca Teranor: Female Suel Drd 7 NWr 2 VmL 4; 
  CR 13; Medium Humanoid (Human, Suel); HD 
  7d8+2d10+4d6+26; hp 92; Init +0; Spd 30 ft.; AC 20 
  (touch 10, flat-footed 20) +2 Natural Armor, +8 Armor; 
  Base Atk +9/+4; Grp +11; Atk +12 melee (1d8+2, 
  Masterwork Chitin Longsword); Full Atk +12/+7 
  melee (1d8+2, Masterwork Chitin Longsword); SA 
  Blood drain; SQ Nature Sense, Wild Empathy 
  (1d20+11, takes one minute and must be within 30’), 
  Woodland Stride, Trackless Step, Resist Nature’s Lure, 
  Wild Shape 3/day (Small, Medium, Large), Earths 
  Resilience (DR 3/-), Chitin (+2 Natural Armor), 
  Vermin Servant, Blood Drain, Spider Hand, Swarm 
  Armor; AL NE; SV Fort +14, Ref +6, Will +15; Str 14, 
  Dex 10, Con 14, Int 10, Wis 16, Cha 15. 
   
  Skills and Feats:  Concentration +16, Handle 
  Animal +12, Hide +3, Knowledge Nature +12, 
  Knowledge (The Planes) +2, Listen +12, Move Silently 
  +3, Sense Motive +4, Spot +12, Survival +13; Armor 
  Proficiency – Heavy, Natural Spell, Track, Extend 
  Spell, Martial Weapon Proficiency (Long Sword), 
  Verminfriend.  Languages:  Common, Druidic.  
   
  Possessions: Vest of Resistance +3, masterwork 
  chitin full plate, masterwork chitin longsword. 
   
  Spells Prepared (6/5/5/4/3/2; base DC = 13 + spell 
  level): 0— Cure Minor Wounds, Detect Magic, Detect 
  Poison (x2), Purify Food and Drink, Read Magic; 1st— 
  Cure Light Wounds (x3), Faerie Fire, Produce Flame; 2nd— 
  Barkskin (x2), Delay Poison, Hold Animal, Warp wood; 
  3rd— Cure Moderate Wounds, Dominate Animal, Magic 
  Fang – Greater (x2); 4th—Freedom of Movement, Rusting 
  Grasp, Spike Stones; 5th— Extended Giant Vermin, Death 
  Ward. 
  Kark, Monstrous scorpion animal companion: CR 
  1; Medium Vermin; HD 6d8+12; hp 39; Init +0; Spd 40 
  ft.; AC 19 (touch 11, flat-footed 18) +1 Dex, +8 natural; 
  Base Atk +4; Grp +7; Atk +7 melee (1d4+3, claw); Full 
  Atk +7 melee (1d4+3, 2 claws) and +2 melee (1d4+1 
  plus poison, sting); SQ Constrict 1d4+3, darkvision 60 
  ft., Devotion (+4 saves vs Enchantment), evasion, 
  improved grab, link, poison, shared spells, tremorsense 
  URD5-08 The End of the Line 
   
  Page 36 
  
  60 ft., vermin traits; AL N; SV Fort +7, Ref +3, Will +2; 
  Str 16, Dex 12, Con 14, Int -, Wis 10, Cha 2. 
   
   
  Skills and Feats:  Climb +7, Hide +5, Spot +4. 
   
  Constrict (Ex): A monstrous scorpion deals 
  automatic claw damage on a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, a 
  monstrous scorpion must hit with a claw attack.  A 
  monstrous scorpion can use its Strength modifier or 
  Dexterity modifier for grapple checks, whichever is 
  better. 
   
  Poison (Ex): A monstrous scorpion has a poison 
  sting DC 15 (1d3 Con/1d3 Con).  The save DCs are 
  Constitution based. 
   
  Skills: A monstrous scorpion has a +4 racial bonus 
  on Climb, Hide, and Spot checks.  
  Ink, Monstrous scorpion Vermin servant: CR 1/2; 
  Small Magical Beast; HD 13d8; hp 46; Init +0; Spd 40 
  ft.; AC 14 (touch 11, flat-footed 13) +1 Size, +3 natural; 
  Base Atk +0; Grp -4; Atk +1 melee (1d3-1, claw); Full 
  Atk +1 melee (1d3-1, 2 claws) and +-4 melee (1d3-
  1+poison, sting); SQ Constrict 1d3-1, darkvision 60 ft., 
  Improved Evasion, Improved grab, Poison, Shared 
  spells, SR 18, tremorsense 60’; AL N; SV Fort +11, Ref 
  +3, Will +9; Str 9, Dex 10, Con 14, Int 12, Wis 10, Cha 2.  
   
  Skills and Feats:  Climb +7, Hide +6, Spot +6; 
  Weapon Finesse. 
   
  Constrict (Ex): A monstrous scorpion deals 
  automatic claw damage on a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, a 
  monstrous scorpion must hit with a claw attack.  A 
  monstrous scorpion can use its Strength modifier or 
  Dexterity modifier for grapple checks, whichever is 
  better. 
   
  Poison (Ex): A monstrous scorpion has a poison 
  sting DC 12 (1d2 Con/1d2 Con).  The save DCs are 
  Constitution based. 
   
  Skills: A monstrous scorpion has a +4 racial bonus 
  on Climb, Hide, and Spot checks.  
  Monstrous scorpion, Large: CR 3; Large Vermin; 
  HD 5d8+10; hp 32; Init +0; Spd 50 ft.; AC 16 (touch 9, 
  flat-footed 16) -1 Size, +7 natural; Base Atk +3; Grp +11; 
  Atk +6 melee (1d6+4, claw); Full Atk +6 melee (1d6+4, 
  2 claws) and +1 melee (1d6+2+poison, sting); SA 
  Constrict 
  1d6+4, 
  IImproved 
  grab, 
  Poison; 
  SQ 
  Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL 
  N; SV Fort +6, Ref +1, Will +1; Str 19, Dex 10, Con 14, 
  Int --, Wis 10, Cha 2. 
   
   
  Skills and Feats:  Climb +8, Hide +0, Spot +4. 
   
  Constrict (Ex): A monstrous scorpion deals 
  automatic claw damage on a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, a 
  monstrous scorpion must hit with a claw attack.  A 
  monstrous scorpion can use its Strength modifier or 
  Dexterity modifier for grapple checks, whichever is 
  better. 
   
  Poison (Ex): A monstrous scorpion has a poison 
  sting DC 14 (1d4 Con/1d4 Con).  The save DCs are 
  Constitution based. 
   
  Skills: A monstrous scorpion has a +4 racial bonus 
  on Climb, Hide, and Spot checks.  
  Area FF 
  Blue Slaad: CR 8; Large Outsider (Chaotic, 
  Extraplanar); HD 8d8+32; hp 68; Init +2; Spd 30 ft.; AC 
  20 (touch 11, flat-footed 18) -1 Size, +2 Dex, +9 natural; 
  Base Atk +8; Grp +18; Atk +13 melee (2d6+6, claw); Full 
  Atk +13/+13/+13/+13 melee (2d6+6, 4 claws) and +11 
  melee (2d8+3 plus disease, bite); SA  Spell-like abilities, 
  slaad fever, summon slaad; SQ Darkvision 60 ft., fast 
  healing 5, immunity to sonic, resistance to acid 5, cold 
  5, electricity 5, and fire 5; AL CN; SV Fort +10, Ref +8, 
  Will +4; Str 23, Dex 15, Con 19, Int 6, Wis 6, Cha 10. 
   
   
  Skills and Feats:  Climb +17, hide +9, jump +17, 
  listen +9, move silently +13, spot +9; Dodge, mobility, 
  multiattack.. 
   
  Spell-like Abilities: At will – hold person (DC 13), 
  passwall, telekinesis (DC 15), 1/day -  chaos hammer (DC 
  14). Caster level 8th.  The save DCs are Charisma based. 
   
  Slaad Fever (Su): Supernatural disease – bite, 
  Fortitude DC 18, incubation period 1 day, damage 1d3 
  Dex and 1d3 Cha.  The save DC is Constitution based. 
   
  An afflicted humanoid reduced to Charisma 0 by 
  salad fever immediately transforms into a red salad.  It 
  retains none of the features, traits, memories, or 
  abilities of its former self, and is a normal red salad in 
  all respects.  If the infected being is an arcane 
  spellcaster, the disease instead produces a green salad. 
   
  Summon Slaad (Sp):  Once per day, a blue salad 
  can attempt to summon another blue salad with a 40% 
  chance of success.  This ability is the equivalent of a 4th 
  level spell. 
  Death Slaad: CR 13; Medium Outsider (Chaotic, 
  Extraplanar); HD 15d8+75; hp 142; Init +10; Spd 30 ft.; 
  AC 28 (touch 16, flat-footed 22) +6 Dex, +12 natural; 
  Base Atk +15; Grp +20; Atk +20 melee (3d6+5 plus stun, 
  claw); Full Atk +20/+20 melee (3d6+5 plus stun, 2 
  claws) and +18 melee (2d10+2, bite); SA  Stun, Spell-
  like abilities, summon slaad; SQ Change shape, 
  Damage reduction 10/lawful, Darkvision 60 ft., fast 
  healing 5, immunity to sonic, resistance to acid 5, cold 
  5, electricity 5, and fire 5, telepathy 100 ft.; AL CN; SV 
  Fort +14, Ref +15, Will +13; Str 21, Dex 23, Con 21, Int 
  18, Wis 18, Cha 18. 
   
  URD5-08 The End of the Line 
   
  Page 37 
  
   
  Skills and Feats:  Climb +23, concentration +15, 
  escape artist +24, hide +24, intimidate +22, jump +23, 
  knowledge (local MR IV) +22, knowledge (arcane) +22, 
  listen +22, move silently +24, search +22, spot +22, 
  survival +12 (+14 when tracking), use rope +6 (+8 with 
  bindings); Cleave, great cleave, improved initiative, 
  improved sunder, multiattack, power attack. 
   
  Stun (Ex):  Three times per day, a death salad can 
  attempt to stun its opponent on an attack with one of 
  its natural weapons.  If the opponent fails a DC 21 
  Fortitude save, it is stunned for 1 round in addition to 
  taking normal damage from the attack.  The save DC is 
  Wisdom-based. 
   
  Spell-like Abilities: At will – animate objects, chaos 
  hammer (DC 18), deeper darkness, detect magic, dispel law 
  (DC 19), fear (DC 18), finger of death (DC 21), fireball 
  (DC 17), fly, identify, invisibility, magic circle against law, 
  see invisibility, shatter (DC 16); 3/day -  circle of death 
  (DC 20), cloak of chaos (DC 22), word of chaos (DC 21). 
  1/day -  implosion (DC 23), power word blind.  Caster 
  level 15th.  The save DCs are Charisma based. 
   
  Change Shape (Su):  A death salad can assume 
  any humanoid form as a standard action.  In humanoid 
  form, a death salad cannot use its natural weapons 
  (although a salad can quip itself with weapons and 
  armor appropriate to its appearance).  A death salad 
  remains in one form until it chooses to assume a new 
  one.  A change in form cannot be dispelled, but the 
  salad reverts to its natural form when killed.  A true 
  seeing spell reveals its natural form. 
   
  Summon Slaad (Sp):  Twice per day a death salad 
  can attempt to summon 1-2 red or blue slaadi with a 
  60% chance of success, or 1-2 green slaadi with a 40% 
  chance of success.  This ability is the equivalent of a 6th 
  level spell. 
  Area GG 
  Syrula Teranor: Female Suel Sor 13; CR 13; Medium 
  Humanoid (Human, Suel); HD 13d4+65; hp 105; Init 
  +6; Spd 30 ft.; AC 16 (touch 12, flat-footed 14) +2 Dex 
  +4 Armor; Base Atk +6/+1; Grp +5; Atk +5 melee 
  (Touch Spells, Various) or +8 ranged (Ranged Touch 
  Spells, Various); Full Atk +5/+0 melee (Touch Spells, 
  Various) or +8/+3 ranged (Ranged Touch Spells, 
  Various); Space/Reach  5 ft./5 ft.; SA None; SQ None; 
  AL CE; SV Fort +12, Ref +9, Will +11; Str 8, Dex 14, 
  Con 20, Int 14, Wis 10, Cha 27. 
   
  Skills and Feats:  Bluff +24, Concentration +21, 
  Intimidate +18, Knowledge (Arcana) +18, Spellcraft 
  +23; Improved Initiative, Skill Focus (Spellcraft), Spell 
  Focus (Enchantment, Necromancy), Greater Spell 
  Focus (Enchantment), Extra Slot (Sorceror, 5th).  
  Languages:  Common, Draconic, Ancient Suloise.  
   
  Possessions: Gloves of Dexterity +4, Amulet of 
  Health +4, Vest of Resistance +3, Cloak of Charisma +6, 
  Medallion of Thoughts, Metamagic Rod of Lesser 
  Extend Spell, Metamagic Rod of Lesser Maximize 
  Spell, Ring of Freedom of Movement 
   
  Spells Known (6/7/7/7/8/9/4; base DC = 18 + spell 
  level, necromancy 19 + spell level, enchantment 20 + 
  spell level): 0— detect magic, detect poison, ghost 
  sound, light, mage hand, mending, prestidigitation, ray of 
  frost, read magic; 1st — comprehend languages, disguise 
  self, feather fall, mage armor, magic missile; 2nd — detect 
  thoughts, false life*, glitterdust, scorching ray, see 
  invisibility; 3rd — displacement, fly, nondetection, 
  suggestion**; 4th — confusion**, enervation*, Otiluke’s 
  resilient sphere, wall of fire; 5th — cone of cold, feeblemind**, 
  mind fog**; 6th — contingency, suggestion – mass**.   
  * Necromancy spell.  ** Enchantment spell 
  Precast spells:  Extended mage armor, contingency (cast 
  displacement when attacked physically or magically), 
  extended false life. 
  Area LL 
  Iika Teranor, Cleric of Llerg: Female Suel Cle 10 
  Con 2; CR 12; Medium Humanoid (Human, Suel); HD 
  10d8+2d6+36; hp 97; Init +5; Spd 20 ft.; AC 23 (touch 
  11, flat-footed 22) +1 Dex +12 Armor; Base Atk +8/+3; 
  Grp +10; Atk +11 melee (1d8+3/x3, Battle Axe); Full 
  Atk +11/+6 melee (1d8+3/x3, Battle Axe); Space/Reach 
   5 ft./5 ft.; SQ Rebuke Undead (12/day, d20+7, 2d6+15 
  HD), Divine Health, Slippery Mind, Bonus Domain; 
  AL CE; SV Fort +12, Ref +7, Will +18; Str 14, Dex 12, 
  Con 14, Int 10, Wis 20, Cha 20. 
   
  Skills and Feats:  Concentration +17, Intimidate 
  +13, Knowledge (Religion) +15; Extra Turning, 
  Improved 
  Initiative, 
  Quicken 
  Spell, 
  Improved 
  Toughness, Divine Metamagic (Quicken Spell), Divine 
  Spell Power.  Languages:  Common.  
   
  Possessions: Belt of Giant Strength +4, Periapt of 
  Wisdom +4, Cloak of Charisma +4, Vest of Resistance 
  +3, Dendritic Armor +1, Metamagic Rod of Lesser 
  Extend, Boots of Speed, Adamantine +1 Battle Axe. 
   
  Spells Prepared (6/8/6/6/5/5/3; base DC = 15 + spell 
  level): 0—Cure Minor Wounds, Detect Magic, Detect 
  Poison, Light, Purify Food and Drink, Read Magic; 1st— 
  Cure Light Wounds (x3), Detect Good, Divine Favor, 
  Endure Elements, Enlarge Person*, Shield of Faith; 2nd— 
  Align Weapon, Cure Moderate Wounds, Death Knell, Resist 
  Energy, Spiritual Weapon, Zeal*; 3rd— Unliving Weaon 
  (x3), Magic Vestment*, Protection from Energy (x2); 4th— 
  Cure Critical Wounds (x2), Dimensional Anchor, Freedom of 
  Movement, Spell Immunity*; 5th— Dispel Law, Flame 
  Strike (x3), Righteous Might*; 6th— Harm (x2), Stoneskin*. 
   
  *Domain spell. Domains: Strength (Feat of 
  Strength 1/day +10 Strength for 1 round); Courage 
  (Aura of Courage, constant, all allies within 10’ gain +4 
  on saves vs. fear), Competition (Ex: You gain a +1 
  bonus on all opposed checks). 
  URD5-08 The End of the Line 
   
  Page 38 
  
  Appendix Three –  APL 12
  Encounter 1 
  Area EE 
  Cronar of the Crimson Robes: Male Suel Wiz 10 Ali 
  5; CR 15; Medium Humanoid (Human, Suel); HD 
  15d4+29; hp 72; Init +5; Spd 30 ft.; AC 17 (touch 13, 
  flat-footed 16) +1 Dex, +2 Deflection, +4 Armor; Base 
  Atk +7/+2; Grp +7; Atk +7 melee (Touch Spells, 
  Various) or +8 ranged (Ranged Touch Spells, Various); 
  Full Atk Atk +7 melee (Touch Spells, Various) or +8 
  ranged (Ranged Touch Spells, Various); SQ Alien 
  blessing, mad certainty, summon alien; AL CE; SV Fort 
  +10, Ref +9, Will +16; Str 10, Dex 12, Con 14, Int 20, 
  Wis 12, Cha 10. 
   
  Skills and Feats:  Concentration +19, Knowledge 
  (arcane) 
  +22, 
  Knowledge 
  (dungeoneering) 
  +10, 
  Knowledge (geography) +10, Knowledge (history) +10, 
  Knowledge (nobility) +10, Knowledge (religion) +10, 
  Knowledge (the planes) +22, Knowledge (local – core) 
  +10, Knowledge (local – MR IV) +11, Spellcraft +22; 
  Alertness, Augment Summoning, Extend Spell, 
  Greater 
  Spell 
  Penetration, 
  Improved 
  Familiar, 
  Improved 
  Initiative, 
  Silent 
  Spell, 
  Spell 
  Focus 
  (Conjuration), Spell Penetration, Sudden Empower, 
  Sudden Maximize.  Languages:  Common, Draconic, 
  Dwarven, Elven, Ignan, Infernal, Ancient Suloise.  
   
  Possessions: Hat of Disguise, Headband of Intellect 
  +4, Vest of Resistance +3, Ring of Protection +2, Ring 
  of Counterspells (Dispel Magic, Greater), Bracers of 
  Armor +3, Boccob’s Blessed Book, Metamagic rod of 
  Lesser Extension. 
   
  Spells Prepared (4/6/5/5/5/5/3/2/1 base DC = 15 + 
  spell level, Conjuration = 16 + spell level): 0—Detect 
  Magic, Detect Poison, Open/Close, Prestidigitation; 
  1st— lesser acid orb(x2), mage armor, magic missile, 
  protection from evil, ray of enfeeblement; 2nd—false life, 
  glitterdust, resist energy, scorching ray, see invisibility; 3rd—
  dispel magic (x2), displacement, fireball, protection from 
  energy; 4th—invisibility (greater), reduce person (mass), 
  silent dispel magic (x2), stone skin, wall of fire; 5th—cone of 
  cold, feeblemind, wall of force, silent evard’s black tentacles, 
  waves of fatigue; 6th—bigby’s forceful hand, circle of death, 
  contingency; 7th—finger of death, reverse gravity; 8th—
  mind blank. 
   
