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 
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  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission 
  of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, 
  or events is purely coincidental. © 2006 Wizards of the Coast, Inc and the adventure author or authors. Visit the 
  LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region, please e−mail your triad point of contact (POC) at 
  poc@furyondy.com; for LIVING GREYHAWK campaign questions email rpgahq@wizards.com
   
  . 
   
  FUR6-08 
   
   
   
  The Dread Witch Project 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1.0 
  By John du Bois 
  Triad Editor: Michelle Sharp 
  Playtesters: Morgan Meachum (GM), Mike McKeown, Cliff Meggison, Andrew Nuxoll, Shelley Stephen, Rob Warehall  
   
   
  “Help Wanted: Brave and loyal adventurers to work with Furyondy Players, Church of St. Cuthbert, and Church of 
  Trithereon to investigate unusual occurrences at Gullkeep. Hatred for Old Wicked a must.  Those with orc or Rhenee 
  blood or nonhumanoid ancestry must provide references. Interested parties should inquire for further information at 
  the Crockpot Inn.” A one-round Furyondy regional adventure recommended for characters of 1
  st through 9
  th level (APLs 
  2-8). 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by 
  virtue of a class 
  ability 
  (such 
  as 
  animal companions, 
  familiars, 
  paladin’s 
  mounts) 
  or 
  the 
  warhorse 
  of 
  a 
  character with the 
  Mounted 
  Combat 
  feat, use the sidebar 
  chart to determine 
  the 
  number 
  of 
  levels you add to the 
  sum of step one. 
  Add each character’s 
  animals separately. 
  Animals with different CRs are determined separately 
  using the chart; then, take the highest CR animal (or 
  animals), and add 2 (drop fractions). This result is the 
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  The Dread Witch Project 
   
  Page 2 
  
  effective character level for a mixed-CR group of animals. 
  A single PC may only bring four or fewer animals of this 
  type.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round to 
  the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Furyondy.  Characters native to Furyondy 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 that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  Since the destruction of Gullkeep and siege of Crockport 
  in 595 CY, the Churches of Trithereon and St. Cuthbert 
  have been keeping a close eye on the area to see if any 
  contingent plans of Old Wicked would be revealed. 
  However, many of the individuals scrying on and 
  scouting the area became increasingly sullen and fearful, 
  jumping even at the shadows caused by familiar 
  buildings and locations in the town. Some abandoned 
  their research, others fled the city, and a few even 
  committed suicide rather than face the fears seemingly 
  existing only in their own heads. This fear even began to 
  have effects on the area’s paladins. Worse, the aura of fear 
  and doom slowly began to spread throughout the 
  northern provinces of the kingdom. 
   
  In a desperate attempt to stave off the effect, 
  Baroness Jelleneth Kalinstren sought to bring in experts 
  from throughout the kingdom, including Cataryna, high 
  priestess of Trithereon, and Overseer Redankin Desmart 
  of St. Cuthbert. The Baroness courted the Mage Council 
  for advice, but since they were occupied with their own 
  struggles, Pallis Strandor, Master of Arcane Arts for the 
  Furyondy 
  Players, 
  was 
  tapped 
  in 
  their 
  stead. 
  Unfortunately, despite all their research, the group was 
  unable to discern a specific cause for the aura of fear and 
  gloom. With the kingdom’s best and brightest unable to 
  find an answer, the city of Crockport became fearful even 
  though the aura had not yet reached the city. 
   
  The forces of good received an unexpected windfall 
  when Lady Marlene DeCrainte, a minor noblewoman, 
  stepped forward with knowledge of the source of the fear 
  – a new minion of Iuz known as the Dread Witch.  Using 
  the ruins of Gullkeep as a laboratory, the Dread Witch 
  hoped to refine her necromantic talents as well as sow 
  feelings of despair throughout the kingdom and 
  diminish Furyondy’s morale against future attacks. With 
  The Dread Witch Project 
   
  Page 3 
  
  this knowledge, hope was restored, and the researchers 
  began to make progress toward reversing the spell. 
  However, they were still unable to stop the fear’s spread. 
   
  When the aura began to permeate Crockport itself, 
  the researchers enacted their plan of last resort – ask 
  adventurers to help out. After the notice was posted, 
  however, the situation worsened. One morning, Lady 
  DeCrainte informed the coalition that Pallis had betrayed 
  the kingdom under cover of darkness to join with the 
  Dread Witch. While this story was extremely unusual, 
  diviners were unable to detect any falsehood, and the 
  researchers had no choice but to accept the betrayal of 
  one of their own. 
   
  However, not all was as it seemed with Lady Marlene 
  DeCrainte. The forces of good were not the only forces 
  interested in the workings of the Dread Witch. Prince 
  Thrommel had also taken note of the fear spreading 
  throughout “his” kingdom, and sought to find its source 
  and exploit it for his own benefit. Additionally, he hoped 
  to express his explicit claim on his “turf” to the forces of 
  Old Wicked. To do so, he tapped one of his more reliable 
  and influential minions – a noble woman, bitter over 
  having to hide her abilities as a sorceress, who could both 
  help with the research and wield the powers of the Dread 
  Witch herself when the time came. Using a modified 
  ring of mind shielding, Lady DeCrainte was able to hide 
  her true allegiances from the inquisitive eye of the 
  Church of St. Cuthbert. The inquisitive Pallis had come 
  close to discovering this secret on multiple occasions, 
  and Lady DeCrainte wanted to take no more risks. She 
  advised Pallis to use his diplomatic abilities and standing 
  in the Players to gather information about the effects of 
  the fear aura closer to its source. Then, once he left, she 
  sent vampires and wraiths after him and lied to the 
  council about the reasons for his departure. 
   
  When Pallis was attacked, his quick thinking and 
  spellcasting abilities saved him – but just barely. Using a 
  personally researched spell, Pallis was able to literally 
  give life to his musical abilities and stave off the undead. 
  Yet before defeating Thrommel’s monsters, Pallis was 
  repeatedly level drained, and most of his “living songs” 
  were destroyed. Fearful of another attack, Pallis hid, 
  hoping to get the drop on his assailants with his only 
  remaining ally – one more living spell, under his 
  telepathic control due a scroll of limited wish allowing 
  him to duplicate the effects of the ooze puppet spell. 
   
  Meanwhile, unaware of the sorceress’s secret, the 
  Churches of St. Cuthbert and Trithereon included the 
  pursuit and apprehension of Pallis into the mission. As 
  the gloom began to saturate Crockport, two things 
  became clear. First, fear of a threat can be more 
  dangerous than the threat itself. Second, any adventurer 
  seeking work will certainly get more than they bargained 
  for. 
  Adventure Summary 
  Encounter One: The PCs receive a glimpse of the Dread 
  Witch’s power firsthand when she grants them 
  horrifying dreams. The dreams are interrupted by a 
  torrential downpour, but not before many are affected by 
  the fear the dream inspired. 
  Encounter Two: The PCs arrive at Crockport, only to find 
  that all the gates but one are firmly shut and locked. As 
  they approach the west gate, they are attacked by 
  spellstitched necromentals that Iuz sent into the area via 
  the tunnels to Crockport. 
  Encounter Three: The PCs enter Crockport, and find the 
  town in despair. At the Crockpot Inn, they meet with 
  those researching the Dread Witch’s powers to discuss 
  the mission. 
  Encounter Four: Shortly after leaving the city, the PCs 
  are attacked by Pallis’s living spell. 
  Encounter Five: After the PCs defeat the spell, they must 
  decide what to do with Pallis and have the opportunity to 
  speak with him to learn what’s really going on. 
  Encounter Six: If the PCs choose to pursue Lady 
  DeCrainte, she confronts them outside the city. 
  Encounter Seven: If the PCs instead continue to 
  Gullkeep, they have the opportunity to confront the 
  Dread Witch and remove the cloud of fear affecting the 
  kingdom. 
  Preparation for Play 
  It is recommended that DMs review the rules for fear 
  effects (DMG p. 294) as part of preparation for this 
  adventure. To help create the “feel” of the fear cloud, 
  DMs are encouraged to call for unnecessary Spot and 
  Listen checks or use similar strategies to instill paranoia.  
   
  Prior to the adventure, the DM should ask the PCs 
  about their membership status and position with regard 
  to the following Furyondy meta-organizations: Furyondy 
  Players, Church of Trithereon, and Church of St. 
  Cuthbert. This includes checking into any favors with 
  either of these two churches, and making a note of which 
  PCs have such favors. In addition, ask each PC what their 
  standard adventuring attire is, including any illusory 
  modifications such as the glamered armor upgrade, a hat 
  of disguise, or a similar effect. 
  The Dread Witch Project 
   
  Page 4 
  
   
  Take note of the timeline of events provided in the 
  DM Aid. Essentially, unless the PCs have a way to move 
  remarkably quickly, they have opportunity to rest after 
  fighting the elemental grues/necromentals OR after 
  fighting Pallis and the living spell, but not both.  
   
  The Dread Witch is far more complex to run than a 
  normal spellcaster, especially at higher APLs. Take special 
  care to review class abilities, spells, and interactions 
  between the two while preparing this adventure. 
  Introduction 
  It’s been said that all roads lead to Rauxes, the former 
  capital of the Great Kingdom. If this is true, then it 
  must also be said in these trying times that all roads 
  lead away from Crockport. The city has seen a great 
  deal of conflict in recent years, and the help of 
  adventurers is frequently needed to keep the area free 
  of agents of evil. 
   
  As you approach the city, fewer and fewer 
  travelers are seen, and you instinctively start to seek 
  the companionship of others.  You begin to tell 
  stories of yourselves and your past adventures, both 
  to pass the time and to remind yourselves that you 
  have braved the darkness before and won. 
  At this point, have the PCs make character introductions. 
  If PCs wish to know more about the city of Crockport, 
  the following is of particular note: 
  • 
  The city has traded hands multiple times in battles 
  between Furyondy and the Empire of Iuz. It was 
  most recently recaptured by Furyondy forces shortly 
  following the Battle of Grabford in 588 CY. 
  • 
  Recapturing Crockport was the culmination of the 
  Great Northern Crusade, and led to a significant rise 
  in support for King Belvor IV. 
  • 
  King Belvor, Baroness Jelleneth Kalinstren, and 
  churches in the barony have all been working hard 
  to restore the city to its former glory. 
  • 
  The city has most recently seen combat in 595 CY, 
  when Iuz attempted to besiege the city. This siege 
  was foiled by the efforts of the Furyondy Military 
  and adventurers. 
  • 
  There have been rumors that the city has fallen into 
  a state of emotional unrest.  Peasants and nobles 
  alike have fled the city in terror, but could not 
  describe what they were scared of. 
  Development: PCs may wish to use magical assistance to 
  get to the city of Crockport. However, the fear cloud 
  interferes any spells of the teleportation subschool, 
  causing any attempts to use such a spell to result in the 
  party being transported to the edge of the fear cloud. 
  Encounter One: Dreams of 
  Dread 
  It is now the morning of Waterday, and you estimate 
  that you will reach the city gates by nightfall.  You 
  have noticed that as you approach the city, a 
  sensation of gloom and doom has begun to permeate 
  the atmosphere. Storm clouds seem darker, the trees 
  seem less healthy, and shadows seem to loom larger, 
  as though darkness itself will soon envelop this part 
  of the kingdom. Even more disturbingly, each of you 
  has just awoken from an unusually harrowing dream, 
  and as you discuss your dreams with each other, they 
  appear to be eerily similar. But they’re only dreams… 
  right? 
  Have each PC roll a Will save. Give the PC with the 
  lowest save Player Handout 1. Give the PC with the 
  second lowest save Player Handout 2.  Distribute Player 
  Handouts 3-6 to the other PCs at random.  
  Development: At this point, the PCs are subject to the 
  fear aura.  Refer to the DM Aid. 
  Encounter Two: The Darkness 
  Without 
  The PCs arrive at Crockport at night. If they attempt to 
  arrive during the day, the fear cloud interferes with their 
  senses. 
  You arrive at the city of Crockport just after nine bells 
  at night on Waterday. As you approach, you notice 
  several oddities. An abandoned refugee camp made of 
  tents surrounds the city walls. The walls themselves 
  resemble those of a fort more than those of a city. The 
  landscape is barren and marked by short manmade 
  hills placed throughout the countryside. 
   
  The city gates are firmly locked and barred. Upon 
  them is inscribed a notice: “We apologize for the 
  inconvenience.  The city gates are only open for entry 
  between nine bells in the morning and nine bells in 
  the evening. Rest assured that our defense of the city 
  walls will keep you safe from harm until morning. 
  Signed, Latham Holdfast, Captain of the Crockport 
  City Watch.” 
   
  Other potential visitors to the city either already 
  knew about the curfew or knew better than to 
  The Dread Witch Project 
   
  Page 5 
  
  venture to Crockport in the first place.  You find 
  yourselves locked outside of the city… all alone… 
  Refer to DM Map 1 for a map of this encounter. The hills 
  on the map should be treated as two adjacent steep slopes 
  (see DMG p. 89). 
   
  Any PCs who attempt to scale the walls of Crockport 
  may do so. They are treated to a nice warm bed and hot 
  meal in a jail cell for the night. The next morning, they 
  are brought before Overseer Desmart, and are offered 
  amnesty for their crime if they help the city with its 
  problems. 
   
  Allow the PCs to choose a spot on the map to camp. 
  If they wish, they may set watches. During the first 
  watch, those awake who succeed at a DC 5 Listen check 
  hear movement somewhere to the north. Investigation of 
  this sound reveals nothing. 
   
  During the second watch, a DC 6 Spot check catches 
  a glimpse of movement near the city walls. If the PCs 
  investigate, they find a family of raccoons rifling through 
  rancid food items. 
   
  The attack by the grues/necromentals occurs during 
  the third watch, at approximately 7 bells in the morning. 
  PCs on that watch may make Spot and Listen checks 
  (opposed by the NPCs’ Hide and Move Silently checks) 
  to detect their attackers. While the twilight of dawn has 
  arrived, the city walls to the east block much of the sun’s 
  light, providing enough darkness to provide the creatures 
  with concealment.   
  Creatures: 
  APL 2 (EL 4) 
  Chaggrin: hp 25, see Appendix 1. 
  Ildriss: hp 13, see Appendix 1. 
  APL 4 (EL 6) 
  Spellstitched Necromental Chaggrin: hp 29, see 
  Appendix 1. 
  Spellstitched Necromental Ildriss: hp 26, see 
  Appendix 1. 
  APL 6 (EL 8) 
  Advanced Spellstitched Necromental Chaggrin: hp 
  57, see Appendix 1. 
  Advanced Spellstitched Necromental Ildriss: hp 54, 
  see Appendix 1. 
  APL 8 (EL 10) 
  Advanced Spellstitched Necromental Chaggrin (2): 
  hp 57, see Appendix 1. 
  Advanced Spellstitched Necromental Ildriss (2): hp 
  54, see Appendix 1. 
  Tactics: The grues/necromentals approach the party 
  from the west in an attempt to catch the PCs with their 
  backs to the wall. They Hide and Move Silently to 
  maintain surprise unless they see evidence to the 
  contrary. PCs on watch should be given Spot and Listen 
  checks every round until the creatures attack. PCs who 
  fail are surprised. Whenever a creature ends its 
  movement behind one of the manmade hills, it is 
  considered to have total concealment. 
   
  At APL 2, the grues attempt to maintain a flanking 
  position at all times to take advantage of the chaggrin’s 
  sneak attack ability. They also make aggressive use of 
  their spell disruption ability when the opportunity is 
  presented. 
   
  At all other APLs, the chaggrins use their hail of 
  stone spell-like ability when they are 60 feet away from 
  the PCs. When the PCs approach, they use their corrosive 
  grasp spell-like ability and close, attempting to flank 
  whenever possible. 
   
  The ildrisses ready actions to use their lesser orb of 
  electricity spell-like abilities when a PC enters their 
  range. It then closes and uses its shocking grasp spell-like 
  ability, using a slam attack to deliver the spell. 
  Treasure: Each necromental drops a fist-sized stone 
  when it is destroyed. The stones are covered in arcane 
  symbols. The spell objects have no monetary value, but 
  may be used to scribe their spell into a wizard’s spellbook 
  following the adventure for the normal scribing cost. 
   
  The PCs find spell objects with the following spells 
  regardless of APL: fly, invisibility, nondetection, resist 
  energy. At APLs 6 and 8, previous adventurers defeated a 
  harginn and missed its spell objects in the area, allowing 
  PCs to find spell objects for haste and flaming sphere. 
   
  The PCs may use the following skills/abilities on the 
  spell objects if they desire.  
  • 
  With a DC 15 Knowledge (arcana) or DC 20 Bardic 
  Knowledge check the PC recalls an overheard 
  conversation in which two wizards were discussing 
  the magical value and properties of something like 
  these stones called “spell objects”, but the details of 
  the conversation are fuzzy. 
  • 
  A DC 25 Spellcraft or Decipher Script check reveals 
  that the etchings are writings describing some form 
  of elemental magic. 
  • 
  A detect magic spell reveals that the objects radiate 
  faint magic of the school of the etched spell. 
  The Dread Witch Project 
   
  Page 6 
  
  • 
  The identify spell reveals the uses of the spell objects 
  and that the objects are created by the same evil 
  magic that initially spawned the grues, although the 
  objects are not evil. 
  • 
  A read magic spell (or a DC 20+spell level Spellcraft 
  check) allows the PC to tell which spell is on the 
  object and allows the PC to recognize the etchings as 
  similar to writings in a spellbook. 
  Development: At nine bells in the morning, the gates 
  open.  Proceed to Encounter Three. 
  Encounter Three: Nine O’clock 
  and Nothing’s Well 
  The city of Crockport is a town in the last throes of 
  desperation. Homes all across the city are locked shut 
  or boarded up. No children play in the streets. Even 
  the stores where you once purchased supplies are 
  closed with no indication that they will ever be open 
  again. The people are so scared that they’re not even 
  able to do the work they need to keep themselves 
  alive. The only buildings open are the city’s temples, 
  which are so packed with citizens praying for respite 
  from their fears that you would not be able to gain 
  entry if you tried. 
  The entire city of Crockport, with the exception of the 
  Crockpot Inn and the temples of Trithereon, St. Cuthbert 
  and Heironeous, has completely shut down due to its 
  citizens’ fear. The only equipment that may be purchased 
  in town is the equipment specifically offered to the PCs 
  in this encounter. 
   
  To make the organization and understanding of this 
  encounter easier, its remainder is broken up into five 
  sections. 
  Sub−Encounter 3A: Ale and Information 
  You find your way to the Crockpot Inn, where the 
  smell of home-cooked stew wafting from the fireplace 
  and its three large crockpots not only give the inn its 
  name, but serve as the first sign of comfort you’ve had 
  since your nightmares. 
  If the PCs look around the inn, they see the following: 
  • 
  The common area of the inn is empty except for one 
  man, who is tending the bar and paying little 
  attention to your group.  
  • 
  There is a discoloration above the mantle of the 
  fireplace that appears as though a scimitar might 
  have once hung there. 
  • 
  A sign above the bar reads, “Crock Ale, 3 copper 
  commons. Belgros’ Best, 1 silver sheridan. Ask for 
  food and lodging prices.” 
  After you’ve been standing around for a minute or so, 
  a human male in his early thirties looks up from the 
  bar. Without saying a word to you, he shouts, “Buxea! 
   Guests!”  After a minute, he shouts again, louder.  
  “BUXEA!” 
   
  “What?  There can’t already be customers.  Isn’t 
  everyone still begging at the Cudgel’s temple?” A 
  voluptuous barmaid walks out of the back room, 
  yawns, and looks at your group. “Oh. Adventurers.” 
  She looks at her disheveled clothing and gives you a 
  sheepish grin. “Sorry I’m not looking my best. I’m not 
  much of a morning person in the first place, and I 
  haven’t had much sleep. I keep having nightmares 
  about some demon and a guy in black armor 
  destroying the inn while I’m asleep.” She shrugs, and 
  seems to perk up a little. “So how are you today?” 
  Creatures: 
   
  Belgros: (male human Rog5). Belgros is in his early 
  thirties with long, greasy black hair and hazel eyes. He 
  seems like the kind of person who would strike a deal 
  with Old Wicked himself if there was something in it for 
  him. 
   
  Buxea: (female human Com1). She is a voluptuous 
  middle-aged woman who has seen many a bar brawl and 
  many of the battles for control of Crockport. While she 
  kept good humor about this for a long time, the strain of 
  living in a war zone is finally starting to break her. She 
  has straight golden hair and green eyes. 
  If the PCs ask Buxea about her dreams or the town, she 
  relays the following information: 
  • 
  The entire town has had dreams about the knight 
  and the demon. Each dream seems custom-built to 
  the dreamer’s life. 
  • 
  If anyone has been able to decipher who the figures 
  in the dreams are, they aren’t telling. 
  • 
  The dreams started about two weeks ago and have 
  increased in frequency and severity. 
  • 
  Ever since the dreams began, the people of the city 
  have grown increasingly fearful and have resorted to 
  constant prayer or hiding in their homes to keep 
  them safe. 
  • 
  The Churches of Trithereon and St. Cuthbert have 
  attempted divinations to find the source of the “fear 
  cloud”.  Most diviners either fled the city or 
  committed suicide. The Church of Heironeous has 
  The Dread Witch Project 
   
  Page 7 
  
  been oddly silent about the matter; rumor states they 
  have been calling most of their researchers to the 
  capital to address the shield issue. Currently the 
  church in town is manned by a very junior clergy 
  member who is of no assistance if approached 
  directly.  
  • 
  A team of clerics and mages are working nonstop to 
  find the source of the aura.  At one point, Buxea 
  overheard them talking about the “witch who caused 
  things”, but didn’t hear much more than that. 
  Sub−Encounter 3B: Two Clerics and a Noble 
  After the PCs have had a chance to chat with Buxea (or 
  decide not to chat), Cataryna, Overseer Desmart, and 
  Lady DeCrainte come downstairs. 
  As your conversation with Buxea comes to a close, 
  three people come downstairs to the inn’s main floor 
  – a robust yet attractive auburn-haired Oeridian 
  woman, a young flame-haired woman wearing a holy 
  symbol of Trithereon, and a portly middle-aged man 
  wearing a holy symbol of St. Cuthbert. 
   
  The middle-aged man introduces himself to you 
  as Overseer Redankin Desmart of the Church of St. 
  Cuthbert, the flame-haired woman as Cataryna, high 
  priestess of Trithereon, and the auburn-haired woman 
  as Lady Marlene DeCrainte. “We thank you for 
  responding,” Overseer Desmart says in a serious tone. 
  “We were hoping that some stalwart group of 
  adventurers would brave… whatever it is that’s been 
  going on around here. But it seems that in addition to 
  the mission we originally called you here for, we have 
  a second favor to ask of you.  But first, I would like to 
  know if you had any troubles in your journey to the 
  city.” 
  Creatures: 
   
  Cataryna: (female human Clr13 [Trithereon]).  
  While not unattractive, this flame-haired woman is 
  pushing forty and commands a crowd with her 
  personality and fiery rhetoric more than her beauty these 
  days. She feels that the best defense is a good offense, and 
  has been pushing for a direct assault on the Dread Witch 
  for weeks. Chaotic and hot-tempered, she is quick to 
  chastise those who feel that caution and diplomacy are 
  the means to peace in the kingdom. 
   
  Redankin Desmart: (male human Clr12 [St. 
  Cuthbert]). This red faced, large stomached man is 
  getting on in years and takes his age to mean that his 
  words are weightier than those of others (although he 
  also felt that way in his younger years). While stalwart in 
  his opposition of Old Wicked, he feels that Iuz’s defeat is 
  best achieved by fortifying the kingdom against attacks, 
  and his research has been focused on countering the fear 
  aura for long-term protection. He constantly prods at 
  those who disagree with him, searching for even the 
  minutest evidence that they are incorrect in their 
  opinions. 
   
  Lady Marlene DeCrainte: (female human [Bluff 
  +33], see Appendix). Lady DeCrainte has an active 
  nondetection spell at caster level 17
  th. Lady DeCrainte is a 
  very attractive Oeridian woman in her early twenties 
  with long, straight auburn hair and brown eyes. She 
  seems extremely well-spoken, as though every word that 
  comes out of her mouth was carefully selected. She is 
  mostly content to play Cataryna and Overseer Desmart 
  against each other. While she wants the Dread Witch 
  eliminated (because her prince hates competition), she 
  would prefer to study the full extent of the Dread Witch’s 
  powers before acting. Similarly, while she wishes for the 
  kingdom to be defended against outside attack, she 
  doesn’t want the kingdom defended against powers she 
  hopes to use against the kingdom herself. 
   
  If any PCs are Rhenee human, half-orc, or of a race 
  that is not in the PHB, Overseer Desmart insists upon 
  seeing evidence of that PC’s loyalty to the kingdom. This 
  is a safety precaution given the proximity of Crockport to 
  the lands of Old Wicked and the recent “betrayal”. A PC 
  is considered to have evidence if he or she expends an 
  influence point with or is a member of any one of the 
  following Furyondy meta-organizations: Church of St. 
  Cuthbert, Church of Trithereon, Furyondy Military, 
  Order of the Hart, or the War College.  An influence 
  point with the nobility or King of Furyondy may also be 
  expended as evidence. If a PC is unable to produce 
  evidence, the NPCs will not discuss the mission until 
  that PC leaves the city or another PC is willing to claim 
  responsibility for any misdeeds the offending PC may 
  commit. Note which PCs agree to claim responsibility for 
  another PC; it may affect later events. 
   
  The PCs are likely to already have questions for the 
  three researchers. Some common topics of inquiry are 
  below. While giving answers, Cataryna and Overseer 
  Desmart make it a point to insult or belittle the other as 
  much as possible; their churches are often at odds, and 
  their exhaustion and the fear aura have made their 
  tempers short.  Lady DeCrainte is content to let the two 
  feed off each other. 
  • 
  Nightmares/Dreams: Cataryna informs the PCs that 
  the nightmares first started in Crockport two weeks 
  previously. She is very concerned that the aura has 
  spread to the west of the city, as this means that the 
  aura’s effect is growing rapidly. 
  The Dread Witch Project 
   
  Page 8 
  
  • 
  Spell Objects: Lady DeCrainte tells the PCs of the 
  objects’ purpose, and identifies the spells on objects 
  the PCs were unable to decipher. 
  • 
  Grues/Necromentals: Overseer Desmart admits that 
  he doesn’t know the source of these monsters. With 
  all the undead in the area, his best guesses are the 
  Master of Bronzeblood or Iuz. 
  • 
  Healing/Restoration: The clerics admit that they did 
  not prepare any spells of that kind, and that they 
  cannot spare any of their prepared spells for 
  spontaneous cure spells.  However, they offer to get 
  the PCs into a church to Trithereon or St. Cuthbert 
  to purchase spellcasting. They lead the PCs to the 
  temple of their choice following the meeting. 
  • 
  Locked Gates: They apologize for the inconvenience, 
  but state that keeping monsters out is a necessity. 
  • 
  Furyondy Players?: All three NPCs become 
  extremely reserved and simply say that they will get 
  to the issue when the time comes. 
  After the PCs are caught up on what they’ve already 
  encountered, Lady DeCrainte begins to discuss the 
  mission. 
  Sub−Encounter 3C: The Dread Witch Project 
  Lady DeCrainte cuts directly to the chase.  “My 
  friends, time is short, so I must be direct.  Simply put, 
  the original mission has become two equally 
  important errands. It will be easiest to begin by 
  discussing your original mission. 
   