  Spellbook:  1st — charm person, color spray, comprehend 
  languages, endure elements, enlarge person, hypnotism, lesser 
  acid orb, lesser sonic orb, mage armor, magic missile, negative 
  energy ray, protection from evil, ray of enfeeblement, reduce 
  person, shield, summon monster I, true strike; 2nd — alter 
  self, blindness/deafness, blur, darkvision, daylight, detect 
  thoughts, false life, flaming sphere, fox’s cunning, glitterdust, 
  invisibility, knock, locate object, melf’s acid arrow, mirror 
  image, obscure object, protection from arrows, resist energy, 
  scare, scorching ray, see invisibility, spectral hand, summon 
  monster II, summon swarm, touch of idiocy, web; 3rd  — deep 
  slumber, dispel magic, displacement, fireball, fly, haste, ice 
  burst, lightning bolt, magic circle against evil, phantom steed, 
  protection from energy, secret page, slow, summon monster 
  III, tongues, vampiric touch;  4th — arcane eye, crushing 
  despair, dimension door, enervation, evard’s black tentacles, 
  fireshield, glove of lesser invulnerability, ice storm, invisibility 
  (greater), locate creature, phantasmal killer, polymorph, 
  Rary’s mnemonic enhancer, reduce person (mass), scrying, 
  shout, stone skin, wall of fire, wall of ice; 5th — baleful 
  polymorph, break enchantment, cloudkill, cone of cold, contact 
  other plane, dominate person, feeblemind, hold monster, mind 
  fog, overland flight, passwall, prying eyes, summon monster 
  V, telekinesis, teleport, wall of force, wall of stone, waves of 
  fatigue; 6th — acid fog, bigby’s forceful hand, circle of death, 
  contingency, disintegrate, repulsion, shadow walk, summon 
  monster VI, wall of iron; 7th — finger of death, limited wish, 
  power word blind, reverse gravity, spell turning, waves of 
  exhaustion, vision; 8th — horrid wilting, mind blank. 
  Encounter 3 
  Note:  All restrictions for this area apply equally to the 
  monsters as they do to the PCs.  Divination spells are marked 
  in bold and cannot be cast while in the area.  None of the 
  summoning abilities of the Slaad or Mariliths, or any 
  summoning abilities or spells, function here either.  All other 
  restrictions will apply as well. 
  Area M 
  Morella Teranor (partially transformed into a 
  Marilith): CR 15; Medium Outsider (Chaotic, 
  Extraplanar, Evil, Tanr’ri); HD 12d8+108; hp 162; Init 
  +4; Spd 40 ft.; AC 24 (touch 14, flat-footed 20) +4 Dex, 
  +10 natural; Base Atk +12; Grp +21; Atk +22 melee 
  (1d8+9/19-20, longsword) or +21 melee (3d6+9, tail 
  slap); Full Atk +22/+17/+12 melee (1d8+9/19-20, 
  primary longsword) and +22/+22/+22/+22/+22 melee 
  (1d8+4/19-20, longswords) and +19 melee (3d6+4, tail 
  slap) or +19/+19/+19/+19/+19/+19 (1d6+9, slam) and 
  +19 melee (3d6+4, tail slap); SA spell-like abilities; SQ 
  Damage Reduction 10/good, Darkvision 60 ft., 
  immunity to electricity and poison, resistance to acid 5, 
  cold 5, and fire 5, SR 21, telepathy 100 ft.; AL CE; SV 
  Fort +17, Ref +12, Will +12; Str 29, Dex 18, Con 29, Int 
  18, Wis 18, Cha 24. 
   
   
  Skills and Feats:  Bluff +22, concentration +23, 
  diplomacy +24, disguise +22 (+24 acting), hide +15, 
  intimidate +24, listen +27, move silently +16, search 
  URD5-08 The End of the Line 
   
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  +12, sense motive +19, spellcraft +19 (+21 scrolls), spot 
  +27, use magic device +22 (+24 scrolls); combat 
  expertise, combat reflexes, multiattack, multi-weapon 
  fighting, weapon focus (longsword).. 
  A marilith’s natural weapons, as well as any weapons it 
  wields, are treated as chaotic-aligned and evil-aligned for the 
  purpose of overcoming damage reduction. 
  Spell-Like Abilities: 3/day—align weapon, magic 
  weapon, project image (DC 23), polymorph, see 
  invisibility, 1/day—blade barrier (DC 23). Caster level 
  12th. The save DCs are Charisma-based. 
  Skills: Mariliths have a +8 racial bonus on Listen and 
  Spot checks. 
  Feats: In combination with its natural abilities, a 
  marilith’s Multiweapon Fighting feat allows it to attack 
  with all its arms at no penalty. 
  Hezrou: CR 11; Large Outsider (Chaotic, Extraplanar, 
  Evil, Tanar’ri); HD 10d8+93; hp 138; Init +0; Spd 30 ft.; 
  AC 23 (touch 9, flat-footed 23) -1 Size, +14 natural; Base 
  Atk +10; Grp +19; Atk +14 melee (4d4+5, bite); Full Atk 
  +14 melee (4d4+5, bite) and ++9/+9 melee (1d8+2, 
  claws); SA Spell-like abilities, stench, improved grab, 
  summon tanar’ri; SQ Damage reduction 10/good, 
  Darkvision 60 ft., immunity to electricity and poison, 
  resistance to acid 10, cold 10, and fire 10, SR 19, 
  telepathy 100 ft.; AL CE; SV Fort +16, Ref +7, Will +9; 
  Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18.  
   
  Skills and Feats:  Climb +18, concentration +22, 
  hide +13, escape artist +13, intimidate +17, listen +23, 
  move silently +13, search +15, spellcraft +15, spot +23, 
  survival +2 (+4 following tracks), use rope +0 (+2 with 
  bindings); Blind-fight, cleave, power attack, toughness.. 
  A hezrou’s natural weapons, as well as any weapons it wields, 
  are treated as chaotic-aligned and evil-aligned for the purpose 
  of overcoming damage reduction. 
  Improved Grab (Ex): To use this ability, a hezrou 
  must hit with both claw attacks. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. 
  Spell-Like Abilities: At will—chaos hammer (DC 18), 
  greater teleport (self plus 50 pounds of objects only), 
  unholy blight (DC 18); 3/day—blasphemy (DC 21), 
  gaseous form. Caster level 13th. The save DCs are 
  Charisma-based. 
  Stench (Ex): A hezrou’s skin produces a foul-smelling, 
  toxic liquid whenever it fights. Any living creature 
  (except other demons) within 10 feet must succeed on 
  a DC 24 Fortitude save or be nauseated for as long as it 
  remains within the affected area and for 1d4 rounds 
  afterward. Creatures that successfully save are sickened 
  for as long as they remain in the area. A creature that 
  successfully saves cannot be affected again by the same 
  hezrou’s stench for 24 hours. A delay poison or neutralize 
  poison spell removes either condition from one 
  creature. Creatures that have immunity to poison are 
  unaffected, and creatures resistant to poison receive 
  their normal bonus on their saving throws.. The save 
  DC is Constitution-based. 
  Summon Demon (Sp): Once per day a hezrou can 
  attempt to summon 4d10 dretches or another hezrou 
  with a 35% chance of success. This ability is the 
  equivalent of a 4th-level spell. 
  Skills: Hezrous have a +8 racial bonus on Listen and 
  Spot checks. 
   
  Area X 
  Girnaca Teranor: Female Suel Drd 7 NWr 2 VmL 6; 
  CR 15; Medium Humanoid (Human, Suel); HD 
  7d8+2d10+6d6+45; hp 119; Init +0; Spd 30 ft.; AC 20 
  (touch 10, flat-footed 20) Natural Armor +2, Armor +8; 
  Base Atk +10/+5; Grp +12; Atk +13 melee (1d8+2/19-20, 
  Masterwork Chitin Longsword); Full Atk +13/+8 
  melee (1d8+2/19-20, Masterwork Chitin Longsword); 
  SA Blood drain; SQ Nature Sense, Wild Empathy 
  (1d20+11, takes one minute and must be within 30’), 
  Woodland Stride, Trackless Step, Resist Nature’s Lure, 
  Wild Shape 3/day (Small, Medium, Large), Earths 
  Resilience (DR 3/-), Chitin (+2 Natural Armor), 
  Vermin Servant, Blood Drain, Spider Hand, Swarm 
  Armor, Wings of the Vermin, Spider Legs; AL NE; SV 
  Fort +15, Ref +7 Will +16 Str 14, Dex 10, Con 14, Int 10, 
  Wis 16, Cha 15. 
   
  Skills and Feats:    Concentration +19, Handle 
  Animal +12, Hide +3, Knowledge Nature +15, 
  Knowledge (The Planes) +2, Listen +14, Move Silently 
  +3, Sense Motive +4, Spot +14, Survival +13; Armor 
  Proficiency - Heavy, Natural Spell, Track, Extend Spell, 
  Martial Weapon Proficiency (Long Sword), Improved 
  Toughness, Verminfriend.  Languages:  Common, 
  Druidic.  
   
  Possessions: Vest of Resistance +3, masterwork 
  chitin full plate, masterwork chitin longsword. 
   
  Spells Prepared (6/6/5/5/3/2/1; base DC = 13 + spell 
  level): 0— Cure Minor Wounds, Detect Magic, Detect 
  Poison (x2), Purify Food and Drink, Read Magic; 1st— 
  Cure Light Wounds (x3), Faerie Fire, Longstrider, Produce 
  Flame; 2nd— Barkskin (x2), Delay Poison, Hold Animal, 
  Warp wood; 3rd— Cure Moderate Wounds, Dominate 
  Animal, Magic Fang – Greater (x2), Spike Growth; 4th—
  Freedom of Movement, Rusting Grasp, Spike Stones; 5th— 
  Extended Giant Vermin, Death Ward; 6th—Bears 
  Endurance, Mass. 
  Kark, Monstrous scorpion animal companion: CR 
  1; Medium Vermin; HD 6d8+12; hp 39; Init +0; Spd 40 
  ft.; AC 19 (touch 11, flat-footed 18) +1 Dex, +8 natural; 
  Base Atk +4; Grp +7; Atk +7 melee (1d4+3, claw); Full 
  Atk +7 melee (1d4+3, 2 claws) and +2 melee (1d4+1 
  URD5-08 The End of the Line 
   
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  plus poison, sting); SQ Constrict 1d4+3, darkvision 60 
  ft., Devotion (+4 saves vs Enchantment), evasion, 
  improved grab, link, poison, shared spells, tremorsense 
  60 ft., vermin traits; AL N; SV Fort +7, Ref +3, Will +2; 
  Str 16, Dex 12, Con 14, Int -, Wis 10, Cha 2. 
   
   
  Skills and Feats:  Climb +7, Hide +5, Spot +4. 
   
  Constrict (Ex): A monstrous scorpion deals 
  automatic claw damage on a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, a 
  monstrous scorpion must hit with a claw attack.  A 
  monstrous scorpion can use its Strength modifier or 
  Dexterity modifier for grapple checks, whichever is 
  better. 
   
  Poison (Ex): A monstrous scorpion has a poison 
  sting DC 15 (1d3 Con/1d3 Con).  The save DCs are 
  Constitution based. 
   
  Skills: A monstrous scorpion has a +4 racial bonus 
  on Climb, Hide, and Spot checks.  
  Ink, Monstrous scorpion Vermin servant: CR 1/2; 
  Small Magical Beast; HD 15d8; hp 59; Init +0; Spd 40 
  ft.; AC 17 (touch 11, flat-footed 16) +1 Size, +6 natural; 
  Base Atk +10; Grp +5; Atk +10 melee (1d3-1, claw); Full 
  Atk +10 melee (1d3-1, 2 claws) and +5 melee (1d3-
  1+poison, sting); SQ Constrict 1d3-1, deliver touch 
  spells, speak with master, darkvision 60 ft., Improved 
  Evasion, Improved grab, Poison, Shared spells, SR 18, 
  tremorsense 60’; AL N; SV Fort +12, Ref +4, Will +10; 
  Str 9, Dex 10, Con 14, Int 12, Wis 10, Cha 2. 
   
   
  Skills and Feats:  Climb +3, Hide +8, Spot +15; 
  Weapon Finesse. 
   
  Constrict (Ex): A monstrous scorpion deals 
  automatic claw damage on a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, a 
  monstrous scorpion must hit with a claw attack.  A 
  monstrous scorpion can use its Strength modifier or 
  Dexterity modifier for grapple checks, whichever is 
  better. 
   
  Poison (Ex): A monstrous scorpion has a poison 
  sting DC 12 (1d2 Con/1d2 Con).  The save DCs are 
  Constitution based. 
   
  Skills: A monstrous scorpion has a +4 racial bonus 
  on Climb, Hide, and Spot checks. 
  Monstrous scorpion, Huge: CR 7; Huge Vermin; 
  HD 10d8+30; hp 75; Init +0; Spd 50 ft.; AC 20 (touch 8, 
  flat-footed 20) -2 Size, +12 natural; Base Atk +7; Grp 
  +21; Atk +11 melee (1d8+6, claw); Full Atk +11 melee 
  (1d8+6, 2 claws) and +6 melee (2d4+3+poison, sting); 
  SA Constrict 1d8+6, IImproved grab, Poison; SQ 
  Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL 
  N; SV Fort +10, Ref +3, Will +3; Str 23, Dex 10, Con 16, 
  Int --, Wis 10, Cha 2. 
   
   
  Skills and Feats:  Climb +10, Hide -4, Spot +4. 
   
  Constrict (Ex): A monstrous scorpion deals 
  automatic claw damage on a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, a 
  monstrous scorpion must hit with a claw attack.  A 
  monstrous scorpion can use its Strength modifier or 
  Dexterity modifier for grapple checks, whichever is 
  better. 
   
  Poison (Ex): A monstrous scorpion has a poison 
  sting DC 18 (1d6 Con/1d6 Con).  The save DCs are 
  Constitution based. 
   
  Skills: A monstrous scorpion has a +4 racial bonus 
  on Climb, Hide, and Spot checks.  
  Area FF 
  Blue Slaad Bar 2: CR 10; Large Outsider (Chaotic, 
  Extraplanar); HD 8d8+2d12+48; hp 89; Init +2; Spd 40 
  ft.; AC 20 (touch 11, flat-footed 18) -1 Size, +2 Dex, +9 
  natural; Base Atk +10; Grp +20; Atk +15 melee (2d6+6, 
  claw); Full Atk +15/+15/+15/+15 melee (2d6+6, 4 
  claws) and +13 melee (2d8+3 plus disease, bite); SA  
  Spell-like abilities, slaad fever, summon slaad; SQ 
  Darkvision 60 ft., fast healing 5, fast movement, 
  immunity to sonic, rage (1/day, lasts 9 rounds), 
  resistance to acid 5, cold 5, electricity 5, and fire 5, 
  uncanny dodge; AL CN; SV Fort +13, Ref +8, Will +4; 
  Str 23, Dex 15, Con 19, Int 6, Wis 6, Cha 10. 
   
   
  Skills and Feats:  Climb +17, hide +9, jump +17, 
  listen +11, move silently +13, spot +11; Dodge, 
  mobility, elusive target, multiattack. 
   
  Spell-like Abilities: At will – hold person (DC 13), 
  passwall, telekinesis (DC 15), 1/day -  chaos hammer (DC 
  14). Caster level 8th.  The save DCs are Charisma based. 
   
  Slaad Fever (Su): Supernatural disease – bite, 
  Fortitude DC 18, incubation period 1 day, damage 1d3 
  Dex and 1d3 Cha.  The save DC is Constitution based. 
   
  An afflicted humanoid reduced to Charisma 0 by 
  salad fever immediately transforms into a red salad.  It 
  retains none of the features, traits, memories, or 
  abilities of its former self, and is a normal red salad in 
  all respects. 
   
  If the infected being is an arcane spellcaster, the 
  distease instead produces a green salad. 
   
  Summon Slaad (Sp):  Once per day, a blue salad 
  can attempt to summon another blue salad with a 40% 
  chance of success.  This ability is the equivalent of a 4th 
  level spell. 
   
  Rage Statistics:  Str 27 Con 23 +20 hp (109 total), 
  AC 18 (touch 9, flat footed 16), Will save +6, Attack +17 
  melee (2d6+8, claw), +15 melee (2d8+5 plus disease, 
  bite).. 
  Death Slaad: CR 13; Medium Outsider (Chaotic, 
  Extraplanar); HD 15d8+75; hp 142; Init +10; Spd 30 ft.; 
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  AC 28 (touch 16, flat-footed 22) +6 Dex, +12 natural; 
  Base Atk +15; Grp +20; Atk +20 melee (3d6+5 plus stun, 
  claw); Full Atk +20/+20 melee (3d6+5 plus stun, 2 
  claws) and +18 melee (2d10+2, bite); SA  Stun, Spell-
  like abilities, summon slaad; SQ Change shape, 
  Damage reduction 10/lawful, Darkvision 60 ft., fast 
  healing 5, immunity to sonic, resistance to acid 5, cold 
  5, electricity 5, and fire 5, telepathy 100 ft.; AL CN; SV 
  Fort +14, Ref +15, Will +13; Str 21, Dex 23, Con 21, Int 
  18, Wis 18, Cha 18. 
   
   
  Skills and Feats:  Climb +23, concentration +15, 
  escape artist +24, hide +24, intimidate +22, jump +23, 
  knowledge (local MR IV) +22, knowledge (arcane) +22, 
  listen +22, move silently +24, search +22, spot +22, 
  survival +12 (+14 when tracking), use rope +6 (+8 with 
  bindings); Cleave, great cleave, improved initiative, 
  improved sunder, multiattack, power attack. 
   
  Stun (Ex):  Three times per day, a death salad can 
  attempt to stun its opponent on an attack with one of 
  its natural weapons.  If the opponent fails a DC 21 
  Fortitude save, it is stunned for 1 round in addition to 
  taking normal damage from the attack.  The save DC is 
  Wisdom-based. 
   
  Spell-like Abilities: At will – animate objects, chaos 
  hammer (DC 18), deeper darkness, detect magic, dispel law 
  (DC 19), fear (DC 18), finger of death (DC 21), fireball 
  (DC 17), fly, identify, invisibility, magic circle against law, 
  see invisibility, shatter (DC 16); 3/day -  circle of death 
  (DC 20), cloak of chaos (DC 22), word of chaos (DC 21). 
  1/day -  implosion (DC 23), power word blind.  Caster 
  level 15th.  The save DCs are Charisma based. 
   
  Change Shape (Su):  A death salad can assume 
  any humanoid form as a standard action.  In humanoid 
  form, a death salad cannot use its natural weapons 
  (although a salad can quip itself with weapons and 
  armor appropriate to its appearance).  A death salad 
  remains in one form until it chooses to assume a new 
  one.  A change in form cannot be dispelled, but the 
  salad reverts to its natural form when killed.  A true 
  seeing spell reveals its natural form. 
   
  Summon Slaad (Sp):  Twice per day a death salad 
  can attempt to summon 1-2 red or blue slaadi with a 
  60% chance of success, or 1-2 green slaadi with a 40% 
  chance of success.  This ability is the equivalent of a 6th 
  level spell. 
  Area GG 
  Syrula Teranor: Female Suel Sor 14 ArM 1; CR 15; 
  Medium Humanoid (Human, Suel); HD 15d4+75; hp 
  114; Init +6; Spd 30 ft.; AC 16 (touch 12, flat-footed 14) 
  +2 Dex +4 Armor; Base Atk +7/+2; Grp +6; Atk +6 
  melee (Touch Spells, Various) or +9 ranged (Ranged 
  Touch Spells, Various); Full Atk +6 melee (Touch 
  Spells, Various) or +9 ranged (Ranged Touch Spells, 
  Various); AL CE; SV Fort +12, Ref +9, Will +14; Str 8, 
  Dex 14, Con 20, Int 14, Wis 10, Cha 27. 
   
  Skills and Feats:  Bluff +25, Concentration +23, 
  Intimidate +20, Knowledge (Arcana) +20, Spellcraft 
  +25; Improved Initiative, Skill Focus (Spellcraft), Spell 
  Focus (Enchantment, Necromancy), Greater Spell 
  Focus (Enchantment) Extra Slot (Sorcerer 5th, 
  Sorcerer 5th).  Languages:  Common, Draconic, 
  Ancient Suloise.  
   