  No doubt you have noticed the atmosphere of 
  fear permeating the area and suffered horrifying 
  nightmares. These are both the works of a new ally of 
  Old Wicked known as the Dread Witch. We have 
  tracked her to Gullkeep, but our research prevents us 
  from hunting her down. With your help, we can end 
  this terror plaguing the city of Crockport.  While we 
  cannot provide you with many details, we have been 
  able to discern some information and can answer 
  many of your questions.” 
  PCs who wish to know more about the Dread Witch may 
  make a Knowledge (Arcana) or Bardic Knowledge check. 
  For Bardic Knowledge checks, increase all DCs by 5. 
  • 
  DC 10: The Dread Witch casts arcane spells which 
  focus on the manipulation of fear. 
  • 
  DC 15: The Dread Witch is not only skilled at 
  causing terror in others, her own power increases 
  when she’s frightened. 
  • 
  DC 20: The Dread Witch can evoke fear in others 
  through apparently mundane spells, or cause 
  someone to grow terrified long after she’s cursed 
  him. The more dangerous the situation in which she 
  finds herself, the more potent her magic becomes. 
  Cataryna, Overseer Desmart, and Lady DeCrainte are able 
  to provide the following information: 
  • 
  How did you find out about the fear aura? Cataryna 
  proudly asserts that the Church of Trithereon has 
  been keeping an eye out for Iuz’s contingency plans 
  in the area and was able to detect the existence of the 
  fear aura when it first emerged. 
  • 
  Why haven’t you pursued a direct assault? Cataryna 
  emphasizes that she wished to, but was told by her 
  companions that it would be more prudent to do 
  research. Any further questions on the issue spark an 
  argument between Cataryna and Overseer Desmart. 
  • 
  Have you asked for other groups’ help? Cataryna and 
  Overseer Desmart tried to enlist the help of the 
  Mage Council before they looked to the Furyondy 
  Players, but they refused aid, citing “internal affairs”. 
  The Noble Council also declined aid; Cataryna 
  suspects that they are acting out of spite for Baroness 
  Kalinstren’s religious preference. Desmart adds that 
  the Players’ and Lady DeCrainte’s help was only 
  enlisted because “that insufferable redhead wouldn’t 
  stop arguing with me.” The Church of Heironeous 
  has declined to send additional assistance, as they 
  feel the difficulties here are secondary to increasing 
  problems in Chendl. 
  • 
  What are the effects of the cloud? Lady DeCrainte 
  lets the party know that the cloud interferes with the 
  senses, blocks magical travel, causes spell effects to 
  seem more intimidating, and improves the potency 
  of fear effects. 
  • 
  Who made the greatest advances in the research? 
  Overseer Desmart remarks that Lady DeCrainte did 
  more to advance research on the fear cloud than the 
  Furyondy Players and Cataryna combined.  Cataryna 
  adds that Lady DeCrainte was also far more helpful 
  than Desmart. 
  • 
  Can we see the research?. They refuse to let the PCs 
  see their own research, but do share the notes from 
  the member of the Furyondy Players. His notes 
  grant a +5 circumstance bonus on Knowledge 
  (Arcana) or Bardic Knowledge checks to recall 
  information about the Dread Witch. If the check has 
  already been made, apply the bonus retroactively. 
  The Dread Witch Project 
   
  Page 9 
  
  Sub−Encounter 3D: The Problem with Pallis 
  The first part of your mission explained, Lady 
  DeCrainte turns to the second.  “At first, we were 
  aided in our research by Pallis Strandor, Master of 
  Arcane Arts for the Furyondy Players. However, it 
  seems that his involvement was treacherous. When 
  we began our work yesterday, Pallis was nowhere to 
  be found, and we found a note suggesting that he was 
  to meet someone at Gullkeep in three days. It is 
  critical that Pallis not meet with his fell masters to 
  report what we have learned.  We need you to 
  apprehend or eliminate this traitor – I have no 
  preference as to which. Do you have any questions 
  about this task?” 
  The NPCs can provide the following information on 
  Pallis’s powers:  
  • 
  Cataryna noticed that Pallis possesses powers 
  beyond those of the average bard. In fact, he at times 
  seemed more like a wizard or sorcerer than a 
  musician, and spent all his free time scribing scrolls. 
  The NPCs can provide the following information on 
  Pallis’s behavior: 
  • 
  Overseer Desmart reports that Pallis spent a lot of 
  time nosing around in other people’s business. 
  • 
  Overseer Desmart attributes Pallis’s betrayal to a 
  behavioral change brought on by the fear cloud. 
  Desmart had personally tested the loyalty of every 
  researcher before he or she started to help. 
  • 
  Pallis seemed to be something of a voyeur.  Cataryna 
  caught him too close for comfort to her quarters on 
  more than one occasion. 
  The next couple rounds of questions contain some 
  untrue or partially true statements by Lady DeCrainte. 
  These statements are designated. PCs may only roll Sense 
  Motive checks (versus Lady DeCrainte Bluff [+33]) if they 
  ask.  
   
  The NPCs provide the following information on the 
  time frame or circumstances of Pallis’s disappearance: 
  • 
  Neither Overseer Desmart nor Cataryna had seen 
  Pallis for twelve hours prior to his confirmed 
  disappearance. 
  • 
  The night Pallis left, Lady DeCrainte overheard him 
  talking to himself in his room.  All she could 
  understand was, “It knows” and “No god can save us 
  now.” She assumed this came from the nightmares 
  that they all face.  (UNTRUE) 
  • 
  All three inspected Pallis’s room the morning after 
  he left. His belongings were in disarray, as though 
  he had quickly packed for a short trip. 
  • 
  Lady DeCrainte found the note implicating Pallis in 
  treason. She gives it to the PCs. It reads, “It is time. 
  Meet at Gullkeep in three days to finish the 
  experiments. C.” (PARTLY TRUE. While this note 
  was found in Pallis’s room, Lady DeCrainte planted it 
  there. It is not a forgery, but it was not originally 
  written to Pallis. Thrommel’s minions found the 
  note on a cleric of Iuz. However, without divination 
  magic, there is no way for the PCs to discover the 
  note’s true origin). 
  The NPCs can provide the following information on 
  Pallis’s allies: 
  • 
  Lady DeCrainte reveals that Pallis had developed a 
  method for creating life out of music. (TRUE) 
  • 
  (At APL 2 only – provide this even if not asked) 
  Overseer Desmart overheard Pallis muttering about 
  the properties of “living songs”, discussing how they 
  were resistant to nonmagical weapons. In light of 
  this, he offers to sell the PCs up to two scrolls of 
  magic weapon, each of which may be either arcane 
  or divine at the PCs’ preference. 
  Sub−Encounter 3E: Mission Statement 
  As the conversation winds down, Lady DeCrainte 
  punctuates your mission. “We need your help in two 
  ways. First, find and deal with the traitor Pallis in any 
  way you see fit. It makes no difference whether you 
  apprehend or eliminate him, as long as he no longer 
  poses a threat to our kingdom. Second, proceed to 
  Gullkeep and eliminate the Dread Witch. Research 
  has its time and place, but so does action. It takes 
  roughly two days to reach Gullkeep from here, giving 
  you just enough time to stop the rendezvous. I 
  strongly encourage you to make haste, but ask us 
  anything you like before you go.” 
  The following questions/situations may arise: 
  • 
  The PCs ask about a reward: Overseer Desmart gets 
  indignant and starts to huff and puff about “duty to 
  the kingdom.” Cataryna quickly cuts him off and 
  explains that their ability to reward the PCs is 
  limited. She also mentions that the Dread Witch is 
  likely to have valuable possessions, and that 
  adventuring in the Crockport area is tax-free. 
  • 
  The PCs use detect evil or something similar on or 
  around Lady DeCrainte: Lady DeCrainte’s ring (a 
  token from Thrommel that is only useable by her) 
  The Dread Witch Project 
   
  Page 10 
  
  continually casts the nondetection and glibness 
  spells on her at caster level 17
  th. This masks any 
  attempt to magically discern her alignment or divine 
  her intentions; such attempts must succeed at a DC 
  28 caster level check to be effective. If these checks 
  succeed, Lady DeCrainte lies about anything 
  incriminating the PCs ask her. Her Bluff modifier 
  for this lie is +31 (she takes a -2 circumstance penalty 
  due to the successful divination). If they specifically 
  ask about her detecting as evil, she warns them not 
  to drink the water at Bronzeblood Haunt.  If they 
  press the issue, Overseer Desmart scolds them for 
  being distrustful of “our fine nobles.” 
  When the PCs are finished asking questions, read the 
  following text: 
  Each of the three researchers wish you luck.  After 
  they have left the room, Buxea approaches you. “Hey, 
  adventurers, I heard that you were going to Gullkeep. 
  If you’re worried about time, I recommend making 
  use of some horses. Belgros has some for rent.” She 
  then leans close and continues quietly: “Just make 
  sure you haggle on the deposit.” 
  Belgros does indeed have horses and riding dogs for rent. 
  He charges 75% of the standard PHB value to rent each 
  mount, requests a 15 gp deposit on each mount (which is 
  returned if the mount comes home safely), and refuses to 
  sell mounts under any circumstances. If the PCs attempt 
  to haggle, as recommended by Buxea, a DC 20 Bluff or 
  Diplomacy check can decrease the deposit by 5 gp per 
  mount. There is nowhere else in town to acquire a 
  mount. If the PCs do not have mounts of their own, they 
  must take his price or leave it if they wish to be mounted. 
   
  PCs may wish to obtain healing from the temples of 
  Trithereon or St. Cuthbert.  Each cleric takes a group of 
  PCs to the temple of their choice; each PC must select a 
  temple of preference. At this point in time, more divine 
  spellcasters are in Crockport to help satisfy the increased 
  demand for supplication; both the temples can sell the 
  PCs cure spells of up to 4
  th level cast by a cleric of up to 9
  th 
  level. In addition, both temples have a single scroll of 
  restoration available for purchase (e.g. there are a total of 
  two such scrolls for purchase in the city). If PCs request 
  other spells, give a base 25% chance that a cleric has the 
  spell in memory.  
  • 
  Members of the Church of Trithereon and any PCs 
  who went to the temple of Trithereon for healing 
  receive Player Handout #7. 
  • 
  Members of the Church of St. Cuthbert and any PCs 
  who went to the temple of St. Cuthbert for healing 
  receive Player Handout #8. 
  • 
  Members of the Furyondy Players receive Player 
  Handout #9. 
  If any PC who receives Player Handout #9 indicates that 
  he or she is also a Twilight Hunter, take him/her aside 
  and reveal the following information: 
  You recall that you’ve heard of this “Silver Strings” 
  outside the ivory towers of Caronis.  You know him in 
  your… let’s call it a “private life”, and while you’re not 
  sure how high up he is, he’s higher up than you. 
  Development: The only way to advance the plot is to 
  leave in the direction of Gullkeep. The time is roughly 
  noon, and a DC 25 Knowledge (geography) or Track 
  check allows a PC to estimate that the party will most 
  likely catch up with Pallis at about noon tomorrow. 
  Encounter Four: the Best 
  Defense is a Good Offense 
  The distance from Crockport to Pallis’s hiding place is 
  twenty-four miles, a full day’s journey for a creature with 
  30-foot movement. DM Map 2 details the setup of this 
  encounter. 
  The journey to Crockport’s northeast is less scenic 
  and more frightening than the route you took to the 
  city. The odd shrub and tree along the road seem very 
  out of place, and you find yourself jumping at their 
  shadows as though you expect some foul creature to 
  jump out at you. 
   
  As it becomes dark, you notice that tonight is the 
  new moon, and you keep an eye out for a place to 
  camp for the night. After a while, you locate the 
  perfect campsite. It has more vegetation than normal 
  for this area, providing you with relatively good 
  cover. 
  Creatures: 
  All APLs 
  Pallis: hp 14, see Appendix (Untiered). 
  APL 2 (EL 3) 
  Insomnia: hp 22 (Hide -1), see Appendix. 
  APL 4 (EL 5) 
  Cacophony: hp 39 (Hide -1), see Appendix. 
  APL 6 (EL 7) 
  Dissonance: hp 53 (Hide -4), see Appendix. 
  The Dread Witch Project 
   
  Page 11 
  
  APL 8 (EL 9) 
  Orchestral Lullaby: hp 76 (Hide -4), see Appendix. 
  It is a moonless night. Without a light source, all forms of 
  vision are obscured except darkvision.  Pallis has no light 
  source, and is unable to Spot the PCs approaching. 
  However, when a PC comes within sixty feet of the living 
  spell, it detects the PC with its blindsense and resists the 
  telekinetic force of the ooze puppet spell, alerting Pallis 
  to the PCs’ presence. If the PCs have a light source, Pallis 
  can see it. 
   
  The PCs may make one Spot check at any distance 
  they choose to “scout out” the campsite.  The living spell 
  has taken 10 on its Hide check and may be seen with a 
  successful Spot check. Pallis has cover in the tree, 
  receiving a +6 bonus on his Hide check. At higher APLs, 
  he has had additional time to hide and receives an 
  additional +2 circumstance bonus at APL6 and a +4 at 
  APL8. Remember to include distance penalties when 
  rolling these Spot checks. 
   
  When a light source comes close enough to the 
  living spell for a PC to see it in shadowy illumination or 
  when the living spell is in the range of a PC’s darkvision, 
  it is no longer able to hide from the PCs, and they 
  become aware of its presence. If Pallis’s tree is also in the 
  PC’s visual field, those PCs may make a Spot check to see 
  him, as noted above. 
   
  If the PCs Spot the living spell, read the following 
  text: 
  The campsite is already inhabited – by a rolling mass 
  that seems to have an almost musical grace. As you 
  get closer, you can hear that the creature more than 
  looks musical – each movement produces a 
  discordant yet beautiful musical note. 
  If the PCs fail to Spot the living spell, read the following 
  text when it is able to detect the PCs: 
  The site appears to be clear of all inhabitants.  As you 
  move in to set up camp, you notice a flash of 
  movement near you, and you find yourself under 
  assault by a bizarre creature – a rolling mass that 
  seems to have an almost musical grace. As you get 
  closer, you can hear that the creature more than looks 
  musical – each movement produces a discordant yet 
  beautiful musical note. 
  Due to the fact that Pallis can hinder as well as help the 
  living spell and cannot attack on his own, he is not 
  counted in calculating the EL of this combat. In addition 
  to the normal means of identifying an ooze, the PCs may 
  identify each spell effect of the living spell with a DC 
  20+spell level Spellcraft check. 
  Tactics: At all APLs, Pallis remains hiding in the tree, 
  telepathically directing the living spell’s actions. If no PC 
  has a light source, Pallis releases his telekinetic control 
  over the ooze and it attacks mindlessly. If the PCs flee at 
  any point during the combat, neither Pallis nor the living 
  spell pursue.   
   
  During the combat, PCs may guess that Pallis is 
  nearby. Spot checks to notice him use the same DC as 
  above, but take a -5 penalty due to the distraction caused 
  by combat. 
   
  Each time that the living spell takes an action that 
  would not normally be taken by a mindless creature 
  (DM’s discretion), each PC may make a DC 10 + the 
  living spell’s HD Knowledge (arcana) or Knowledge 
  (dungeoneering) check to recognize that the living spell 
  is acting oddly. PCs that make the Knowledge check may 
  make a DC 28 Spellcraft check (+2 bonus on the DC due 
  to the spell’s rarity) to identify the ongoing effect of an 
  ooze puppet spell cast on the living spell. Identifying the 
  spell also allows the PC to know that the caster of ooze 
  puppet must be able to see the subject of the spell. 
   
  Pallis is twenty feet above the ground and has cover 
  due to the tree’s branches and leaves. Any acid area of 
  effect spells that damage Pallis melt away part of the tree 
  and remove his cover. Any fire area of effect spells that 
  damage Pallis cause him and the tree to catch fire (see 
  DMG p. 303). 
   
  If Pallis is knocked unconscious or otherwise unable 
  to take actions, two things happen. First, the living spell 
  ceases to move or attack until Pallis is once again able to 
  act. Second, Pallis falls out of the tree and takes 2d6 
  falling damage. 
   
  Due to his recent experiences, Pallis’s starting 
  attitude is Unfriendly to members of the Furyondy 
  Players and Hostile to all other PCs. PCs must use 
  Diplomacy to change his attitude to Indifferent (see PHB 
  p 72) before he discontinues his attack. Each check only 
  changes his attitude toward the PC who made it.  
   
  At APL 2, the insomnia focuses its attacks first on 
  heavily armored PCs if convenient. Failing this, the 
  insomnia focuses on PCs who are lightly armored, then 
  those with no armor. 
   
  At APL 4, the cacophony focuses its attacks on 
  spellcasters (assuming armorless characters are casters 
  until someone actually casts a spell) or the most lightly 
  armored character that does not have a holy symbol 
  displayed. It attempts to engulf in any round following 
  one in which it successfully stuns. 
   
  At APL 6, the dissonance focuses its attacks on 
  anyone who casts a spell or the most lightly armored 
  The Dread Witch Project 
   
  Page 12 
  
  character that does not have a holy symbol displayed. It 
  does its best to attack different opponents in each round 
  in order to affect the greatest number of PCs with its 
  distraction ability. 
   
  At APL 8, the orchestral lullaby prioritizes attacking 
  the least armored characters that are wearing neither a 
  monk’s outfit nor a holy symbol. 
  Treasure: Pallis has a few items that the PCs can loot if 
  they capture or kill him. If they do not kill him, Pallis 
  offers to sell them the equipment at the end of the 
  adventure (providing the PCs with access, but not 
  treasure). 
  APL 2: Loot – 8 gp each, Coin – 72 gp each, Magic – 0 gp. 
  APL 4: Loot – 8 gp each, Coin – 0 gp, Magic – scroll of 
  limited wish (CL 15
  th) (343 gp each). 
  APL 6: Loot – 8 gp each, Coin – 0 gp, Magic – scroll of 
  limited wish (CL 15
  th) (343 gp each). 
  APL 8: Loot – 8 gp each, Coin – 0 gp, Magic –scroll of 
  limited wish (CL 15
  th) (343 gp each). 
  Development: Killing a helpless individual is an evil act. 
  If the PCs wish to do so, make a note in the play notes of 
  the AR. If Pallis was killed in combat or the PCs wish for 
  him to remain an unconscious prisoner, go to Encounter 
  Seven. If he is still alive and becomes conscious, go on to 
  Encounter Five. If the PCs flee, go to Encounter Seven if 
  they proceed to find the dread witch or to the conclusion 
  if not.  
  Encounter Five: Moment of 
  Truth 
  This encounter occurs if Pallis is conscious and able to 
  talk with the PCs.  
  After the defeat of his ally, Pallis gives up. He 
  emerges from his hiding place and looks at the party 
  incredulously. “First vampires, then wraiths, and now 
  adventurers? Some ‘fact-finding’ mission this has 
  been. Then again, maybe you’re just bandits. If that’s 
  the case, I don’t really have any money, so it’ll have to 
  be my life. Be forewarned, though. I make a mighty 
  vengeful ghost.” 
  If the PCs wish to question him, he provides the 
  following information. All statements are true except 
  one, which is noted below. 
  • 
  On Godsday (most likely two days ago – see DM Aid 
  for timeline), Pallis was asked by Lady DeCrainte to 
  gather information from any citizens who may still 
  be in the area of Gullkeep. She hoped to determine 
  the effects of the fear aura as one approached its 
  center. 
  • 
  When Pallis left Crockport, he was a powerful 
  bard/sublime chord, and was accompanied by four 
  living spells which he controlled by means of scrolls 
  of ooze puppet and limited wish. 
  • 
  At about midnight, he was accosted by a number of 
  wraiths and vampires. All but one of his living spells 
  was destroyed as Pallis drove them off. The undead 
  caused him to lose many spells, abilities, and skills. 
  • 
  During the fight, Pallis overheard a vampire mention 
  that “The Dark Prince and the Lady will reward 
  them.” When they fled, another said that “a 
  collection team would come by in a couple days.” 
  Pallis hid to attempt to ambush the collection team. 
  • 
  Pallis confirms that the Dread Witch is a servant of 
  Iuz.  He also thinks that the Dread Witch is nearing 
  the end of her experiments, and will leave the area 
  when she is finished. 
  • 
  Pallis did not think that he would be able to expose 
  Lady DeCrainte. In a “he said/she said” situation, 
  nobility wins. However, if the PCs were to take up 
  his cause, the Church of St. Cuthbert might make a 
  full investigation. 
  • 
  If asked why Lady DeCrainte would send him to his 
  death, Pallis claims to have no idea (not true). If 
  pressed on the issue, Pallis admits to having 
  voyeuristic tendencies, and he was caught hovering 
  around Lady DeCrainte’s room at inappropriate 
  times. At first, he though she was just trying to get 
  rid of him, Now, he thinks that he may have gotten 
  close to discovering her secret. 
  Pallis’s trauma has left him unable to answer most other 
  questions, including the nature of his research and how 
  he created living spells. If he is asked about what the PCs 
  should do next or the threat level of Lady DeCrainte 
  and/or the Dread Witch, or if the PCs have run out of 
  questions to ask him, read the following text: 
  Pallis, regaining a small portion of his strength, 
  stands up. “Noble adventurers, it appears that you 
  have a choice to make. The Lady DeCrainte and her 
  ‘Dark Prince’ are as much a threat as the Dread Witch. 
  However, confronting the Lady would give the Witch 
  the opportunity to finish her work and leave. On the 
  other hand, if you defeat the Witch, the Lady will flee 
  with the research she has. If you choose to attack 
  Gullkeep, I will be on my way; in my weakened 
  condition I would be of little help to you. If you 
  The Dread Witch Project 
   
  Page 13 
  
  return to Crockport, I will bear witness against the 
  Lady. I leave the choice to you.” 
  If asked, Pallis expresses a preference for exposing Lady 
  DeCrainte. If the PCs ask Pallis about the possibility of 
  taking on both Lady DeCrainte and the Dread Witch, he 
  grows pale (even more so than usual) and says:  
  “The Lady and the Witch are both formidable 
  opponents!  Only those lacking in all sense would 
  engage in a fool’s errand like that.” 
  Development: If the PCs choose to take on the Dread 
  Witch, skip ahead to Encounter Seven. If this is the case, 
  Thrommel sends a force to finish Pallis off. Without 
  Pallis’s testimony, the PCs are unable to implicate Lady 
  DeCrainte, and she gets away with the research after the 
  adventure. 
   
  If the PCs want to return and confront Lady 
  DeCrainte, continue to Encounter Six. 
   
  Particularly courageous (or foolish) parties may 
  choose to split the party and deal with both threats at 
  once. If this is the case, run both Encounters Six and 
  Seven and accelerate the remainder of the adventure. 
  Encounter Six: Nabbing the 
  Naughty Noble 
  Due to scrying sensors hidden in Pallis’s equipment, Lady 
  DeCrainte is aware that the tables have been turned on 
  her. She and her servant Brick meet the PCs a few 
  hundred yards outside of the city, without alerting 
  Cataryna or Overseer Desmart to her actions. PCs should 
  establish a marching order for the trip back to Crockport, 
  including Pallis. His location vis-à-vis Brick at the start of 
  the next combat could be critical to his survival.  
   
  The PCs return to the city at night regardless of their 
  intentions since the fear aura continues to interfere with 
  their senses. As a result, the PCs do not see Lady 
  DeCrainte well enough to use ranged attacks until she is 
  forty feet away (sixty feet away for PCs with darkvision, 
  or eighty for those with low-light vision). If there is a PC 
  with low-light vision or darkvision in the party, adapt the 
  read-aloud text appropriately.  
   
  If PCs think to disguise Pallis as a prisoner, allow 
  Lady DeCrainte a Spot check (opposed by the disguise 
  check) to realize he is not a prisoner. If she succeeds, 
  continue as below, modifying read aloud text as needed 
  to reflect her increased agitation that they attempted to 
  trick her. If the PCs are successful in this disguise, the 
  lady approaches with the belief that the PCs do not 
  suspect her and Pallis is a prisoner. Allow PCs a surprise 
  round, if desired. Otherwise, allow the Lady a new Spot 
  check each round spent in parlay. 
  As you approach the city of Crockport from the east, 
  you notice that Lady DeCrainte is coming to meet 
  you, and that she is accompanied by a hulking human 
  wielding a greatsword. Her rage at you can be seen 
  even from a hundred feet away. When she is forty feet 
  away, she starts to shout at you. 
   
  “What were you thinking, bringing this traitor 
  back here? Why is the aura of fear still active? I 
  thought your mission was clear – to eliminate the 
  Dread Witch, and to capture or kill the bard! Clearly, 
  you have done neither, and you are letting the 
  betrayer walk free!” 
   
  Pallis snaps back at the noblewoman. “Let the 
  Cudgel decide who is the traitor! You sent me on a 
  suicide mission, and then sent the Dark Prince’s 
  undead legions to ensure my death!” 
   
  Lady DeCrainte replies, “I see now that you wish 
  not only to betray us to the Old One, but seek to 
  conspire with those who would remove our noble 
  council.” She nods to the man standing next to her. 
  “The adventurers are not important. Kill the bard.” 
   
  As the Lady and her guard close in, Pallis remarks 
  quietly, “If we kill the Lady, all our lives are 
  immediately forfeit. We have to get through this with 
  all of us alive.” 
   
  As Brick closes in, you (indicate the PC who 
  received Player Handout 1 in Encounter One) think that 
  he seems a little pale, and that his armor is darker 
  than that normally produced by smiths. Are your 
  nightmares coming true by proxy? 
  The PC who received Player Handout 1 is shaken for the 
  remainder of this encounter. 
  Creatures: 
  APL 2 (EL 5) 
  Lady Marlene DeCrainte: hp 9, see Appendix. 
  Brick: hp 22, see Appendix. 
  APL 4 (EL 7) 
  Lady Marlene DeCrainte: hp 17, see Appendix. 
  Brick: hp 38, see Appendix. 
  APL 6 (EL 9) 
  Lady Marlene DeCrainte: hp 25, see Appendix. 
  Brick: hp 52, see Appendix. 
  The Dread Witch Project 
   
  Page 14 
  
  APL 8 (EL 11) 
  Lady Marlene DeCrainte: hp 35, see Appendix. 
  Brick: hp 67, see Appendix. 
  Tactics: Lady DeCrainte’s primary objective is Pallis’s 
  death. Once this is done, she and Brick attempt to 
  withdraw from combat and only attack the PCs if they are 
  assaulted. Because saving Pallis is the primary purpose of 
  this encounter, the EL has been increased by 1. 
   