  Possessions: Gloves of Dexterity +4, Amulet of 
  Health +4, Vest of Resistance +3, Cloak of Charisma +6, 
  Medallion of Thoughts, Metamagic Rod of Lesser 
  Extend Spell, Metamagic Rod of Maximize Spell, Ring 
  of Freedom of Movement. 
   
  Spells Known (6/7/7/7/8/8/6/5; base DC = 18 + 
  spell level, Necromancy = 19 + spell level, 
  Enchantment = 20 + spell level, caster level 16): 0— 
  detect magic, detect poison, ghost sound, light, mage 
  hand, mending, prestidigitation, ray of frost, read magic; 1st 
  — comprehend languages, disguise self, feather fall, 
  mage armor, magic missile; 2nd — detect thoughts, false life*, 
  glitterdust, scorching ray, see invisibility; 3rd — 
  displacement, fly, nondetection, suggestion**; 4th — 
  confusion**, enervation*, Otiluke’s resilient sphere, wall of 
  fire; 5th — cone of cold, feeblemind**, mind fog**, wall of 
  stone; 6th — contingency, eyebite*, suggestion – mass**; 7th 
  — insanity**, spell turning. 
  * Necromancy spell.  ** Enchantment spell. 
  Precast spells:  Extended mage armor, contingency (cast 
  displacement when attacked physically or magically), 
  extended false life. 
   Area LL 
  Iika Teranor, Cleric of Llerg: Female Suel Cle 10 
  Con 4; CR 14; Medium Humanoid (Human, Suel); HD 
  10d8+4d6+41; hp 104; Init +5; Spd 20 ft.; AC 23 (touch 
  11, flat-footed 21) +1 Dex +12 Armor; Base Atk +9/+4; 
  Grp +11; Atk +12 melee (1d8+3/x3, Battle Axe); Full 
  Atk +12/+7 melee (1d8+3/x3, Battle Axe); Space/Reach 
   5 ft./5 ft.; SA None; SQ Rebuke Undead (12/day, 
  d20+7, 2d6+15 HD), Divine Health, Divine Wholeness 
  (Heal up to 16 hp per day), Slippery Mind, Bonus 
  Domain; AL CE; SV Fort +13, Ref +8, Will +19; Str 14, 
  Dex 12, Con 14, Int 10, Wis 20, Cha 20. 
   
  Skills and Feats:  Concentration +19, Intimidate 
  +15, Knowledge (Religion) +17; Extra Turning, 
  Improved 
  Initiative, 
  Quicken 
  Spell, 
  Improved 
  Toughness, Divine Metamagic (Quicken Spell), Divine 
  Spell Power.  Languages:  Common.  
   
  Possessions: Belt of Giant Strength +4, Periapt of 
  Wisdom +4, Cloak of Charisma +4, Vest of Resistance 
  +3, Dendritic Armor of Light Fortification +1, 
  Metamagic Rod of Lesser Extend, Boots of Speed, 
  Adamantine Battle Axe +1. 
   
  Spells Prepared (6/8/7/6/6/5/4/3; base DC = 15 + 
  spell level): 0—Cure Minor Wounds, Detect Magic, 
  Detect Poison, Light, Purify Food and Drink, Read Magic; 
  URD5-08 The End of the Line 
   
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  1st—Cure Light Wounds (x3), Detect Good, Divine Favor, 
  Endure Elements, Enlarge Person*, Shield of Faith; 2nd— 
  Align Weapon, Cure Moderate Wounds, Death Knell (x2), 
  Resist Energy, Spiritual Weapon, Zeal*; 3rd— Unliving 
  Weaon (x3), Dispel Magic (x2), Magic Vestment*; 4th— 
  Cure Critical Wounds (x2), Death Ward, Dimensional 
  Anchor, Freedom of Movement, Spell Immunity*; 5th— 
  Dispel Law, Flame Strike (x3), Righteous Might*; 6th— 
  Harm, Heal (x2), Stoneskin*; 7th— Heroism Greater*, 
  Restoration Greater (x2). 
   
  *Domain spell. Domains: Strength (Feat of 
  Strength 1/day +10 Strength for 1 round); Courage 
  (Aura of Courage, constant, all allies within 10’ gain +4 
  on saves vs. fear), Competition (As an extraordinary 
  ability you gain a +1 bonus on all opposed checks you 
  make). 
   
   
   
   
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  Appendix Four –  APL 14 
  Encounter 1 
  Area EE 
  Cronar of the Crimson Robes: Male Suel Wiz 10 Ali 
  7; CR 17; Medium Humanoid (Human, Suel); HD 
  17d4+33; hp 81; Init +5; Spd 30 ft.; AC 18 (touch 14, 
  flat-footed 17) +1 Dex, +3 Deflection, +4 Armor; Base 
  Atk +8/+3; Grp +8; Atk +8 melee (Touch Spells, 
  Various) or +9 ranged (Ranged Touch Spells, Various); 
  Full Atk Atk +8 melee (Touch Spells, Various) or +9 
  ranged (Ranged Touch Spells, Various); SQ Alien 
  blessing, extra summoning, mad certainty, summon 
  alien; AL CE; SV Fort +11, Ref +10, Will +17; Str 10, 
  Dex 12, Con 14, Int 23, Wis 13, Cha 10. 
   
  Skills and Feats:  Concentration +21, Knowledge 
  (arcane) 
  +25, 
  Knowledge 
  (dungeoneering) 
  +11, 
  Knowledge (geography) +12, Knowledge (history) +12, 
  Knowledge (nobility) +11, Knowledge (religion) +11, 
  Knowledge (the planes) +25, Knowledge (local – core) 
  +12, Knowledge (local – MR IV) +13, Spellcraft +25; 
  Alertness, Augment Summoning, Extend Spell, 
  Greater 
  Spell 
  Penetration, 
  Improved 
  Familiar, 
  Improved Initiative, Quicken Spell, Silent Spell, Spell 
  Focus (Conjuration), Spell Penetration, Sudden 
  Empower, Sudden Maximize.  Languages:  Common, 
  Draconic, Dwarven, Elven, Ignan, Infernal, Ancient 
  Suloise.  
   
  Possessions: Hat of Disguise, Headband of Intellect 
  +6, Vest of Resistance +3, Ring of Protection +3, Ring 
  of Counterspells (Dispel Magic, Greater), Bracers of 
  Armor +3, Boccob’s Blessed Book, Metamagic rod of 
  Lesser Extension. 
   
  Spells Prepared (4/6/6/5/5/5/5/3/2/2 base DC = 16 
  + spell level, Conjuration = 17 + spell level): 0—Detect 
  Magic, Detect Poison, Open/Close, Prestidigitation; 
  1st— lesser acid orb (x2), mage armor, magic missile, 
  protection from evil, ray of enfeeblement; 2nd—false life, 
  glitterdust, resist energy, scorching ray, see invisibility, touch 
  of idiocy; 3rd—dispel magic (x2), displacement, fireball, 
  protection from energy; 4th—invisibility (greater), silent 
  dispel magic (x2), stone skin, wall of fire; 5th—cone of cold, 
  feeblemind, silent evard’s black tentacles, wall of force, waves 
  of fatigue; 6th—bigby’s forceful hand, contingency, 
  disintegrate, repulsion, quickened scorching ray; 7th—finger 
  of death, reverse gravity, waves of exhaustion; 8th—
  quickened invisibility (greater), mind blank; 9th—summon 
  monster IX, time stop. 
   
  Spellbook:  1st — charm person, color spray, comprehend 
  languages, endure elements, enlarge person, hypnotism, lesser 
  acid orb, lesser sonic orb, mage armor, magic missile, negative 
  energy ray, protection from evil, ray of enfeeblement, reduce 
  person, shield, summon monster I, true strike; 2nd — alter 
  self, blindness/deafness, blur, darkvision, daylight, detect 
  thoughts, false life, flaming sphere, fox’s cunning, glitterdust, 
  invisibility, knock, locate object, melf’s acid arrow, mirror 
  image, obscure object, protection from arrows, resist energy, 
  scare, scorching ray, see invisibility, spectral hand, summon 
  monster II, summon swarm, touch of idiocy, web; 3rd  — deep 
  slumber, dispel magic, displacement, fireball, fly, haste, ice 
  burst, lightning bolt, magic circle against evil, phantom steed, 
  protection from energy, secret page, slow, summon monster 
  III, tongues, vampiric touch;  4th — arcane eye, crushing 
  despair, dimension door, enervation, evard’s black tentacles, 
  fireshield, glove of lesser invulnerability, ice storm, invisibility 
  (greater), locate creature, phantasmal killer, polymorph, 
  Rary’s mnemonic enhancer, reduce person (mass), scrying, 
  shout, stone skin, wall of fire, wall of ice; 5th — baleful 
  polymorph, break enchantment, cloudkill, cone of cold, contact 
  other plane, dominate person, feeblemind, hold monster, mind 
  fog, overland flight, passwall, prying eyes, summon monster 
  V, telekinesis, teleport, wall of force, wall of stone, waves of 
  fatigue; 6th — acid fog, bigby’s forceful hand, circle of death, 
  contingency, disintegrate, repulsion, shadow walk, summon 
  monster VI, wall of iron; 7th — delayed blast fireball, finger 
  of death, limited wish, power word blind, reverse gravity, spell 
  turning, waves of exhaustion, vision; 8th — horrid wilting, 
  mind blank, moment of prescience, polymorph any object, 
  summon monster VIII; 9th — summon monster IX, time 
  stop. 
  Encounter 3 
  Note:  All restrictions for this area apply equally to the 
  monsters as they do to the PCs.  Divination spells are marked 
  in bold and cannot be cast while in the area.  None of the 
  summoning abilities of the Slaad or Mariliths, or any 
  summoning abilities or spells, function here either.  All other 
  restrictions will apply as well. 
  Area M 
  Morella Teranor (fully transformed into a 
  Marilith): 
  CR 
  17; 
  Large 
  Outsider 
  (Chaotic, 
  Extraplanar, Evil, Tanr’ri); HD 16d8+144; hp 216; Init 
  +4; Spd 40 ft.; AC 29 (touch 13, flat-footed 25) -1 Size, 
  +4 Dex, +16 natural; Base Atk +16; Grp +29; Atk +25 
  melee (2d6+9/19-20, longsword) or +24 melee (4d6+9, 
  tail slap); Full Atk +25/+20/+15/+10 melee (2d6+9/19-
  20, primary longsword) and +25/+25/+25/+25/+25 
  melee (2d6+4/19-20, longswords) and +22 melee 
  (4d6+4, tail slap) or +24/+24/+24/+24/+24/+24/ (1d8+9, 
  slam) and +22 melee (4d6+4, tail slap); SA Constrict 
  4d6+13, Improved grab, spell-like abilities, summon 
  tanar’ri; SQ Damage Reduction 10/good and cold iron, 
  Darkvision 60 ft., immunity to electricity and poison, 
  resistance to acid 10, cold 10, and fire 10, SR 25, 
  telepathy 100 ft.; AL CE; SV Fort +19, Ref +14, Will 
  +14; Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24. 
   
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  Skills and Feats:  Bluff +26, concentration +28, 
  diplomacy +30, disguise +7 (+9 acting), hide +19, 
  intimidate +28, listen +31, move silently +23, search 
  +23, sense motive +23, spellcraft +23 (+25 scrolls), spot 
  +31, survival +4 (+6 following tracks), use magic device 
  +26 (+28 scrolls); combat expertise, combat reflexes, 
  multiattack, multi-weapon fighting, power attack, 
  weapon focus (longsword).. 
  A marilith’s natural weapons, as well as any weapons it 
  wields, are treated as chaotic-aligned and evil-aligned for the 
  purpose of overcoming damage reduction. 
  Constrict (Ex): A marilith deals 4d6+13 points of 
  damage with a successful grapple check. The 
  constricted creature must succeed on a DC 27 
  Fortitude save or lose consciousness for as long as it 
  remains in the coils and for 2d4 rounds thereafter. The 
  save DC is Strength-based. 
  Improved Grab (Ex): To use this ability, a marilith 
  must hit with its tail slap attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it succeeds on the grapple 
  check, it can constrict. 
  Spell-Like Abilities: At will—align weapon, blade 
  barrier (DC 23), magic weapon, project image (DC 23), 
  polymorph, see invisibility, telekinesis (DC 22), greater 
  teleport (self plus 50 pounds of objects only), unholy aura 
  (DC 25). Caster level 16th. The save DCs are Charisma-
  based. 
  Summon Demon (Sp): Once per day a marilith can 
  attempt to summon 4d10 dretches, 1d4 hezrou, or one 
  nalfeshnee with a 50% chance of success, or one 
  glabrezu or another marilith with a 20% chance of 
  success. This ability is the equivalent of a 5th-level 
  spell. 
  True Seeing (Su): Mariliths continuously use this 
  ability, as the spell (caster level 16th).  This ability does 
  not work here. 
  Skills: Mariliths have a +8 racial bonus on Listen and 
  Spot checks. 
  Feats: In combination with its natural abilities, a 
  marilith’s Multiweapon Fighting feat allows it to attack 
  with all its arms at no penalty. 
  Hezrou (2): CR 11; Large Outsider (Chaotic, 
  Extraplanar, Evil, Tanar’ri); HD 10d8+93; hp 138; Init 
  +0; Spd 30 ft.; AC 23 (touch 9, flat-footed 23) -1 Size, 
  +14 natural; Base Atk +10; Grp +19; Atk +14 melee 
  (4d4+5, bite); Full Atk +14 melee (4d4+5, bite) and 
  ++9/+9 melee (1d8+2, claws); SA Spell-like abilities, 
  stench, improved grab, summon tanar’ri; SQ Damage 
  reduction 10/good, Darkvision 60 ft., immunity to 
  electricity and poison, resistance to acid 10, cold 10, 
  and fire 10, SR 19, telepathy 100 ft.; AL CE; SV Fort 
  +16, Ref +7, Will +9; Str 21, Dex 10, Con 29, Int 14, Wis 
  14, Cha 18. 
   
   
  Skills and Feats:  Climb +18, concentration +22, 
  hide +13, escape artist +13, intimidate +17, listen +23, 
  move silently +13, search +15, spellcraft +15, spot +23, 
  survival +2 (+4 following tracks), use rope +0 (+2 with 
  bindings); Blind-fight, cleave, power attack, toughness.. 
  A hezrou’s natural weapons, as well as any weapons it wields, 
  are treated as chaotic-aligned and evil-aligned for the purpose 
  of overcoming damage reduction. 
  Improved Grab (Ex): To use this ability, a hezrou 
  must hit with both claw attacks. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. 
  Spell-Like Abilities: At will—chaos hammer (DC 18), 
  greater teleport (self plus 50 pounds of objects only), 
  unholy blight (DC 18); 3/day—blasphemy (DC 21), 
  gaseous form. Caster level 13th. The save DCs are 
  Charisma-based. 
  Stench (Ex): A hezrou’s skin produces a foul-smelling, 
  toxic liquid whenever it fights. Any living creature 
  (except other demons) within 10 feet must succeed on 
  a DC 24 Fortitude save or be nauseated for as long as it 
  remains within the affected area and for 1d4 rounds 
  afterward. Creatures that successfully save are sickened 
  for as long as they remain in the area. A creature that 
  successfully saves cannot be affected again by the same 
  hezrou’s stench for 24 hours. A delay poison or neutralize 
  poison spell removes either condition from one 
  creature. Creatures that have immunity to poison are 
  unaffected, and creatures resistant to poison receive 
  their normal bonus on their saving throws.. The save 
  DC is Constitution-based. 
  Summon Demon (Sp): Once per day a hezrou can 
  attempt to summon 4d10 dretches or another hezrou 
  with a 35% chance of success. This ability is the 
  equivalent of a 4th-level spell. 
  Skills: Hezrous have a +8 racial bonus on Listen and 
  Spot checks. 
  Area X 
  Girnaca Teranor, Vermin Lord: CR 17; Large 
  Monstrous Humanoid; HD 25d8+150; hp 262; Init +5; 
  Spd 60 ft., burrow 30 ft., fly 30 ft. (average); AC 32 
  (touch 14, flat-footed 28) [-1 Size, +4 dex, +11 natural, 
  +8 +1 chitin half-plate]; Base Atk +25; Grp +33; Atk +30 
  melee (1d8+6/15-20, +2 Cold Iron scimitar) or +28 melee 
  (1d8+4 plus poison, bite) or +28 melee (1d6+4, claw); 
  Full Atk +30/+25/+20/+15 melee (1d8+6/15-20, +2 Cold 
  Iron scimitar) and +26 melee (1d8+4 plus poison, bite) 
  and +28/+28 melee (1d6+4, 2 claws) and +26 melee 
  (1d6+2 plus poison, sting); SA  Command vermin, 
  constrict 1d6+4, improved grab, poison, spell-like 
  abilities, vermin cloud SQ Darkvision 60 ft., evasion, 
  immunity to mind-affecting spells and abilities, 
  regeneration 5, spell resistance 25, uncanny dodge; AL 
  URD5-08 The End of the Line 
   
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  NE; SV Fort +17, Ref +22, Will +18; Str 19, Dex 21, Con 
  22, Int 18, Wis 13, Cha 17.  
   
  Skills and Feats: Balance +20, Climb +20, 
  Concentration +20, Diplomacy +5, Hide +20, Jump +40, 
  Knowledge (Arcana) +9, Knowledge (nature) +15, 
  Listen +8, Move Silently +10, Search +14, Sense Motive 
  +10, Spellcraft +11 (+13 to decipher scrolls), Tumble 
  +27, Use Magic Device +26 (+28 involving scrolls); 
  Combat Casting, Dodge, Improved Critical (scimitar), 
  Mobility, Multiattack, Point Blank Shot, Power Attack, 
  Precise Shot, Spring Attack. 
   
  Possessions: +1 Chitin Half Plate, +2 Cold Iron Scimitar, 
  +3 Vest of Resistance 
   
  Command Vermin (Su): A vermin lord can 
  compel vermin to do its bidding. As a standard action, a 
  vermin lord can target a vermin within 100 feet. The 
  vermin must succeed on a DC 25 Will save or be 
  controlled. The controlling effect functions as a 
  dominate monster spell from a 20th level caster. A 
  vermin lord can command up to ten vermin at one 
  time.  
   
  Improved Grab (Ex): To use this ability, a vermin 
  lord must hit with a claw 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 
  gets a hold and can constrict. A vermin lord can use 
  either its Strength modifier or its Dexterity modifier 
  for grapple checks.  
   
  Constrict (Ex): A vermin lord deals automatic 
  claw damage on a successful grapple check.  
   
  Poison (Ex): Injury, Fortitude DC 28, initial and 
  secondary damage 1d8 Con. The save DC is 
  Constitution-based.  
   
  Spell-Like Abilities: At will-repel vermin (DC 
  17); 5/day-summon swarm (spiders only); 3/day-
  Giant vermin, Insect plague, Creeping doom. Caster 
  level 20th.  
   
  Vermin Cloud (Su): A vermin lord is constantly 
  surrounded by a 5-foot-radius cloud of flying and 
  crawling insects of all kinds. The cloud grants the 
  vermin lord concealment from any creature outside 
  the cloud.  
   
  In addition, when a vermin lord ends its move 
  within 5 feet of a creature or with a creature in its 
  space, the creature takes 2d6 points of damage and 
  must succeed on a DC 28 Fortitude save or be 
  nauseated for 1 round. The Save DC is Constitution-
  based. The damage of the vermin cloud can be reduced 
  by damage reduction normally, but even creatures that 
  take no damage can become nauseated. Vermin and 
  other vermin lords are immune to the vermin cloud's 
  effect.  
   
  The vermin that make up the cloud are unaffected 
  by the repel vermin spell and similar effects. Effects 
  that would damage the vermin of the cloud have no 
  effect, because more vermin instantly appear to 
  replenish the cloud.  
  A vermin lord can suppress its vermin cloud or renew 
  its use as a free action. If it does not suppress the cloud, 
  it takes a -10 penalty on Move Silently and Hide 
  checks.  
   