  If the PCs force Lady DeCrainte and Brick into 
  combat after Pallis has died, they attempt to focus their 
  assault on the PC who received Player Handout 1 in 
  Encounter One. However, they do not give up a tactical 
  advantage or put themselves in extra danger to do so. 
   
  Lady DeCrainte and Brick have no interest in killing 
  the PCs. In the event that all characters are knocked 
  unconscious, combat ends with no more PC death than 
  has already occurred. 
   
  At APLs 2 and 4, if more than half the PCs are level 3 
  or below, Brick delays until after Lady DeCrainte acts. 
  Lady DeCrainte fires a color spray into the party, 
  affecting as many PCs as possible while still including 
  Pallis in the cone. If more than half the PCs are level 4 or 
  higher, Brick rages, charges and attacks the nearest 
  spellcaster, staying near Pallis if possible. Lady DeCrainte 
  casts a Sudden Extended glitterdust centered on Pallis. 
  Afterward, she uses color spray until Pallis is 
  unconscious. When Lady DeCrainte has immobilized 
  Pallis, Brick rages and uses his Death Blow feat to 
  perform a coup de grace on Pallis as a standard action. If 
  the PCs continue to attack him, he prioritizes spellcasters 
  when he attacks.   
   
  At APL 6, Lady DeCrainte casts a Sudden Extended 
  hold person on Pallis. If Pallis fails his save, Brick 
  attempts to coup de grace him. If Pallis makes his save, 
  Lady DeCrainte uses color spray on Pallis until he falls 
  unconscious. While Pallis is not helpless, Brick attempts 
  to close with Pallis, fighting any PCs who get in his way. 
  When Brick rages, he uses his Intimidating Rage feat to 
  demoralize the PC who he considers to be the biggest 
  physical challenge. 
   
  At APL 8, Brick rages and charges Pallis, and Lady 
  DeCrainte attempts to use phantasmal killer. If this fails, 
  continue with APL 6 tactics.  
   
  At all APLs, Pallis knows that his goose is cooked. He 
  uses his actions to withdraw, keeping as many PCs 
  between himself and Brick as possible. When the 
  opportunity presents itself, he casts inspirational boost 
  and uses his inspire courage bardic music ability, 
  granting the PCs who remain between him and Brick and 
  any PCs adjacent to Brick a +2 morale bonus to attack 
  rolls, weapon damage rolls, and saving throws versus 
  charm and fear effects. 
   
  If Pallis thinks he’s really in trouble, (for example, if 
  Brick has a charge line that he’s about to use), he attempts 
  to use his scroll of limited wish (through Use Magic 
  Device) to imitate the mislead spell. If this succeeds, 
  Pallis flees while his double appears to perform for the 
  three rounds before it disappears. Lady DeCrainte, Brick, 
  and the PCs may each make a DC 22 Spellcraft check to 
  identify the spell. If Brick or Lady DeCrainte does so, 
  they ignore the image and attempt to spot Pallis, and 
  Lady DeCrainte casts glitterdust thirty feet behind the 
  image if she is able (successfully guessing Pallis’s action 
  and centering the spell on him). A mishap using this 
  scroll causes Pallis to take 1d6 fire damage and shed light 
  as a torch, as though the light spell had been cast on him. 
   
  If the PCs knock Lady DeCrainte unconscious 
  without killing her, remain in initiative until she is either 
  stable (through the PCs actions or the game mechanics) 
  or dead. Killing her in combat, while not an evil act, 
  carries serious repercussions. 
  Treasure: 
  APL 2: Loot – 54 gp each, Coin – 130 gp each, Magic – +1 
  Noble’s Outfit (89 gp each), brooch of shielding (125 gp 
  each), Lady DeCrainte’s Ring (0 gp). 
  APL 4: Loot – 0 gp, Coin – 138 gp each, Magic – +1 
  Noble’s Outfit (89 gp each), brooch of shielding (125 gp 
  each), +1 greatsword (196 gp each), +1 chainmail (108 gp 
  each), Lady DeCrainte’s Ring (0 gp). 
  APL 6: Loot – 0 gp, Coin – 0 gp, Magic – 2 cloaks of 
  resistance +1 (166 gp each), +1 Noble’s Outfit (89 gp 
  each), brooch of shielding (125 gp each), +1 greatsword 
  (196 gp each), +1 chainmail (108 gp each), Lady 
  DeCrainte’s Ring (0 gp). 
  APL 8: Loot – 0 gp, Coin – 0 gp, Magic – cloak of 
  resistance +1 (83 gp each), +1 Noble’s Outfit (89 gp each), 
  brooch of shielding (125 gp each), +1 magebane 
  greatsword (696 gp each), +1 chainmail (108 gp each), 
  tunic of steady spellcasting (208 gp each), Lady 
  DeCrainte’s Ring (0 gp). 
  Development: If the PCs defeated Lady DeCrainte and 
  saved Pallis, proceed to Conclusion A at the end of 
  combat. 
   
  If the PCs defeated Lady DeCrainte, but Pallis died, 
  the PCs have no way to reasonably implicate Lady 
  DeCrainte, as divination reveals only that the PCs 
  believed Pallis’s story, not if the story was actually true. 
  The PCs may be frustrated by this. If excess protest 
  The Dread Witch Project 
   
  Page 15 
  
  occurs, remind the players that Furyondy is a feudal 
  monarchy and typically the nobles are considered 
  inherently better than commoners (even adventuring 
  ones). Therefore, there must be absolute evidence of 
  wrongdoing to even have a chance of winning a legal 
  battle. Proceed to Conclusion B. 
   
  If the PCs express interest in resolving the issue 
  with force, remind them that Lady DeCrainte is currently 
  allied with two extremely powerful good-aligned clerics. 
  Even if they were acting in the right, which they would 
  not be, they are likely out of their league. If the PCs 
  persist in pursuing this line of action, Cataryna and 
  Overseer Desmart immediately intervene on Lady 
  DeCrainte’s behalf and command the PCs to stand down 
  and withdraw. If the PCs attack the clerics, they are 
  committing an evil act. Any clerics of good or lawful 
  deities and paladins immediately lose their class abilities 
  (including prepared spells) and require an atonement to 
  get them back. Further, both Cataryna and Overseer 
  Desmart attack any party members who do not withdraw, 
  using the most effective and efficient means at their 
  disposal (see 6
  th and 7
  th level cleric spells in the PHB 
  and/or SC for options). There are two exceptions to this. 
  First, if a PC attacks for nonlethal damage, the clerics 
  attack that PC for nonlethal damage. Second, any PC that 
  surrenders during combat immediately has his or her 
  surrender accepted.  Note that once combat has begun, 
  Cataryna warns PCs again to back off or be considered a 
  party to the attack. Any PCs who do not state they are 
  withdrawing or surrender at this point are considered in 
  allegiance with those attacking and are included, 
  whenever possible, in area of effect spells, etc. This 
  combat will likely result in PC death, and any PC killed 
  in this manner CANNOT be raised by ANY cleric of 
  Trithereon or St. Cuthbert. This is a result of the deities’ 
  refusal to grant the spell given their actions, so this 
  applies even if there are PC clerics of these deities. PCs 
  who wish to have an atonement cast on them 
  immediately following this adventure must pay an 
  additional TU in order to find a cleric willing to cast the 
  spell on them. Proceed to Conclusion B. 
   
  If the PCs lost the battle, Lady DeCrainte brings the 
  PCs in for questioning and punishment; proceed to 
  Conclusion C. 
   
  If the PCs kill Lady DeCrainte, then they have a BIG 
  problem: they have killed a noble in cold blood and have 
  no way to definitively implicate her in the conspiracy to 
  kill Pallis. Proceed to Conclusion D. 
   
  If the PCs chose to defeat both Lady DeCrainte and 
  the Dread Witch, proceed to Encounter Seven. 
  Encounter Seven: Facing Fears 
  The distance from the encounter with Pallis to Gullkeep 
  is sixteen miles, a full day’s journey for a creature with 20-
  foot movement. Determine how long the PCs took to 
  travel here and refer to DM Aid 2.  The Dread Witch 
  leaves Gullkeep 36 hours after the combat in Encounter 
  Two. A party who took Buxea’s advice and used mounts 
  and only rested once can easily make it in time but other 
  parties may find themselves out of luck. It is likely that 
  those who returned to Crockport with Pallis do not arrive 
  in time to encounter the witch.  
  As you reach Gullkeep, you realize that finding the 
  Dread Witch will be an extremely daunting task. The 
  keep is completely ruined, both from the epic combat 
  between good and evil that took place here and from 
  the deific intervention that ended the battle. Entire 
  pieces of the keep lay about, providing ample cover 
  for any who might wish to hide. Further, the wasted 
  landscape makes tracking difficult. It seems that 
  locating your quarry will be a matter of time – and 
  luck. 
  Take note of which spells the PCs cast when they enter 
  the keep and track time spent beginning at this point. If 
  they take a long time to search for the Dread Witch, some 
  of the spells’ durations may have expired. 
   
  Gullkeep is a large ruined military outpost (five 
  hundred feet by five hundred feet). It takes a very long 
  time to search without the use of skills. The PCs can 
  locate the Dread Witch using the following methods. 
  Allow other innovative strategies, improvising the time it 
  takes to search based on the examples. 
  • 
  Tracking: A DC 19 Survival check allows the PCs to 
  find the Dread Witch’s hideout in one hour (half an 
  hour if the tracker beats the DC by 5 or more). 
  • 
  Process of elimination: A DC 15 Knowledge 
  (architecture and engineering) check allows the PCs 
  to recognize indefensible locations in the keep and 
  avoid searching them; it takes two hours to find the 
  Dread Witch.  A DC 20 Knowledge (architecture and 
  engineering) check allows the PC making the check 
  to identify the most defensible position in the keep 
  at a glance. It takes thirty minutes to find the Dread 
  Witch. 
  If the PCs do not possess these skills and cannot think of 
  another strategy, they must find the Dread Witch the 
  hard way – by searching every room in the keep until 
  they locate her. After 1d3 hours, they PCs stumble across 
  the Dread Witch’s hideout, and she ambushes them. 
  The Dread Witch Project 
   
  Page 16 
  
   
  The Dread Witch is hiding behind a fallen wall in 
  the northeastern corner of the keep. At APLs 4 though 8, 
  her allies are in a chamber forty feet to the west of the 
  Witch’s hiding place. 
   
  When the PC who received Player Handout #2 in 
  Encounter One sees the Dread Witch for the first time, 
  read the following text: 
  When you lay eyes on this fell creation of Old 
  Wicked, her smile reminds you of a grinning skull 
  and a demon. Could it be that your nightmares will 
  come true through proxy? 
  The PC who received Player Handout 2 is shaken for the 
  remainder of this encounter. 
  Creatures: 
  APL 2 (EL 5) 
  Dread Witch: hp 40, see Appendix 1. 
  APL 4 (EL 7) 
  Dread Witch: hp 40, see Appendix 1. 
  Advanced Raiment (3): hp 47 each, see Appendix 1. 
  APL 6 (EL 9) 
  Dread Witch: hp 52, see Appendix 1. 
  Entombed (2): hp 52 each, see Appendix 1. 
  APL 8 (EL 11) 
  Dread Witch: hp 66, see Appendix 1. 
  Bloodrot (2): hp 65 each, see Appendix 1. 
  Tactics: Any PC who fails a save against a fear effect cast 
  by the Dread Witch flees to the west unless he or she has 
  been made aware of the lurking monsters. If no PC flees 
  to the west, the monsters begin moving toward combat 
  one round after the first sounds of combat can be heard. 
   
  Refer to DM Map 3 for the physical properties of the 
  floor and walls in this encounter.   
   
  The Dread Witch and any intelligent monsters focus 
  their assault first on the PC who received Player Handout 
  #2 in Encounter One but they do NOT put themselves in 
  extra danger to do so. 
   
  At all APLs, the Dread Witch uses her first round of 
  combat to cast death armor using her lesser metamagic 
  rod of silent spell. Then, she attempts to remain hidden 
  and uses the “arrow slit” (actually a small hole in the 
  collapsed wall) to cast fear spells on the PCs. Once she is 
  forced out of hiding, she attempts to use fear effects and 
  ranged spells on the PCs until at least half the PCs have 
  closed with her. Then, she makes liberal use of her touch 
  spells, negative energy aura and, at APLs 6 and 8, the 
  Profane Lifeleech feat. When using the negative energy 
  aura, she tries to include the other undead in the aura’s 
  range, as it heals them. 
   
  At APL 4, the raiments attack the nearest PC that is 
  size Large or smaller. 
   
  At APL 6, the entombers attempt to use their 
  entomb ability against any PCs that come their way, 
  placing a priority on the PCs with the smallest size, then 
  those with the lightest armor. 
   
  At APL 8, the bloodrots attack the nearest PC that is 
  not infected with blood fever. If multiple PCs are at the 
  same distance apart or within reach (ten feet), roll 
  randomly to determine which one the bloodrot attacks. 
  As an undead, the Dread Witch is immune to blood fever, 
  and the bloodrots do not attack her. 
  Treasure: 
  APL 2: Loot – 21 gp each, Coin – 8 gp each, Magic – lesser 
  metamagic rod of silent spell (250 gp each), vest of 
  resistance +1 (83 gp each). 
  APL 4: Loot – 21 gp each, Coin – 0 gp, Magic – lesser 
  metamagic rod of silent spell (250 gp each), vest of 
  resistance +1 (83 gp each). 
  APL 6: Loot – 21 gp each, Coin – 0 gp, Magic – lesser 
  metamagic rod of silent spell (250 gp each), vest of 
  resistance +2 (333 gp each). 
  APL 8: Loot – 21 gp each, Coin – 0 gp, Magic – lesser 
  metamagic rod of silent spell (250 gp each), vest of 
  resistance +2 (333 gp each), cloak of charisma +2 (333 gp 
  each), scroll of summon undead IV (58 gp each). 
  Development: If the PCs have taken Pallis prisoner, they 
  must decide at this point whether they wish to return 
  him to Crockport conscious and bound or unconscious. 
  This affects which church’s favor the party receives. 
  Proceed to the conclusions section below, noting the 
  general description as well as the conclusion for the 
  outcome the PCs achieved.  
  Conclusions 
  Once you have completed the conclusion, if this is the 
  premiere, please complete the Critical Event Summary at 
  the end of the event and return it to the Furyondy Plots 
  coordinator, Michelle Sharp, or RPGA HQ. While you do 
  not need to advise the players of the questions (and it is 
  preferable you do not), please make them aware you ARE 
  completing this bit of paperwork and that their actions 
  do make a difference. Any PC actions that are not 
  adequately covered by the questions but may become 
  The Dread Witch Project 
   
  Page 17 
  
  relevant in future modules or for the region in general 
  should be explained on the backside of the paper. 
   
  If the PCs attempted to defeat both Lady DeCrainte 
  and the Dread Witch and did not defeat both while 
  keeping Pallis alive, each PC receives the conclusion 
  appropriate to his or her specific actions during the 
  adventure. PCs who attacked Lady DeCrainte may 
  receive Conclusion A, B, C or D and those who attacked 
  the Dread Witch may receive Conclusions E, F, G, H, or 
  I. 
   
  There are two conclusions that the PCs may receive 
  regardless of the overall results of the adventure. If a PC 
  failed a save against one of the Dread Witch’s fear effects, 
  he or she receives Conclusion L. If a PC killed Pallis, he 
  or she receives Conclusion M. 
  Conclusion A: The PCs defeat Lady 
  DeCrainte and save Pallis’s life. 
  While you did not complete your mission, you have 
  accomplished a task of equal importance. Upon 
  returning to the city of Crockport, Pallis informs the 
  authorities 
  of 
  Lady 
  Decrainte’s 
  crimes. 
  After 
  divinations on both individuals reveal no falsehoods, 
  both are ordered to remove all equipment and submit 
  to the same divinations. Then it is discovered that 
  Lady DeCrainte had obscured her evil tendencies and 
  lied to both the authorities and PCs. In particular, 
  divinations were able to discover her benefactor and 
  source of information about the Dread Witch – 
  Prince Thrommel.  One of the Prince’s allies in the 
  Furyondy nobility has been dealt with, and an 
  innocent man’s life has been saved. 
   
  Cataryna and Overseer Desmart are dismayed 
  that you did not defeat the Dread Witch, but express 
  their thanks that you did what right, even if it isn’t 
  what you were asked. 
   
  Some time later, Pallis approaches your group. “I 
  cannot thank you enough for saving my life and 
  believing my story. Your heroics will make superb 
  tales for the bards of the future. I have contacted my 
  comrades at the Furyondy Players, and we offer to 
  teach you some of the special skills that we have 
  discovered in our research. I realize that it is small 
  thanks, but I hope that you will enjoy our hospitality 
  the next time you visit Caronis.” 
   
  After a few days, the fear aura over Crockport 
  dissipates, seemingly of its own accord. The city is no 
  longer at risk. While you are not certain of the cause 
  of this reversal, you have a feeling that this week’s 
  events will haunt you in the future… 
  The PCs receive the Favor of Pallis and Favor of the 
  Furyondy Players AR items.  One (and only one) PC at 
  the table MAY chose to take Lady DeCrainte’s ring at no 
  cost. 
  Conclusion B: The PCs defeat Lady 
  DeCrainte, but Pallis is killed. 
  Your victory over Lady DeCrainte, valiant though it 
  was, was for naught. Without Pallis, Cataryna and 
  Overseer Desmart have no reason to believe your tale 
  of 
  the 
  Lady’s 
  deception. 
  Both 
  express 
  their 
  disappointment at your failure to deal with the Dread 
  Witch, and Overseer Desmart wishes to have you all 
  pressed into service for your assault on a noble of 
  Furyondy, backing down only when Cataryna 
  convinces him that you were fooled by Pallis just as 
  much as they. 
   
  After a few days, the fear aura over Crockport 
  dissipates, seemingly of its own accord. The city is no 
  longer at risk. While you are not certain of the cause 
  of this reversal, you have a feeling that this week’s 
  events will haunt you in the future… 
  The PCs do NOT gain access to Pallis’s equipment. One 
  (and only one) PC at the table MAY chose to take Lady 
  DeCrainte’s ring at no cost. 
   
  If any PC attacked Cataryna and Overseer Desmart 
  after they were specifically told to stand down and 
  withdraw, read the following text: 
  After Cataryna has finished her conversation with 
  others in the Crockpot Inn, including your less 
  foolish companions, and sent them away, she subjects 
  you to her full fury. Her eyes seem to blaze the same 
  color as her hair as she begins to lecture you in a tone 
  that suggests any protest from you would light off a 
  very short fuse. “You idiots have committed a grave 
  mistake. Not only have you allowed a force of evil to 
  escape and run amok, but you come back and insult 
  us with this assault. It takes a grave circumstance for 
  Overseer Desmart and I to agree on anything, and a 
  miracle for us to agree twice in the same week. But 
  that seems to have happened.  From this point 
  forward, when you seek help from the Summoner or 
  the Cudgel, you will find nothing but locked doors. 
  No supplications for even the most basic of 
  spellcasting will be accepted. Those of you already 
  following one of our faiths are excommunicated. 
  Leave.” With that, she leaves you to wonder: What 
  could be worse than having two churches of 
  vengeance deities angry with you? 
  The Dread Witch Project 
   
  Page 18 
  
  These PCs receive the Enmity of the Churches of 
  Vengeance AR item. 
  Conclusion C: Lady DeCrainte and Brick 
  defeat the PCs. 
  When you come to, you find a distressing sight. 
  Overseer Desmart, Cataryna, and Lady DeCrainte are 
  arguing over what is the appropriate course of action 
  to take against you. The criminal charges are stacking 
  up.  Serious assault, sedition, and treason are obvious, 
  but more could easily be added. Eventually, Overseer 
  Desmart comes up to your party. “As the highest-
  ranking priest of the Cudgel, I hand down your 
  sentence for crimes against the kingdom of 
  Furyondy. It seems,” he says, shooting a glare at 
  Cataryna, “that your service to the kingdom in the 
  past is reason enough to reduce your sentence. We 
  will dismiss the charges of treason and sedition; after 
  all, we were all fooled by Pallis’s deceptions. 
  However, due to actions that you took of your own 
  accord,” and with this he glances at Lady DeCrainte, 
  “you are to serve a sentence of no less than twenty 
  weeks in pressed service to the kingdom as 
  punishment for Serious Assault against a noble of 
  Furyondy. You should be grateful; this is a light 
  sentence.” With that, he calls guards, and you are led 
  away for a twenty-week tour in Castle Greylode. 
   
  After a few days, so the rumors say, the fear aura 
  over Crockport dissipates, seemingly of its own 
  accord. The city is no longer at risk.  While you are 
  not certain of the cause of this reversal, you have a 
  feeling that this week’s events will haunt you in the 
  future… 
  Each PC loses 20 TUs (mark this off in the “other TUs 
  spent” column of the AR). They do NOT gain access to 
  Pallis’s equipment. 
   
  Any PC who offered to claim responsibility for the 
  actions of a PC who failed to give evidence of loyalty 
  receives a harsher sentence and loses an extra 10 TUs (for 
  a total of 30). 
  Conclusion D: The PCs kill Lady 
  DeCrainte. 
  What is right is not always legal. Your role in the 
  death of Lady DeCrainte has not only sealed Pallis’s 
  doom, but implicated you as a conspirator in her 
  murder and his treason. Without the ability to 
  compare Lady DeCrainte’s testimony with Pallis’s, the 
  law of the land sides with the noble. Pallis is captured 
  and swiftly executed. With him out of the way, the 
  law must deal with you. Overseer Desmart, as a 
  representative 
  of 
  the 
  church 
  responsible 
  for 
  enforcing the law, thankfully shows mercy. Perhaps a 
  thirty-five week tour in Castle Greylode will teach 
  you your proper place in the kingdom. 
  If any PC attacked Cataryna and Overseer Desmart after 
  they were specifically told to stand down and withdraw, 
  read the following text: 
  As you leave the courthouse, Cataryna moves up to 
  you, and subjects you to her full fury. Her eyes seem 
  to blaze the same color as her hair as she begins to 
  lecture you in a tone that suggests any protest from 
  you would light off a very short fuse. “You idiots have 
  committed a grave mistake. Not only have you 
  allowed a force of evil to escape and run amok, but 
  you come back and insult us with an assault. It takes a 
  grave circumstance for Overseer Desmart and I to 
  agree on anything, and a miracle for us to agree twice 
  in the same week. But that seems to have happened.  
  From this point forward, when you seek help from 
  the Summoner or the Cudgel, you will find nothing 
  but locked doors. No supplications for even the most 
  basic of spellcasting will be accepted. Those of you 
  already 
  following 
  one 
  of 
  our 
  faiths 
  are 
  excommunicated.” With that, she turns and leaves in 
  a huff. What could be worse than having two 
  churches of vengeance deities angry with you? 
  These PCs receive the Enmity of the Churches of 
  Vengeance AR item. 
   
  Regardless, conclude with the following:  
  After a few days, so the rumors say, the fear aura over 
  Crockport dissipates, seemingly of its own accord. 
  The city is no longer at risk. While you are not certain 
  of the cause of this reversal, you have a feeling that 
  this week’s events will haunt you in the future… 
  The PCs do NOT gain access to Pallis’s equipment. One 
  (and only one) PC at the table MAY chose to take Lady 
  DeCrainte’s ring at no cost. Each PC loses 35 TUs (mark 
  this off in the “other TUs spent” column of the AR). Any 
  PC who offered to claim responsibility for the actions of a 
  PC who failed to give evidence of loyalty receives a 
  harsher sentence and loses an extra 17 TUs (for a total of 
  52). This are considered “out of game” TUs (and thus do 
  NOT count toward the Enmity item on the AR).  
  The Dread Witch Project 
   
  Page 19 
  
  Conclusion E: The PCs defeat the Dread 
  Witch and bring Pallis back conscious 
  and bound to stand trial. 
  It is a great day for the kingdom of Furyondy and the 
  city of Crockport. The Dread Witch has been 
  destroyed, and the aura of fear surrounding the city 
  has dissipated. Her work done, Lady DeCrainte has 
  already left town, but she leaves you a message 
  thanking you for your work. This message is hand-
  delivered to you by none other than Overseer 
  Redankin Desmart, who heartily thanks you on his 
  own part for bringing Pallis back for trial, which 
  starts immediately on your return. 
   
  With the evidence against him left by Lady 
  DeCrainte, the trial is a rapid one. Pallis is convicted 
  of treason and executed.  Following the trial, 
  Overseer Desmart summons you for a private 
  meeting. “It is good to see that there are still people 
  in our kingdom who respect justice. I hope that in 
  the future, you will serve as well in missions for the 
  church as you have in this one.” With that, he grants 
  you leave as he prepares for his return to Chendl, his 
  work here finished. 
   
  However, some questions still nag at you about 
  the ordeal you’ve faced. Why did Lady DeCrainte 
  leave so quickly, without even waiting to thank you 
  or give direct testimony herself? How did an 
  individual as powerful as Pallis become so weak 
  literally overnight? Are there forces at work here that 
  you did not discover? Only time will tell when, or if, 
  your questions will be answered… 
  PCs receive the Favor of St. Cuthbert AR item.  They also 
  gain access to Pallis’s equipment. 
  Conclusion F: The PCs defeat the Dread 
  Witch and bring Pallis back unconscious 
  to stand trial. 
  It is a great day for the kingdom of Furyondy and the 
  city of Crockport. The Dread Witch has been 
  destroyed, and the aura of fear surrounding the city 
  has dissipated. Her work done, Lady DeCrainte has 
  already left town, but she leaves you a message 
  thanking you for your work. This message is hand-
  delivered to you by none other than Cataryna, who 
  heartily thanks you on her own part for bringing 
  Pallis back for trial, which starts immediately on your 
  return. 
   
  With the evidence against him left by Lady 
  DeCrainte, the trial is a rapid one. Pallis is convicted 
  of treason and executed. Following the trial, Cataryna 
  summons you for a private meeting. “You have done 
  well in exacting righteous vengeance upon those who 
  would do evil. Those of you who follow the faith of 
  the Summoner have my recommendation to join our 
  elite ranks. Keep in touch.” With that, she grants you 
  leave as she prepares for her return to Chendl, her 
  work here finished. 
   
  However, some questions still nag at you about 
  the ordeal you’ve faced. Why did Lady DeCrainte 
  leave so quickly, without even waiting to thank you 
  or give direct testimony herself? How did an 
  individual as powerful as Pallis become so weak 
  literally overnight? Are there forces at work here that 
  you did not discover? Only time will tell when, or if, 
  your questions will be answered… 
  PCs receive the Favor of Trithereon AR item.  They also 
  gain access to Pallis’s equipment.   
  Conclusion G: The PCs defeat the Dread 
  Witch, and kill Pallis themselves. 
  It is a great day for the kingdom of Furyondy and the 
  city of Crockport. The Dread Witch has been 
  destroyed, and the aura of fear surrounding the city 
  has dissipated. You have also defeated a traitor to the 
  kingdom. Her work done, Lady DeCrainte has already 
  left town, but she leaves you a message thanking you 
  for your work. 
   
  However, some questions still nag at you about 
  the ordeal you’ve faced. Why did Lady DeCrainte 
  leave so quickly, without even waiting to thank you 
  or give testimony herself? How did an individual as 
  powerful as Pallis become so weak literally overnight? 
   Are there forces at work here that you did not 
  discover? Only time will tell when, or if, your 
  questions will be answered… 
  The PCs gain access to Pallis’s equipment. 
  Conclusion H: The PCs defeat the Dread 
  Witch, but Pallis flees. 
  It is a great day for the kingdom of Furyondy and the 
  city of Crockport. The Dread Witch has been 
  destroyed, and the aura of fear surrounding the city 
  has dissipated. Her work done, Lady DeCrainte has 
  already left town, but she leaves you a message 
  thanking you for your work. Buxea gives you the 
  message upon your return to the Crockpot Inn.  
  Overseer Desmart and Cataryna are there, tolerating 
  their last meal together before they return to their 
  The Dread Witch Project 
   
  Page 20 
  
  normal duties in Chendl. They thank you for dealing 
  with the Dread Witch, but express disappointment at 
  your failure to bring Pallis back to them. If you 
  provide 
  testimony 
  regarding 
  Lady 
  DeCrainte’s 
  misdeeds, they scold you, as Pallis’s word holds little 
  weight when compared to that of a noble. Perhaps if 
  you had you brought him back alive, something could 
  have been done. 
   
  A couple days later, news arrives that the body of 
  a bard was found in the Willip countryside. He was 
  wearing the attire of someone with a high position in 
  the Furyondy Players, and he appeared to be wasted 
  away despite the recency of his death. The dispatch 
  marks it as the work of the Master of Bronzeblood, 
  but you have doubts. It seems that Pallis was right in 
  his accusations after all. You have defeated one threat 
  to the kingdom, but may have allowed the powers of 
  that threat to be wielded by another of Furyondy’s 
  enemies. Only time will tell if the next Dread Witch 
  Project will fare better than Old Wicked’s… 
  The PCs do NOT gain access to Pallis’s equipment.   
  Conclusion I: The PCs are defeated by 
  the Dread Witch. 
  It is a dark day for the kingdom of Furyondy.  The 
  adventurers who were sent out to investigate the aura 
  of fear saturating the Barony of Kalinstren did not 
  return from their mission. Only the worst is expected, 
  especially since everyone is Crockport has their 
  concerns enhanced by the fear aura. Lady Marlene 
  DeCrainte attempted to divine what had happened to 
  them, but was only able to discover the result of their 
  efforts to eliminate the traitor Pallis. 
   
  After a few days, the fear aura over dissipates, 
  seemingly of its own accord. The city is no longer at 
  risk. However, the fear of the city’s population 
  remains after it occurred to a local band of 
  adventurers that Gullkeep may be safe for exploration 
  once more.  During their delve, they discover a 
  number of perfectly preserved corpses, their faces 
  frozen with fear. After their souls are returned to 
  their bodies by their respective faiths, they can tell no 
  tales of their adventure. Whatever happened to you 
  will most likely happen again, possibly with dire 
  results… 
  All PCs receive the Affected by Fear AR item (whether 
  they failed a save against the Dread Witch’s abilities or 
  not). The PCs do not gain access to Pallis’s equipment. 
  Conclusion J: The PCs are able to defeat 
  Lady DeCrainte, defeat the Dread Witch, 
  and save Pallis’s life. 
  You are used to receiving congratulations from your 
  employers only in the “it’s all in a day’s work” sense. 
  Today, however, the people of the city of Crockport 
  have pulled out all the stops, using their meager 
  resources to hold a feast in your honor. Not only were 
  you successful in removing a known threat to the 
  kingdom of Furyondy, but you also saved the life of 
  an innocent man and exposed a sympathizer of the 
  Dark Prince in the ranks of the kingdom’s nobles. 
  Seated at the head of the table with you are high 
  priestess Cataryna, Overseer Redankin Desmart, and 
  Pallis Strandor. Cataryna offers you service in the 
  ranks of those who serve the Summoner and a unique 
  magic spear.  Overseer Desmart offers you a position 
  in the ranks of St. Cuthbert’s harriers. Pallis offers to 
  let you peruse the greatest magical instruments in the 
  kingdom and promises to teach you abilities that will 
  help you deal with future adventures. You know that 
  adventuring has its good days and its bad days. But 
  right now, you’d be hard pressed to think of what the 
  bad days are. 
  The PCs receive the Favor of Pallis, Favor of the 
  Furyondy Players, Favor of Trithereon, and Favor of St. 
  Cuthbert AR items. The PCs gain access to Pallis’s 
  equipment. One (and only one) PC at the table MAY 
  chose to take Lady DeCrainte’s ring at no cost. 
  Conclusion K: The PCs decide at some 
  point to abandon their mission. 
  It’s been said that true heroes know when they face 
  an unbeatable foe. Perhaps that is what occurred this 
  time. All there is to do now is to go to the tavern, 
  wash your failures away with strong ale, and know 
  that 
  there 
  will 
  be 
  other 
  missions 
  – 
  other 
  opportunities to prove your mettle and serve your 
  kingdom. Hopefully, your other opportunities work 
  out better than this one. 
  If the PCs killed Pallis, they receive his equipment.  
  Conclusion L: Any PC who failed a Will 
  save against a fear effect of the Dread 
  Witch receives this conclusion, in 
  addition to any other above. 
  Despite the dissipation of the fear aura, you feel ill at 
  ease, as though something is always watching your 
  The Dread Witch Project 
   
  Page 21 
  
  back. This sensation is especially present when you 
  think back on your adventure to Gullkeep and the 
  bizarre undead witch you met there. Then one night, 
  you have a haunting and vivid dream similar to the 
  one you had when you were approaching Crockport, 
  except that this time, you are not surrounded by 
  adventuring companions.  Oddly, this does not 
  frighten you; you now know that this is a dream and 
  that you’ve faced worse in real life. You quickly 
  eliminate the apparitions of Old Wicked and the Dark 
  Prince, and awaken with the knowledge that, as an 
  adventurer, there is little that you cannot accomplish 
  as long as you keep your head. 
  This PC receives the Affected by Fear and Dread Witch 
  AR items. 
  Conclusion M: If Pallis was killed by PC 
  hands, the PC who dealt the final blow 
  (and only that PC) receives this 
  conclusion: 
  As you go to sleep following yet another adventure, 
  you find to your horror that a remnant – or, perhaps 
  more appropriately, revenant – of this mission is 
  staying with you. Your dreams are haunted by the 
  ghostly face of the late Master of Arcane Arts, Pallis 
  Strandor. “Conspirator in fell deeds, ally of Thrommel 
  the cursed, receive my revenge. It will not bring me 
  back to life, but I hope that it reminds you to be more 
  careful about choosing your allies in the future…” 
   
  Upon waking, you are grateful to find that the 
  apparition was just a dream.  However, every so often, 
  you can feel that ghostly presence watching over you, 
  constantly haunting you with the knowledge that this 
  time, you chose poorly… 
  The PC receives the Haunted AR item.  
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two 
  Defeat the grues/necromentals: 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
  Encounter Two 
  Defeat the living spell: 
   
  APL2 90 xp 
   
  APL4 150 xp 
   
  APL6 210 xp 
   
  APL8 270 xp 
  Encounter Six 
  Save Pallis’s life: 
   
  APL2 50 xp 
   
  APL4 70 xp 
   
  APL6 90 xp 
   
  APL8 110 xp 
  Defeat Lady DeCrainte and Brick: 
   
  APL2 100 xp 
   
  APL4 140 xp 
   
  APL6 180 xp 
   
  APL8 220 xp 
  Encounter Seven 
  Defeat the Dread Witch and her minions: 
   
  APL2 150 xp 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
  Story Award 
  Successfully implicated Lady DeCrainte OR Removed 
  the fear aura: 
   
  APL2 45 xp 
   
  APL4 67 xp 
   
  APL6 90 xp 
   
  APL8 112 xp 
  Discretionary roleplaying award 
   
  APL2 45 xp 
   
  APL4 68 xp 
   
  APL6 90 xp 
  The Dread Witch Project 
   
  Page 22 
  
   
  APL8 113 xp 
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  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. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Four: Pallis 
   
  APL 2: L: 8 gp, C: 72 gp, M: 0 gp. 
   
  APL 4: L: 8 gp, C: 0 gp, M: scroll of limited wish (CL 
  15
  th) (343 gp). 
   
  APL 6: L: 8 gp, C: 0 gp, M: scroll of limited wish (CL 
  15
  th) (343 gp). 
   
  APL 8: L: 8 gp, C: 0 gp, M: scroll of limited wish (CL 
  15
  th) (343 gp). 
  Encounter Six: Lady DeCrainte 
   
  APL 2: L: 54 gp, C: 130 gp, M: 214 gp: +1 noble’s 
  outfit (89 gp), brooch of shielding (125 gp). 
   
  APL 4: L: 0 gp, C: 132 gp, M: 518 gp: +1 noble’s outfit 
  (89 gp), brooch of shielding (125 gp), +1 greatsword (196 
  gp), +1 chainmail (108 gp). 
   
  APL 6: L: 0 gp, C: 0 gp, M: 684 gp: 2 cloak of 
  resistance +1 (83 gp each), +1 noble’s outfit (89 gp), 
  brooch of shielding (125 gp), +1 greatsword (196 gp), +1 
  chainmail (108 gp). 
   
  APL 8: L: 0 gp, C: 0 gp, M: 1392 gp: 2 cloak of 
  resistance +1 (83 gp each), +1 noble’s outfit (89 gp), 
  brooch of shielding (125 gp), +1 magebane greatsword 
  (696 gp), +1 chainmail (108 gp), tunic of steady 
  spellcasting (208 gp). 
  Encounter Seven: Dread Witch 
   
  APL 2: L: 21 gp, C: 8 gp, M: 333 gp: vest of resistance 
  +1 (83 gp), lesser metamagic rod of silent spell (250 gp). 
   
  APL 4: L: 21 gp, C: 0 gp, M: 333 gp: vest of resistance 
  +1 (83 gp), lesser metamagic rod of silent spell (250 gp). 
   
  APL 6: L: 21 gp, C: 0 gp, M: 583 gp: vest of resistance 
  +2 (333 gp), lesser metamagic rod of silent spell (250 gp). 
   
  APL 8: L: 21 gp, C: 0 gp, M: 974 gp: vest of resistance 
  +2 (333 gp), lesser metamagic rod of silent spell (250 gp), 
  cloak of charisma +2 (333 gp), scroll of summon undead 
  IV (58 gp). 
  Total Possible Treasure: 
  (It is not expected that PCs will obtain treasure from 
  both Encounter Six AND Encounter Seven; likely 
  they will experience only one of those encounters. 
  Thus, the totals listed below are well over what PCs 
  The Dread Witch Project 
   
  Page 23 
  
  Lady DeCrainte’s Ring: Only one PC per table may keep 
  this ring. It cannot be sold. Inform the GM prior to 
  beginning any Furyondy regional event if you possess 
  this ring. It may come into play in future events. 
  are likely to actually earn and the GM is reminded to 
  calculate treasure based on the Encounters completed 
  only) 
  APL 2: L: 83 gp; C: 202 gp; M: 547 gp – Total: 832 gp 
  (maximum 450 gp) 
  Items for the Adventure 
  Record 
  APL 4: L: 29 gp; C: 132 gp; M: 1194 gp – Total: 1355 
  gp (maximum 650 gp) 
  APL 6: L: 29 gp; C: 0 gp; M: 1610 gp – Total:  1639 gp 
  (maximum 900 gp) 
  Item Access 
  APL 2: 
  APL 8: L: 29 gp; C: 0 gp; M: 2709 gp – Total: 2738 gp 
  (maximum 1300 gp) 
  • 
  Brooch of shielding (Adventure; DMG; 1500 gp) 
  Special 
  • 
  Vest of Resistance +1 (Adventure; CA; 1000 gp) 
  Favor of Pallis: Pallis will teach you one of the following 
  spells (cross off all others): incite, inhibit, ironthunder 
  horn, or ooze puppet (SC). Members of the Furyondy 
  Players may also purchase one instrument of the bards 
  (CA) valued at 25,000 gp or less. Record the instrument 
  chosen: _____________________. 
  • 
  Lesser Metamagic Rod of Silent Spell (Adventure; 
  DMG; 3000 gp) 
  • 
  Scroll of Restoration (Adventure; DMG; 800 gp; 
  limit 2) 
  APL 4 (all of APL 2 plus the following): 
  Favor of the Furyondy Players: PCs gain access to the 
  Haunting Melody feat (HH).  
  • 
  Scroll of limited wish, caster level 15
  th (Adventure; 
  DMG; 4,125 gp, limit 1) 
  Affected by Fear: This PC gains access to the Unnatural 
  Will feat (HH) and has been deeply affected by the fear 
  aura which may have effects in future adventures. 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Vest of resistance +2 (Adventure; CA; 4000 gp) 
  APL 8 (all of APLs 2-6 plus the following): 
  Dread Witch: You failed a save versus fear, meeting the 
  special requirements of the Dread Witch class. 
  • 
  +1 magebane greatsword (Adventure; CA; 8350 gp) 
  Haunted: Pallis’s ghost has pledged to haunt you for 
  eternity. Every time this character rolls initiative in a 
  Furyondy regional adventure, roll 1d10. On a 7, this PC is 
  affected by the crushing despair spell (caster level 15
  th). 
  This curse may only be removed by a remove curse, break 
  enchantment, wish, or limited wish cast by a bard of 15
  th 
  level or higher. 
  • 
  Tunic of steady spellcasting (Adventure; CV; 2500 
  gp) 
  Favor of Trithereon: Members of the Church of 
  Trithereon gain adventure access to javelins of lightning. 
  Clergy of the faith may join the Templars after only one 
  month (4TUs) assuming all other criteria are met.  
  Favor of St. Cuthbert: Clergy of the Church of St. 
  Cuthbert may take levels in the Consecrated Harrier 
  prestige class (CD). 
  Enmity of the Churches of Vengeance: This PC 
  immediately loses membership in and all influence 
  points from the Church of St. Cuthbert and Church of 
  Trithereon. For one year from the date of this AR, this PC 
  must pay triple lifestyle in any Furyondy regional 
  adventure. This PC may not benefit from any spells cast 
  by clerics of St. Cuthbert or Trithereon until one year has 
  passed (52 TUs in play), and they obtain an atonement. 
  The Dread Witch Project 
   
  Page 24 
  
  Combat Appendix – All APLs 
  Encounter Four 
  Pallis Strandor: Male human (Oeridian) Brd2; CR 2; 
  Medium humanoid (human); HD 2d6+4; hp 14; Init +2; 
  Spd 30 ft.; AC 16; touch 12, flat-footed 14; BAB/Grp 
  +1/+0; Atk +0 melee (1d6-1, club); Full Atk +0 melee 
  (1d6-1, club); SA spells, SQ bardic knowledge +3; 
  countersong, fascinate, inspire courage +1; AL N; SV 
  Fort +2, Ref +5, Will +2; Str 8, Dex 14, Con 14, Int 14, 
  Wis 8, Cha 16. 
   
  Skills and Feats: Concentration +10, Diplomacy 
  +7, Knowledge (arcana) +7, Listen +3, Perform (oratory) 
  +8, Perform (string instruments) +8, Profession 
  (astrologer) +2, Spellcraft +7, Use Magic Device +10; 
  Skill Focus (Concentration), Skill Focus (Use Magic 
  Device). 
   
  Countersong (Su): Twice daily, Pallis can counter 
  magical effects that depend on sound by making a 
  Perform check for each round of countersong. Any 
  creature within thirty feet of Pallis who is affected by a 
  sonic or language-dependent magical attack may use 
  Pallis’s Perform check result in place of his or her 
  saving throw if desires. Countersong lasts for ten 
  rounds. 
   
  Fascinate (Sp): Twice daily, Pallis can cause up to 
  one creature within ninety feet that can see or hear 
  him to become fascinated with him as per the spell. 
  Pallis’s Perform check result is the DC for the 
  opponent’s Will save. Any obvious threat breaks the 
  effect.  Fascination lasts two rounds. 
   
  Inspire Courage (Su): Allies (including Pallis) 
  who can hear Pallis receive a +2 morale bonus on saves 
  against charm and fear effects and a +1 morale bonus 
  on attack and weapon damage rolls. The effect lasts for 
  five rounds after the ally can no longer hear Pallis. 
   
  Spells known (3/1); save DC 13 + spell level: 0 – 
  daze, 
  flare, 
  mage 
  hand, 
  resistance, 
  summon 
  instrument; 1
  st – grease, inspirational boost. 
   
  Possessions (APL 2): chain shirt, club. 
   
  Possessions (APL 4 to 8): chain shirt, club, scroll of 
  limited wish (CL 15
  th). 
   
  Combat Appendix – APL 2
  The Dread Witch Project 
   
  Page 25 
  
  Encounter Two 
  Chaggrin: CR 2; Medium elemental (evil, earth, 
  extraplanar); HD 3d8+12; hp 25; Init +0; Spd 30 ft., 
  burrow 20 ft.; AC 16, touch 10, flat-footed 16; 
  BAB/Grp: +2/+5; Atk +5 melee (1d6+3, claw); Full Atk 
  +5/+5 melee (1d6+3, claws); SA sneak attack +1d6; SQ 
  darkvision 60 ft., elemental traits, immunity to acid, 
  spell disruption, tremorsense 30 ft.; AL NE; SV Fort +6, 
  Ref +1, Will +1; Str 17, Dex 10, Con 16, Int 5, Wis 11, 
  Cha 8. 
   
  Skills and Feats: Hide +2, Listen +4, Spot +4, 
  Alertness, Toughness 
   
  Sneak Attack (Ex): A chaggrin’s melee attack 
  deals an extra 1d6 damage whenever its target is 
  flanked or would be denied a Dexterity bonus to 
  Armor Class (whether the target actually has a 
  Dexterity bonus or not). 
   
  Spell Disruption (Su): Any spellcaster within 40 
  feet of a chaggrin who casts a spell with the earth 
  descriptor must succeed on a DC 15 caster level check 
  or have the spell fail.  Within the same area of an such 
  spell currently in effect, a chaggrin has a chance to 
  dispel the effect as a free action, as if casting a targeted 
  dispel magic (caster level 10
  th). 
  Ildriss: 
  CR 
  2; 
  Medium 
  elemental 
  (air, 
  evil, 
  extraplanar); HD 3d8; hp 13; Init +3, Spd fly 40 ft. 
  (perfect); AC 16, touch 13, flat-footed 13; BAB/Grp: 
  +2/+3; Atk +5 melee (1d6+1, slam); Full Atk +5 melee 
  (1d6+1, slam); SQ darkvision 60 ft., elemental traits, 
  invisible, immunity to electricity, spell disruption; AL 
  NE; SV Fort +1, Ref +6, Will +1; Str 13, Dex 16, Con 10, 
  Int 9, Wis 11, Cha 8. 
   
  Skills and Feats: Listen +4, Move Silently +5, Spot 
  +4, Alertness, Weapon Finesse. 
   
  Invisible (Su): Ildrisses are naturally invisible, 
  gaining total concealment. 
   
  Spell Disruption (Su): Any spellcaster within 40 
  feet of an ildriss who casts a spell with the air 
  descriptor must succeed on a DC 15 caster level check 
  or have the spell fail.  Within the same area of an such 
  spell currently in effect, an ildriss has a chance to 
  dispel the effect as a free action, as if casting a targeted 
  dispel magic (caster level 10
  th). 
  Encounter Four 
  Insomnia (Caster level 3): CR 3; Medium ooze; HD 
  3d10; hp 22; Init -1; Spd 20 ft.; AC 10, touch 10, flat-
  footed 10; BAB/Grp: +2/+2; Atk +2 melee (1d4 plus 
  sleep, slam); Full Atk +2 melee (1d4 plus sleep plus 
  vibration, slam); SA sleep, vibration, engulf; SQ 
  blindsight 60 ft., DR 10/magic, ooze traits, SR 13; AL 
  N; SV Fort +2, Ref +1, Will +1; Str 11, Dex 8, Con 11, 
  Int -, Wis 8, Cha 11. 
   
  Skills and Feats: None. 
   
  Sleep (Su): A creature with 4 HD or less hit by an 
  insomnia’s slam attack or engulfed by it must make a 
  DC 11 Will save or fall asleep for three minutes. 
  Sleeping creatures are helpless.  Awakening a sleeping 
  creature takes a standard action. This is a compulsion, 
  mind-affecting ability. 
   
  Vibration (Su): A creature hit by an insomnia’s 
  slam attack or engulfed by it must make a DC 11 Reflex 
  save or fall prone. 
   
  Engulf (Ex): An insomnia can flow around 
  creatures that fit within its space as a standard action. It 
  cannot make a slam attack during a round in which it 
  engulfs. The insomnia merely has to move over the 
  opponents; affecting as many as it can cover. 
  Opponents can make attacks of opportunity against an 
  insomnia, but if they do so they are not entitled to a 
  saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a DC 11 Reflex save or be 
  engulfed. On success, they are pushed back or aside 
  (opponent’s choice) as the spell moves forward. 
  Engulfed creatures are subjected to the full normal 
  effect of all spell effects each round on the insomnia’s 
  turn, and are considered to be grappled. 
  Encounter Six 
  Lady Marlene DeCrainte: Female human (Oeridian) 
  Sor2; CR 2; Medium humanoid (human); HD 2d4+2; 
  hp 9; Init +2; Spd 30 ft.; AC 17, touch 12, flat-footed 15; 
  BAB/Grp: +1/+0; Atk +0 melee (1d4-1/19-20, dagger) or 
  +3 ranged (1d4-1/19-20, dagger); Full Atk +0 melee 
  (1d4-1/19-20, dagger) or +3 ranged (1d4-1/19-20, 
  dagger); SA spells; SQ summon familiar; AL CE; SV 
  Fort +1, Ref +2, Will +3; Str 8, Dex 14, Con 13, Int 12, 
  Wis 10, Cha 15. 
   
  Skills and Feats: Bluff +32, Concentration +5 (+9 
  when casting defensively), Knowledge (the planes) +3, 
  Spellcraft +7, Use Magic Device +6, Combat Casting, 
  Magical Aptitude. 
   
  Spells known (6/5-1); save DC 12 + spell level): 0 – 
  acid splash, daze, detect magic, disrupt undead, ray of 
  frost; 1st – color spray, shield. 
  The Dread Witch Project 
   
  Page 26 
  
   
  Active Spells: shield (CL 2
  nd), nondetection (CL 
  17
  th), glibness (CL 17
  th). These spells are included in the 
  statistics. 
   
  Possessions: dagger (2), +1 Noble’s Outfit, brooch 
  of shielding, Lady DeCrainte’s Ring. 
  Brick: Male human (Oeridian) Bbn1/Ftr1; CR 2; 
  Medium humanoid (human); HD 1d12+1d10+4; hp 22; 
  Init +5; Spd 40 ft., AC 16, touch 11, flat-footed 15; 
  BAB/Grp +2/+4; Atk +6 melee (2d6+3/19-20, mw 
  greatsword); Full Atk +6 melee (2d6+3/19-20, mw 
  greatsword); SA rage 1/day; SQ fast movement; AL NE; 
  SV Fort +6, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 
  8, Wis 12, Cha 10. 
   
  Skills and Feats: Intimidate +5, Knowledge 
  (arcana) +1, Spellcraft +1, Death Blow, Improved 
  Initiative, Weapon Focus (Greatsword). 
   
  Possessions: masterwork greatsword, masterwork 
  chainmail. 
  Encounter Seven 
  Dread 
  Witch: 
  Female 
  necropolitan 
  Dread 
  Necromancer 4/Dread Witch 1; CR 5; Medium undead 
  (augmented humanoid); HD 5d12; hp 40; Init +2; Spd 
  30 ft.; AC 16, touch 12, flat-footed 14; BAB/Grp: +2/+3; 
  Atk +3 melee (1d8+1, charnel touch) or +4 ranged 
  (1d4+1/19-20, dagger); Full Atk +3 melee (1d8+1, 
  charnel touch) or +4 ranged (1d4+1/19-20, dagger); SA 
  spells, charnel touch, rebuke undead, negative energy 
  burst 1/day; SQ DR 2/bludgeoning and magic, mental 
  bastion +2, master of terror, resist control, turn 
  resistance +6, unnatural resilience; AL CE; SV Fort +2, 
  Ref +2, Will +8; Str 12, Dex 14, Con -, Int 10, Wis 13, 
  Cha 16. 
   
  Skills and Feats: Concentration +8, Intimidate +11, 
  Knowledge (arcana) +8, Spell Focus (necromancy), 
  Greater Spell Focus (necromancy), Improved Turn 
  Resistance, Unnatural Will
  B. 
   
  Charnel Touch (Su): At will, but no more than 
  once per round, Dread Witch can make a melee touch 
  attack against a living foe that deals 1d8+1 points of 
  damage. This touch heals undead creatures, restoring 2 
  hit points per touch. She can use the spectral hand 
  spell to deliver this attack from a distance. 
   
  Rebuke Undead (Su): Dread Witch rebukes 
  undead as a 4
  th level cleric. 
   
  Negative Energy Burst (Su): Once per day, 
  Dread Witch may emit a burst of negative energy from 
  her body, dealing 4d4 damage to living creatures 
  within 5 feet of her (DC 15 Will save for half). Undead 
  creatures within this burst are healed the same amount 
  of hit points as the damage she deals to living 
  creatures. 
   
  Mental Bastion: Dread Witch has a +2 bonus on 
  saving throws made to resist sleep, stunning, paralysis, 
  poison, or disease. 
   
  Master of Terror (Ex): The save DC of any spell 
  cast by Dread Witch with the fear descriptor is 
  increased by 1. This bonus stacks with Spell Focus.  
  Furthermore, the spells bane and doom are added to 
  this character’s spell list as arcane spells.  In addition, 
  Dread Witch gains a +2 bonus to all Intimidate checks. 
  (These abilities have been added to the statistics block.) 
   