  Regeneration (Ex): Cold deals normal damage to 
  a vermin lord. If a vermin lord loses a body part, the 
  lost limb re-grows in 3d6 minutes. It can reattach the 
  severed member instantly by holding it to the stump.  
   
  Skills: A vermin lord has a +5 racial bonus on 
  Hide, Jump, Search, Spot, and Tumble checks. A 
  vermin lord has a +8 racial bonus on Climb checks and 
  can always choose to take 10 on a Climb check, even if 
  rushed or threatened. 
  Monstrous 
  scorpion, 
  Gargantuan: 
  CR 
  10; 
  Gargantuan Vermin; HD 20d8+60; hp 150; Init +0; Spd 
  50 ft.; AC 24 (touch 6, flat-footed 24) -4 Size, +18 
  natural; Base Atk +15; Grp +37; Atk +21 melee (2d6+10, 
  claw); Full Atk +21 melee (2d6+10, 2 claws) and +16 
  melee (2d6+5+poison, sting); SA Constrict 2d6+10, 
  IImproved grab, Poison; SQ Darkvision 60 ft., 
  tremorsense 60 ft., vermin traits; AL N; SV Fort +15, 
  Ref +6, Will +6; Str 31, Dex 10, Con 16, Int --, Wis 10, 
  Cha 2. 
   
   
  Skills and Feats:  Climb +14, Hide -8, Spot +4. 
   
  Constrict (Ex): A monstrous scorpion deals 
  automatic claw damage on a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, a 
  monstrous scorpion must hit with a claw attack.  A 
  monstrous scorpion can use its Strength modifier or 
  Dexterity modifier for grapple checks, whichever is 
  better. 
   
  Poison (Ex): A monstrous scorpion has a poison 
  sting DC 23 (1d8 Con/1d8 Con).  The save DCs are 
  Constitution based. 
   
  Skills: A monstrous scorpion has a +4 racial bonus 
  on Climb, Hide, and Spot checks.   
  Area FF 
  Blue Slaad Bar 4: CR 12; Large Outsider (Chaotic, 
  Extraplanar); HD 8d8+4d12+60; hp 132; Init +2; Spd 40 
  ft.; AC 20 (touch 11, flat-footed 18) -1 Size, +2 Dex, +9 
  natural; Base Atk +12; Grp +22; Atk +17 melee (2d6+6, 
  claw); Full Atk +17/+17/+17/+17 melee (2d6+6, 4 
  claws) and +15 melee (2d8+3 plus disease, bite); SA  
  Spell-like abilities, slaad fever, summon slaad; SQ 
  Darkvision 60 ft., fast healing 5, fast movement, 
  immunity to sonic, rage (2/day, lasts 10 rounds), 
  resistance to acid 5, cold 5, electricity 5, and fire 5, trap 
  sense +1, uncanny dodge; AL CN; SV Fort +15, Ref +9, 
  Will +5; Str 23, Dex 15, Con 20, Int 6, Wis 6, Cha 10. 
   
  URD5-08 The End of the Line 
   
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  Skills and Feats:  Climb +17, hide +9, jump +17, 
  listen +13, move silently +13, spot +11; Dodge, 
  mobility, elusive target, multiattack, power attack. 
   
  Spell-like Abilities: At will – hold person (DC 13), 
  passwall, telekinesis (DC 15), 1/day -  chaos hammer (DC 
  14). Caster level 8th.  The save DCs are Charisma based. 
   
  Slaad Fever (Su): Supernatural disease – bite, 
  Fortitude DC 18, incubation period 1 day, damage 1d3 
  Dex and 1d3 Cha.  The save DC is Constitution based. 
   
  An afflicted humanoid reduced to Charisma 0 by 
  salad fever immediately transforms into a red salad.  It 
  retains none of the features, traits, memories, or 
  abilities of its former self, and is a normal red salad in 
  all respects. 
   
  If the infected being is an arcane spellcaster, the 
  disease instead produces a green salad. 
   
  Summon Slaad (Sp):  Once per day, a blue salad 
  can attempt to summon another blue salad with a 40% 
  chance of success.  This ability is the equivalent of a 4th 
  level spell. 
   
  Rage Statistics:  Str 27 Con 24 +24 hp (156 total), 
  AC 18 (touch 9, flat footed 16), Fort Save +17, Will save 
  +7, Attack +19 melee (2d6+8, claw), +17 melee (2d8+5 
  plus disease, bite). 
  Death Slaad: CR 13; Medium Outsider (Chaotic, 
  Extraplanar); HD 15d8+75; hp 142; Init +10; Spd 30 ft.; 
  AC 28 (touch 16, flat-footed 22) +6 Dex, +12 natural; 
  Base Atk +15; Grp +20; Atk +20 melee (3d6+5 plus stun, 
  claw); Full Atk +20/+20 melee (3d6+5 plus stun, 2 
  claws) and +18 melee (2d10+2, bite); SA  Stun, Spell-
  like abilities, summon slaad; SQ Change shape, 
  Damage reduction 10/lawful, Darkvision 60 ft., fast 
  healing 5, immunity to sonic, resistance to acid 5, cold 
  5, electricity 5, and fire 5, telepathy 100 ft.; AL CN; SV 
  Fort +14, Ref +15, Will +13; Str 21, Dex 23, Con 21, Int 
  18, Wis 18, Cha 18. 
   
   
  Skills and Feats:  Climb +23, concentration +15, 
  escape artist +24, hide +24, intimidate +22, jump +23, 
  knowledge (local MR IV) +22, knowledge (arcane) +22, 
  listen +22, move silently +24, search +22, spot +22, 
  survival +12 (+14 when tracking), use rope +6 (+8 with 
  bindings); Cleave, great cleave, improved initiative, 
  improved sunder, multiattack, power attack. 
   
  Stun (Ex):  Three times per day, a death salad can 
  attempt to stun its opponent on an attack with one of 
  its natural weapons.  If the opponent fails a DC 21 
  Fortitude save, it is stunned for 1 round in addition to 
  taking normal damage from the attack.  The save DC is 
  Wisdom-based. 
   
  Spell-like Abilities: At will – animate objects, chaos 
  hammer (DC 18), deeper darkness, detect magic, dispel law 
  (DC 19), fear (DC 18), finger of death (DC 21), fireball 
  (DC 17), fly, identify, invisibility, magic circle against law, 
  see invisibility, shatter (DC 16); 3/day -  circle of death 
  (DC 20), cloak of chaos (DC 22), word of chaos (DC 21). 
  1/day - implosion (DC 23), power word blind.  Caster level 
  15th.  The save DCs are Charisma based. 
   
  Change Shape (Su):  A death salad can assume 
  any humanoid form as a standard action.  In humanoid 
  form, a death salad cannot use its natural weapons 
  (although a salad can quip itself with weapons and 
  armor appropriate to its appearance).  A death salad 
  remains in one form until it chooses to assume a new 
  one.  A change in form cannot be dispelled, but the 
  salad reverts to its natural form when killed.  A true 
  seeing spell reveals its natural form. 
   
  Summon Slaad (Sp):  Twice per day a death salad 
  can attempt to summon 1-2 red or blue slaadi with a 
  60% chance of success, or 1-2 green slaadi with a 40% 
  chance of success.  This ability is the equivalent of a 6th 
  level spell. 
  Area GG 
  Syrula Teranor: Female Suel Sor 14 ArM 3; CR 17; 
  Medium Humanoid (Human, Suel); HD 17d4+85; hp 
  129; Init +6; Spd 30 ft.; AC 16 (touch 12, flat-footed 14) 
  +2 Dex +4 Armor; Base Atk +8/+3; Grp +7; Atk +7 
  melee (Touch Spells, Various) or +10 ranged (Ranged 
  Touch Spells, Various); Full Atk +7 melee (Touch 
  Spells, Various) or +10 ranged (Ranged Touch Spells, 
  Various); AL CE; SV Fort +13, Ref +10, Will +15; Str 8, 
  Dex 14, Con 20, Int 14, Wis 10, Cha 28. 
   
  Skills and Feats:  Bluff +27, Concentration +25, 
  Intimidate +21, Knowledge (Arcana) +22, Spellcraft 
  +27; Improved Initiative, Skill Focus (Spellcraft), Spell 
  Focus (Enchantment, Necromancy), Greater Spell 
  Focus (Enchantment) Extra Slot (Sorcerer 5th, 
  Sorcerer 5th).  Languages:  Common, Draconic, 
  Ancient Suloise.  
   
  Possessions: Gloves of Dexterity +4, Amulet of 
  Health +4, Vest of Resistance +3, Cloak of Charisma +6, 
  Medallion of Thoughts, Metamagic Rod of Lesser 
  Extend Spell, Metamagic Rod of Maximize Spell, Ring 
  of Freedom of Movement. 
   
  Spells Known (6/8/7/7/8/7/6/7/4; base DC = 19 + 
  spell level, Necromancy = 20 + spell level, 
  Enchantment = 21 + spell level, caster level 20): 0— 
  detect magic, detect poison, ghost sound, light, mage 
  hand, mending, prestidigitation, ray of frost, read magic; 1st 
  — comprehend languages, disguise self, feather fall, 
  mage armor, magic missile; 2nd — detect thoughts, false 
  life*, glitterdust, scorching ray, see invisibility; 3rd — 
  displacement, fly, nondetection, suggestion**; 4th — 
  confusion**, enervation*, Otiluke’s resilient sphere, wall of 
  fire; 5th — blink-greater, feeblemind**, mind fog**, wall of 
  stone; 6th — contingency, eyebite*, suggestion – mass**; 7th 
  — finger of death*, insanity**, spell turning; 8th — horrid 
  wilting*, mind blank. 
  * Necromancy spell.  ** Enchantment spell. 
  URD5-08 The End of the Line 
   
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  Precast spells:  Extended mage armor, contingency (cast 
  blink-greater when attacked physically or magically or 
  targeted with a spell), extended false life, mind blank. 
  Area LL 
  Iika Teranor, Cleric of Llerg: Female Suel Cle 10 
  Con 6; CR 16; Medium Humanoid (Human, Suel); HD 
  10d8+6d6+46; hp 117; Init +5; Spd 20 ft.; AC 24 (touch 
  11, flat-footed 22) +1 Dex +13 Armor; Base Atk +10/+5; 
  Grp +12; Atk +13 melee (1d8+3/x3, Battle Axe); Full 
  Atk +13/+8 melee (1d8+3/x3, Battle Axe); SQ Rebuke 
  Undead (12/day, d20+7, 2d6+15 HD), Divine Body, 
  Divine Health, Divine Wholeness (Heal up to 24 hp 
  per day), Slippery Mind, Bonus Domain; AL CE; SV 
  Fort +14, Ref +9, Will +20; Str 14, Dex 12, Con 14, Int 
  10, Wis 21, Cha 20. 
   
  Skills and Feats:  Concentration +21, Intimidate 
  +18, Knowledge (Religion) +19; Extra Turning, 
  Heighten Spell, Improved Initiative, Quicken Spell, 
  Improved Toughness, Divine Metamagic (Quicken 
  Spell), Divine Spell Power.  Languages:  Common.  
   
  Possessions: Belt of Giant Strength +4, Periapt of 
  Wisdom +4, Cloak of Charisma +4, Vest of Resistance 
  +3, Dendritic Armor of Moderate Fortification +1, 
  Metamagic Rod of Lesser Extend, Boots of Speed, 
  Adamantine Battle Axe +1. 
  . 
   
  Spells Prepared (6/8/7/7/6/6/4/4/3; base DC = 
  15 + spell level): 0—Cure Minor Wounds, Detect Magic, 
  Detect Poison, Light, Purify Food and Drink, Read Magic; 
  1st—Cure Light Wounds (x3), Detect Good, Divine Favor, 
  Endure Elements, Enlarge Person*, Shield of Faith; 2nd— 
  Align Weapon, Cure Moderate Wounds, Death Knell (x2), 
  Resist Energy, Spiritual Weapon, Zeal*; 3rd— Unliving 
  Weaon (x3), Daylight, Dispel Magic (x2), Magic Vestment*; 
  4th— Cure Critical Wounds (x2), Death Ward, 
  Dimensional Anchor, Freedom of Movement, Spell 
  Immunity*; 5th— Dispel Law, Flame Strike (x2), Righteous 
  Might*, Slay Living (x2); 6th— Harm, Heal (x2), 
  Stoneskin*; 7th— Heroism Greater*, Repulsion, Restoration 
  Greater (x2); 8th— Antimagic Field, Fire storm, Moment of 
  Prescience*. 
   
  *Domain spell. Domains: Strength (Feat of 
  Strength 1/day +10 Strength for 1 round); Courage 
  (Aura of Courage, constant, all allies within 10’ gain +4 
  on saves vs. fear), Competition (As an extraordinary 
  ability you gain a +1 bonus on all opposed checks you 
  make). 
   
   
   
   
   
   
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  Appendix Five –  APL 16 
  Encounter 1 
  Area EE 
  Cronar of the Crimson Robes: Male Suel Wiz 10 Ali 
  9; CR 19; Medium Humanoid (Human, Suel); HD 
  19d4+40; hp 90; Init +5; Spd 30 ft.; AC 19 (touch 15, 
  flat-footed 18) +1 Dex, +4 Deflection, +4 Armor; Base 
  Atk +9/+4; Grp +9; Atk +9 melee (Touch Spells, 
  Various) or +10 ranged (Ranged Touch Spells, Various); 
  Full Atk Atk +9 melee (Touch Spells, Various) or +10 
  ranged (Ranged Touch Spells, Various); SQ Alien 
  blessing, insane certainty, mad certainty, extra 
  summoning, summon alien, timeless body; AL CE; SV 
  Fort +12, Ref +11, Will +18; Str 10, Dex 12, Con 14, Int 
  23, Wis 13, Cha 10. 
   
  Skills and Feats:  Concentration +23, Knowledge 
  (arcane) 
  +26, 
  Knowledge 
  (dungeoneering) 
  +11, 
  Knowledge (geography) +13, Knowledge (history) +12, 
  Knowledge (nobility) +12, Knowledge (religion) +11, 
  Knowledge (the planes) +27, Knowledge (local – core) 
  +14, Knowledge (local – MR IV) +14, Spellcraft +27; 
  Alertness, Augment Summoning, Extend Spell, 
  Greater 
  Spell 
  Penetration, 
  Improved 
  Familiar, 
  Improved Initiative, Quicken Spell, Silent Spell, Spell 
  Focus (Conjuration), Spell Penetration, Sudden 
  Empower, Sudden Maximize.  Languages:  Common, 
  Draconic, Dwarven, Elven, Ignan, Infernal, Ancient 
  Suloise.  
   
  Possessions: Hat of Disguise, Headband of Intellect 
  +6, Vest of Resistance +3, Ring of Protection +4, Ring 
  of Counterspells (Dispel Magic, Greater), Bracers of 
  Armor +3, Boccob’s Blessed Book, Metamagic rod of 
  Lesser Extension. 
   
  Spells Prepared (4/6/6/5/5/5/5/4/3/4 base DC = 16 
  + spell level, Conjuration = 17 + spell level): 0—Detect 
  Magic, Detect Poison, Open/Close, Prestidigitation; 
  1st— lesser acid orb (x2), mage armor, magic missile, 
  protection from evil, ray of enfeeblement; 2nd—false life, 
  glitterdust, resist energy, scorching ray, see invisibility, touch 
  of idiocy; 3rd—dispel magic (x2), displacement, fireball, 
  protection from energy; 4th—invisibility (greater), reduce 
  person (mass), silent dispel magic (x2), stone skin, wall of fire; 
  5th—cone of cold, feeblemind, silent evard’s black tentacles, 
  wall of force, waves of fatigue; 6th—bigby’s forceful hand, 
  contingency, disintegrate, repulsion, quickened scorching ray; 
  7th—finger of death, reverse gravity, spell turning, waves of 
  exhaustion; 
  8th—moment 
  of 
  prescience, 
  quickened 
  invisibility (greater), mind blank; 9th— prismatic sphere, 
  summon monster IX (x2), time stop. 
   
  Spellbook:  1st — charm person, color spray, comprehend 
  languages, endure elements, enlarge person, hypnotism, lesser 
  acid orb, lesser sonic orb, mage armor, magic missile, negative 
  energy ray, protection from evil, ray of enfeeblement, reduce 
  person, shield, summon monster I, true strike; 2nd — alter 
  self, blindness/deafness, blur, darkvision, daylight, detect 
  thoughts, false life, flaming sphere, fox’s cunning, glitterdust, 
  invisibility, knock, locate object, melf’s acid arrow, mirror 
  image, obscure object, protection from arrows, resist energy, 
  scare, scorching ray, see invisibility, spectral hand, summon 
  monster II, summon swarm, touch of idiocy, web; 3rd  — deep 
  slumber, dispel magic, displacement, fireball, fly, haste, ice 
  burst, lightning bolt, magic circle against evil, phantom steed, 
  protection from energy, secret page, slow, summon monster 
  III, tongues, vampiric touch;  4th — arcane eye, crushing 
  despair, dimension door, enervation, evard’s black tentacles, 
  fireshield, glove of lesser invulnerability, ice storm, invisibility 
  (greater), locate creature, phantasmal killer, polymorph, 
  Rary’s mnemonic enhancer, reduce person (mass), scrying, 
  shout, stone skin, wall of fire, wall of ice; 5th — baleful 
  polymorph, break enchantment, cloudkill, cone of cold, contact 
  other plane, dominate person, feeblemind, hold monster, mind 
  fog, overland flight, passwall, prying eyes, summon monster 
  V, telekinesis, teleport, wall of force, wall of stone, waves of 
  fatigue; 6th — acid fog, bigby’s forceful hand, circle of death, 
  contingency, disintegrate, repulsion, shadow walk, summon 
  monster VI, wall of iron; 7th — delayed blast fireball, finger 
  of death, limited wish, power word blind, reverse gravity, spell 
  turning, waves of exhaustion, vision; 8th — horrid wilting, 
  mind blank, moment of prescience, polar ray, polymorph any 
  object, summon monster VIII; 9th —prismatic sphere, 
  summon monster IX,  time stop. 
  Encounter 3 
  Note:  All restrictions for this area apply equally to the 
  monsters as they do to the PCs.  Divination spells are marked 
  in bold and cannot be cast while in the area.  None of the 
  summoning abilities of the Slaad or Mariliths, or any 
  summoning abilities or spells, function here either.  All other 
  restrictions will apply as well. 
  Area M 
  Morella Teranor (fully transformed into a 
  Marilith): 
  CR 
  17; 
  Large 
  Outsider 
  (Chaotic, 
  Extraplanar, Evil, Tanr’ri); HD 16d8+144; hp 216; Init 
  +4; Spd 40 ft.; AC 29 (touch 13, flat-footed 25) -1 Size, 
  +4 Dex, +16 natural; Base Atk +16; Grp +29; Atk +25 
  melee (2d6+9/19-20, longsword) or +24 melee (4d6+9, 
  tail slap); Full Atk +25/+20/+15/+10 melee (2d6+9/19-
  20, primary longsword) and +25/+25/+25/+25/+25 
  melee (2d6+4/19-20, longswords) and +22 melee 
  (4d6+4, tail slap) or +24/+24/+24/+24/+24/+24/ (1d8+9, 
  slam) and +22 melee (4d6+4, tail slap); SA Constrict 
  4d6+13, Improved grab, spell-like abilities, summon 
  tanar’ri; SQ Damage Reduction 10/good and cold iron, 
  Darkvision 60 ft., immunity to electricity and poison, 
  resistance to acid 10, cold 10, and fire 10, SR 25, 
  telepathy 100 ft.; AL CE; SV Fort +19, Ref +14, Will 
  +14; Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24. 
   
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  Skills and Feats:  Bluff +26, concentration +28, 
  diplomacy +30, disguise +7 (+9 acting), hide +19, 
  intimidate +28, listen +31, move silently +23, search 
  +23, sense motive +23, spellcraft +23 (+25 scrolls), spot 
  +31, survival +4 (+6 following tracks), use magic device 
  +26 (+28 scrolls); combat expertise, combat reflexes, 
  multiattack, multi-weapon fighting, power attack, 
  weapon focus (longsword).. 
  A marilith’s natural weapons, as well as any weapons it 
  wields, are treated as chaotic-aligned and evil-aligned for the 
  purpose of overcoming damage reduction. 
  Constrict (Ex): A marilith deals 4d6+13 points of 
  damage with a successful grapple check. The 
  constricted creature must succeed on a DC 27 
  Fortitude save or lose consciousness for as long as it 
  remains in the coils and for 2d4 rounds thereafter. The 
  save DC is Strength-based. 
  Improved Grab (Ex): To use this ability, a marilith 
  must hit with its tail slap attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it succeeds on the grapple 
  check, it can constrict. 
  Spell-Like Abilities: At will—align weapon, blade 
  barrier (DC 23), magic weapon, project image (DC 23), 
  polymorph, see invisibility, telekinesis (DC 22), greater 
  teleport (self plus 50 pounds of objects only), unholy aura 
  (DC 25). Caster level 16th. The save DCs are Charisma-
  based. 
  Summon Demon (Sp): Once per day a marilith can 
  attempt to summon 4d10 dretches, 1d4 hezrou, or one 
  nalfeshnee with a 50% chance of success, or one 
  glabrezu or another marilith with a 20% chance of 
  success. This ability is the equivalent of a 5th-level 
  spell. 
  True Seeing (Su): Mariliths continuously use this 
  ability, as the spell (caster level 16th).  This ability does 
  not work here. 
  Skills: Mariliths have a +8 racial bonus on Listen and 
  Spot checks. 
  Feats: In combination with its natural abilities, a 
  marilith’s Multiweapon Fighting feat allows it to attack 
  with all its arms at no penalty. 
  Marilith Bodyguard: CR 17; Large Outsider (Chaotic, 
  Extraplanar, Evil, Tanr’ri); HD 16d8+144; hp 216; Init 
  +4; Spd 40 ft.; AC 29 (touch 13, flat-footed 25) -1 Size, 
  +4 Dex, +16 natural; Base Atk +16; Grp +29; Atk +25 
  melee (2d6+9/19-20, longsword) or +24 melee (4d6+9, 
  tail slap); Full Atk +25/+20/+15/+10 melee (2d6+9/19-
  20, primary longsword) and +25/+25/+25/+25/+25 
  melee (2d6+4/19-20, longswords) and +22 melee 
  (4d6+4, tail slap) or +24/+24/+24/+24/+24/+24/ (1d8+9, 
  slam) and +22 melee (4d6+4, tail slap); SA Constrict 
  4d6+13, Improved grab, spell-like abilities, summon 
  tanar’ri; SQ Damage Reduction 10/good and cold iron, 
  Darkvision 60 ft., immunity to electricity and poison, 
  resistance to acid 10, cold 10, and fire 10, SR 25, 
  telepathy 100 ft.; AL CE; SV Fort +19, Ref +14, Will 
  +14; Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24. 
   
   
  Skills and Feats:  Bluff +26, concentration +28, 
  diplomacy +30, disguise +7 (+9 acting), hide +19, 
  intimidate +28, listen +31, move silently +23, search 
  +23, sense motive +23, spellcraft +23 (+25 scrolls), spot 
  +31, survival +4 (+6 following tracks), use magic device 
  +26 (+28 scrolls); combat expertise, combat reflexes, 
  multiattack, multi-weapon fighting, power attack, 
  weapon focus (longsword).. 
  A marilith’s natural weapons, as well as any weapons it 
  wields, are treated as chaotic-aligned and evil-aligned for the 
  purpose of overcoming damage reduction. 
  Constrict (Ex): A marilith deals 4d6+13 points of 
  damage with a successful grapple check. The 
  constricted creature must succeed on a DC 27 
  Fortitude save or lose consciousness for as long as it 
  remains in the coils and for 2d4 rounds thereafter. The 
  save DC is Strength-based. 
  Improved Grab (Ex): To use this ability, a marilith 
  must hit with its tail slap attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it succeeds on the grapple 
  check, it can constrict. 
  Spell-Like Abilities: At will—align weapon, blade 
  barrier (DC 23), magic weapon, project image (DC 23), 
  polymorph, see invisibility, telekinesis (DC 22), greater 
  teleport (self plus 50 pounds of objects only), unholy aura 
  (DC 25). Caster level 16th. The save DCs are Charisma-
  based. 
  Summon Demon (Sp): Once per day a marilith can 
  attempt to summon 4d10 dretches, 1d4 hezrou, or one 
  nalfeshnee with a 50% chance of success, or one 
  glabrezu or another marilith with a 20% chance of 
  success. This ability is the equivalent of a 5th-level 
  spell. 
  True Seeing (Su): Mariliths continuously use this 
  ability, as the spell (caster level 16th).  This ability does 
  not work here. 
  Skills: Mariliths have a +8 racial bonus on Listen and 
  Spot checks. 
  Feats: In combination with its natural abilities, a 
  marilith’s Multiweapon Fighting feat allows it to attack 
  with all its arms at no penalty. 
  Hezrou (2): CR 11; Large Outsider (Chaotic, 
  Extraplanar, Evil, Tanar’ri); HD 10d8+93; hp 138; Init 
  +0; Spd 30 ft.; AC 23 (touch 9, flat-footed 23) -1 Size, 
  +14 natural; Base Atk +10; Grp +19; Atk +14 melee 
  (4d4+5, bite); Full Atk +14 melee (4d4+5, bite) and 
  ++9/+9 melee (1d8+2, claws); SA Spell-like abilities, 
  stench, improved grab, summon tanar’ri; SQ Damage 
  reduction 10/good, Darkvision 60 ft., immunity to 
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  electricity and poison, resistance to acid 10, cold 10, 
  and fire 10, SR 19, telepathy 100 ft.; AL CE; SV Fort 
  +16, Ref +7, Will +9; Str 21, Dex 10, Con 29, Int 14, Wis 
  14, Cha 18. 
   
   
  Skills and Feats:  Climb +18, concentration +22, 
  hide +13, escape artist +13, intimidate +17, listen +23, 
  move silently +13, search +15, spellcraft +15, spot +23, 
  survival +2 (+4 following tracks), use rope +0 (+2 with 
  bindings); Blind-fight, cleave, power attack, toughness.. 
  A hezrou’s natural weapons, as well as any weapons it wields, 
  are treated as chaotic-aligned and evil-aligned for the purpose 
  of overcoming damage reduction. 
  Improved Grab (Ex): To use this ability, a hezrou 
  must hit with both claw attacks. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. 
  Spell-Like Abilities: At will—chaos hammer (DC 18), 
  greater teleport (self plus 50 pounds of objects only), 
  unholy blight (DC 18); 3/day—blasphemy (DC 21), 
  gaseous form. Caster level 13th. The save DCs are 
  Charisma-based. 
  Stench (Ex): A hezrou’s skin produces a foul-smelling, 
  toxic liquid whenever it fights. Any living creature 
  (except other demons) within 10 feet must succeed on 
  a DC 24 Fortitude save or be nauseated for as long as it 
  remains within the affected area and for 1d4 rounds 
  afterward. Creatures that successfully save are sickened 
  for as long as they remain in the area. A creature that 
  successfully saves cannot be affected again by the same 
  hezrou’s stench for 24 hours. A delay poison or neutralize 
  poison spell removes either condition from one 
  creature. Creatures that have immunity to poison are 
  unaffected, and creatures resistant to poison receive 
  their normal bonus on their saving throws.. The save 
  DC is Constitution-based. 
  Summon Demon (Sp): Once per day a hezrou can 
  attempt to summon 4d10 dretches or another hezrou 
  with a 35% chance of success. This ability is the 
  equivalent of a 4th-level spell. 
  Skills: Hezrous have a +8 racial bonus on Listen and 
  Spot checks. 
  Area X 
  Girnaca Teranor, Vermin Lord: CR 17; Large 
  Monstrous Humanoid; HD 25d8+150; hp 262; Init +5; 
  Spd 60 ft., burrow 30 ft., fly 30 ft. (average); AC 32 
  (touch 14, flat-footed 28) [-1 Size, +4 dex, +11 natural, 
  +6 +1 chitin half-plate]; Base Atk +25; Grp +33; Atk +30 
  melee (1d8+6/15-20, +2 Cold Iron scimitar) or +28 melee 
  (1d8+4 plus poison, bite) or +28 melee (1d6+4, claw); 
  Full Atk +30/+25/+20/+15 melee (1d8+6/15-20, +2 Cold 
  Iron scimitar) and +26 melee (1d8+4 plus poison, bite) 
  and +28/+28 melee (1d6+4, 2 claws) and +26 melee 
  (1d6+2 plus poison, sting); SA  Command vermin, 
  constrict 1d6+4, improved grab, poison, spell-like 
  abilities, vermin cloud SQ Darkvision 60 ft., evasion, 
  immunity to mind-affecting spells and abilities, 
  regeneration 5, spell resistance 25, uncanny dodge; AL 
  NE; SV Fort +17, Ref +22, Will +18; Str 19, Dex 21, Con 
  22, Int 18, Wis 13, Cha 17.  
   
  Skills and Feats: Balance +20, Climb +20, 
  Concentration +20, Diplomacy +5, Hide +20, Jump +40, 
  Knowledge (Arcana) +9, Knowledge (nature) +15, 
  Listen +8, Move Silently +10, Search +14, Sense Motive 
  +10, Spellcraft +11 (+13 to decipher scrolls), Tumble 
  +27, Use Magic Device +26 (+28 involving scrolls); 
  Combat Casting, Dodge, Improved Critical (scimitar), 
  Mobility, Multiattack, Point Blank Shot, Power Attack, 
  Precise Shot, Spring Attack. 
   
  Possessions: +1 Chitin Half Plate, +2 Cold Iron Scimitar, 
  +3 Vest of Resistance 
   
  Command Vermin (Su): A vermin lord can 
  compel vermin to do its bidding. As a standard action, a 
  vermin lord can target a vermin within 100 feet. The 
  vermin must succeed on a DC 25 Will save or be 
  controlled. The controlling effect functions as a 
  dominate monster spell from a 20th level caster. A 
  vermin lord can command up to ten vermin at one 
  time.  
   
  Improved Grab (Ex): To use this ability, a vermin 
  lord must hit with a claw 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 
  gets a hold and can constrict. A vermin lord can use 
  either its Strength modifier or its Dexterity modifier 
  for grapple checks.  
   
  Constrict (Ex): A vermin lord deals automatic 
  claw damage on a successful grapple check.  
   
  Poison (Ex): Injury, Fortitude DC 28, initial and 
  secondary damage 1d8 Con. The save DC is 
  Constitution-based.  
   
  Spell-Like Abilities: At will-repel vermin (DC 
  17); 5/day-summon swarm (spiders only); 3/day-
  Giant vermin, Insect plague, Creeping doom. Caster 
  level 20th.  
   
  Vermin Cloud (Su): A vermin lord is constantly 
  surrounded by a 5-foot-radius cloud of flying and 
  crawling insects of all kinds. The cloud grants the 
  vermin lord concealment from any creature outside 
  the cloud.  
   
  In addition, when a vermin lord ends its move 
  within 5 feet of a creature or with a creature in its 
  space, the creature takes 2d6 points of damage and 
  must succeed on a DC 28 Fortitude save or be 
  nauseated for 1 round. The Save DC is Constitution-
  based. The damage of the vermin cloud can be reduced 
  by damage reduction normally, but even creatures that 
  take no damage can become nauseated. Vermin and 
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  other vermin lords are immune to the vermin cloud's 
  effect.  
   
  The vermin that make up the cloud are unaffected 
  by the repel vermin spell and similar effects. Effects 
  that would damage the vermin of the cloud have no 
  effect, because more vermin instantly appear to 
  replenish the cloud.  
  A vermin lord can suppress its vermin cloud or renew 
  its use as a free action. If it does not suppress the cloud, 
  it takes a -10 penalty on Move Silently and Hide 
  checks.  
   
  Regeneration (Ex): Cold deals normal damage to 
  a vermin lord. If a vermin lord loses a body part, the 
  lost limb re-grows in 3d6 minutes. It can reattach the 
  severed member instantly by holding it to the stump.  
   
  Skills: A vermin lord has a +5 racial bonus on 
  Hide, Jump, Search, Spot, and Tumble checks. A 
  vermin lord has a +8 racial bonus on Climb checks and 
  can always choose to take 10 on a Climb check, even if 
  rushed or threatened. 
  Gornare Warnasel, Vermin Lord: CR 17; Large 
  Monstrous Humanoid; HD 25d8+150; hp 262; Init +5; 
  Spd 60 ft., burrow 30 ft., fly 30 ft. (average); AC 32 
  (touch 14, flat-footed 28) [-1 Size, +4 dex, +11 natural, 
  +8 +1 chitin half-plate]; Base Atk +25; Grp +33; Atk +30 
  melee (1d8+6/15-20, +2 Cold Iron scimitar) or +28 melee 
  (1d8+4 plus poison, bite) or +28 melee (1d6+4, claw); 
  Full Atk +30/+25/+20/+15 melee (1d8+6/15-20, +2 Cold 
  Iron scimitar) and +26 melee (1d8+4 plus poison, bite) 
  and +28/+28 melee (1d6+4, 2 claws) and +26 melee 
  (1d6+2 plus poison, sting); SA  Command vermin, 
  constrict 1d6+4, improved grab, poison, spell-like 
  abilities, vermin cloud SQ Darkvision 60 ft., evasion, 
  immunity to mind-affecting spells and abilities, 
  regeneration 5, spell resistance 25, uncanny dodge; AL 
  NE; SV Fort +17, Ref +22, Will +18; Str 19, Dex 21, Con 
  22, Int 18, Wis 13, Cha 17.  
   
  Skills and Feats: Balance +20, Climb +20, 
  Concentration +20, Diplomacy +5, Hide +20, Jump +40, 
  Knowledge (Arcana) +9, Knowledge (nature) +15, 
  Listen +8, Move Silently +10, Search +14, Sense Motive 
  +10, Spellcraft +11 (+13 to decipher scrolls), Tumble 
  +27, Use Magic Device +26 (+28 involving scrolls); 
  Combat Casting, Dodge, Improved Critical (scimitar), 
  Mobility, Multiattack, Point Blank Shot, Power Attack, 
  Precise Shot, Spring Attack. 
   
  Possessions: +1 Chitin Half Plate, +2 Cold Iron Scimitar, 
  +3 Vest of Resistance 
   
  Command Vermin (Su): A vermin lord can 
  compel vermin to do its bidding. As a standard action, a 
  vermin lord can target a vermin within 100 feet. The 
  vermin must succeed on a DC 25 Will save or be 
  controlled. The controlling effect functions as a 
  dominate monster spell from a 20th level caster. A 
  vermin lord can command up to ten vermin at one 
  time.  
   
  Improved Grab (Ex): To use this ability, a vermin 
  lord must hit with a claw 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 
  gets a hold and can constrict. A vermin lord can use 
  either its Strength modifier or its Dexterity modifier 
  for grapple checks.  
   
  Constrict (Ex): A vermin lord deals automatic 
  claw damage on a successful grapple check.  
   
  Poison (Ex): Injury, Fortitude DC 28, initial and 
  secondary damage 1d8 Con. The save DC is 
  Constitution-based.  
   
  Spell-Like Abilities: At will-repel vermin (DC 
  17); 5/day-summon swarm (spiders only); 3/day-
  Giant vermin, Insect plague, Creeping doom. Caster 
  level 20th.  
   
  Vermin Cloud (Su): A vermin lord is constantly 
  surrounded by a 5-foot-radius cloud of flying and 
  crawling insects of all kinds. The cloud grants the 
  vermin lord concealment from any creature outside 
  the cloud.  
   
  In addition, when a vermin lord ends its move 
  within 5 feet of a creature or with a creature in its 
  space, the creature takes 2d6 points of damage and 
  must succeed on a DC 28 Fortitude save or be 
  nauseated for 1 round. The Save DC is Constitution-
  based. The damage of the vermin cloud can be reduced 
  by damage reduction normally, but even creatures that 
  take no damage can become nauseated. Vermin and 
  other vermin lords are immune to the vermin cloud's 
  effect.  
   
  The vermin that make up the cloud are unaffected 
  by the repel vermin spell and similar effects. Effects 
  that would damage the vermin of the cloud have no 
  effect, because more vermin instantly appear to 
  replenish the cloud.  
  A vermin lord can suppress its vermin cloud or renew 
  its use as a free action. If it does not suppress the cloud, 
  it takes a -10 penalty on Move Silently and Hide 
  checks.  
   
  Regeneration (Ex): Cold deals normal damage to 
  a vermin lord. If a vermin lord loses a body part, the 
  lost limb re-grows in 3d6 minutes. It can reattach the 
  severed member instantly by holding it to the stump.  
   
  Skills: A vermin lord has a +5 racial bonus on 
  Hide, Jump, Search, Spot, and Tumble checks. A 
  vermin lord has a +8 racial bonus on Climb checks and 
  can always choose to take 10 on a Climb check, even if 
  rushed or threatened. 
  Fiendish Monstrous scorpion, Gargantuan: CR 12; 
  Gargantuan Monstrous Beast (Extraplanar); HD 
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  20d8+60; hp 150; Init +0; Spd 50 ft.; AC 24 (touch 6, 
  flat-footed 24) -4 Size, +18 natural; Base Atk +15; Grp 
  +37; Atk +21 melee (2d6+10, claw); Full Atk +21 melee 
  (2d6+10, 2 claws) and +16 melee (2d6+5+poison, sting); 
  SA Constrict 2d6+10, IImproved grab, Poison, Smite 
  Good; SQ Cold Resistance 10, Darkvision 60 ft., 
  damage resistance 10/magic, fire resistance 10, Spell 
  resistance 25, tremorsense 60 ft., vermin traits; AL N; 
  SV Fort +15, Ref +6, Will +6; Str 31, Dex 10, Con 16, Int 
  --, Wis 10, Cha 2.  
   
  Skills and Feats:  Climb +14, Hide -8, Spot +4. 
   
  Constrict (Ex): A monstrous scorpion deals 
  automatic claw damage on a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, a 
  monstrous scorpion must hit with a claw attack.  A 
  monstrous scorpion can use its Strength modifier or 
  Dexterity modifier for grapple checks, whichever is 
  better. 
   
  Poison (Ex): A monstrous scorpion has a poison 
  sting DC 23 (1d8 Con/1d8 Con).  The save DCs are 
  Constitution based. 
   
  Skills: A monstrous scorpion has a +4 racial bonus 
  on Climb, Hide, and Spot checks.  
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to it’s HD total (maximum of +20) against a good foe. 
  Area FF 
  Blue Slaad Bar 6: CR 14; Large Outsider (Chaotic, 
  Extraplanar); HD 8d8+6d12+70; hp 145; Init +2; Spd 40 
  ft.; AC 20 (touch 11, flat-footed 18) -1 Size, +2 Dex, +9 
  natural; Base Atk +14; Grp +24; Atk +19 melee (2d6+6, 
  claw); Full Atk +19/+19/+19/+19 melee (2d6+6, 4 
  claws) and +17 melee (2d8+3 plus disease, bite); SA  
  Spell-like abilities, slaad fever, summon slaad; SQ 
  Darkvision 60 ft., fast healing 5, fast movement, 
  immunity to sonic, improved uncanny dodge, rage 
  (2/day, lasts 10 rounds), resistance to acid 5, cold 5, 
  electricity 5, and fire 5, trap sense +2, uncanny dodge; 
  AL CN; SV Fort +16, Ref +10, Will +6; Str 23, Dex 15, 
  Con 20, Int 6, Wis 6, Cha 10. 
   