  Resist Control (Ex): Dread Witch has a +2 
  profane bonus on her Will saving throws to resist the 
  effect of a control undead spell. 
   
  Unnatural 
  Resilience 
  (Ex): 
  Dread 
  Witch 
  automatically heals hit point damage and ability 
  damage at the same rate as a living creature.  The Heal 
  skill has no effect on Dread Witch; however, negative 
  energy (such as an inflict spell) heals her. 
   
  Spells known (6/4; caster level 4th); save DC 13 + 
  spell level (add 2 for necromancy, add 1 for fear): 1
  st –
  bane, bestow wound, cause fear, chill touch, detect 
  magic, detect undead, doom, hide from undead, inflict 
  light wounds, ray of enfeeblement, summon undead I, 
  undetectable alignment; 2
  nd – blindness/deafness, 
  command undead, darkness, death armor, death knell, 
  false life, gentle repose, ghoul touch, inflict moderate 
  wounds, scare, spectral hand, summon swarm, 
  summon undead II.  
   
  Possessions: lesser metamagic rod of silent spell, 
  vest of resistance +1, dagger, masterwork chain shirt. 
  The Dread Witch Project 
   
  Page 27 
  
  Combat Appendix – APL 4 
  Encounter Two 
  Spellstitched Necromental Chaggrin: CR 4; Medium 
  undead (augmented elemental, earth, extraplanar); HD 
  3d12+3; hp 29; Init +0; Spd 30 ft., burrow 20 ft.; AC 18, 
  touch 10, flat-footed 18; BAB/Grp: +2/+5; Atk +5 melee 
  (1d6+3, claw); Full Atk +5 melee (1d6+3, 2 claws); SA 
  sneak attack +1d6, create spawn, energy drain, spell-
  like abilities; SQ darkvision 60 ft., elemental traits, 
  immunity to acid, spell disruption, tremorsense 30 ft, 
  fast healing 3, SR 5, turn resistance +2; AL NE; SV Fort 
  +7, Ref +3, Will +3; Str 17, Dex 10, Con -, Int 1, Wis 10, 
  Cha 1. 
   
  Skills and Feats: Hide +2, Listen +4, Spot +4, 
  Alertness, Toughness, Great Fortitude
  B 
   
  Sneak Attack (Ex): A spellstitched necromental 
  chaggrin’s melee attack deals an extra 1d6 damage 
  whenever its target is flanked or would be denied a 
  Dexterity bonus to Armor Class (whether the target 
  actually has a Dexterity bonus or not). 
   
  Create Spawn (Su): An elemental slain by a 
  spellstitched necromental chaggrin’s energy drain 
  attack rises as a necromental 1d4 days after death. 
   
  Energy Drain (Su): Living creatures hit by a 
  spellstitched necromental chaggrin’s natural weapon 
  attack gain one negative level.  A spellstitched 
  necromental chaggrin can use its energy drain ability 
  once per round.  The save to remove the negative level 
  24 hours later has a DC of 11.  When a spellstitched 
  necromental chaggrin bestows a negative level on a 
  victim, it gains 5 temporary hit points (10 on a critical 
  hit).  These temporary hit points last for up to 1 hour. 
   
  Spell-Like Abilities: 3/day – hail of stone; 1/day – 
  corrosive grasp. Caster level 3
  rd. 
   
  Spell Disruption (Su): Any spellcaster within 40 
  feet of a spellstitched necromental chaggrin who casts 
  a spell with the earth descriptor must succeed on a DC 
  15 caster level check or have the spell fail.  Within the 
  same area of an such spell currently in effect, a 
  spellstitched necromental chaggrin has a chance to 
  dispel the effect as a free action, as if casting a targeted 
  dispel magic (caster level 10
  th). 
   
  Fast Healing (Su): A spellstitched necromental 
  chaggrin heals 3 points of damage each round as long 
  as it has at least 1 hit point and is within 5 feet of earth, 
  stone, or metal. 
  Spellstitched Necromental Ildriss: CR 4, Medium 
  undead (augmented elemental, air, extraplanar); HD 
  3d12; hp 26; Init +3, Spd fly 40 ft. (perfect); AC 18, 
  touch 13, flat-footed 15; BAB/Grp: +2/+3; Atk +5 melee 
  (1d6+1, slam); Full Atk +5 melee (1d6+1, slam); SA 
  create spawn, energy drain, spell-like abilities; SQ 
  darkvision 60 ft., elemental traits, invisible, immunity 
  to electricity, spell disruption, fast healing 3, SR 5, turn 
  resistance +2; AL NE; SV Fort +5, Ref +8, Will +3; Str 
  13, Dex 16, Con -, Int 1, Wis 10, Cha 1. 
   
  Skills and Feats: Listen +4, Move Silently +5, Spot 
  +5, Alertness, Weapon Finesse, Great Fortitude
  B. 
   
  Create Spawn (Su): An elemental slain by a 
  spellstitched necromental ildriss’s energy drain attack 
  rises as a necromental 1d4 days after death. 
   
  Energy Drain (Su): Living creatures hit by a 
  spellstitched necromental ildriss’s natural weapon 
  attack gain one negative level.  A spellstitched 
  necromental ildriss can use its energy drain ability 
  once per round.  The save to remove the negative level 
  24 hours later has a DC of 11.  When a spellstitched 
  necromental ildriss bestows a negative level on a 
  victim, it gains 5 temporary hit points (10 on a critical 
  hit).  These temporary hit points last for up to 1 hour. 
   
  Spell-Like Abilities: 3/day – lesser orb of 
  electricity (ranged touch +5); 1/day – shocking grasp. 
  Caster level 3
  rd. 
   
  Invisible (Su): Spellstitched necromental ildrisses 
  are naturally invisible, gaining total concealment. 
   
  Spell Disruption (Su): Any spellcaster within 40 
  feet of a spellstitched necromental ildriss who casts a 
  spell with the air descriptor must succeed on a DC 15 
  caster level check or have the spell fail.  Within the 
  same area of an such spell currently in effect, a 
  spellstitched necromental ildriss has a chance to dispel 
  the effect as a free action, as if casting a targeted dispel 
  magic (caster level 10
  th). 
   
  Fast Healing (Su): A spellstitched necromental 
  ildriss heals 3 points of damage each round as long as it 
  has at least 1 hit point and is within 5 feet of air. 
  The Dread Witch Project 
   
  Page 28 
  
  Encounter Four 
  Cacophony (Caster level 5): CR 5; Medium ooze; HD 
  5d10+5; hp 39; Init -1; Spd 20 ft.; AC 11, touch 11, flat-
  footed 11; BAB/Grp: +3/+4; Atk +4 melee (1d4+1 plus 
  1d8 sonic plus stun plus distraction, slam); Full Atk +4 
  melee (1d4+1 plus sound burst plus distraction, slam); 
  SA sound burst, distraction, engulf; SQ blindsight 60 
  ft., DR 10/magic, ooze traits, SR 15; AL N; SV Fort +4, 
  Ref +2, Will +2; Str 12, Dex 9, Con 12, Int -, Wis 9, Cha 
  12. 
   
  Skills and Feats: None. 
   
  Sound Burst (Su): A creature hit by a cacophony’s 
  slam attack or engulfed by it takes 1d8 sonic damage 
  and must make a DC 13 Fortitude save or be stunned 
  for one round. 
   
  Distraction (Su): A creature hit by a cacophony’s 
  slam attack or engulfed by it that attempts spellcasting 
  or other activities that require concentration within 
  the next five rounds must make a Concentration check 
  (DC 13 + spell level). The DCs of activities that already 
  require Concentration checks, such as casting 
  defensively, increase by 4. Creatures affected by this 
  ability also gain a +4 bonus on saving throws on 
  language-dependent effects. (See dissonant chant).  
   
  Engulf (Ex): A cacophony can flow around 
  creatures that fit within its space as a standard action. It 
  cannot make a slam attack during a round in which it 
  engulfs. The cacophony merely has to move over the 
  opponents; affecting as many as it can cover. 
  Opponents can make attacks of opportunity against a 
  cacophony, but if they do so they are not entitled to a 
  saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a DC 13 Reflex save or be 
  engulfed; on a success, they are pushed back or aside 
  (opponent’s choice) as the spell moves forward. 
  Engulfed creatures are subjected to the full normal 
  effect of all spell effects each round on the cacophony’s 
  turn, and are considered to be grappled. 
  Encounter Six 
  Lady Marlene DeCrainte: Female human (Oeridian) 
  Sor4; CR 4; Medium humanoid (human); HD 4d4+4; 
  hp 17; Init +2; Spd 30 ft.; AC 21, touch 12, flat-footed 
  19; BAB/Grp: +2/+1; Atk +1 melee (1d4-1/19-20, 
  dagger) or +4 ranged (1d4-1/19-20, dagger); Full Atk +1 
  melee (1d4-1/19-20, dagger) or +4 ranged (1d4-1/19-20, 
  dagger); SA spells; SQ summon familiar; AL CE; SV 
  Fort +2, Ref +3, Will +4; Str 8, Dex 14, Con 13, Int 12, 
  Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +33, Concentration +7 (+11 
  when casting defensively), Knowledge (the planes) +4, 
  Spellcraft +9, Use Magic Device +8, Combat Casting, 
  Magical Aptitude, Sudden Extend. 
   
  Spells known (6/7-2/4); save DC 13 + spell level): 0 
  – acid splash, daze, detect magic, disrupt undead, ray of 
  frost, touch of fatigue; 1
  st – color spray, mage armor, 
  shield, 2
  nd – glitterdust. 
   
  Active Spells: mage armor (CL 4
  th), shield (CL 4
  th), 
  nondetection (CL 17
  th), glibness (CL 17
  th).  These spells 
  are included in the statistics. 
   
  Possessions: dagger (2), +1 Nobles Outfit, brooch 
  of shielding, Lady DeCrainte’s Ring. 
  Brick: Male human (Oeridian) Bbn1/Ftr3; CR 4; 
  Medium humanoid (human); HD 1d12+3d10+8; hp 38; 
  Init +5; Spd 40 ft., AC 17, touch 11, flat-footed 16; 
  BAB/Grp +4/+7; Atk +9 melee (2d6+5/19-20, +1 
  greatsword); Full Atk +9 melee (2d6+5/19-20, +1 
  greatsword); SA rage 1/day; SQ fast movement; AL NE; 
  SV Fort +7, Ref +2, Will +2; Str 16, Dex 13, Con 14, Int 
  8, Wis 12, Cha 10. 
   
  Skills and Feats: Intimidate +7, Knowledge 
  (arcana) +2, Spellcraft +2, Cleave, Death Blow, 
  Improved Initiative, Power Attack, Weapon Focus 
  (Greatsword). 
   
  Possessions: +1 greatsword, +1 chainmail. 
  Encounter Seven 
  Dread 
  Witch: 
  Female 
  necropolitan 
  Dread 
  Necromancer 4/Dread Witch 1; CR 5; Medium undead 
  (augmented humanoid); HD 5d12; hp 40; Init +2; Spd 
  30 ft.; AC 16, touch 12, flat-footed 14; BAB/Grp: +2/+3; 
  Atk +3 melee (1d8+1, charnel touch) or +4 ranged 
  (1d4+1/19-20, dagger); Full Atk +3 melee (1d8+1, 
  charnel touch) or +4 ranged (1d4+1/19-20, dagger); SA 
  spells, charnel touch, rebuke undead, negative energy 
  burst 1/day; SQ DR 2/bludgeoning or magic, mental 
  bastion +2, master of terror, resist control, turn 
  resistance +6, unnatural resilience; AL CE; SV Fort +2, 
  Ref +2, Will +8; Str 12, Dex 14, Con -, Int 10, Wis 13, 
  Cha 16. 
   
  Skills and Feats: Concentration +8, Intimidate +11, 
  Knowledge (arcana) +8, Spell Focus (necromancy), 
  Greater Spell Focus (necromancy), Improved Turn 
  Resistance, Unnatural Will
  B. 
   
  Charnel Touch (Su): At will, but no more than 
  once per round, Dread Witch can make a melee touch 
  attack against a living foe that deals 1d8+1 points of 
  damage. This touch heals undead creatures, restoring 2 
  The Dread Witch Project 
   
  Page 29 
  
  hit points per touch. She can use the spectral hand 
  spell to deliver this attack from a distance. 
   
  Rebuke Undead (Su): Dread Witch rebukes 
  undead as a 4
  th level cleric. 
   
  Negative Energy Burst (Su): Once per day, 
  Dread Witch may emit a burst of negative energy from 
  her body, dealing 4d4 damage to living creatures 
  within 5 feet of her (DC 15 Will save for half). Undead 
  creatures within this burst are healed the same amount 
  of hit points as the damage she deals to living 
  creatures. 
   
  Mental Bastion: Dread Witch has a +2 bonus on 
  saving throws made to resist sleep, stunning, paralysis, 
  poison, or disease. 
   
  Master of Terror (Ex): The save DC of any spell 
  cast by Dread Witch with the fear descriptor is 
  increased by 1. This bonus stacks with Spell Focus.  
  Furthermore, the spells bane and doom are added to 
  this character’s spell list as arcane spells.  In addition, 
  Dread Witch gains a +2 bonus to all Intimidate checks. 
  (These abilities have been added to the statistics block.) 
   
  Resist Control (Ex): Dread Witch has a +2 
  profane bonus on her Will saving throws to resist the 
  effect of a control undead spell. 
   
  Unnatural 
  Resilience 
  (Ex): 
  Dread 
  Witch 
  automatically heals hit point damage and ability 
  damage at the same rate as a living creature.  The Heal 
  skill has no effect on Dread Witch; however, negative 
  energy (such as an inflict spell) heals her. 
   
  Spells known (6/4; caster level 4th); save DC 13 + 
  spell level (add 2 for necromancy, add 1 for fear): 1
  st –
  bane, bestow wound, cause fear, chill touch, detect 
  magic, detect undead, doom, hide from undead, inflict 
  light wounds, ray of enfeeblement, summon undead I, 
  undetectable alignment; 2
  nd – blindness/deafness, 
  command undead, darkness, death armor, death knell, 
  false life, gentle repose, ghoul touch, inflict moderate 
  wounds, scare, spectral hand, summon swarm, 
  summon undead II.  
   
  Possessions: lesser metamagic rod of silent spell, 
  vest of resistance +1, dagger, masterwork chain shirt. 
  Advanced Raiment: CR 2; Small undead; HD 6d12; hp 
  47; Init +2; Spd 20 ft., AC 14, touch 13, flat-footed 12; 
  BAB/Grp +3/+10; Atk +6 melee (1d2+3, coat sleeve); 
  Full Atk +6 melee (1d2+3, 2 coat sleeves); SA Constrict, 
  improved grab; SQ blindsight 60 ft., DR 5/magic, 
  darkvision 60 ft., mindless, undead traits; AL CE; SV 
  Fort +2, Ref +4, Will +7; Str 16, Dex 14, Con -, Int -, Wis 
  14, Cha 7. 
   
  Skills and Feats: None. 
   
  Constrict (Ex): A raiment deals 1d2+3 points of 
  damage with a successful grapple check against a Large 
  or smaller creature, in addition to the normal 1d2+3 
  points of damage for its regular attack.  Because it 
  wraps itself around its victim’s neck, a creature in the 
  raiment’s grasp cannot speak or cast spells that have 
  verbal components. 
   
  Improved Grab (Ex): To use this ability, a raiment 
  must hit a Large or smaller opponent with a coat sleeve 
  attack.  It can then attempt to start a grapple as a free 
  action without provoking attacks of opportunity.  A 
  raiment is hard to grapple because of its body 
  configuration, so it gains a +4 bonus on its grapple 
  checks (already figured into the statistics above).  If it 
  wins the grapple check, it establishes a hold and can 
  constrict. 
   
  Mindless (Ex): A raiment is mindless, so it has no 
  Intelligence score and no feats or skills. A raiment is 
  immune to mind-affecting spells and abilities.  
  The Dread Witch Project 
   
  Page 30 
  
  Combat Appendix – APL 6 
  Encounter Two 
  Advanced Spellstitched Necromental Chaggrin: CR 
  6; Large undead (augmented elemental, earth, 
  extraplanar); HD 7d12+3; hp 57; Init -1; Spd 30 ft., 
  burrow 20 ft.; AC 18, touch 9, flat-footed 18; BAB/Grp: 
  +5/+17; Atk +12 melee (1d8+8, claw); Full Atk +12/+12 
  melee (1d8+8, claws); SA sneak attack +1d6, create 
  spawn, energy drain, spell-like abilities; Space/Reach 
  10 ft./10 ft., SQ darkvision 60 ft., elemental traits, 
  immunity to acid, spell disruption, tremorsense 30 ft., 
  fast healing 3, turn resistance +6, SR 5, DR 5/silver or 
  magic; AL NE; SV Fort +9, Ref +3, Will +4; Str 26, Dex 
  8, Con -, Int 1, Wis 10, Cha 1. 
   
  Skills and Feats: Hide +2, Listen +4, Spot +4, 
  Alertness, Great Fortitude
  B, Toughness, Improved Turn 
  Resistance. 
   
  Sneak Attack (Ex): A spellstitched necromental 
  chaggrin’s melee attack deals an extra 1d6 damage 
  whenever its target is flanked or would be denied a 
  Dexterity bonus to Armor Class (whether the target 
  actually has a Dexterity bonus or not). 
   
  Create Spawn (Su): An elemental slain by a 
  spellstitched necromental chaggrin’s energy drain 
  attack rises as a necromental 1d4 days after death. 
   
  Energy Drain (Su): Living creatures hit by a 
  necromental chaggrin’s natural weapon attack gain one 
  negative level. A spellstitched necromental chaggrin 
  can use its energy drain ability once per round. The 
  save to remove the negative level 24 hours later has a 
  DC of 13.  When a spellstitched necromental chaggrin 
  bestows a negative level on a victim, it gains 5 
  temporary hit points (10 on a critical hit). These 
  temporary hit points last for up to 1 hour. 
   
  Spell-Like Abilities: 3/day – hail of stone; 1/day – 
  corrosive grasp. Caster level 7
  th. 
   
  Fast Healing (Su): A spellstitched necromental 
  chaggrin heals 3 points of damage each round as long 
  as it has at least 1 hit point and is within 5 feet of earth, 
  stone, or metal. 
   
  Spell Disruption (Su): Any spellcaster within 40 
  feet of a spellstitched necromental chaggrin who casts 
  a spell with the earth descriptor must succeed on a DC 
  15 caster level check or have the spell fail.  Within the 
  same area of an such spell currently in effect, a 
  spellstitched necromental chaggrin has a chance to 
  dispel the effect as a free action, as if casting a targeted 
  dispel magic (caster level 10
  th). 
  Advanced Spellstitched Necromental Ildriss: CR 6, 
  Large undead (augmented elemental, air, extraplanar); 
  HD 7d12; hp 54; Init +2; Spd fly 40 ft. (perfect); AC 18, 
  touch 11, flat-footed 16; BAB/Grp +5/+14; Atk +9 
  melee (1d8+7, slam); Full Atk +9 melee (1d8+7, slam); 
  Space/Reach 10 ft./10 ft., SA create spawn, energy 
  drain, spell-like abilities; SQ darkvision 60 ft., 
  elemental traits, invisible, immunity to electricity, spell 
  disruption, fast healing 3, undead traits, DR 5/magic or 
  silver, SR 5, turn resistance +6; AL NE; SV Fort +6, Ref 
  +9, Will +4; Str 21, Dex 15, Con -, Int 1, Wis 10, Cha 1. 
   
  Skills and Feats: Listen +4, Move Silently +9, Spot 
  +4, Alertness, Weapon Finesse, Great Fortitude
  B, 
  Improved Turn Resistance. 
   
  Invisible (Su): Spellstitched necromental ildrisses 
  are naturally invisible, gaining total concealment. 
   
  Create Spawn (Su): An elemental slain by a 
  spellstitched necromental ildriss’s energy drain attack 
  rises as a necromental 1d4 days after death. 
   
  Energy Drain (Su): Living creatures hit by a 
  spellstitched necromental ildriss’s natural weapon 
  attack gain one negative level. A spellstitched 
  necromental ildriss can use its energy drain ability 
  once per round. The save to remove the negative level 
  24 hours later has a DC of 13. When a spellstitched 
  necromental ildriss bestows a negative level on a 
  victim, it gains 5 temporary hit points (10 on a critical 
  hit). These temporary hit points last for up to 1 hour. 
   
  Spell-Like Abilities: 3/day – lesser orb of 
  electricity (ranged touch +7); 1/day – shocking grasp. 
  Caster level 7
  th. 
   
  Spell Disruption (Su): Any spellcaster within 40 
  feet of a spellstitched necromental ildriss who casts a 
  spell with the air descriptor must succeed on a DC 15 
  caster level check or have the spell fail. Within the 
  same area of an such spell currently in effect, a 
  spellstitched necromental ildriss has a chance to dispel 
  the effect as a free action, as if casting a targeted dispel 
  magic (caster level 10
  th). 
   
  Fast Healing (Su): A spellstitched necromental 
  ildriss heals 3 points of damage each round as long as it 
  has at least 1 hit point and is within 5 feet of air. 
  The Dread Witch Project 
   
  Page 31 
  
  Encounter Four 
  Dissonance (Caster level 7): CR 7; Large ooze; HD 
  7d10+7; hp 53; Init +0; Spd 20 ft.; AC 12, touch 12, flat-
  footed 12; BAB/Grp: +5/+10; Atk +6 melee (1d6+1 plus 
  3d8 sonic plus distraction, slam); Full Atk +6 melee 
  (1d6+1 plus 3d8 sonic plus distraction, slam); 
  Space/Reach 10 ft./5 ft., SA dissonant chord, 
  distraction, engulf; SQ blindsight 60 ft., DR 10/magic, 
  ooze traits, SR 17; AL N; SV Fort +6, Ref +5, Will +5; Str 
  13, Dex 10, Con 13, Int -, Wis 10, Cha 13. 
   
  Skills and Feats: None. 
   
  Dissonant Chord (Su): A creature hit by a 
  dissonance’s slam attack or engulfed by it takes 3d8 
  sonic damage (Fortitude DC 14 half). 
   
  Distraction (Su): A creature hit by a dissonance’s 
  slam attack or engulfed by it that attempts spellcasting 
  or other activities that require concentration within 
  the next five rounds must make a Concentration check 
  (DC 13 + spell level). The DCs of activities that already 
  require Concentration checks, such as casting 
  defensively, increase by 4. Creatures affected by this 
  ability also gain a +4 bonus on saving throws on 
  language-dependent effects. See dissonant chant. 
   
  Engulf (Ex): A dissonance can flow around 
  creatures that fit within its space as a standard action. It 
  cannot make a slam attack during a round in which it 
  engulfs. The dissonance merely has to move over the 
  opponents; affecting as many as it can cover. 
  Opponents can make attacks of opportunity against a 
  dissonance, but if they do so they are not entitled to a 
  saving throw.  Those who do not attempt attacks of 
  opportunity must succeed on a DC 14 Reflex save or be 
  engulfed; on a success, they are pushed back or aside 
  (opponent’s choice) as the spell moves forward. 
  Engulfed creatures are subjected to the full normal 
  effect of all spell effects each round on the dissonance’s 
  turn, and are considered to be grappled. 
  Encounter Six 
  Lady Marlene DeCrainte: Female human (Oeridian) 
  Sor5/Wild Mage 1; CR 6; Medium humanoid (human); 
  HD 6d4+6; hp 25; Init +2; Spd 30 ft.; AC 21, touch 12, 
  flat-footed 19; BAB/Grp: +2/+1; Atk +1 melee (1d4-
  1/19-20, dagger) or +4 ranged (1d4-1/19-20, dagger); 
  Full Atk +1 melee (1d4-1/19-20, dagger) or +4 ranged 
  (1d4-1/19-20, dagger); SA spells; SQ summon familiar, 
  wild magic; AL CE; SV Fort +3, Ref +6, Will +5; Str 8, 
  Dex 14, Con 13, Int 12, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +33, Concentration +9 (+13 
  when casting defensively), Knowledge (the planes) +6, 
  Spellcraft +11, Use Magic Device +10, Combat Casting, 
  Magical 
  Aptitude, 
  Sudden 
  Extend, 
  Practiced 
  Spellcaster. 
   
  Wild Magic: Lady DeCrainte reduces her caster 
  level by 3 for all spells she casts.  Every time she casts a 
  spell, her use of wild magic adds 1d6 to her adjusted 
  caster level. 
   
  Spells Known (6/7-1/6/4); save DC 13 + spell 
  level): 0 – acid splash, daze, detect magic, disrupt 
  undead, ray of frost, touch of fatigue; 1
  st – color spray, 
  enlarge person, mage armor, shield, 2
  nd – bull’s 
  strength, glitterdust, 3
  rd – hold person. 
   
  Active Spells: mage armor (CL 6
  th), shield (CL 6
  th), 
  nondetection (CL 17
  th), glibness (CL 17
  th).  These spells 
  are included in the statistics. 
   
  Possessions: dagger (2), brooch of shielding, +1 
  Noble’s Outfit, cloak of resistance +1, Lady DeCrainte’s 
  Ring, scroll of shield. 
  Brick: Male human (Oeridian) Bbn1/Ftr4/Occult 
  Slayer 1; CR 6; Medium humanoid (human); HD 
  1d12+4d10+1d8+12; hp 52; Init +5; Spd 30 ft., AC 19, 
  flat-footed 18, touch 11; BAB/Grp +6/+9; Atk +11 
  melee (2d6+5/19-20, +1 greatsword); Full Atk +11/+6 
  melee (2d6+5/19-20, +1 greatsword); SA rage 1/day, 
  weapon bond; SQ fast movement, magical defense +1; 
  AL NE; SV Fort +9, Ref +3, Will +5; Str 16, Dex 13, Con 
  14, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Intimidate +8, Knowledge 
  (arcana) +4, Spellcraft +4, Improved Initiative, Weapon 
  Focus (Greatsword), Death Blow, Power Attack, Cleave, 
  Weapon Specialization (Greatsword), Intimidating 
  Rage. 
   
  Weapon Bond (Su): Any successful attack Brick 
  makes with his +1 greatsword against a spellcaster or 
  creature with spell-like abilities deals an extra 1d6 
  damage. 
   
  Magical Defense (Ex): Brick has a +1 bonus on 
  saving throws against spells or spell-like abilities. 
   
  Possessions: +1 greatsword, +1 chainmail (+3 with 
  oil of magic vestment), cloak of resistance +1, oil of 
  magic vestment +3. 
  Encounter Seven 
  Dread 
  Witch: 
  Female 
  necropolitan 
  Dread 
  Necromancer 4/Dread Witch 3; CR 7; Medium undead 
  (augmented humanoid); HD 7d12; hp 52; Init +2; Spd 
  The Dread Witch Project 
   
  Page 32 
  
  30 ft.; AC 16, touch 12, flat-footed 14; BAB/Grp: +3/+4; 
  Atk +4 melee (1d8+1, charnel touch) or +5 ranged 
  (1d4+1/19-20, dagger); Full Atk +4 melee (1d8+1, 
  charnel touch) or +5 ranged (1d4+1/19-20, dagger); SA 
  spells, charnel touch, rebuke undead 6/day, negative 
  energy burst 1/day, fearful empowerment 1/day; SQ 
  DR 2/bludgeoning, mental bastion +2, master of terror, 
  resist control, turn resistance +6, unnatural resilience, 
  absorb fear; AL CE; SV Fort +4, Ref +4, Will +10; Str 12, 
  Dex 14, Con -, Int 10, Wis 13, Cha 16. 
   
  Skills and Feats: Concentration +9, Intimidate +13, 
  Knowledge (arcana) +9, Spell Focus (necromancy), 
  Greater Spell Focus (necromancy), Improved Turn 
  Resistance, Unnatural Will
  B, Profane Lifeleech. 
   
  Charnel Touch (Su): At will, but no more than 
  once per round, Dread Witch can make a melee touch 
  attack against a living foe that deals 1d8+1 points of 
  damage.  This touch heals undead creatures, restoring 2 
  hit points per touch.  She can use the spectral hand 
  spell to deliver this attack from a distance. 
   
  Rebuke Undead (Su): Dread Witch rebukes 
  undead as a 4
  th level cleric. 
   
  Negative Energy Burst (Su): Once per day, 
  Dread Witch may emit a burst of negative energy from 
  her body, dealing 4d4 damage to living creatures 
  within 5 feet of her (DC 15 Will save for half).  Undead 
  creatures within this burst are healed the same amount 
  of hit points as the damage she deals to living 
  creatures. 
   
  Mental Bastion: Dread Witch has a +2 bonus on 
  saving throws made to resist sleep, stunning, paralysis, 
  poison, or disease. 
   
  Master of Terror (Ex): The save DC of any spell 
  cast by Dread Witch with the fear descriptor is 
  increased by 1.  This bonus stacks with Spell Focus.  
  Furthermore, the spells bane and doom are added to 
  this character’s spell list as arcane spells.  In addition, 
  Dread Witch gains a +6 bonus to all Intimidate checks. 
   (These abilities have been added to the statistics 
  block.) 
   
  Resist Control (Ex): Dread Witch has a +2 
  profane bonus on her Will saving throws to resist the 
  effect of a control undead spell. 
   
  Unnatural 
  Resilience 
  (Ex): 
  Dread 
  Witch 
  automatically heals hit point damage and ability 
  damage at the same rate as a living creature.  The Heal 
  skill has no effect on Dread Witch; however, negative 
  energy (such as an inflict spell) heals her. 
   
  Absorb Fear (Su): Any time Dread Witch is 
  exposed to a condition that could make her shaken, all 
  her spells function at +1 caster level; if the condition 
  could make her frightened, they function at +2 caster 
  level; if panicked, they function at +3 caster level.  
  These bonuses last for the duration of the fear effect or 
  for 4 rounds, whichever is less.  These bonuses are 
  treated in all ways as though she had failed the save. 
   
  She can, instead of gaining these bonuses, choose 
  to cast a single extra spell; this casting does not use a 
  spell slot.  Dread Witch must make this choice the 
  instant she is subject to the fear effect, and once she 
  has made her choice she must cast the spell within 3 
  rounds.  She can cast an additional 1
  st-level spell if 
  frightened, or an additional 2
  nd-level spell if panicked. 
   
  If Dread Witch is subject to a second fear effect 
  while still enjoying the effects of the first – either the 
  granted benefits or holding the extra spell – she must 
  decide whether to keep the original effect or replace it 
  with the new one; she cannot benefit from more than 
  one fear effect at a time. 
   
  Fearful Empowerment (Su): Once per day, 
  Dread Witch may add the fear descriptor to any spell 
  she casts that has some sort of visual manifestation.  
  Creatures targeted by or in the area of effect of the 
  spell must make a DC 17 Will save or become shaken 
  for 1d4 rounds; this is in addition to any other effects 
  the spell might have.  Dread Witch’s save DC bonuses 
  from master of terror apply to this spell (and have 
  already been taken into account for the fear effect of 
  this ability). 
   
  Spells known (7/6/4; caster level 6th); save DC 13 
  + spell level (add 2 for necromancy, add 1 for fear): 1
  st –
  bane, bestow wound*, cause fear, chill touch*, detect 
  magic, detect undead, doom, hide from undead, inflict 
  light wounds*, ray of enfeeblement*, summon undead 
  I, undetectable alignment; 2
  nd – blindness/deafness, 
  command undead, darkness*, death armor, death 
  knell*, false life, gentle repose, ghoul touch*, inflict 
  moderate wounds*, scare, spectral hand, summon 
  swarm, summon undead II; 3
  rd – crushing despair, 
  death ward, halt undead, inflict serious wounds*, ray of 
  exhaustion*, speak with dead, summon undead III, 
  vampiric touch*. 
  *Asterisked spells may be modified by the Dread 
  Witch’s Fearful Empowerment ability. 
   
  Possessions: lesser metamagic rod of silent spell, 
  vest of resistance +2, dagger, masterwork chain shirt. 
  Entomber: CR 5; Medium undead; HD 8d12; hp 52; 
  Init +0; Spd 30 ft., burrow 10 ft.; AC 21, touch 10, flat-
  The Dread Witch Project 
   
  Page 33 
  
  footed 21; BAB/Grp +4/+11; Atk +10 melee (1d6+9 plus 
  entomb, slam); Full Atk +10 melee (1d6+9 plus entomb, 
  slam); SA entomb, exhume; SQ DR 5/silver, darkvision 
  60 ft., undead traits; AL LE; SV Fort +4, Ref +4, Will +8; 
  Str 23, Dex 10, Con -, Int 6, Wis 14, Cha 15. 
   
  Skills and Feats: Hide +7, Listen +8, Move Silently 
  +7, Spot +8, Alertness, Great Fortitude, Lightning 
  Reflexes. 
   
  Entomb (Su): Whenever an entomber succeeds 
  on a slam attack, it can attempt to entomb its foe.  The 
  foe must make a DC 16 Reflex save or be pounded 
  bodily into a shallow grave.  This ability doesn’t work 
  in locations with a basement or open level immediately 
  below, nor can the creature entomb victims in a 
  magical, living, or animate materials, or materials with 
  a hardness higher than 8. 
   
  The upthrust bulge of cracked flooring material, 
  earth, or stone reveals the location of the victim to 
  compatriots.  Two standard actions spent clearing away 
  the broken flooring material reveals the entombed 
  victim, who can use his or her next action to stand 
  from a prone (and dusty) position.  Attempting to 
  rescue a friend in this way can provoke attacks of 
  opportunity. 
   
  The victim is treated as if pinned by an opponent 
  (the earth) with a grapple check of 20.  Breaking free 
  first of the “pin” and then the “grapple” allows the 
  victim to stand from a prone position on his or her 
  next round.  If the compatriots of the victim have 
  partially cleared away the covering material, then the 
  victim need only make a single check before standing 
  from the prone position.  Each round the victim 
  spends fully or partially entombed is a round in which 
  the victim suffocates (see Suffocation, page 304 of the 
  Dungeon Master’s Guide). 
   
  Exhume (Su): When an entomber spends a 
  standard action and touches the top of a grave or space 
  where a creature is buried no deeper than 10 feet, the 
  body immediately rises to the surface, leaving no hole 
  or tunnel.  A body is not harmed when brought to the 
  surface 
  in 
  this 
  manner.
  The Dread Witch Project 
   
  Page 34 
  
  Combat Appendix – APL 8 
  Encounter Two 
  Advanced Spellstitched Necromental Chaggrin: CR 
  6; Large undead (augmented elemental, earth, 
  extraplanar); HD 7d12+3; hp 57; Init -1; Spd 30 ft., 
  burrow 20 ft.; AC 18, touch 9, flat-footed 18; BAB/Grp: 
  +5/+17; Atk +12 melee (1d8+8, claw); Full Atk +12/+12 
  melee (1d8+8, claws); Space/Reach 10 ft./10 ft., SA 
  sneak attack +1d6, create spawn, energy drain, spell-
  like abilities; SQ darkvision 60 ft., elemental traits, 
  immunity to acid, spell disruption, tremorsense 30 ft., 
  fast healing 3, turn resistance +6, SR 5, DR 5/silver or 
  magic; AL NE; SV Fort +9, Ref +3, Will +4; Str 26, Dex 
  8, Con -, Int 1, Wis 10, Cha 1. 
   
  Skills and Feats: Hide +2, Listen +4, Spot +4, 
  Alertness, Great Fortitude
  B, Toughness, Improved Turn 
  Resistance. 
   
  Sneak Attack (Ex): A spellstitched necromental 
  chaggrin’s melee attack deals an extra 1d6 damage 
  whenever its target is flanked or would be denied a 
  Dexterity bonus to Armor Class (whether the target 
  actually has a Dexterity bonus or not). 
   
  Create Spawn (Su): An elemental slain by a 
  spellstitched necromental chaggrin’s energy drain 
  attack rises as a necromental 1d4 days after death. 
   
  Energy Drain (Su): Living creatures hit by a 
  necromental chaggrin’s natural weapon attack gain one 
  negative level. A spellstitched necromental chaggrin 
  can use its energy drain ability once per round. The 
  save to remove the negative level 24 hours later has a 
  DC of 13.  When a spellstitched necromental chaggrin 
  bestows a negative level on a victim, it gains 5 
  temporary hit points (10 on a critical hit). These 
  temporary hit points last for up to 1 hour. 
   
  Spell-Like Abilities: 3/day – hail of stone; 1/day – 
  corrosive grasp. Caster level 7
  th. 
   
  Fast Healing (Su): A spellstitched necromental 
  chaggrin heals 3 points of damage each round as long 
  as it has at least 1 hit point and is within 5 feet of earth, 
  stone, or metal. 
   
  Spell Disruption (Su): Any spellcaster within 40 
  feet of a spellstitched necromental chaggrin who casts 
  a spell with the earth descriptor must succeed on a DC 
  15 caster level check or have the spell fail.  Within the 
  same area of an such spell currently in effect, a 
  spellstitched necromental chaggrin has a chance to 
  dispel the effect as a free action, as if casting a targeted 
  dispel magic (caster level 10
  th). 
  Advanced Spellstitched Necromental Ildriss: CR 6, 
  Large undead (augmented elemental, air, extraplanar); 
  HD 7d12; hp 54; Init +2; Spd fly 40 ft. (perfect); AC 18, 
  touch 11, flat-footed 16; BAB/Grp +5/+14; Atk +9 
  melee (1d8+7, slam); Full Atk +9 melee (1d8+7, slam); 
  Space/Reach 10 ft./10 ft., SA create spawn, energy 
  drain, spell-like abilities; SQ darkvision 60 ft., 
  elemental traits, invisible, immunity to electricity, spell 
  disruption, fast healing 3, undead traits, DR 5/magic or 
  silver, SR 5, turn resistance +6; AL NE; SV Fort +6, Ref 
  +9, Will +4; Str 21, Dex 15, Con -, Int 1, Wis 10, Cha 1. 
   
  Skills and Feats: Listen +4, Move Silently +9, Spot 
  +4, Alertness, Weapon Finesse, Great Fortitude
  B, 
  Improved Turn Resistance. 
   
  Invisible (Su): Spellstitched necromental ildrisses 
  are naturally invisible, gaining total concealment. 
   
  Create Spawn (Su): An elemental slain by a 
  spellstitched necromental ildriss’s energy drain attack 
  rises as a necromental 1d4 days after death. 
   
  Energy Drain (Su): Living creatures hit by a 
  spellstitched necromental ildriss’s natural weapon 
  attack gain one negative level. A spellstitched 
  necromental ildriss can use its energy drain ability 
  once per round. The save to remove the negative level 
  24 hours later has a DC of 13. When a spellstitched 
  necromental ildriss bestows a negative level on a 
  victim, it gains 5 temporary hit points (10 on a critical 
  hit). These temporary hit points last for up to 1 hour. 
   
  Spell-Like Abilities: 3/day – lesser orb of 
  electricity (ranged touch +7); 1/day – shocking grasp. 
  Caster level 7
  th. 
   
  Spell Disruption (Su): Any spellcaster within 40 
  feet of a spellstitched necromental ildriss who casts a 
  spell with the air descriptor must succeed on a DC 15 
  caster level check or have the spell fail. Within the 
  same area of an such spell currently in effect, a 
  spellstitched necromental ildriss has a chance to dispel 
  the effect as a free action, as if casting a targeted dispel 
  magic (caster level 10
  th). 
   
  Fast Healing (Su): A spellstitched necromental 
  ildriss heals 3 points of damage each round as long as it 
  has at least 1 hit point and is within 5 feet of air. 
  The Dread Witch Project 
   
  Page 35 
  
  Encounter Four 
  Orchestral Lullaby (Caster level 9): CR 9; Large ooze; 
  HD 9d10+18; hp 76; Init +0; Spd 20 ft; AC 13, touch 13, 
  flat-footed 13; BAB/Grp: +6/+12; Atk +7 melee (1d6+2 
  plus shout plus sleep, slam); Full Atk +7 melee (1d6+2 
  plus shout plus sleep, slam); Space/Reach 10 ft./5 ft., 
  SA shout, deep slumber, engulf; SQ blindsight 60 ft., 
  DR 10/magic, ooze traits, SR 19; AL N; SV Fort +9, Ref 
  +7, Will +7; Str 14, Dex 11, Con 14, Int -, Wis 11, Cha 
  14. 
  Skills and Feats: None. 
   
  Shout (Su): A creature hit by an orchestral 
  lullaby’s slam attack or engulfed by it is deafened for 
  2d6 rounds and takes 5d6 points of sonic damage.  A 
  DC 16 Fortitude save negates the deafness and reduces 
  the damage by half.  If the creature hit is brittle or 
  crystalline, it instead takes 9d6 sonic damage, which is 
  halved by a DC 16 Fortitude save. 
   
  Sleep (Su): A creature with 10 HD or less hit by 
  an orchestral lullaby’s slam attack or engulfed by it 
  must make a DC 15 Will save or fall asleep for nine 
  minutes. Sleeping creatures are helpless. Awakening a 
  sleeping creature takes a standard action. This is a 
  compulsion, mind-affecting ability. 
   
  Engulf (Ex): An orchestral lullaby can flow 
  around creatures that fit within its space as a standard 
  action. It cannot make a slam attack during a round in 
  which it engulfs. The orchestral lullaby merely has to 
  move over the opponents; affecting as many as it can 
  cover.  Opponents can make attacks of opportunity 
  against an orchestral lullaby, but if they do so they are 
  not entitled to a saving throw. Those who do not 
  attempt attacks of opportunity must succeed on a DC 
  16 Reflex save or be engulfed; on a success, they are 
  pushed back or aside (opponent’s choice) as the spell 
  moves forward. Engulfed creatures are subjected to the 
  full normal effect of all spell effects each round on the 
  orchestral lullaby’s turn, and are considered to be 
  grappled. 
  Encounter Six 
  Lady Marlene DeCrainte: Female human (Oeridian) 
  Sor5/Wild Mage 3; CR 8; Medium humanoid (human); 
  HD 8d4+16; hp 35; Init +2; Spd 30 ft.; AC 21, touch 12, 
  flat-footed 19; BAB/Grp: +3/+2; Atk +2 melee (1d4-
  1/19-20, dagger) or +5 ranged (1d4-1/19-20, dagger); 
  Full Atk +2 melee (1d4-1/19-20, dagger) or +5 ranged 
  (1d4-1/19-20X2, dagger); SA spells; SQ summon 
  familiar, wild magic, random deflector 1/day, student 
  of chaos; AL CE; SV Fort +4, Ref +7, Will +6; Str 8, Dex 
  14, Con 14, Int 12, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +33, Concentration +11 (+15 
  when casting defensively), Knowledge (the planes) +8, 
  Spellcraft +13, Use Magic Device +13, Combat Casting, 
  Magical 
  Aptitude, 
  Sudden 
  Extend, 
  Practiced 
  Spellcaster. 
   
  Wild Magic: Lady DeCrainte reduces her caster 
  level by 3 for all spells she casts.  Every time she casts a 
  spell, her use of wild magic adds 1d6 to her adjusted 
  caster level. 
   
  Random Deflector (Su): Once per day, as an 
  immediate action, Lady DeCrainte may redirect ranged 
  attacks, ranged touch attacks, and individually targeted 
  spells so that they instead attack a random target 
  within 20 feet of her.  Lady DeCrainte includes herself 
  and her allies among the possible new targets.  Any 
  creature targeted by a deflected attack is attacked or 
  affected normally, so an attack roll is made normally 
  against the new target’s AC, the new target receives a 
  saving throw if a spell or effect allows one, and so on. 
   
  Student 
  of 
  Chaos 
  (Ex): Whenever Lady 
  DeCrainte uses a magic item that offers a randomly 
  determined effect, she can roll twice and choose 
  between the two results. 
   
  Spells known (6/7/7/6/4); save DC 13 + spell 
  level): 0 – acid splash, daze, detect magic, disrupt 
  undead, ray of frost, touch of fatigue; 1
  st – color spray, 
  enlarge person, mage armor, magic missile, shield; 2
  nd – 
  bear’s endurance, bull’s strength, glitterdust, 3
  rd – 
  dispel magic, hold person; 4
  th – phantasmal killer. 
   
  Active Spells: shield (CL 8
  th), nondetection (CL 
  17
  th), glibness (CL 17
  th). These spells are included in the 
  statistics. 
   
  Possessions: dagger (2), brooch of shielding, +1 
  Noble’s Outfit, tunic of steady spellcasting, Lady 
  DeCrainte’s Ring, cloak of resistance +1, scroll of 
  shield. 
  Brick: Male human (Oeridian) Bbn1/Ftr4/Occult 
  Slayer 3; CR 8; Medium humanoid (human); HD 
  1d12+4d10+3d8+16; hp 67; Init +6; Spd 40 ft., AC 20, 
  flat-footed 18, touch 12; BAB/Grp +8/+11; Atk +13 
  melee (2d6+5/19-20, +1 magebane greatsword); Full 
  Atk +11/+6 melee (2d6+5/19-20, +1 magebane 
  greatsword); SA rage 1/day, weapon bond, vicious 
  strike, mind over magic 1/day; SQ fast movement, 
  magical defense +2, auravision; AL NE; SV Fort +9, Ref 
  +3, Will +5; Str 16, Dex 14, Con 14, Int 8, Wis 12, Cha 
  10. 
  The Dread Witch Project 
   
  Page 36 
  
   
  Skills and Feats: Intimidate +9, Knowledge 
  (arcana) +6, Spellcraft +6, Improved Initiative, Weapon 
  Focus (Greatsword), Death Blow, Power Attack, Cleave, 
  Weapon Specialization (Greatsword), Intimidating 
  Rage. 
   
  Weapon Bond (Su): Any successful attack Brick 
  makes with his +1 magebane greatsword against a 
  spellcaster or creature with spell-like abilities deals an 
  extra 1d6 damage. 
   
  Vicious Strike (Ex): When Brick readies an attack 
  action to disrupt a spellcaster, he deals double damage 
  if the attack hits. 
   
  Mind over Magic (Su): Once per day, Brick can 
  cause a spell or spell-like ability targeted against him to 
  rebound onto the originator as a free action.  This 
  ability otherwise functions as the spell turning spell 
  (caster level 8). 
   
  Magical Defense (Ex): Brick has a +2 bonus on 
  saving throws against spells or spell-like abilities. 
   
  Auravision (Su): Brick can see magical auras at a 
  range up to 60 feet as a free action.  This ability 
  otherwise functions as the detect magic spell.  The 
  character cannot use this ability to determine anything 
  but the number of auras present. 
   
  Possessions: 
  +1 
  magebane 
  greatsword, 
  +1 
  chainmail (+3 with oil of magic vestment), cloak of 
  resistance +1, oil of magic vestment +3. 
  Encounter Seven 
  Dread 
  Witch: 
  Female 
  necropolitan 
  Dread 
  Necromancer 4/Dread Witch 5; CR 9; Medium undead 
  (augmented humanoid); HD 9d12; hp 66; Init +2; Spd 
  30 ft.; AC 16, touch 12, flat-footed 14; BAB/Grp: +4/+5; 
  Atk +5 melee (1d8+1, charnel touch) or +6 ranged 
  (1d4+1/19-20, dagger); Full Atk +5 melee (1d8+1, 
  charnel touch) or +6 ranged (1d4+1/19-20, dagger); SA 
  spells, charnel touch, rebuke undead 11/day, negative 
  energy burst 1/day, fearful empowerment 2/day, 
  horrific aura; SQ DR 2/bludgeoning or magic, mental 
  bastion +2, master of terror, resist control, turn 
  resistance +6, unnatural resilience, absorb fear, delay 
  fear, greater master of terror, reflective fear; AL CE; SV 
  Fort +4, Ref +4, Will +12; Str 12, Dex 14, Con -, Int 10, 
  Wis 14, Cha 18. 
   
  Skills and Feats: Concentration +11 (+15 when 
  casting defensively), Intimidate +16, Knowledge 
  (arcana) +9, Extra Turning, Greater Spell Focus 
  (necromancy), Improved Turn Resistance, Unnatural 
  Will
  B, Profane Lifeleech, Spell Focus (necromancy). 
   
  Charnel Touch (Su): At will, but no more than 
  once per round, Dread Witch can make a melee touch 
  attack against a living foe that deals 1d8+1 points of 
  damage.  This touch heals undead creatures, restoring 2 
  hit points per touch.  She can use the spectral hand 
  spell to deliver this attack from a distance. 
   
  Rebuke Undead (Su): Dread Witch rebukes 
  undead as a 4
  th level cleric. 
   
  Negative Energy Burst (Su): Once per day, 
  Dread Witch may emit a burst of negative energy from 
  her body, dealing 4d4 damage to living creatures 
  within 5 feet of her (DC 16 Will save for half).  Undead 
  creatures within this burst are healed the same amount 
  of hit points as the damage she deals to living 
  creatures. 
   
  Mental Bastion: Dread Witch has a +2 bonus on 
  saving throws made to resist sleep, stunning, paralysis, 
  poison, or disease. 
   
  Master of Terror (Ex): The save DC of any spell 
  cast by Dread Witch with the fear descriptor is 
  increased by 1.  This bonus stacks with Spell Focus.  
  Furthermore, the spells bane and doom are added to 
  this character’s spell list as arcane spells.  In addition, 
  Dread Witch gains a +10 bonus to all Intimidate 
  checks.  (These abilities have been added to the 
  statistics block.) 
   
  Resist Control (Ex): Dread Witch has a +2 
  profane bonus on her Will saving throws to resist the 
  effect of a control undead spell. 
   
  Unnatural 
  Resilience 
  (Ex): 
  Dread 
  Witch 
  automatically heals hit point damage and ability 
  damage at the same rate as a living creature.  The Heal 
  skill has no effect on Dread Witch; however, negative 
  energy (such as an inflict spell) heals her. 
   
  Absorb Fear (Su): Any time Dread Witch is 
  exposed to a condition that could make her shaken, all 
  her spells function at +1 caster level; if the condition 
  could make her frightened, they function at +2 caster 
  level; if panicked, they function at +3 caster level.  
  These bonuses last for the duration of the fear effect or 
  for 4 rounds, whichever is less.  These bonuses are 
  treated in all ways as though she had failed the save. 
   
  She can, instead of gaining these bonuses, choose 
  to cast a single extra spell; this casting does not use a 
  spell slot.  Dread Witch must make this choice the 
  instant she is subject to the fear effect, and once she 
  has made her choice she must cast the spell within 4 
  rounds.  She can cast an additional 1
  st-level spell if 
  frightened, or an additional 2
  nd-level spell if panicked. 
  The Dread Witch Project 
   
  Page 37 
  
   
  If Dread Witch is subject to a second fear effect 
  while still enjoying the effects of the first – either the 
  granted benefits or holding the extra spell – she must 
  decide whether to keep the original effect or replace it 
  with the new one; she cannot benefit from more than 
  one fear effect at a time. 
   
  Fearful Empowerment (Su): Twice per day, 
  Dread Witch may add the fear descriptor to any spell 
  she casts that has some sort of visual manifestation.  
  Creatures targeted by or in the area of effect of the 
  spell must make a DC 21 Will save or become shaken 
  for 1d4 rounds; this is in addition to any other effects 
  the spell might have.  Dread Witch’s save DC bonuses 
  from master of terror apply to this spell (and have 
  already been taken into account for the fear effect of 
  this ability). 
   
  Delay Fear (Su): Dread Witch can choose to delay 
  the onset of any fear effect that she imposes on 
  someone else up to 4 minutes.  She must determine the 
  onset time when casting the spell, and she cannot later 
  change her mind. 
   
  Similarly, Dread Witch can delay fear effects 
  affecting her.  If she fails her save against a fear effect, 
  she can delay its onset for 4 rounds.  She still gains the 
  advantages granted by the absorb fear class feature, 
  even though she is delaying the negative effects.  She 
  can invoke this version of delay fear twice per day. 
   
  Greater Master of Terror (Ex): The increased 
  difficulty of all spells Dread Witch casts with the fear 
  descriptor increases from +1 to +2.  In addition, her 
  fear spells are now so potent that they can even affect 
  individuals that are normally immune to fear, such as 
  paladins, although the subject still gets a saving throw 
  to resist the spell’s effect.  Only a target with 12 or 
  more HD is immune to Dread Witch’s mastery of 
  terror. 
   
  Horrific Aura (Su): Creatures with 6 or fewer HD 
  must succeed in a DC 19 Will save or remain shaken as 
  long as they are within 10 feet of Dread Witch.  A 
  creature who successfully saves is immune to this 
  ability for 24 hours.  Creatures of greater than 6 HD are 
  unaffected. 
   
  Four times per day, Dread Witch can channel this 
  power into a potent touch attack.  Creatures struck by 
  this attack must succeed in a DC 19 Will save or be 
  panicked for 1d4+1 rounds; creatures who succeed are 
  shaken for 1 round.  This touch attack, unlike the 
  standard aura, functions against creatures of any HD 
  and can even affect creatures normally immune to fear. 
   
  Reflective Fear (Su): Any fear effect against 
  which Dread Witch successfully saves is immediately 
  targeted back at the source.  She still gains the benefits 
  of absorb fear.  If the source of this fear fails its save, 
  everyone else who might have been subject to the 
  effect immediately gets a second saving throw to shake 
  off the effects, as they observe the object of their fear 
  itself grow terrified. 
   