   
  Skills and Feats:  Climb +17, hide +9, jump +17, 
  listen +13, move silently +13, spot +11, survival +2; 
  Dodge, mobility, elusive target, multiattack, power 
  attack. 
   
  Spell-like Abilities: At will – hold person (DC 13), 
  passwall, telekinesis (DC 15), 1/day -  chaos hammer (DC 
  14). Caster level 8th.  The save DCs are Charisma based. 
   
  Slaad Fever (Su): Supernatural disease – bite, 
  Fortitude DC 18, incubation period 1 day, damage 1d3 
  Dex and 1d3 Cha.  The save DC is Constitution based. 
   
  An afflicted humanoid reduced to Charisma 0 by 
  salad fever immediately transforms into a red salad.  It 
  retains none of the features, traits, memories, or 
  abilities of its former self, and is a normal red salad in 
  all respects. 
   
  If the infected being is an arcane spellcaster, the 
  disease instead produces a green salad. 
   
  Summon Slaad (Sp):  Once per day, a blue salad 
  can attempt to summon another blue salad with a 40% 
  chance of success.  This ability is the equivalent of a 4th 
  level spell. 
   
  Rage Statistics:  Str 27 Con 24 +28 hp (173 total), 
  AC 18 (touch 9, flat footed 16), Fort save +18, Will save 
  +8, Attack +21 melee (2d6+8, claw), +19 melee (2d8+5 
  plus disease, bite). 
  Death Slaad: CR 13; Medium Outsider (Chaotic, 
  Extraplanar); HD 15d8+75; hp 142; Init +10; Spd 30 ft.; 
  AC 28 (touch 16, flat-footed 22) +6 Dex, +12 natural; 
  Base Atk +15; Grp +20; Atk +20 melee (3d6+5 plus stun, 
  claw); Full Atk +20/+20 melee (3d6+5 plus stun, 2 
  claws) and +18 melee (2d10+2, bite); SA  Stun, Spell-
  like abilities, summon slaad; SQ Change shape, 
  Damage reduction 10/lawful, Darkvision 60 ft., fast 
  healing 5, immunity to sonic, resistance to acid 5, cold 
  5, electricity 5, and fire 5, telepathy 100 ft.; AL CN; SV 
  Fort +14, Ref +15, Will +13; Str 21, Dex 23, Con 21, Int 
  18, Wis 18, Cha 18. 
   
   
  Skills and Feats:  Climb +23, concentration +15, 
  escape artist +24, hide +24, intimidate +22, jump +23, 
  knowledge (local MR IV) +22, knowledge (arcane) +22, 
  listen +22, move silently +24, search +22, spot +22, 
  survival +12 (+14 when tracking), use rope +6 (+8 with 
  bindings); Cleave, great cleave, improved initiative, 
  improved sunder, multiattack, power attack. 
   
  Stun (Ex):  Three times per day, a death salad can 
  attempt to stun its opponent on an attack with one of 
  its natural weapons.  If the opponent fails a DC 21 
  Fortitude save, it is stunned for 1 round in addition to 
  taking normal damage from the attack.  The save DC is 
  Wisdom-based. 
   
  Spell-like Abilities: At will – animate objects, chaos 
  hammer (DC 18), deeper darkness, detect magic, dispel law 
  (DC 19), fear (DC 18), finger of death (DC 21), fireball 
  (DC 17), fly, identify, invisibility, magic circle against law, 
  see invisibility, shatter (DC 16); 3/day -  circle of death 
  (DC 20), cloak of chaos (DC 22), word of chaos (DC 21). 
  1/day -  implosion (DC 23), power word blind.  Caster 
  level 15th.  The save DCs are Charisma based. 
   
  Change Shape (Su):  A death salad can assume 
  any humanoid form as a standard action.  In humanoid 
  form, a death salad cannot use its natural weapons 
  (although a salad can quip itself with weapons and 
  armor appropriate to its appearance).  A death salad 
  remains in one form until it chooses to assume a new 
  one.  A change in form cannot be dispelled, but the 
  salad reverts to its natural form when killed.  A true 
  seeing spell reveals its natural form. 
  URD5-08 The End of the Line 
   
  Page 53 
  
   
  Summon Slaad (Sp):  Twice per day a death salad 
  can attempt to summon 1-2 red or blue slaadi with a 
  60% chance of success, or 1-2 green slaadi with a 40% 
  chance of success.  This ability is the equivalent of a 6th 
  level spell. 
   
  Area GG 
  Syrula Teranor: Female Suel Sor 14 ArM 5; CR 19; 
  Medium Humanoid (Human, Suel); HD 19d4+95; hp 
  144; Init +6; Spd 30 ft.; AC 16 (touch 12, flat-footed 14) 
  +2 Dex +4 Armor; Base Atk +9/+4; Grp +8; Atk +8 
  melee (Touch Spells, Various) or +11 ranged (Ranged 
  Touch Spells, Various); Full Atk +8 melee (Touch 
  Spells, Various) or +11 ranged (Ranged Touch Spells, 
  Various); AL CE; SV Fort +13, Ref +10, Will +16; Str 8, 
  Dex 14, Con 20, Int 14, Wis 10, Cha 28. 
   
  Skills and Feats:  Bluff +28, Concentration +27, 
  Intimidate +22, Knowledge (Arcana) +24, Spellcraft 
  +29; Improved Initiative, Skill Focus (Spellcraft), Spell 
  Focus (Enchantment, Necromancy), Greater Spell 
  Focus 
  (Enchantment, 
  Necromancy) 
  Extra 
  Slot 
  (Sorcerer 5th, Sorcerer 5th).  Languages:  Common, 
  Draconic, Ancient Suloise.  
   
  Possessions: Gloves of Dexterity +4, Amulet of 
  Health +4, Vest of Resistance +3, Cloak of Charisma +6, 
  Medallion of Thoughts, Metamagic Rod of Lesser 
  Extend Spell, Metamagic Rod of Maximize Spell, Ring 
  of Freedom of Movement. 
   
  Spells Known (6/8/7/7/8/5/6/7/6/5; base DC = 19 + 
  spell level, Necromancy/Enchantment = 21 + spell 
  level, caster level 24): 0— detect magic, detect 
  poison, ghost sound, light, mage hand, mending, 
  prestidigitation, ray of frost, read magic; 1st — 
  comprehend languages, disguise self, feather fall, mage 
  armor, magic missile; 2nd — detect thoughts, false life*, 
  glitterdust, scorching ray, see invisibility; 3rd — 
  displacement, 
  fly, 
  nondetection, 
  suggestion*; 
  4th 
  — 
  confusion*, enervation*, Otiluke’s resilient sphere, wall of fire; 
  5th — blink-greater, feeblemind*, mind fog*, wall of force; 6th 
  — contingency, eyebite*, suggestion – mass*; 7th — finger of 
  death*, insanity*, spell turning; 8th — horrid wilting*, mind 
  blank, prismatic wall; 9th —time stop, wail of the banshee*. 
  * Necromancy/Enchantment spell. 
  Precast spells:  Extended mage armor, contingency (cast 
  blink-greater when attacked physically or magically or 
  targeted with a spell), extended false life, mind blank. 
  Area LL 
  Iika Teranor, Cleric of Llerg: Female Suel Cle 10 
  Con 7 Hei 1; CR 17; Medium Humanoid (Human, 
  Suel); HD 11d8+7d6+52; hp 132; Init +5; Spd 20 ft.; AC 
  25 (touch 11, flat-footed 24) +1 Dex +14 Armor; Base 
  Atk +10/+5; Grp +12; Atk +13 melee (1d8+3/x3, Battle 
  Axe); Full Atk +13/+8 melee (1d8+3/x3, Battle Axe); SQ 
  Rebuke Undead (16/day, d20+7, 2d6+15 HD), Divine 
  Body, Divine Health, Divine Reach (Use any touch 
  spell at range of up to 30 ft.), Divine Wholeness (Heal 
  up to 28 hp per day), Slippery Mind, Bonus Domain; 
  SR 22; AL CE; SV Fort +16, Ref +9, Will +22; Str 14, 
  Dex 12, Con 14, Int 10, Wis 21, Cha 20. 
   
  Skills and Feats:  Concentration +23, Intimidate 
  +20, Knowledge (Religion) +21; Extra Turning (x2), 
  Heighten Spell, Improved Initiative, Quicken Spell, 
  Improved Toughness, Divine Metamagic (Quicken 
  Spell), Divine Spell Power.  Languages:  Common.  
   
  Possessions: Belt of Giant Strength +4, Periapt of 
  Wisdom +4, Cloak of Charisma +4, Vest of Resistance 
  +3, Dendritic Armor of Heavy Fortification +1, 
  Metamagic Rod of Lesser Extend, Boots of Speed, 
  Adamantine Battle Axe +1. 
  . 
  Spells Prepared (6/8/7/7/7/6/5/4/3/2; base DC = 15 
  + spell level): 0—Cure Minor Wounds, Detect Magic, 
  Detect Poison, Light, Purify Food and Drink, Read Magic; 
  1st—Cure Light Wounds (x3), Detect Good, Divine 
  Favor, Endure Elements, Enlarge Person*, Shield of Faith; 
  2nd— Align Weapon, Cure Moderate Wounds, Death Knell 
  (x2), Resist Energy, Spiritual Weapon, Zeal*; 3rd— 
  Unliving Weaon (x3), Daylight, Dispel Magic (x2), Magic 
  Vestment*; 4th— Cure Critical Wounds (x2), Death Ward, 
  Dimensional Anchor, Divine Power, Freedom of Movement, 
  Spell Immunity*; 5th— Flame Strike (x2), Righteous 
  Might*, Quickened Shield of Faith, Slay Living (x2); 6th— 
  Harm (x2), Heal (x2), Stoneskin*; 7th— Heroism Greater*, 
  Repulsion, Restoration Greater (x2); 8th— Antimagic Field, 
  Dispel Magic Greater, Moment of Prescience*; 9th— 
  Bigby’s Crushing Hand*, Miracle. 
   
  *Domain spell. Domains: Strength (Feat of 
  Strength 1/day +10 Strength for 1 round); Courage 
  (Aura of Courage, constant, all allies within 10’ gain +4 
  on saves vs. fear), Competition (As an extraordinary 
  ability you gain a +1 bonus on all opposed checks you 
  make). 
   
  URD5-08 The End of the Line 
   
  Page 54 
  
  Appendix Six –  Map of Lydian Monastery Ground Floor 
  URD5-08 The End of the Line 
   
  Page 55 
  URD5-08 The End of the Line 
   
  Page 55 
  
   
  Appendix Seven –  Map of Lydian Monastery Upper Floor 
  URD5-08 The End of the Line 
   
  Page 56 
  
   
   
  Appendix Eight –  Map of Lydian Monastery Furnace Room 
  URD5-08 The End of the Line 
   
  Page 57 
  
  Appendix Nine –  Map of Teranor Complex Main Floor 
  URD5-08 The End of the Line 
   
  Page 58 
  URD5-08 The End of the Line 
   
  Page 58 
  
  Appendix Ten –  Map of the Temple of Bralm 
  URD5-08 The End of the Line 
   
  Page 59 
  URD5-08 The End of the Line 
   
  Page 59 
  
  Appendix Eleven –  Map of the Temple of Llerg 
  URD5-08 The End of the Line 
   
  Page 60 
  
  Appendix Twelve –  Map of the Temple of Syrul 
  URD5-08 The End of the Line 
   
  Page 61 
  
  Appendix Thirteen – New Rules Items 
  Prestige Classes 
  Alienist  (Complete Arcane) 
  Hit Die: d4. 
  Requirements 
  To qualify to become an alienist, a character must fulfill 
  all the following criteria. 
  Alignment: Any nonlawful. 
  Skills: Knowledge (the planes) 8 ranks. 
  Feat: Augment Summoning. 
  Spells: Able to cast at least one summoning spell of 3rd 
  level or higher. 
  Special: Must have made peaceful contact with an 
  alienist or a pseudonatural creature. 
  Class Skills 
  The alienist's class skills (and the key ability for each 
  skill) are Concentration (Con), Gather Information 
  (Cha), Knowledge (all skills, taken individually) (Int), 
  Listen (Wis), Profession (Wis), Spellcraft (Int), and 
  Spot (Wis). See Chapter 4 of the Player's Handbook for 
  skill descriptions. 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All the following are class features of the alienist 
  prestige class. 
  Weapon and Armor Proficiency: Alienists gain no 
  proficiency with any weapon or armor. 
  Spells per Day/Spells Known: At each level, the 
  alienist gains new spells per day (and spells known, if 
  applicable) as if she had also gained a level in a 
  spellcasting class to which she belonged before adding 
  the prestige class level. She does not, however, gain any 
  other benefit a character of that class would have 
  gained (improved chance of turning or destroying 
  undead, metamagic or item creation feats, and so on). If 
  she had more than one spellcasting class before 
  becoming an alienist, she must decide to which class to 
  add each level for the purpose of determining spells 
  per day and spells known. 
  Familiar Abilities: Levels of alienist stack with levels 
  of any class that provide access to a familiar. Add levels 
  from this class and the class that granted access to the 
  familiar together and refer to the table on page 53 of 
  the Player's Handbook to determine the familiar's 
  natural armor, Intelligence, and special abilities. If a 
  character had levels in multiple classes that grant 
  access to a familiar before becoming an alienist, she 
  must decide to which class to add each level for the 
  purpose of determining the abilities of her familiar. 
  This ability does not grant an alienist a familiar if she 
  does not already have one. 
  Summon Alien: Whenever an alienist would use any 
  summon monster spell to summon a celestial or 
  fiendish 
  creature, 
  she 
  instead 
  summons 
  a 
  "pseudonatural" version of that creature. For example, 
  by casting summon monster IV, she could summon a 
  pseudonatural dire wolf. This adds the pseudonatural 
  template to the summoned creature.  An alienist gives 
  up the ability to summon nonpseudonatural creatures 
  with a summon monster spell. For instance, the alienist 
  described above couldn't summon a mephit or howler 
  with summon monster IV. 
  Alien Blessing (Ex): An alienist of 2nd level and 
  higher gains a +1 insight bonus on all saving throws, 
  but she permanently loses 2 points of Wisdom. 
  Lvl 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  Spells per Day/Spells Known 
  1st 
  +0 
  +0 
  +0 
  +2 
  Familiar abilities, summon alien 
  +1 level of existing spellcasting class 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Alien blessing 
  +1 level of existing spellcasting class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Metamagic secret 
  +1 level of existing spellcasting class 
  4th 
  +2 
  +1 
  +1 
  +4 
  Mad certainty 
  +1 level of existing spellcasting class 
  5th 
  +2 
  +1 
  +1 
  +4 
  Pseudonatural familiar 
  +1 level of existing spellcasting class 
  6th 
  +3 
  +2 
  +2 
  +5 
  Extra summoning 
  +1 level of existing spellcasting class 
  7th 
  +3 
  +2 
  +2 
  +5 
  Metamagic secret 
  +1 level of existing spellcasting class 
  8th 
  +4 
  +2 
  +2 
  +6 
  Insane certainty 
  +1 level of existing spellcasting class 
  9th 
  +4 
  +3 
  +3 
  +6 
  Timeless body 
  +1 level of existing spellcasting class 
  10th 
  +5 
  +3 
  +3 
  +7 
  Alien transcendance 
  +1 level of existing spellcasting class 
  URD5-08 The End of the Line 
   
  Page 62 
  
  Metamagic Secret: An alienist listens to the secret 
  voices whispering from beyond time's end, and profits 
  thereby. At 3rd and 7th level, she can choose any 
  metamagic feat as a bonus feat. 
  Mad Certainty (Ex): At 4th level and above, an 
  alienist's mad certainty in the power of entities beyond 
  the reach of normal space and time lend her an 
  unnatural fortitude, granting her an additional 3 hit 
  points. However, constantly dwelling on such beings is 
  mentally corrosive, and the alienist's mind begins to 
  fracture. She takes a –4 penalty on all Bluff, Diplomacy, 
  and Handle Animal checks made to influence 
  nonpseudonatural creatures. 
  Pseudonatural Familiar: Beginning at 5th level, an 
  alienist's familiar, if any, gains the pseudonatural 
  template in addition to the powers and abilities normal 
  for a familiar of the appropriate level. This does not 
  replace the familiar-the original slowly takes on 
  pseudonatural aspects, which become fully active at 
  this point. From this point on, newly summoned 
  familiars already possess the pseudonatural template. If 
  an alienist has no familiar, this ability has no effect. 
  Extra Summoning: From 6th level on, an alienist 
  gains one extra spell slot at her highest spell level. This 
  slot can be used only for a summon monster spell. As an 
  alienist becomes able to learn higher-level spells, the 
  extra slot migrates up to the new highest level. 
  Insane Certainty (Ex): Beginning at 8th level, an 
  alienist's mad certainty crystallizes into a truly chilling 
  mania. She gains an additional 3 hit points, but her 
  mental faculties continue to fracture. Her penalty on 
  Bluff, Diplomacy, and Handle Animal checks made to 
  influence nonpseudonatural creatures increases to –10. 
  Timeless Body (Ex): At 9th level and higher, an 
  alienist learns the secret of perpetual youth. She no 
  longer takes ability penalties for aging and cannot be 
  magically aged (see Table 6-5: Aging Effects on page 
  109 of the Player's Handbook). Any penalties she 
  might have already taken, however, remain in place. 
  Bonuses still accrue, but an alienist is stolen away by 
  horrible entities when her time is up, and she is never 
  seen again. 
  Alien Transcendence (Su): Beginning at 10th level, 
  an alienist, through long association with alien entities 
  and intense study of insane secrets, transcends her 
  mortal form and becomes an alien creature. Her type 
  changes to "outsider." Additionally, an alienist gains 
  damage reduction 10/magic and resistance to 
  electricity 10. 
  Upon 
  achieving 
  transcendence, 
  an 
  alienist's 
  appearance undergoes a minor physical change, usually 
  growing a small tentacle or other strange growth, such 
  as an extra appendage, organ, eye, or enigmatic lump. 
  An alienist can hide this abnormality in a robe or hood, 
  but the alien growth is not under the alienist's control 
  and sometimes moves, twitches, opens, or otherwise 
  animates of its own accord. This applies a -4 penalty on 
  Disguise checks made to conceal an alienist's nature. 
  Anyone who shares an alienist's predilection for study 
  of the Far Realms immediately recognizes her 
  transcendent nature, and she gains a +2 circumstance 
  modifier on all Charisma-based skill and ability checks 
  when interacting with such beings. She gains a +2 
  circumstance modifier on Intimidate checks against all 
  other creatures to whom she reveals her abnormal 
  nature. 
  Contemplative  (Complete Divine) 
  Hit Die: d6.  
  Requirements  
  To qualify to become a contemplative, a character must 
  fulfill all the following criteria.  
  Skill: Knowledge (religion) 13 ranks.  
  Spells: Able to cast 1st-level divine spells.  
  Special: Must have had direct contact with one's patron 
  deity or a direct servant of that deity, or with an 
  enlightened being embodying the highest principles of 
  an alignment (a Solar, for example).  
  Class Skills 
  The contemplative’s class skills (and the key ability for 
  each skill) are Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Heal (Wis), Intimidate (Cha), 
  Knowledge (religion) (Int), Profession (Wis), Sense 
  Motive (Wis), and Spellcraft (Int). See Chapter 4 of the 
  player's Handbook for skill descriptions.  
  Skill Points at Each Level: 2 + lnt modifier.  
  Class Features 
  All of the following are class features of the 
  contemplative prestige class.  
  Weapon and Armor Proficiency: Contemplatives 
  gain no weapon or armor proficiencies. 
  Spells per Day/ Spell Known: A contemplative who 
  was previously a spellcaster continues to gain access to 
  more powerful divine magic while following the 
  contemplative path. Thus, when a new contemplative 
  level is gained, the character gain new spell per day 
  (and spells known, if applicable) as if she had also 
  gained a level in the spellcasting class she belonged to 
  before she added the prestige class. She does not, 
  however, gain any other benefit a character of that class 
  would have gained and so on).  This essentially means 
  that she 
   adds the level of contemplative to the level of 
  whatever other spellcasting class the character has, and 
  then determines spells per day accordingly. For 
  example, if Theresa, an 11th-level cleric, gains a level as 
  a contemplative, she gains new spells as if she had risen  
  URD5-08 The End of the Line 
   