  Spells known (7/7/6/4; caster level 8th); save DC 
  14 + spell level (add 2 for necromancy, add 2 for fear; 
  20% spell failure): 1
  st – bane, bestow wound*, cause fear, 
  chill touch*, detect magic, detect undead, doom, hide 
  from 
  undead, 
  inflict 
  light 
  wounds*, 
  ray 
  of 
  enfeeblement*, summon undead I, undetectable 
  alignment; 2
  nd – blindness/deafness, command undead, 
  darkness*, death armor, death knell*, false life, gentle 
  repose, ghoul touch*, inflict moderate wounds*, scare, 
  spectral hand, summon swarm, summon undead II; 3
  rd 
  – crushing despair, death ward, halt undead, inflict 
  serious wounds*, ray of exhaustion*, speak with dead, 
  summon undead III, vampiric touch*; 4
  th – animate 
  dead, bestow curse*, contagion*, death ward, dispel 
  magic, enervation*, Evard’s black tentacles*, fear, giant 
  vermin, inflict critical wounds*, phantasmal killer*, 
  poison*, summon undead IV. 
  *Asterisked spells may be modified by the Dread 
  Witch’s Fearful Empowerment ability. 
   
  Possessions: lesser metamagic rod of silent spell, 
  vest of resistance +2, dagger, masterwork chain shirt, 
  cloak of charisma +2, scroll of summon undead IV. 
  Bloodrot: CR 7; Medium undead; HD 10d12; hp 65; 
  Init -5; Spd 20 ft., climb 20 ft.; AC 5, touch 5, flat-footed 
  5; BAB/Grp +5/+8; Atk +8 melee (1d6+4 plus blood 
  fever, slam); Full Atk +8 melee (1d6+4 plus blood fever, 
  slam); Space/Reach 5 ft./10 ft.;  SA blood fever, 
  constrict 1d6+4, improved grab, sanguineous mount; 
  SQ blindsight 60 ft., DR 5/-, immunities, split, track 
  infected, undead traits; AL N; SV Fort +3, Ref -2, Will 
  +2; Str 17, Dex 1, Con -, Int -, Wis 1, Cha 14. 
   
  Skills and Feats: Climb +11. 
   
  Blood Fever (Su): Supernatural disease – physical 
  contact (including slam, grappling, or striking a 
  bloodrot with unarmed attacks), Fortitude DC 17, 
  incubation period 1 minute, damage 1d6 Con and 1d4 
  Cha. 
   
  Unlike normal diseases, blood fever continues 
  until the creature reaches 0 Constitution (and dies) or 
  is cured.  Blood fever is a powerful curse, not a natural 
  disease.  A character attempting to cast and conjuration 
  (healing) spell on a creature afflicted with blood fever 
  The Dread Witch Project 
   
  Page 38 
  
  must succeed on a DC 20 caster level check, or the 
  spell has no effect. 
   
  To eliminate blood fever, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the creature, and the blood 
  fever can be magically cured as any normal disease. 
   
  An afflicted creature who dies of blood fever – or 
  who dies of any other cause while infected with blood 
  fever – dissolves into a puddle of thick blood and 
  liquefied flesh and organs.  A bloodrot feeds on these 
  remains. 
   
  Constrict (Ex): A bloodrot deals automatic slam 
  damage with a successful grapple check, in addition to 
  possibly infecting the target with blood fever. 
   
  Improved Grab (Ex): To use this ability, a 
  bloodrot must hit with a slam attack.  It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity.  If it wins the 
  grapple check, it establishes a hold and can constrict.  
  Creatures who have not already contracted blood fever 
  must make a new save every round while grappled to 
  avoid contracting the disease. 
   
  Sanguineous Mount (Su): If a bloodrot is losing a 
  battle, it might attempt to hide within the body of 
  anyone already infected with blood fever. The bloodrot 
  need merely touch someone it has already infected, 
  and it can then seep into his body. The individual can 
  resist this invasion with a DC 17 Fortitude save.  
  Failure on the save means the bloodrot occupies the 
  target’s bloodstream, and the target is nauseated as long 
  as the bloodrot remains within him. The bloodrot can 
  be expelled through the use of remove disease or heal, 
  if the caster succeeds on a DC 20 caster level check. 
  Otherwise, it can remain for up to 24 hours before it 
  must depart, gushing forth from the host’s various 
  orifices. 
   
  Split (Ex): Slashing and piercing weapons deal no 
  damage to a bloodrot.  Instead the creature splits into 
  two identical bloodrots, each with half the original’s 
  current hit points (round down).  A bloodrot with 10 or 
  fewer hit points cannot be further split and dies if 
  reduced to 0 hit points.  Splitting only occurs if an 
  attack would deal actual damage; blows that are 
  completely nullified by a bloodrot’s damage reduction 
  do not cause it to split. 
   
  Track Infected (Su): A bloodrot can sense the 
  distance and direction to anyone currently infected 
  with blood fever, so long as he is within a number of 
  miles equal to the bloodrot’s Hit Dice and not within 
  an antimagic field or similar effect. 
   
  Skills: A bloodrot has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a Climb 
  check, even if rushed or threatened. 
  The Dread Witch Project 
   
  Page 39 
  
  New Rules Items 
  Spells: 
  Bestow Wound (HH, p127) 
  Transmutation; 
  Level: 
  Dread 
  necromancer 
  1, 
  Sor/Wiz1, Spite 1; Components: V, S, M; Casting 
  Time: 1 standard action; Range: Touch; Target: Living 
  creature touched; Duration: Instantaneous; Saving 
  Throw: Fortitude negates; Spell Resistance: Yes 
  If wounded, you can cast this spell and touch a living 
  creature.  The target takes damage equal to your 
  wounds at the rate of 1 point of damage per your caster 
  level, or the amount needed to bring you up to your 
  maximum hit points, whichever is less.  At the same 
  time, you heal that much damage, as if a cure spell had 
  been cast on you. 
  Material Component: A small eye agate worth at least 
  10 gp. 
  Corrosive Grasp (SC, p 53)  
  Conjuration (Creation) [Acid]; Level: Sor/Wiz 1; 
  Components: V, S; Casting Time: 1 standard action; 
  Range: Touch; Targets: Creatures touched; Duration: 
  Instantaneous; 
  Saving 
  Throw: 
  None; 
  Spell 
  Resistance: Yes 
  Your hand glistens and smokes from a viscous coat of 
  acid.  It does not harm you, but your opponents are less 
  fortunate. 
  A touch attack with this hand causes 1d8 points of acid 
  damage.  You can use this melee touch attack up to one 
  time per level.  You can also deal this damage as extra 
  damage with an unarmed strike or an attack with a 
  natural weapon.  If you grapple an opponent, you can 
  deal this damage in addition to other damage you deal 
  with a successful grapple check. 
  Death Armor (SC p 60) 
  Necromancy; Level: Sor/Wiz 2; Components: V, S, M, 
  F; Casting Time: 1 standard action; Range: Personal; 
  Target: You; Duration: 1 round/level 
  You smear yourself with white paste, drawing a skull 
  on your bare flesh.  Immediately, a wreath of black 
  flames crackles to life around you. 
  The black flames created by this spell injure creatures 
  that contact them.  Any creature who strikes you with 
  its body or handheld weapons takes 1d4 points of 
  damage +1 per two caster levels (maximum +10).  If the 
  creature has spell resistance, it applies to the damage.  
  Weapons with reach, such as longspears, do not 
  endanger their users in this way. 
  Material Component: Paste made from ground bones. 
  Focus: an onyx worth 50 gp. 
  Dissonant Chant (SC p. 69) 
  Abjuration 
  [Sonic]; 
  Level: 
  Brd2, 
  Sor/Wiz2; 
  Components: V, S; Casting Time: 1 standard action; 
  Range: Close (25 ft. + 5 ft./2 levels); Area: 100-ft.-radius 
  emanation; Duration: 1 round/level (D); Saving 
  Throw: None; see text; Spell Resistance: Yes 
  Your intricate hand motions slow and then stop even 
  as you begin chanting the arcane words that unlock the 
  spell’s power.  As you conclude, your disembodied 
  words continue on, growing both in tempo and 
  volume. 
  You create a distracting and discordant chant.  Affected 
  creatures that attempt spellcasting or other activities 
  that require concentration must make Concentration 
  checks (DC equal to this spell’s DC + the level of the 
  spell being cast). 
  The 
  DCs 
  of 
  activities 
  that 
  already 
  require 
  Concentration checks, such as casting defensively, 
  increase by 4. Creatures within the area gain a +4 bonus 
  on saving throws against language-dependent effects. 
  Dissonant Chord (SC, p.69) 
  Evocation [Sonic]; Level: Brd 3; Components: V, S; 
  Casting Time: 1 standard action; Range: 10 ft.; Area: 
  10-ft.-radius burst centered on you; Duration: 
  Instantaneous; Saving Throw: Fortitude half; Spell 
  Resistance: Yes 
  You emit a terrible, piercing note.  The note pulses in 
  the air, radiating like a shockwave.  It slams into nearby 
  creatures and rattles loose objects. 
  Creatures (other than you) in the affected area take 1d8 
  points of sonic damage per two caster levels (maximum 
  5d8). 
  Hail of Stone (SC, p. 109) 
  Conjuration (Creation) [Earth]; Level: Sor/Wiz1; 
  Components: V, S, M; Casting Time: 1 round; Range: 
  Medium (100 ft. + 10 ft./level); Area: Cylinder (5-ft. 
  radius, 40 ft. high); Duration: Instantaneous; Saving 
  Throw: None; Spell Resistance: No 
  You hold the jade chip before you and blow on it as you 
  end the spell. The chip flares with a green flame and 
  vanishes as rocks begin to fall on your pursuers. 
  The Dread Witch Project 
   
  Page 40 
  
  You create a rain of stones that deals 1d4 points of 
  damage per caster level (maximum 5d4) to creatures 
  and objects within the area. 
  Material component: a piece of jade worth at least 5 gp. 
  Inspirational Boost (SC, p. 124) 
  Enchantment (Compulsion) [Mind-Affecting, Sonic]; 
  Level: Brd1; Components: V, S; Casting Time: 1 swift 
  action; Target: You; Duration: 1 round or special; see 
  text. 
  You concentrate on assisting your friends as you begin 
  the short chant and simple hand-chopping motion 
  necessary to cast the spell.  As you finish, the spell’s 
  chant allows you to segue easily into bolstering your 
  allies. 
  While this spell is in effect, the morale bonus granted 
  by your inspire courage bardic music ability increases 
  by 1.  The effect lasts until your inspire courage effect 
  ends. If you don’t begin to use your inspire courage 
  ability before the beginning of your next turn, the 
  spell’s effect ends. 
  Ironthunder Horn (SC, p. 126) 
  Transmutation 
  [Sonic]; 
  Level: 
  Brd1, 
  Sor/Wiz1; 
  Components: V, S; Casting Time: 1 standard action; 
  Range: 30 feet; Area: Cone-shaped burst; Duration: 
  Instantaneous; Saving Throw: Reflex negates; Spell 
  Resistance: Yes 
  The last words of your spell boom out with a 
  thundering roar, knocking the foes in your path off 
  their feet. 
  You create a deep resonant vibration that can shake 
  creatures off their feet. Creatures in the area must 
  succeed on a Reflex saving throw or fall prone. 
  Ooze Puppet (SC, p. 150) 
  Transmutation; Level: Sor/Wiz6; Components: V, S; 
  Casting Time: 1 standard action; Range: Medium (100 
  ft. + 10 ft./level); Target: One ooze; Duration: 24 
  hours/level; Saving Throw: Fortitude negates; Spell 
  Resistance: Yes 
  With a few chanted words and a mystic pass of your 
  arm, your magic reaches out to invisibly surround the 
  ooze, placing it under your control. 
  You telekinetically take control of the targeted ooze, 
  manipulating it and forcing it to move and attack as 
  you see fit. You can force the ooze to perform as you 
  desire, within the limits of its abilities. Controlling the 
  ooze’s actions for an entire round is a move action for 
  you.  When the ooze is not directed to move, attack, or 
  undertake any actions by you, telekinetic forces hold it 
  immobile. Once control is established, you must have 
  line of sight to the ooze to manipulate it, but distance is 
  not otherwise a factor, unless you and the ooze are on 
  different planes (at which point the spell ends). 
  If a controlled ooze splits, such as a black pudding 
  (MM 201) struck by a slashing weapon, you retain 
  control of only one of the resulting oozes (choose 
  randomly). 
  Orb of Electricity, Lesser (SC, p. 151) 
  Conjuration 
  (Creation) 
  [Electricity]; 
  Level: 
  Sorcerer/wizard 1; Components: V, S; Casting Time: 
  1 standard action; Range: Close (25 ft. + 5 ft./2 levels); 
  Effect: 
  One 
  orb 
  of 
  electricity; 
  Duration: 
  Instantaneous; 
  Saving 
  Throw: 
  None; 
  Spell 
  Resistance: No 
  The air crackles around your outstretched hand and 
  the smell of ozone assaults your nostrils as a ball of 
  electrical energy, its surface crackling with bolts of 
  lightning, streaks from your open palm. 
  An orb of electricity about w inches across shoots from 
  your palm at its target, dealing 1d8 points of electricity 
  damage.  You must succeed on a ranged touch attack to 
  hit your target. 
  For every two caster levels beyond 1
  st, your orb deals an 
  additional 1d8 points of damage: 2d8 at 3
  rd level, 3d8 at 
  5
  th level, 4d8 at 7
  th level, and the maximum of 5d8 at 9
  th 
  level or higher. 
  Ray of Flame (SC, p. 167) 
  Evocation 
  [Flame]; 
  Level: 
  Sorcerer/wizard 
  1; 
  Components: V, S, F; Casting Time: 1 standard action; 
  Range: Close (25 ft. + 5 ft./2 levels); Effect: Ray; 
  Duration: Instantaneous; Saving Throw: See text; 
  Spell Resistance: Yes 
  A burning ray shoots out at the target from your 
  upturned palm.  The sound of a crackling fire follows 
  the ray’s path. 
  You must succeed on a ranged touch attack with the 
  ray to strike a target.  If your attack is successful, the 
  ray deals 1d6 points of fire damage per two caster levels 
  (maximum 5d6). The target must also make a Reflex 
  save or catch fire, taking 1d6 points of fire damage each 
  round until the flames are put out (requiring a DC 15 
  Reflex save; see Catching on Fire, DMG 303). 
  Focus: A small, polished glass lens. 
  Summon Undead I (SC, p. 215) 
  Conjuration (Summoning) [Evil]; Level: Blackguard 1, 
  dread necromancer 1, cleric 1, sorcerer/wizard 1; 
  Components: V, S, F/DF; Casting Time: 1 round; 
  Range: Close (25 ft. + 5 ft./2 levels); Effect: One 
  The Dread Witch Project 
   
  Page 41 
  
  summoned creature; Duration: 1 round/level; Saving 
  Throw: None; Spell Resistance: No 
  The undead you summon appear in a burst of smoke 
  and fog. The vapor swiftly dissipates, but you can’t 
  shake the impression of screaming faces in the cloud’s 
  tendrils. 
  This spell functions like summon monster I (PH 285), 
  except that you summon an undead creature. 
  Summon undead I conjures a human warrior skeleton 
  (MM 226) or kobold zombie (MM 266). You choose 
  which creature to summon, and you can change that 
  choice each time you cast the spell. Summoned undead 
  do not count toward the total Hit Dice of undead that 
  you can control with animate dead or the other 
  command undead abilities. No undead creature you 
  summon can have more Hit Dice than your caster level 
  +1. 
  Focus: A tiny bag, a small (not lit) candle, and a carved 
  bone from any humanoid. 
  Summon Undead II (SC, p. 215)  
  Conjuration (Summoning) [Evil]; Level: Blackguard 2, 
  dread necromancer 2, cleric 2, sorcerer/wizard 2; 
  Effect: One or more summoned creatures, no two of 
  which are more than 30 ft. apart. 
  This spell functions like summon undead I, except that 
  you can summon an owlbear skeleton (MM 226), 
  bugbear zombie (MM 267), or two undead of the same 
  kind from the 1
  st-level list. 
  Summon Undead III (SC, p. 215) 
  Conjuration (Summoning) [Evil]; Level: Blackguard 3, 
  dread necromancer 3, cleric 3, sorcerer/wizard 3; 
  Effect: One or more summoned creatures, no two of 
  which are more than 30 ft. apart. 
  This spell functions like summon undead I, except that 
  you can summon a ghoul (MM 118, troll skeleton (MM 
  227), ogre zombie (MM 267), two undead of the same 
  kind from the 2
  nd-level list, or four undead of the same 
  kind from the 1
  st-level list. 
  Summon Undead IV (SC, p. 215) 
  Conjuration (Summoning) [Evil]; Level: Blackguard 4, 
  dread necromancer 4, cleric 4, sorcerer/wizard 4; 
  Effect: One or more summoned creatures, no two of 
  which are more than 30 ft. apart. 
  This spell functions like summon undead I, except that 
  you can summon an allip (MM 10), ghast (MM 119), 
  wyvern zombie (MM 267), two undead of the same 
  kind from the 3
  rd-level list, or four undead of the same 
  kind from a lower-level list. 
  Feats: 
  Death Blow (CV, p. 106) 
  You waste no time in dealing with downed foes. 
  Prerequisites: Improved Initiative, base attack bonus 
  +2. 
  Benefit: You can perform a coup de grace attack 
  against a helpless defender as a standard action.  Doing 
  this still provokes attacks of opportunity as normal. 
  Normal: Performing a coup de grace is a full-round 
  action. 
  Improved Turn Resistance [Monstrous] (LM, p27) 
  You have a better than normal chance to resist turning. 
  Prerequisite: Undead type. 
  Benefits: You are less easily affected by clerics or 
  paladins than you normally would be (see Turn or 
  Rebuke Undead, page 159 of the Player’s Handbook). 
  When resolving a turn, rebuke, command, or bolster 
  attempt, add +4 to your character level (monster Hit 
  Dice plus class levels) to determine your Hit Dice for 
  turn, rebuke, command, and bolster attempts.  For 
  example a 4 HD wight with this feat is treated as an 8 
  HD undead for the purpose of turn, rebuke, command, 
  and bolster attempts, even though it is a 4 HD creature 
  for any other purpose.  A vampire that already has +4 
  turn resistance adds an additional +4 with this feat, for 
  a total of +8. 
  Intimidating Rage (CW, p. 102) 
  Your rage engenders fear in your opponents. 
  Prerequisites: Rage or frenzy ability. 
  Benefit: While you are raging, you designate a single 
  foe within 30 feet of you that you can attempt to 
  demoralize as a free action (see the Intimidate skill, 
  page 76 of the Player’s Handbook).  A foe that you 
  successfully demoralize remains shaken for as long as 
  you continue to rage.  You may only use this feat 
  against a single foe in any particular encounter. 
  Practiced Spellcaster (CA, p. 82)  
  Choose a spellcasting class that you possess.  Your 
  spells cast from that class are more powerful. 
  Prerequisite: Spellcraft 4 ranks. 
  Benefit: Your caster level for the chosen spellcasting 
  class increases by 4.  This benefit can’t increase your 
  caster level to higher than your Hit Dice.  However, 
  even if you can’t benefit from the full bonus 
  immediately, if you later gain Hit Dice in levels of 
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  nonspellcasting classes, you might be able to apply the 
  rest of the bonus. 
  For example, a human 5
  th-level sorcerer/3
  rd-level fighter 
  who selects this feat would increase his sorcere caster 
  level from 5
  th to 8
  th (since he has 8 Hit Dice).  If he later 
  gained a fighter level, he would gain the remainder of 
  the bonus and his sorcerer caster level would become 
  9
  th (since he now has 9 Hit Dice). 
  A character with two or more spellcasting classes (such 
  as a bard/sorcerer or a ranger/druid) must choose 
  which class gains the feat’s effect. 
  This feat does not affect your spells per day or spells 
  known.  It increases your caster level only, which 
  would help you penetrate spell resistance and increase 
  the duration and other effects of your spells. 
  Special: You may select this feat multiple times.  Each 
  time you choose it, you must apply it to a different 
  spellcasting class.  For instance, a 4
  th-level cleric/5
  th-
  level wizard who had selected this feat twice would 
  cast cleric spells as an 8
  th-level caster and wizard spells 
  as a 9
  th-level caster. 
  Profane Lifeleech [Divine] (LM, p. 29) 
  You can channel negative energy to draw the life force 
  from nearby living creatures. 
  Prerequisite: Ability to rebuke undead. 
  Benefit: As a standard action, you can spend two of 
  your rebuke attempts to deal 1d6 points of damage to 
  all living creatures within a 30-foot burst.  This effect 
  can’t reduce any creature’s current hit points to less 
  than 0.  You are healed of an amount of damage equal 
  to the total amount of hit points that you drain from 
  affected creatures, but this healing does not allow you 
  to exceed your full normal hit point total. 
  Special: This feat deals no damage to constructs or 
  undead. 
  Sudden Extend (CA, p. 83)  
  You can make a spell last longer than normal without 
  special preparation. 
  Benefit: Once per day, you can apply the effect of the 
  Extend Spell feat to any spell you can cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time.  You can still use Extend Spell normally 
  if you have it. 
  Unnatural Will (HH, p. 124)  
  You have learned to focus your force of personality and 
  inner strength to stand against fearful circumstances. 
  Prerequisites: Charisma 12, Iron Will. 
  Benefit: Add your Charisma modifier to all Will saves 
  against fear effects.  This bonus stacks with any 
  Wisdom bonus you might have to Will saves. 
  Special: This feat is used by dread witches to resist the 
  negative effects of fear while still empowering their 
  mystical abilities. 
  Items 
  +1 Noble’s Outfit: This enchanted noble’s outfit 
  provides an enhancement bonus to armor class but 
  does not count as wearing armor for the purpose of 
  special abilities (for example, a monk’s flurry of blows 
  ability). It otherwise has all the same characteristics 
  and properties as a noble’s outfit (PHB 131). Faint 
  transmutation; CL 5
  th, Craft Wondrous Item, magic 
  vestment; Price 1075 gp; Weight 10 lb. 
  Magebane Weapon Enhancement: Weapons crafted 
  with the magebane property are rightly feared by all 
  arcane spellcasters. Against any creature with arcane 
  spells currently prepared or spell slots available to cast 
  arcane spells without preparation, or against creatures 
  with the ability to use arcane spell-like abilities, a 
  magebane weapon’s effective enhancement level is 2 
  better than normal (so that a +1 longsword becomes a 
  +3 
  longsword 
  when 
  wielded 
  against 
  arcane 
  spellcasters) and deals an extra 2d6 points of damage. 
  Magebane bows, crossbows and slings bestow this 
  ability upon their ammunition. Moderate conjuration; 
  CL 8th; Craft Magic Arms and Armor, dispel magic; 
  Price: +1 bonus, Complete Arcane, p. 143. 
  Tunic of Steady Spellcasting: The wearer of this tunic 
  gains a +5 competence bonus on Concentration 
  checks.  Despite the item’s name, its bonus applies on 
  all Concentration checks, not just those made to cast 
  spells.  Faint transmutation; CL: 3
  rd; Prerequisites:  
  Craft Wondrous Item, bear’s endurance; Market Price: 
  2,500 gp; Complete Adventurer, p. 136. 
  Vest of Resistance: These garments offer magic 
  protection in the form of a +1 to +5 resistance bonus on 
  all saving throws. Faint abjuration; CL 5th; Craft 
  Wondrous Item, resistance, caster level must be three 
  times that of ioun stone’s bonus; Price: 1,000 gp (+1), 
  4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp 
  (+5), Complete Arcane, p. 150. 
  Lady DeCrainte’s Ring:  The wearer of this ring, if 
  sworn to Prince Thrommel’s allegiance, is under the 
  constant effect of the glibness and nondetection spells 
  as though they were cast by a 17
  th level caster. The ring 
  also allows the Prince to keep tabs on his minion. No 
  The Dread Witch Project 
   
  Page 43 
  
  aura (protected by nondetection); CL: 17th; cannot be 
  crafted; Market Price: 204,000 gp. 
  Creatures:  
  Living Spell (MMIII p91) 
  “Living spell” is an unusual template, in that it is 
  applied to an arcane or divine spell effect (or in some 
  cases, a group of spell effects) and not a creature. The 
  characteristics of a living spell are determined by the 
  nature of the spell(s), including the caster level of the 
  spells. The template can be applied to any spell that 
  creates an area or effect (not targeted spells), but not a 
  spell whose effect is already a creature (such as a 
  summon monster spell). A living spell composed of 
  more than one spell uses the caster level of its highest-
  level spell for all its spell effects. 
  Size and Type: A living spell’s size depends on its 
  caster level: 1st–6th is Medium, 7th–12th is Large, 13th 
  or higher is Huge. Its type is ooze. 
  Hit Dice: A living spell has Hit Dice equal to its caster 
  level. Its Hit Dice are d10s. 
  Speed: A living spell’s speed depends on the spell’s 
  range: A spell with a range of close has a speed of 20 
  feet, a spell with a range of medium has a speed of 40 
  feet, and a spell with a range of long has a speed of 60 
  feet. A spell with any other range has a speed of 20 feet. 
  If two spells with different ranges combine to make a 
  living spell, the living spell’s speed is base on the range 
  of the slower of the two parent spells. 
  Armor Class: A living spell has a deflection bonus to 
  its AC equal to its spell level. 
  Attack: A living spell gains a slam attack it can use 
  once per round. The slam attack deals damage based on 
  the living spell’s size (see the table below), plus its 
  Strength bonus × 1-1/2. A successful slam attack also 
  affects the target as though it were within the spell 
  effect or area (see Special Attacks, below). 
  Living Spell Size 
  Slam Damage 
  Fine 
  1 
  Diminutive 
  1 
  Tiny 
  1d2 
  Small 
  1d3 
  Medium 
  1d4 
  Large 
  1d6 
  Huge 
  1d8 
  Gargantuan 
  2d6 
  Colossal 
  2d8 
   
  Special Attacks: A living spell has two special attacks. 
   
  Spell Effect (Su): A creature hit by a living spell’s 
  slam attack is subjected to the normal effect of the spell 
  or spells making up the creature, as if it were within 
  the area or effect of the spell itself. Saves apply as 
  normal for the spell; the DC is 10 + spell level + Cha 
  modifier. 
   