  Page 63 
  
  to 12th level as a cleric, but uses the other contempla-
  tive aspects of level progression such as base attack 
  bonus and save bonus. If she next gains a level as a 
  cleric, making her a 12th-level cleric/1st-level 
  contemplative, she gains spells as if she had risen to 
  13th level as a cleric.  
  If a character had more than one divine spellcasting 
  class before she became a contemplative, the player 
  must decide which class to assign each level of 
  contemplative for the purposes of determining divine 
  spells per day and spells known.  
  If the contemplative did not previously belong to a 
  divine spellcasting class, she gains the ability to cast 
  divine spell exactly as a cleric of her patron deity. Her 
  spell progression is the same as that of a cleric.  
   Bonus Domain: Upon adopting the contemplative 
  class, and again at 6th level, a character gains access to a 
  bonus domain of her choice. The character can choose 
  any domain made available by her deity or alignment. 
  The character gains the granted power associated with 
  the domain she chooses, and can select the spell in that 
  domain as her daily domain spells.  
  Divine Health (Ex): A contemplative has immunity to 
  all diseases, including magical diseases such as mummy 
  rot and lycanthropy.  
  Slippery Mind (Ex): At 2nd level, a contemplative 
  gains the ability to shrug off magical effect that would 
  otherwise control or compel her. If a contemplative 
  with resistant mind is affected by an enchantment and 
  fails her saving throw, one round later she can attempt 
  her saving throw again. She only gets this one extra 
  chance to succeed on her saving throw.  
  Divine Wholeness (Su): At 3rd level and higher, a 
  contemplative can heal her own wounds, in addition to 
  any other healing ability she may have. She can heal up 
  to four  
  time her contemplative level in hit points each day, 
  and she can spread this healing out among several uses.  
  Divine Body (Su): At 5th level, a contemplative 
  becomes immune to poisons of all kinds.  
  Divine Soul (Su): At 7th level, a contemplative gains 
  spell resistance. Her spell resistance equal her class 
  level + 15. In order to affect the contemplative with a 
  spell, a spellcaster must roll the contemplative's spell 
  resistance or higher on Id20 + the spellcaster's level.  
  Eternal Body (Ex): After achieving 9th level, a con-
  templative no longer suffers ability penalties for aging 
  and cannot be magically aged. (Penalties she has 
  already suffered remain in place.) Bonuses still accrue, 
  and the contemplative still dies of old age when her 
  time is up.  
   Nature’s Warrior (Complete Warrior) 
  Hit Die: 1d10 
  Requirements  
  To qualify to become a nature’s warrior, a character 
  must fulfill all the following criteria.  
  Alignment: Any neutral  
  Base Attack Bonus: +4.  
  Skills: Knowledge (nature) 8 ranks, Knowledge (the 
  planes) 2 ranks, Survival 8 ranks.  
  Feats: Track  
  Special: Wild shape ability.  
  Class Skills  
  The nature's warrior class skills (and the key ability for 
  each skill) are Diplomacy (Cha), Handle Animal (Cha), 
  Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), 
  Listen (Wis), Survival (Wis), and Swim (Str),  
  TABLE 2-6: THE CONTEMPLATIVE  
  Class 
  Base 
  Level 
  Attack 
  Bonus 
  For 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day  
  1st 
  +0 
  +0 
  +0 
  +2 
  Bonus domain 
  Divine health 
  + 1 level of existing divine spellcasting class  
  2nd 
  +1 
  +0 
  +0 
  +3 
  Slippery mind 
  + 1 level of existing divine spellcasting class  
  3rd 
  +1 
  +1 
  +1 
  +3 
  Divine wholeness 
  + 1 level of existing divine spellcasting class  
  4th 
  +2 
  +1 
  +1 
  +4 
  - 
  + 1 level of existing divine spellcasting class  
  5th 
  +2 
  +1 
  +1 
  +4 
  Divine body 
  + 1 level of existing divine spellcasting class  
  6th 
  +3 
  +2 
  +2 
  +5 
  Bonus domain 
  + 1 level of existing divine spellcasting class  
  7th 
  +3 
  +2 
  +2 
  +5 
  Divine soul 
  + 1 level of existing divine spellcasting class  
  8th 
  +4 
  +2 
  +2 
  +6 
  - 
  + 1 level of existing divine spellcasting class  
  9th 
  +4 
  +3 
  +3 
  +6 
  Eternal body 
  + 1 level of existing divine spellcasting class  
  10th 
  +5 
  +3 
  +3 
  +7 
  Mystic union 
  + 1 level of existing divine spellcasting class  
  URD5-08 The End of the Line 
   
  Page 64 
  
  Skill Points at each Level: 2. + Int modifier  
   
  Class features  
  All of the following are class features of the nature's 
  warrior prestige class.  
  Weapon and Armor Proficiency: Nature's warriors 
  gaw J10 proficiency with any weapon or armor.  
  Spells per Day: At every even-numbered level gained 
  in the nature's warrior class, the character gains new 
  spells per day as if she had also gained a level in a 
  divine spellcasting class she belonged to before adding 
  the prestige class. If the character did not belong to a 
  divine spellcasting class before attaining 2nd level in 
  the prestige class, she gains a druid spellcasting level. 
  In no case. however, does she gain any other benefit a 
  character of that class would have gained, except for an 
  increased effective level of spellcasting. If a character 
  had more than one divine spellcasting class before 
  becoming a nature's warrior, she must decide which 
  class she adds the new level for purposes of 
  determining spells per day.  
  Nature's Armament (Su): Upon attaining an odd-
  numbered level in this prestige class, a nature's warrior 
  may choose one of the following abilities. These 
  abilities, unless otherwise noted, are only applicable 
  while the nature's warrior is in wild shape form. 
  Armor of the Crocodile: The nature's warrior's 
  natural armor bonus is improved by +1 per class level. 
  This is an actual improvement, not an enhancement 
  bonus. 
  Blaze of Power: While in fire elemental form, 
  the nature’s warrior is covered in a blaze of power, 
  which functions as a warm fire shield at a caster level 
  equal to her druid level if any) plus her nature’s warrior 
  level.  
  Claws of the Grizzly: The nature's warrior gains 
  a +3 bonus on damage when using her natural 
  Weapons.  
  Earth's Resilience: The nature's warrior gains 
  damage reduction 3/-.  
  Nature’s Weapon: The nature's warrior gains a 
  +1 enhancement bonus on all attack rolls when using 
  her natural weapons, and her attacks are treated as 
  magic weapons for the purpose of overcoming damage 
  reduction.  
  Robe of Clouds:   While in air elemental form, 
  the nature's warrior may as a free action wreathe her 
  body in mist and clouds for 1 minute per class level (or 
  until she dismisses the meet). This gives her 
  concealment, though it does not affect her ability to see 
  or act at all. 
  Serpent's Coils: When in the form of a creature 
  that normally has the improved grab ability, the 
  nature's warrior gains a +4 bonus on all grapple checks 
  and does damage equal to 1d8 + her Strength bonus 
  after winning an opposed grapple check.  
  Water's Flow: To use this ability, the nature's 
  warrior must be able to use wild shape to take the form 
  of an elemental. Three times per day as part of a move 
  action, the character may transform her body into a 
  flowing rush of water. She may move at her base land 
  speed while in this form but does not provoke attacks 
  of opportunity while doing so. She may do nothing but 
  move while in this form. At the end of her move, she 
  immediately changes back into whatever form she was 
  in prior to activating this ability. She may use this 
  ability while not in wild shape form. 
  Wild Growth: The nature's warrior gains fast 
  healing 1.  
  Wings of the Hurricane: If the nature' warrior is 
  in an avian form or air elemental form, she increases 
  her base fly speed by 30 feet and improves her 
  maneuverability 
  by 
  one 
  category 
  (thus 
  good 
  maneuverability becomes perfect).  
  Wilding (Su): Nature's warrior class levels stack with 
  druid levels (as well as levels in other prestige classes 
  that allow these abilities to stack) to determine wild 
  shape abilities and forwild empathy checks. For 
  example a druid 8/nature's warrior 3 would be 
  considered an 11th level druid for purposes of wild 
  shape size, type, and frequency (she could assume wild 
  shape form 4/day and could become a Tiny creature). 
  She would add +11 for her class levels (instead of +8) to 
  her wild empathy checks against animals and certain 
  magical beasts.  
  THE NATURE'S WARRIOR  
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Nature's armament, wilding 
  2nd 
  +2 
  +3 
  +0 
  +0 
  +1 level of existing spellcasting class  
  3rd 
  +3 
  +3 
  +1 
  +1 
  Nature's armament 
  4th 
  +4 
  +4 
  +1 
  +1 
  +1 level of existing spellcastIng class  
  5th 
  +5 
  +4 
  +1 
  +1 
  Nature's armament  
  URD5-08 The End of the Line 
   
  Page 65 
  
  Vermin Lord (Book of Vile Darkness) 
  Hit Die: d6.  
  REQUIREMENTS  
  To qualify to become a vermin lord, a character must 
  fulfill all the following criteria.  
  Alignment: Any evil.  
  Skills: Hide 3 ranks, Knowledge (nature) 2 ranks, 
  Move Silently 3 ranks.  
  Feats: Verminfriend.  
  Special: Must be able to cast the giant vermin spell. 
  Special: The vermin lord must be ordained by an 
  intelligent evil creature with a physical resemblance to 
  vermin (a drider, chasme, gelugon, aranea, bebilith, 
  phase spider, evil formian, or similar creature). The 
  ordaining creature must be intelligent enough to 
  communicate with the vermin lord to-be. Of course, 
  such a creature will demand service or payment in 
  return. 
  CLASS SKILLS  
  The vermin lord's class skills (and the key ability for 
  each skill) are Bluff (Cha), Climb (Str), Concentration 
  (Con), Hide (Dex), Knowledge (nature) (Int), listen 
  (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket 
  (Dex), Search (lnt), Spellcraft (Int), and Spot (Wis). See 
  Chapter 4 of the Player's Hatldbook for skill 
  descriptions.  
  Skill Points at Each Level: 4 + Int modifier.  
  All the following are class features of the vermin lord 
  prestige class.  
  Weapon and Armor Proficiency: A vermin lord is 
  proficient with no weapons, armor, or shields.  
   Spells: When a vermin lord attains 1st level and every 
  two levels after that (plus 10th level), the character 
  gains new spells per day as if she had also gained a level 
  in whatever spellcasting class he belonged to before he 
  added the prestige class. He does not, however, gain 
  any other benefits a character of that class would have 
  gained (improved chance of controlling or rebuking 
  undead, metamagic or item creation feats, hit points 
  beyond those received from the prestige class, and so 
  on), except for an increased effective level of 
  spellcasting. This essentially means that he adds the 
  new level of vermin lord to the level of whatever other 
  spellcasting class the character has, then determines 
  number of spells per day, spells known, and caster level 
  accordingly. For example, if Silican, an 8th-level 
  wizard, gains a level in vermin lord, he gains new spells 
  as if he had risen to 9th level in wizard, but uses the 
  other vermin lord aspects of level progression such as 
  attack bonus and save bonus. If he next gains a level of 
  wizard, making him a 9th-level wizard/1st-level vermin 
  lord, he gains spells as if he had risen to 10th-level 
  wizard.  
   
  If a character had more than one spellcasting class 
  before he became a vermin lord, he must decide to 
  which class he adds the level of vermin lord.  
  Chitin (Ex): A vermin lord gains a +1 natural armor 
  bonus to Armor Class from the chitinous plates that 
  begin to grow on his flesh. Every three levels beyond 
  1st, this bonus increases by +1.  
  Vermin Servant: A vermin lord gains a servant in the 
  form of a vermin of up to 1 HD. This servant is treated 
  as a familiar; its intelligence increases, and it is 
  considered a magical beast (see the Familiars section in 
  Chapter 3 of the Player's Handbook). The vermin 
  servant is in addition to any familiar the character may 
  already have.  
   
  A vermin lord gains additional vermin servants at 
  higher levels. At 5th level, the vermin servant gained 
  THE VERMIN LORD  
  Class 
  Base 
  Fort 
  Ref 
  Will  
  Special 
  Level 
  Attack 
  Save 
  Save 
  Save 
  Spells Per Day/Spells Known 
  1st 
  +0 
  +0 
  +0 
  +2 
  Chitin +1, vermin servant 1HD 
  +1 level of existing class 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Blood drain 
  - 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Spiderbond 
  +1 level of existing class 
  4th 
  +2 
  +1 
  +1 
  +4 
  Chitin +2,swarm armor 
  - 
  5th 
  +2 
  +1 
  +1 
  +4 
  Wings of the vermin, vermin servant 4 
  HD 
  +1 level of existing class 
  6th 
  +3 
  +2 
  +2 
  +5 
  Spider leg 
  - 
  7th 
  +3 
  +2 
  +2 
  +5 
  Chitin +3,Spew vermin 
  +1 level of existing class 
  8th 
  +4 
  +2 
  +2 
  +6 
  Poison, pincer claws 
  - 
  9th 
  +4 
  +3 
  +3 
  +6 
  Vermin servant 16 HD 
  +1 level of existing class 
  10th 
  +5 
  +3 
  +3 
  +7 
  Chitin +4, hivemind 
  +1 level of existing class 
  URD5-08 The End of the Line 
   
  Page 66 
  
  can be of up to 4 HD. At 9th level, the vermin servant 
  may be of up to 16 HD.  
  Blood Drain (Su): A 2nd level vermin lord can grow 
  insectoid mandibles at will. He can use these 
  mandibles to make a bite attack that deals 1 point of 
  damage.  
   
  Furthermore, the vermin lord can attempt to start 
  a grapple, provoking no arrack of opportunity. If 
  successful, the mandibles automatically deal 2d6 points 
  of damage each round as they suck blood from the 
  victim. The blood drain ability only works on living 
  creatures.  
  Spider Hand (Sp): Once per day, a 3rd-level vermin 
  lord can produce an effect identical to that of a spider 
  hand spell cast at his effective caster level.  
  Swarm Armor (Su): Each day, a 4th-level vermin lord 
  automatically summons a swarm of insects, spiders, or 
  scorpions that cover his flesh when he regains his 
  spells. These insects  
  absorb up to 10 points of damage from any damaging 
  arrack (weapons or spells). The insects die off when 
  they absorb such attacks, and a total of up ro 5 points 
  per vermin lord level can be absorbed per day. Thus, a 
  7th-level vermin lord's swarm armor can absorb up to 
  35 points of damage, although no more than 10 points 
  from any on attack.  
   
  If a vermin lord is already wearing armor, the 
  swarm armor has no effect.  
  Wings of the Vermin (Su):  A vermin lord of 5th level 
  or higher can sprout massive, buzzing insectoid wings 
  from his back once per day. With these wings he can 
  fly 
  at 
  his 
  normal 
  land 
  speed 
  with 
  average 
  maneuverability for 1 hour. The vermin lord can carry 
  his normal carrying capacity, and greater burdens 
  affect his speed as they would affect his land speed. It is 
  impossible to move silently with these wings.  
  Spider Legs (Sp): Once per day, a 6th-level vermin 
  lord can produce an effect identical to that of a spider 
  legs spell cast at his effective caster level.  
  Spew Vermin (Sp): Once per day, a 7th-level vermin 
  lord is able to spray out a swarm of vermin from his 
  mouth, as a breath weapon in a 3D-foot cone. Anyone 
  in this area takes ld6 points of damage per vermin lord 
  level, with a successful Reflex save reducing the 
  damage by half (DC 10 + vermin lord's class level + 
  vermin lord's Con bonus). The vermin then remain as 
  if a Summon Swarm spell had been cast at the vermin 
  lord's class level. The vermin are under the command 
  of the vermin lord.  
  Poison (Ex): In a vermin lord of 8th level or higher, 
  the mandibles gained from the blood drain ability now 
  carry a natural venom that deals 1 point of Strength 
  damage with each successful bite attack and 1 point of 
  Strength damage 1 minute later. The Fortitude save DC 
  to resist the poison is 10 + vermin lord's class level + 
  vermin lord's Con modifier.  
  Hivemind (Su): A 10th-level vermin lord can form the 
  impetus to create a hivemind (see Hivemind in 
  Chapter 2). The hivemind must include the vermin 
  lord, although he counts as only a single individual and 
  his Intelligence and Charisma scores are unaffected. 
  However, he controls the hivemind, gains the insight 
  bonuses, and call take advantage of the spellca ting 
  abilities of the hivemind if enough individuals are 
  present. The vermin lord's vermin servant can also join 
  the hivemind if the vermin lord wishes. 
  Creatures 
  Vermin Lord (Monster Manual 3) 
  Large Monstrous Humanoid  
  Hit Dice: 25d8+150 (262 hp)  
  Initiative: +5  
  Speed: 60 ft. (12 squares), burrow 30 L, climb 30 ft., fly 
  30 ft. (average)  
  Armor Class: 30 (-1 size, +5 Dex, +11 natural, +4 +1 
  studded leather, +1 masterwork buckler), touch 14, flat-
  footed 25  
  Base Attack/Grapple: +25/+33  
  Attack: +2 cold Iron Scimitar +30 melee (1d8+6/15-20) 
  or bite +2 melee (1d6+4 plus poison) or claw +2 melee 
  (1d6+4) or +1 composite longbow (+4 Str bonus) +30 
  ranged (2d6+5/x3)  
  Full attack: +2 cold iron scimitar +30/+25/+20/+15 
  melee (1d8+6/15-20) and 2 claw +26 melee (1d6+2) and 
  bite +26 melee (1d8+2 plus poison) and sting +26 melee 
  (1d6+2 plus poison); or +1 composite longbow (+4 Str 
  bonus) +30/+25/ +20/+15 ranged (2d6+5/x3)  
  Space/Reach: 10 ft./l0 ft.  
  Special Attacks: Command vermin, constrict 1d6+4, 
  improved grab, poison, spell-like abilities vermin 
  cloud. 
  Special Qualities: Darkvision 60 ft., evasion, 
  immunity to mind-affecting spells and abilities, 
  regeneration 5, spell resistance 25, uncanny dodge. 
  Saves: For +17, Ref +22, Will +18  
  Abilities: Str 19, Dex 21, Con 22, Int 1, Wis 13, Cha 17  
  Skills: Balance +20, Climb +20, Concentration +20, 
  Diplomacy +5, Hide +20, Jump +40, Knowledge 
  (arcana) +9, Knowledge (nature) +15, Listen +8, Move 
  Silently +10, Search +14, Sense Motive +10, Spellcraft 
  +11 (+13 to decipher scroll), pot +19, Survival +1 (+3 
  aboveground or following tracks), Tumble +27, Use 
  Magic Device +26 (+28 involving scrolls)  
  URD5-08 The End of the Line 
   
  Page 67 
  
   
  Feats: Combat Casting, Dodge, Improved Critical 
  (scimitar), Mobility, Multi-attack, Point Blank shot, 
  Power Attack, Precise Shot, Spring Attack  
  Environment: Underground  
  Organization: Solitary, pair, or gang (3-6)  
  Challenge Rating: 17  
  Treasure: Standard including possessions (see text)  
  Alignment: Usually neutral evil  
  Advancement: By character class  
  Level Adjustment: -  
  COMBAT  
  Vermin lords are strong melee combatants, but they 
  prefer to allow vermin minions to do their fighting. 
  Vermin lords make judicious use of their magic items 
  and those plucked from fallen foes.  
  Command Vermin (Su): A vermin lord can compel 
  vermin to do its bidding. As a standard action, a vermin 
  lord can target a vermin within 100 feet. The vermin 
  must succeed on a DC 25 Will save or be controlled. 
  The controlling effect functions as a dominate monster 
  spell from a 20th level caster. A vermin lord can 
  command up to ten vermin at one time.  
  Improved Grab (Ex): To use this ability, a vermin lord 
  must hit with a claw 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 gets a hold 
  and can constrict. A vermin lord can use either its 
  Strength modifier or its Dexterity modifier for grapple 
  checks.  
  Constrict (Ex): A vermin lord deals automatic claw 
  damage on a successful grapple check.  
  Poison (Ex): Injury, Fortitude DC 28, initial and 
  secondary damage 1d8 Con. The save DC is 
  Constitution-based.  
  Spell-Like Abilities: At will-repel vermin (DC 17); 
  5/day-summon swarm (spiders only); 3/day-Giant 
  vermin, Insect plague, Creeping doom. Caster level 
  20th.  
  Vermin Cloud (Su): A vermin lord is constantly 
  surrounded by a 5-foot-radius cloud of flying and 
  crawling insects of all kinds. The cloud grants the 
  vermin lord concealment from any creature outside 
  the cloud.  
   
  In addition, when a vermin lord ends its move 
  within 5 feet of a creature or with a creature in its 
  space, the creature takes 2d6 points of damage and 
  must succeed on a DC 28 Fortitude save or be 
  nauseated for 1 round. The Save DC is Constitution-
  based. The damage of the vermin cloud can be reduced 
  by damage reduction normally, but even creatures that 
  take no damage can become nauseated. Vermin and 
  other vermin lords are immune to the vermin cloud's 
  effect.  
   
  The vermin that make up the cloud are unaffected 
  by the repel vermin spell and similar effects. Effects 
  that would damage the vermin of the cloud have no 
  effect, because more vermin instantly appear to 
  replenish the cloud.  
  A vermin lord can suppress its vermin cloud or renew 
  its use as a free action. If it does not suppress the cloud, 
  it takes a -10 penalty on Move Silently and Hide 
  checks.  
  Evasion (Ex): If a vermin lord succeeds on a Reflex 
  save against an effect that causes half damage with a 
  successful save, the vermin lord takes no damage from 
  the effect.  
  Regeneration (Ex): Cold deals normal damage to a 
  vermin lord. If a vermin lord loses a body part, the lost 
  limb re-grows in 3d6 minutes. It can reattach the 
  severed member instantly by holding it to the stump.  
  Uncanny Dodge (Ex): A vermin lord reacts to danger 
  before its senses would normally allow. It retains its 
  Dexterity bonus to Armor Class even if it is caught flat-
  footed or truck by an invisible attacker. A vermin lord 
  still loses its Dexterity bonus to AC when immobilized.  
  Skills: A vermin lord has a +5 racial bonus on Hide, 
  Jump, Search, Spot, and Tumble checks. A vermin lord 
  has a +8 racial bonus on Climb checks and can always 
  choose to take 10 on a Climb check, even if rushed or 
  threatened.  
  Possessions: +1 studded leather armor, +2 cold Iron 
  scimitar, +1 composite longbow (+4 Str bonus), cloak of 
  resistance +3. wand of fireballs. (Different vermin lords 
  may have different possessions.) 
  Spells 
  Anticipate Teleport (Complete Arcane) 
  Abjuration 
  Level:  Sorceror/wizard 4 
  Components:  V,S,F 
  Casting Time:  1 round 
  Range:  Touch 
  Area:  5-ft/level radius emanation from touched 
  creature 
  Duration:  1 hour/level 
  Saving Throw:  None 
  Spell Resistance:  No 
  URD5-08 The End of the Line 
   
  Page 68 
  
  The subject of the spell is surrounded with an invisible 
  aura that anticipates and delays the teleportation of any 
  creature into the spell's area.   Any teleportation spell 
  or effect (including all spells with the teleportation 
  descriptor) can be anticipated, making the spell's 
  recipient instantly aware of the exact location where 
  the teleporting creature will arrive (subject to the 
  restrictions below), the creature's size, and how many 
  other creatures (and their sizes) are arriving with the 
  teleporting creature. The spell also delays the arrival of 
  the teleporting creature by 1 round (so that it arrives 
  on its initiative count immediately before its next 
  turn), generally giving the recipient of the spell and 
  anyone else made aware of the information 1 round to 
  act or ready actions. The teleporting creature does not 
  perceive this delay.  
    Since a teleporting creature doesn't necessarily arrive 
  at the precise location it intends, the spell also 
  functions against a creature that arrives in range even 
  though its intended destination was elsewhere. For a 
  creature that intends to teleport into range but 
  inadvertently arrives outside the spell's area, the spell 
  gives the recipient awareness that a creature has 
  attempted to teleport into range and delays the 
  creature as normal, but doesn't give any awareness as to 
  the actual location of its imminent arrival.  
    The spell has no effect on creatures attempting to 
  teleport away from the spell's area, though if their 
  destination is within the area, the spell will affect their 
  re-entry as normal.  
     Focus: A tiny hourglass of platinum and crystal 
  costing 500 gp, which must be carried or worn by the 
  spell's recipient while the spell is in effect. 
  Anticipate Teleport, Greater (Complete 
  Arcane) 
  Abjuration 
  Level:  Sorceror/wizard 8 
  Components:  V,S,F 
  Casting Time:  10 minutes 
  Range:  Touch 
  Area:  5-ft/level radius emanation from touched 
  creature 
  Duration:  24 hours 
  Saving Throw:  None 
  Spell Resistance:  No 
  As anticipate teleportation, except that greater 
  anticipate teleportation identifies the type of the 
  arriving creature (and any companions accompanying 
  it) and creates a delay of 3 rounds, providing the 
  recipient with even more warning and preparation 
  time._  
     Focus: A tiny hourglass of platinum and crystal filled 
  with diamond dust, costing 1,000 gp. The hourglass 
  must be carried or worn by the spell's recipient while 
  the spell is in effect. 
  Blink, Greater (Complete Arcane) 
  Transmutation 
  Level:  Bard 5, Sorceror/wizard 5 
  Components:  V,S 
  Casting Time:  1 standard action 
  Range:  Personal 
  Targe:  You 
  Duration:  1 round / level (D) 
  This spell functions like blink, except you have control 
  over the timing of your “blinking” back and forth 
  between the ethereal plane and the Material Plane.  
  You can also ready an action to blink away from any 
  physical or magical attack, with the attack missing 
  automatically unless it also effects ethereal targets (as a 
  force effect does).  While blinking, you have no chance 
  of interfering with your own attacks or your own 
  spells.  When moving through solid objects, you do not 
  risk materializing inside one unless you actually end 
  your movement there, in which case you materialize 
  and are shunted off to the nearest open space, taking 
  1d6 points of damage per 5 feet traveled in this 
  manner. 
  Orb of Acid, Lesser (Complete Arcane) 
  Conjuration (Creation) [Acid]  
  Level: Sorcerer/wizard 1, warmage 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2Ievels)  
  Effect: One orb of acid  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No  
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing ld8 points of acid damage. 
  You must succeed on a ranged touch attack to hit your 
  target.  
   
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th level, and the 
  maximum of 5d8 at 9th level or higher.  
  Spider Hand (Book of Vile Darkness) 
  Transmutation 
  URD5-08 The End of the Line 
   
  Page 69 
  
  Level:  Clr 1, Drd 1 
  Components:  V,S 
  Casting Time:  1 action 
  Range:  Personal 
  Targets:  Casters Hand 
  Duration:  Concentration (up to 1 minute/level) 
  The caster detaches his hand, which transforms into a 
  small monstrous spider (see the Monster Manual) that 
  he controls.  The caster can see through its eyes, and it 
  can travel up to 20 feet per level away from him.  If the 
  spider is killed or prevented from returning to the 
  caster, his hand is restored when the spell ends, but he 
  takes 1d6 points of damage.  If the caster directs the 
  spider to return to his arm (a move-equivalent action), 
  then lets the spell end, he takes no damage. 
  Spider Legs (Book of Vile Darkness) 
  Transmutation 
  Level:  Clr 2 
  Components:  V,S,F 
  Casting Time:  1 action 
  Range:  Personal 
  Targets:  Caster 
  Duration:  1 minute/level 
  The caster grows four long spider legs from the sides of 
  her torso.  She can use these legs to move at a speed of 
  30 feet, no matter what the caster’s normal speed is, as 
  long as she carries less than her maximum load.  The 
  caster can also use the extra legs to climb on vertical 
  surfaces or even traverse ceilings as well as a spider 
  does, with her hands completely free.  The caster has a 
  climb speed of 15 feet. 
   
  A creature with a Strength score of at least 20+1 
  per caster level can pull the caster off a wall or ceiling. 
  Unliving Weapon (Book of Vile Darkness) 
  Necromancy [Evil] 
  Level:  Clr 3 
  Components:  V,S,M 
  Casting Time:  1 full round 
  Range:  Touch 
  Targets:  One Undead Creature 
  Duration:  1 hour/level 
  Saving Throw:  Will negates 
  Spell Resistance:  Yes 
  This spell causes an undead creature to explode in a 
  burst of powerful energy when struck for at least 1 
  point of damage, or at a set time no longer than the 
  duration of the spell, whichever comes first.  The 
  explosion is a 10-foot-radius burst that deals 1d6 points 
  of damage for every two caster levels (maximum 10d6). 
   
  While this spell can be an effective form of attack 
  against an undead creature, necromancers often use 
  unloving weapon to create undead capable of suicide 
  attacks (if such a term can be applied to something that 
  is already dead).  Skeletons or zombies with this spell 
  cast upon them can be very dangerous to foes that 
  would normally disregard them. 
   
  Material Component:  A drop of bile and a bit of 
  sulfur. 
  Zeal (Complete Divine) 
  Abjuration 
  Level:  blackguard 2, paladin 2 
  Components:  V,S 
  Casting Time:  1 standard action 
  Range:  Personal 
  Duration:  1 round/level 
  You invoke a divine shield to protect you as you close 
  with a chosen opponent.  Choose a foe as you cast this 
  spell.  You gain a +4 deflection bonus to your AC 
  against all attacks of opportunity from opponents other 
  than the chosen foe.  Also, you can move through 
  enemies as if they were allies for the duration of the 
  spell, as long as you finish your movement closer to 
  your chosen foe than when you began it. 
   
  Feats 
  Divine Metamagic (Complete Divine) 
   
  Prerequisite: Ability to turn undead or rebuke 
  undead.  
   
  Benefit: When you take this feat, choose a meta-
  magic feat. This feat applies only to that meta-magic 
  feat. As a free action, you can take the energy from 
  turning or rebuking undead and use it to apply a rnet-
  amagic feat to spells that you know. You must spend 
  one turn or rebuke attempt, plus an additional attempt 
  for each level increase in the meta-magic feat you're 
  using. For example, Jozan the cleric could sacrifice 
  three turn attempts to empower a holy smite he's 
  casting. Because you're using positive or negative 
  energy to augment your spells, the spell slot for the 
  spell doesn't change.  
  URD5-08 The End of the Line 
   
  Page 70 
  
   
  Special: This feat may be taken multiple times. 
  Each time you take this feat, choose a different meta-
  magic feat to which to apply it.  
  Divine Spell Power (Complete Divine) 
   
  Prerequisites: Ability to turn or rebuke undead, 
  able to cast 1st-level divine spells.  
   
  Benefit: You can spend a turn or rebuke attempt 
  as a free action and roll a turning check (with a special 
  +3 bonus, pIus any other modifiers you'd normally 
  apply to your turning check). Treat the result of the 
  turning check as a modifier to your caster level on the 
  next divine spell you cast in that round.  
   
  For example, if a cleric used this feat and rolled a 
  16 on his turning check, he would add a +2 bonus to 
  his caster level for the next divine spell he casts in the 
  round. Had he rolled an 8, he would instead apply a -1 
  penalty to his caster level for the next divine spell he 
  cast in the round.  
   
  If you don't cast a divine spell before your next 
  turn, you lose the effect of the check result. This feat 
  has no effect on your arcane spell-casting ability.  
  Extra Slot (Complete Arcane) 
   
  Prerequisite: Caster level 4th.  
   
  Benefit: You gain one extra spell slot in your daily 
  allotment, at any level up to one lower than the highest 
  level of spell you can currently cast. For example, a 4th-
  level sorcerer (maximum spell level 2nd) gains either 
  an extra o-level or 1stlevel slot, and is able to cast any 
  spell he knows of the chosen level one more time each 
  day. Likewise, a 4th-level wizard can prepare any extra 
  o-level or 1st-level spell he knows. Once selected, the 
  extra spell slot never changes level.  
  Special: You can gain this feat multiple times. Each 
  time, you gain an extra spell slot at any level up to one 
  lower than the highest level of spell you can currently 
  cast.  
  Improved Toughness (Complete Warrior) 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current hit dice. Each time you gain a HD (such as 
  by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
  Sudden Empower (Complete Arcane) 
   
  Prerequisite: Any metamagic feat.  
   
  Benefit: Once per day, you can apply the effect of 
  the Empower 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. Empower spell 
  normally if you have it.  
  Sudden Maximize (Complete Arcane) 
   
  Prerequisite: Any metamagic feat.  
   
  Benefit: Once per day, You can apply the effect of 
  the Maximize pell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Maximize Spell 
  normally if you have it.  
  Items 
  Chitin Armor (Arms and Equipment 
  Guide) 
  Difficult to work and dangerous to obtain, the 
  exoskeletons of massive insects are still used to 
  construct weapons and armor, especially in areas where 
  metal is scarce.  Weapons and armor made from chitin 
  weigh half as much as similar metal items.  Although 
  chitin can replace metal in most items, chain weapons 
  such as the spiked chain cannot be made from chitin, 
  nor can chainmail armor or chain shirts. 
   
  Giant insects and similar creatures are the only 
  sources of chitin plates big enough for crafting armor.  
  To provide workable chitin, the creature must have a 
  +5 natural armor bonus or better.  Much as they can 
  work 
  choice 
  bits 
  of 
  dragonhide 
  into 
  armor, 
  armorsmiths can make one suit of banded mail for a 
  creature up to two sizes smaller than the source 
  creature, one suit of half-plate for a creature three sizes 
  smaller, or one breastplate or suit of full plate for a 
  creature four sizes smaller.  In each case, there is 
  enough material left over to create a large or small 
  shield, one large or medium-size weapon, two small 
  weapons, or 50 arrow or bolt heads, provided that the 
  source creature is large or bigger. 
   
  Chitin has a hardness of 5 and 10 hit points per 
  inch of thickness. 
  Heavy armor +10,000 gp 
  Shield +2,000 gp 
  Chitin armor has the same properties as normal armor 
  of its type, but weighs ½ as much. 
  Dendritic Armor (Arms and Equipment 
  Guide) 
  Dwarf armorsmiths grow dendritic armor from seed 
  crystals deep underground; dendritic armor never 
  reaches the smith’s fire.  Each suit of dendritic armor is 
  tailored for a specific wearer.  This superb armor is 
  socketed rather than riveted together, leaving almost 
  no gaps or chinks.  It protects better than full plate 
  armor, but is also heavier and more cumbersome. 
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  Dendritic armor constantly grinds crystal flecks 
  off, and re-grows itself to its original shape.  Anyone 
  tracking a person wearing dendritic armor gains a +2 
  circumstance bonus on skill checks from the fine trail 
  of crystals left behind. To remove dendritic armor, you 
  must break your way out by succeeding at a Strength 
  check (DC 25).  As long as you leave at least 5 pounds 
  of dendritic armor somewhere on your body, the armor 
  grows back in 8 hours. 
  Cost:  2,000 gp 
  Armor Bonus:  +9 
  Max Dex Bonus:  +0 
  Armor Check Penalty:  -8 
  Arcane Spell Failure:  40% 
  Speed:  20 ft./15 ft. 
  Weight:  60 lbs. 
   
   
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  Player’s Handout 1: 
  Information from the desk of Amire D’orisar 
  Notes on Morella Teranor: 
  • 
  Morella Teranor has been a guest here for almost two years.  She is indeed a female Teranor, but has showed no 
  signs in that entire time of demonic possession or traits. 
  • 
  Morella has been slightly withdrawn for the last two months, which was explained by her physician as being due to 
  the early onset of adolescence.   
  • 
  Morella’s physician is an older Suel lady, highly recommended and very clinical and business like.  She visits once a 
  month to check on Morella and to run tests to make sure her demonic heritage has not manifested.  She is polite, 
  well dressed, and is married to someone named Cal, who seems to be out of the country on business quite a lot. 
  • 
  Morella was found asleep in the basement furnace room a week ago.  When asked about it, she said she liked the 
  humidity and that it made the headache she had go away.  Since then, she spends a great deal of time down there.  
  Notes on Lana Uthal: 
  • 
  Has been a tenant at the temple for almost ten years.  Spent a fortune on a magical litterbox for her many cats and a 
  fancy gnomish food dispenser as well.   
  • 
  She loves her cats very much and often gives the impression that she would rather some of her relatives die than 
  any of them. 
  • 
  She has had a few visitors over the last year, including a niece who is getting married soon and a son who manages a 
  number of farms outside of Silver Falls. 
  • 
  Loves a pretty song. 
  Notes on Abigaine Daman: 
  • 
  Has been a tenant at the temple for about two years.  Works constantly, though most of what she makes is not sold. 
   It is all of high quality and probably could be sold if she wasn’t so intolerant of what she sees as people pre-
  occupied with stupidity. 
  • 
  Will talk about fashion and the craft of tailoring to anyone who knows what they’re talking about or has good taste. 
  • 
  Has had no relatives visit (assume that there are none as she has never married nor had children), but has had a few 
  clients visit for fittings and to order clothing.  Some of these were nobles of note, including Lord Ellis once, who 
  Abigaine seems quite fond of and did not charge for her services. 
  Notes on Alleon Geir: 
  • 
  Has been a tenant for about five years.  Has a Ducal Guard pension which he gives half of to the temple.  The rest 
  seems to be spent on military history texts and military manuals. 
  • 
  A friendly sort, but not very big on frivolous conversation, though he makes an effort for me.  Occasionally will 
  join the choir and sings along.  Does not have a good singing voice, but is enthusiastic and robust when singing 
  regional country songs. 
  • 
  Has had a few visitors, mostly fellow soldiers that he served with.  Occasionally will lunch with friends, and 
  occasionally has lunch with the Goldplains March Warden, Lord Commander Agina Svelore, who now commands 
  over the march that he served in for the bulk of his career.  He seems to find her quite charming, though has 
  disclosed that he worries about some of the chances she takes.  He is glad that they are in the political arena 
  though, and not the combat arena. 
  • 
  Goes to a yearly banquet of retired Ducal Guard soldiers.  The next one is in a week.  
  Notes on Cronar of the Crimson Robes: 
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  • 
  Two days ago was visited by Cronar of the Crimson Robes, a retired adventurer who is a member of the college of 
  Sages and Sorcery.  He is quite fascinated by our furnace system in the basement and I have allowed him to 
  examine it thoroughly. 
  • 
  He talked briefly with Alleon, who claims it was about nothing in particular. 
  • 
  Has spent almost the last two days in the basement. 
  • 
  Yesterday he asked me to send the staff away as there might be a problem with the furnace.  As it will not extend to 
  the second floor, there should be no need to disrupt the permanent residents. 
  Notes on Adrir Edlar: 
  • 
  Yesterday was visited by Adrir Edlar, also of the College of Sages and Sorcery.  Apparently he is investigating 
  Cronar as some sort of suspected criminal, but assures me that it is probably nothing.  We are going to the 
  basement to see exactly what Cronar is doing down there.  Adrir seems serious, but insists that we have nothing 
  serious to worry about. 
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/595/Normal Scenarios/URD5-08 - The End of the Line (APL 10-16)/URD5-08 - The End of the Line.pdf