  Engulf (Ex): A living spell can flow around 
  creatures that fi t within its space as a standard action. 
  It cannot make a slam attack during a round in which 
  it engulfs. The living spell merely has to move over the 
  opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against the 
  living spell, but if they do so they are not entitled to a 
  saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a Reflex save (DC 10 + 
  spell level + Cha modifier) or be engulfed; on a success, 
  they are pushed back or aside (opponent’s choice) as 
  the spell moves forward. Engulfed creatures are subject 
  to the full normal effect of the spell(s) each round on 
  the living spell’s turn, and are considered to be 
  grappled. 
  Special Qualities: A living spell has ooze traits, 
  damage reduction 10/magic, and spell resistance equal 
  to 10 + its caster level. 
  Saves: A living spell has normal saves for a creature of 
  the ooze type (no good saves). It gains a resistance 
  bonus on all saves equal to the spell level of the 
  highest-level spell upon which it is based. 
  Abilities: A living spell has Strength, Constitution, and 
  Charisma scores equal to 10 + its spell level. Its 
  Dexterity and Wisdom scores are 7 + its spell level. It is 
  mindless, and has no Intelligence score. 
  Skills and Feats: Living spells, being mindless, have 
  no skills or feats. 
  Environment: Any land. Living spells are found in 
  areas blasted by magic. 
  Organization: Solitary. 
  Challenge Rating: A living spell’s Challenge Rating is 
  equal to the spell level of the highest-level spell upon 
  which it is based, plus one-half its caster level, rounded 
  down (minimum CR 1). If the living spell is based on 
  multiple spells, increase the CR by one-half the sum of 
  the additional spell levels (minimum increase +1). 
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  Treasure: None. 
  Alignment: Always neutral. If the original spell had an 
  alignment, the living spell adds that alignment to its 
  neutral alignment. For example, an evil spell would 
  spawn a neutral evil living spell, a chaotic spell a 
  chaotic neutral living spell, and so forth. 
  Advancement: — 
  Level Adjustment: — 
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  Dread Necromancer (Heroes of Horror p84−87) (abbreviated) 
  Hit Die: d6. 
  Alignment: No dread necromancer may have a good alignment. 
  Class Skills: The dread necromancer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration 
  (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), 
  Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int). 
   
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features: All of the following are class features of the dread necromancer base class. 
   
  Weapon and Armor Proficiency: Occult slayers are proficient with all simple weapons and one martial weapon of 
  her choice.  Her choice of martial weapon is made when the character takes her first level of dread necromancer, and 
  cannot be changed. 
   
  Dread necromancers are also proficient with light armor, but not with shields.  The somatic components required 
  for dread necromancer spells are simple, so members of this class can cast dead necromancer spells while wearing light 
  armor without incurring the normal arcane spell failure chance.  She still incurs the normal arcane spell failure chance 
  for arcane spells derived from other classes.  In addition, if a dread necromancer wears medium or heavy armor, or uses 
  a shield, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a 
  somatic component (and most do). 
   
  Spellcasting: A dread necromancer casts arcane spells, which are drawn from the dread necromancer’s spell list.  
  Like a sorcerer, she can cast any spell she knows without preparing it ahead of time.  When a dread necromancer gains 
  access to a new level of spells, she automatically knows all the spells for that level given on the dread necromancer’s 
  spell list.  Dread necromancers also have the option of adding to their existing spell list through their advanced learning 
  ability as they increase in level (see below). 
   
  To cast a spell, a dread necromancer must have a Charisma score of 10 + the spell’s level.  The Difficulty Class for a 
  saving throw against a dread necromancer’s spell is 10 + the spell’s level + her Charisma modifier.  Like other 
  spellcasters, a dread necromancer can cast only a certain number of spells of each spell level per day.  Her base daily 
  spell allotment is given in Table 5-2: The Dread Necromancer.  In addition, she receives bonus spells for a high 
  Charisma score (see Table 1-1 on page 8 of the Player’s Handbook). 
   
  Charnel Touch (Su): Negative energy flows through a dread necromancer’s body, concentrating in her hands.  At 
  will, but no more than once per round, she can make a melee touch attack against a living foe that deals 1d8 points of 
  damage, +1 per four class levels.  This touch heals undead creatures, restoring 1 hit point per touch, +1 per four class 
  levels. 
   
  A dread necromancer can use the spectral hand spell to deliver this attack from a distance. 
   
  Rebuke Undead (Su): A dread necromancer can rebuke or command undead by channeling negative energy 
  through her body.  See the cleric class feature described on page 33 of the Player’s Handbook. 
   
  Lich Body: Starting at 2
  nd level, a dread necromancer begins her journey into undeath.  The first symptom is her 
  body’s increased resilience to physical harm.  She gains DR 2/bludgeoning and magic.  As the dread necromancer 
  increases in level, this DR increases in effectiveness, to DR 4 at 7
  th level, DR 6 at 11
  th level, and DR 8 at 15
  th level. 
   
  Negative Energy Burst (Su): Beginning at 3
  rd level, a dread necromancer gains the ability to emit a burst of 
  negative energy from her body, harming living creatures within 5 feet of her.  This burst deals 1d4 points of damage per 
  class level.  A successful Will save (DC 10 + ½ her class level + Cha modifier) reduces damage by half.  Undead creatures 
  within this burst are healed the same amount of damage as the damage she deals to living creatures.  A dread 
  necromancer can use this ability once per day at 3
  rd level, and one additional time per day for every five levels she attains 
  beyond 3
  rd (2/day at 8
  th level, 3/day at 13
  th level, and 4/day at 18
  th level). 
  The Dread Witch Project 
   
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  Advanced Learning (Ex): At 4
  th level, a dread necromancer can add a new spell to her list, representing the result 
  of personal study and experimentation.  The spell must be a cleric or wizard spell of the necromancy school, and of a 
  level no higher than that of the highest-level spell the dread necromancer already knows.  Once a new spell is selected, 
  it is added to that dread necromancer’s spell list and can be cast just like any other spell she knows.  If a spell is both a 
  cleric spell and a wizard spell, use the lower of the two spell levels (when different) to determine what level the spell is 
  for a dread necromancer. 
   
  A dread necromancer gains an additional new spell at 8
  th, 12
  th, 16
  th, and 20
  th level. 
   
  Mental Bastion: Starting at 4
  th level, a dread necromancer gains a +2 bonus on saving throws made to resist sleep, 
  stunning, paralysis, poison, or disease.  This bonus increases to +4 at 14
  th level. 
   
  Fear Aura (Su): Beginning at 5
  th level, a dread necromancer radiates a 5-foot-radius fear aura as a free action.  
  Enemies in the area must succeed on a Will save (DC 10 + ½ her class level + Cha modifier) or become shaken.  A 
  creature who successfully saves cannot be affected by that dread necromancer’s fear aura for 24 hours. 
   
  Scabrous Touch: Starting at 6
  th level, once per day a dread necromancer can use her charnel touch to inflict disease 
  on a creature she touches.  This ability works like the contagion spell (see page 213 of the Player’s Handbook), inflicting 
  the disease of her choice immediately, with no incubation period, unless the target makes a successful Fortitude save 
  (DC 10 + ½ her class level + her Cha modifier).  The DC for subsequent saving throws to resist the effects of the disease 
  depends on the disease inflicted; see page 292 of the Dungeon Master’s Guide for details. 
   
  Activating this class feature is a swift action.  The effect lasts until the dread necromancer makes a successful 
  charnel touch attack.  The spectral hand spell enables a dread necromancer to deliver a scabrous touch attack from a 
  distance. 
   
  A dread necromancer can use this ability once per day at 6
  th level, twice per day at 11
  th level, and three times per day 
  at 16
  th level. 
   
  Summon Familiar: At 7
  th level or anytime thereafter, a dread necromancer can obtain a familiar.  The familiar she 
  acquires is more powerful than a standard wizard’s or sorcerer’s familiar, but it is unequivocally evil.  The player of a 
  dread necromancer character chooses one of the following creatures: imp (devil), quasit (demon), vargouille, or ghostly 
  visage.  All these creatures are described in the Monster Manual except for the ghostly visage, an undead symbiont 
  described on page 221 of the Fiend Folio. 
   
  A dread necromancer’s familiar gains the usual familiar benefits given on pages 52-53 of the Player’s Handbook, 
  with two exceptions.  Its type does not change, and it does not gain the exceptional ability to speak with other creatures 
  of its kind. 
   
  A dread necromancer’s familiar can use its ability to deliver touch spells such as its master’s charnel touch, scabrous 
  touch, or enervating touch attack.  The master must use a standard action to imbue the touch attack into her familiar. 
   
  Undead Mastery: All undead creatures created by a dread necromancer who has reached 8
  th level or higher gain a 
  +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die. 
   
  In addition, when a dread necromancer uses the animate dead spell to create undead, she can control 4 + her 
  Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the 
  spell). 
   
  Similarly, when a dread necromancer casts the control undead spell, the spell targets up to (2 + her Cha bonus) 
  HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell. 
  Dread Necromancer Spell List 
   
  1
  st level: bane, bestow wound, cause fear, chill touch, detect magic, detect undead, doom, hide from undead, inflict 
  light wounds, ray of enfeeblement, summon undead I, undetectable alignment. 
   
  2
  nd level: blindness/deafness, command undead, darkness, death knell, false life, gentle repose, ghoul touch, inflict 
  moderate wounds, scare, spectral hand, summon swarm, summon undead II. 
   
  3
  rd level: crushing despair, death ward, halt undead, inflict serious wounds, ray of exhaustion, speak with dead, 
  summon undead III, vampiric touch. 
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  4
  th level: animate dead, bestow curse, contagion, death ward, dispel magic, enervation, Evard’s black tentacles, fear, 
  giant vermin, inflict critical wounds, phantasmal killer, poison, summon undead IV. 
   
  Table 5-2: The Dread Necromancer 
  Spellcasting 
  Base 
  Attack 
  Bonus 
  Class 
  Level 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st
  2
  nd
  3
  rd
  4
  th
  1
  st
  +0 
  +0 
  +0 
  +2 
  Charnel touch, rebuke undead 
  3 
  - 
  - 
  - 
  2
  nd
  +1 
  +0 
  +0 
  +3 
  Lich body DR 2 
  4 
  - 
  - 
  - 
  3
  rd
  +1 
  +1 
  +1 
  +3 
  Negative Energy Burst 1/day 
  5 
  - 
  - 
  - 
  4
  th
  +2 
  +1 
  +1 
  +4 
  Advanced Learning, mental bastion +2 
  6 
  3 
  - 
  - 
  5
  th
  +2 
  +1 
  +1 
  +4 
  Fear aura 
  6 
  4 
  - 
  - 
  6
  th
  +3 
  +2 
  +2 
  +5 
  Scabrous Touch 1/day 
  6 
  5 
  3 
  - 
  7
  th
  +3 
  +2 
  +2 
  +5 
  Lich body DR 4, summon familiar 
  6 
  6 
  4 
  - 
  8
  th
  +4 
  +2 
  +2 
  +6 
  Advanced learning, negative energy burst
  2/day, undead mastery 
  6 
  6 
  5 
  3 
  Dread Witch (Heroes of Horror, p98−99) 
  Hit Die: d4. 
  Entry Requirements 
   
  Saving Throws: Base Will save +4. 
   
  Skills: Knowledge (arcana) 3 ranks 
   
  Spellcasting: Ability to cast cause fear and scare. 
   
  Special: Must have suffered at least one fear effect against which she failed her save. 
  Class Skills: The dread witch’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft 
  (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int). 
   
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features: All of the following are class features of the occult slayer prestige class. 
   
  Spellcasting: At every dread witch level except 1
  st, you gain new spells per day and an increase in caster level (and 
  spells known, if applicable) as if you had also gained a level in the spellcasting class you belonged to before you added 
  the prestige class.  You do not, however, gain any other class benefit a character of that class would have gained.  If you 
  had more than one spellcasting class before becoming a dread witch, you must decide to which class to add each level 
  for the purpose of determining spells per day. 
   
  Master of Terror (Ex): Your fear-based spells become more potent.  The save DC of any spell you cast with the fear 
  descriptor increases by 1.  This bonus stacks with Spell Focus.  Furthermore, add the spells bane and doom to your 
  arcane spellcaster list as 2
  nd-level spells. 
   
  In addition, you become adept at making people uneasy with the right word, expression, or gesture.  You gain a 
  bonus to all Intimidate checks equal to +1 per class level. 
   
  Unnatural Will (Ex): You gain Unnatural Will as a bonus feat, even if you do not meet the prerequisites. 
  The Dread Witch Project 
   
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  Absorb Fear (Su): Starting at 2
  nd level, you can turn your own fear, whether natural or mystical in origin, into extra 
  power for your spells.  Any time you are exposed to a condition that could make you shaken, all your spells function at 
  +1 caster level; if the condition could make you frightened, they function at +2 caster level; if panicked, they function at 
  +3 caster level.  These bonuses last for the duration of the fear effect or for a number of rounds equal to your Charisma 
  modifier, whichever is less.  (Of course, if you fail your saving throw against the condition, you may not be in a position 
  to use the bonuses, but you do have them.)  These bonuses are treated in all ways as though she had failed the save.  In 
  other words, if you are subject to a spell that causes panic on a failed save but only frightens those who make the save, 
  you gain the bonus from being panicked even if you make the save. 
   
  You can, instead of gaining these bonuses, choose to cast a single extra spell; this casting does not use a spell slot.  
  You must make this choice the instant she is subject to the fear effect, and once you have made your choice you must 
  cast the spell within a number of rounds equal to your Charisma modifier.  You can cast an additional cantrip if shaken, 
  an additional 1
  st-level spell if frightened, or an additional 2
  nd-level spell if panicked. 
   
  If you are subject to a second fear effect while still enjoying the effects of the first – either the granted benefits or 
  holding the extra spell – you must decide whether to keep the original effect or replace it with the new one; you cannot 
  benefit from more than one fear effect at a time. 
   
  Fearful Empowerment (Su): Starting at 3
  rd level, once per day you can add the fear descriptor to any spell you cast 
  that has some sort of visual manifestation.  For example, you could apply it to a fireball, a summon monster spell, or to 
  any visual illusion, but not to charm person, since that spell does not directly create any visual effect.  Creatures targeted 
  by a spell modified by fearful empowerment must make a Will save (DC equal to 10 + your class level + your Cha 
  modifier) or become shaken for 1d4 rounds; this is in addition to any other effects the spell might have.  Your save DC 
  bonuses from master of terror apply to this spell. 
   
  At 5
  th level, you can invoke this power twice a day. 
   
  Delay Fear (Su): Starting at 4
  th level, you can choose to delay the onset of any fear effect you impose on someone 
  else, such as by casting a cause fear spell.  You can delay the onset up to a number of minutes equal to your Charisma 
  modifier.  You must determine the onset time when casting the spell, and you cannot later change your mind. 
   
  Similarly, you can delay fear effects affecting you.  If you fail your save against a fear effect, you can delay its onset a 
  number of rounds equal to your Charisma modifier.  You still gain the advantages granted by the absorb fear class 
  feature, even though you are delaying the negative effects.  You can invoke this version of delay fear twice per day. 
   
  Greater Master of Terror (Ex): Beginning at 4
  th level, the increased difficulty of all spells you cast with the fear 
  descriptor increases from +1 to +2.  In addition, your fear spells are now so potent that they can even affect individuals 
  that are normally immune to fear, such as paladins, although the subject still gets a saving throw to resist the spell’s 
  effect.  Only a target whose HD exceed your caster level by 4 or more is immune to your mastery of terror.  For instance, 
  if you are a sorcerer 7/dread witch 4 (overall caster level 10), a paladin of 14
  th level or higher is immune to your fear 
  spells. 
   
  Horrific Aura (Su): At 5
  th level, you radiate an aura of terror.  Creatures with 6 or fewer HD must succeed in a Will 
  save (DC equal to 10 + your class level + your Cha modifier) or remain shaken as long as they are within 10 feet of you.  
  A creature who successfully saves is immune to your horrific aura for 24 hours.  Creatures of greater than 6 HD are 
  unaffected. 
   
  Once per day per point of Charisma modifier, you can channel this power into a potent touch attack.  Creatures 
  struck by this attack who fail their Will save (see above) are panicked for 1d4+1 rounds; creatures who succeed on their 
  save are shaken for 1 round.  This touch attack, unlike the standard aura, functions against creatures of any HD and can 
  even affect creatures normally immune to fear. 
   
  Reflective Fear (Su): At 5
  th level, any fear effect against which you successfully save is immediately targeted back 
  at the source.  You still gain the benefits of absorb fear.  If the source of this fear fails its save, everyone else who might 
  have been subject to the effect (such as your companions) immediately gains a second saving throw to shake off the 
  effects, as they observe the object of their fear itself grow terrified. 
   
  The Dread Witch Project 
   
  Page 49 
  
  Table 5-5: The Dread Witch 
  Base 
  Attack 
  Bonus 
  Class 
  Level 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  Spells per Day/Spells Known 
  1st 
  +0 
  +0 
  +0 
  +2 
  Master of terror, Unnatural Will 
  - 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Absorb Fear 
  +1 level of existing spellcasting class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Fearful empowerment 1/day 
  +1 level of existing spellcasting class 
  4th 
  +2 
  +1 
  +1 
  +4 
  Delay fear, greater master of terror 
  +1 level of existing spellcasting class 
  5th 
  +2 
  +1 
  +1 
  +4 
  Fearful empowerment 2/day, horrific
  aura, reflective fear 
  +1 level of existing spellcasting class 
  Occult Slayer (CW p66−68) 
  Hit Die: d10. 
  Requirements: To qualify to become an occult slayer, a character must fulfill all of the following criteria. 
   
  Base Attack Bonus: +5. 
   
  Skills: Knowledge (arcana) 4 ranks, Spellcraft 3 ranks. 
   
  Feats: Improved Initiative, Weapon Focus (any weapon). 
  Class Skills: The occult slayer’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Gather 
  Information (Cha), Knowledge (arcana) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). 
   
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features: All of the following are class features of the occult slayer prestige class. 
   
  Weapon and Armor Proficiency: Occult slayers are proficient with all simple and martial weapons and all armor 
  and shields. 
   
  Magical Defense (Ex): An occult slayer’s constant training in countering magic of all types manifests itself as a 
  bonus on saving throws against spells or spell like abilities. This bonus is +1 at 1st level and it increases to +2 at 3rd level 
  and to +3 at 5th level. 
   
  Weapon Bond (Su): An occult slayer must choose a particular weapon of at least masterwork quality as the focus of 
  her power. Upon making her selection, she immediately forms a bond with her chosen weapon that imbues it with the 
  force of her hatred for spellcasters. Thereafter, any successful attack she makes with the chosen weapon against a 
  spellcaster or a creature with spell-like abilities deals an extra 1d6 points of damage. If this particular weapon is lost or 
  destroyed, the occult slayer loses the ability to deal the extra damage until she acquires and bonds with another weapon 
  of the same kind of at least masterwork quality. The occult slayer must spend one day per character level practicing with 
  the replacement weapon (and doing very little else – no adventuring) to create a new weapon bond. 
   
  Mind over Magic (Su): Starting at 2nd level, an occult slayer can cause a spell or spell-like ability targeted against 
  her to rebound onto the originator as a free action. This ability otherwise functions as the spell turning spell (caster 
  level equals the character’s occult slayer level +5). An occult slayer can use this ability once per day at 2nd level and 
  twice per day at 4th level. 
   
  Vicious Strike (Ex): At 2nd level and higher, an occult slayer who readies an attack action to disrupt a spellcaster 
  deals double damage if the attack hits. 
   
  Auravision (Su): At 3rd level, an occult slayer gains the ability to see magical auras at a range of up to 60 feet as a 
  free action. This ability otherwise functions as the detect magic spell. The character cannot use this ability to determine 
  anything but the number of magical auras present. 
  The Dread Witch Project 
   
  Page 50 
  
   
  Nondetection Cloak (Su): Upon reaching 4th level, an occult slayer (and any gear she wears or carries) becomes 
  more difficult to locate through divinations such as clairaudience/clairvoyance, locate object, and other detection spells. 
  The occult slayer gains magical protection from divination equivalent to a nondetection spell (caster level equals the 
  character’s occult slayer level), except that it affect only the occult slayer and her possessions. 
   
  Blank Thoughts (Ex): At 5th level, an occult slayer can induce within herself a state of mental absence, thereby 
  becoming immune to mind-affecting effects (charms, compulsions, patterns, phantasms, and morale effects). She can 
  suppress or resume this ability as a free action. 
   
  Table 2-25: The Occult Slayer 
  Base Attack 
  Bonus 
  Level 
  Fort Save Ref Save Will Save Special 
  1st 
  +1 
  +0 
  +0 
  +2 
  Magical defense +1, weapon bond 
  2nd 
  +2 
  +0 
  +0 
  +3 
  Vicious strike, mind over magic 1/day 
  3rd 
  +3 
  +1 
  +1 
  +3 
  Auravision, magical defense +2 
  4th 
  +4 
  +1 
  +1 
  +4 
  Mind over magic 2/day, nondetection cloak 
  5th 
  +5 
  +1 
  +1 
  +4 
  Blank thoughts, magical defense +3 
   
  Wild Mage (CA p68−70) 
  Hit Die: d4. 
  Requirements: To qualify to become a wild mage, a character must fulfill all of the following criteria. 
   
  Alignment: Any chaotic. 
   
  Skills: Knowledge (the planes) 4 ranks, Spellcraft 8 ranks, Use Magic Device 4 ranks. 
   
  Feats: Magical Aptitude, any metamagic feat. 
   
  Spells or Spell-Like Abilities: Arcane caster level 1
  st. 
  Class Skills: The wild mage’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft 
  (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic 
  Device (Cha). 
   
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features: All of the following are class features of the occult slayer prestige class. 
   
  Weapon and Armor Proficiency: Wild mages gain no proficiency with any weapon or armor. 
   
  Spells per Day/Spells Known: At each level, a wild mage gains new spells per day (and spells known, if 
  applicable) as if she had also gained a level in an arcane 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 (such as 
  the bonus feat sometimes gained by a wizard).  If she had more than one arcane spellcasting class before becoming a 
  wild mage, she must decide to which class to add each level for the purpose of determining spells per day and spells 
  known. 
   
  Wild Magic: A wild mage casts spells differently from any other arcane caster.  She reduced her caster level by 3 
  for all spells she casts from now on.  However, every time she casts a spell, her use of wild magic adds 1d6 to her 
  adjusted caster level.  For example, an 8
  th-level sorcerer/1
  st-level wild mage has a base caster level of 6
  th, not 9
  th, but her 
  actual caster level varies from 7
  th to 12
  th for every spell she casts.  Caster level affects all level-based variables of a spell, 
  including spell penetration checks. 
  The Dread Witch Project 
   
  Page 51 
  
   
  Random Deflector (Su): At 2
  nd level and higher, a wild mage has the ability to protect herself from certain attacks 
  with this ability.  Using this ability is an immediate action, which means that a wild made activates it when it is not her 
  turn.  When activated, the random deflector lasts until the beginning of the wild mage’s next turn.   
   
  The random deflector redirects ranged attacks, ranged touch attacks, and individually targeted spells (spells 
  designating the wild mage as the sole target, but not area spells striking an area in which she happens to be the sole 
  target) so that they instead attack a random target within 20 feet of the wild mage.  A wild mage includes herself and her 
  allies among the possible new targets.  Any creature targeted by a deflected attack is attacked or affected normally, so an 
  attack roll is made normally against the new target’s AC, the new target receives a saving throw if a spell or effect allows 
  one, and so on.  A wild mage can use this ability once per day at 2
  nd level, two times per day at 5
  th level, and three times 
  per day at 8
  th level. 
   
  Student of Chaos (Ex): Whenever a wild mage of 3
  rd level or higher uses a magic item that offers a randomly 
  determined effect (such as a bag of tricks or rod of wonder), she can roll twice and choose between the two results.  If a 
  random roll is made only once to determine the nature or contents of a device (for example, a robe of useful items or an 
  iron flask), a wild mage gains no special advantage. 
   
  Chaotic Mind (Su): When a wild mage reaches 6
  th level, the power of chaos infuses her mind.  She gains immunity 
  to confusion and insanity spells and effects, and she is shielded by a continuous nondetection effect (as the spell). 
   
  Reckless Dweomer (Su): At 9
  th level and higher, a wild mage knows how to spontaneously convert her own spell 
  energy into random, unpredictable results.  As a standard action, she can eliminate a prepared spell or spell slot of at 
  least 1
  st level to create an effect similar to that of activating a rod of wonder.  The character’s student of chaos ability (see 
  above) applies when she uses her reckless dweomer ability.  See page 237 of the Dungeon Master’s Guide for details on 
  the rod of wonder. 
   
  Wildstrike (Sp): At 10
  th level, a wild mage gains the ability to make a wildstrike once per day.  A wildstrike affects a 
  single creature within 60 feet, surrounding the creature in an aura of shimmering rainbow colors for 2d6 rounds.  Spell 
  resistance applies, but the target receives no saving throw.  While a wildstrike is in effect, there is a 50% chance each 
  time the affected creature casts a spell or uses a spell-like ability that its intended action fails.  Instead, the creature rolls 
  as if it had activated a rod of wonder (see page 237 of the Dungeon Master’s Guide). 
    
  Table 2-22: The Wild Mage 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  Spells per Day/Spells Known 
  1st 
  +0 
  +0 
  +0 
  +2 
  Wild magic 
  +1 level of existing arcane spellcasting class 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Random deflector 1/day 
  +1 level of existing arcane spellcasting class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Student of chaos 
  +1 level of existing arcane spellcasting class 
  4th 
  +2 
  +1 
  +1 
  +4 
  - 
  +1 level of existing arcane spellcasting class 
  5th 
  +2 
  +1 
  +1 
  +4 
  Random deflector 2/day 
  +1 level of existing arcane spellcasting class 
  6th 
  +3 
  +2 
  +5 
  +2 
  Chaotic mind 
  +1 level of existing arcane spellcasting class 
  7th 
  +3 
  +2 
  +5 
  +2 
  - 
  +1 level of existing arcane spellcasting class 
  8th 
  +4 
  +2 
  +6 
  +2 
  Random deflector 3/day 
  +1 level of existing arcane spellcasting class 
  9th 
  +4 
  +3 
  +6 
  +3 
  Reckless dweomer 
  +1 level of existing arcane spellcasting class 
  10th 
  +4 
  +3 
  +7 
  +3 
  Wildstrike 
  +1 level of existing arcane spellcasting class 
   
   
  The Dread Witch Project 
   
  Page 52 
  
  DM Aid  
  Fear Cloud  
  The aura of fear permeating the northern provinces of Furyondy is infused with the powers of the Dread Witch. All 
  effects are considered spell-like, mind-affecting abilities of the enchantment and necromancy schools. The Dread Witch 
  is not affected by these effects (even those that would benefit her), as the effect emanates from her. However, other 
  NPCs may be affected by these effects.  This aura causes the entire Crockport/Gullkeep area to radiate faint 
  necromancy. 
  At APL 2-4: 
  • 
  Spells in the teleportation subschool do not function due to magical interference. 
  • 
  The save DC of any spell cast with the fear descriptor increases by 1. This bonus stacks with Spell Focus. At APL 8, 
  the DC is increased by 2 instead. 
  • 
  All characters receive a circumstance bonus to the Intimidate skill equal to his or her Hit Dice.   
  • 
  Any character whose Intimidate modifier equals or exceeds his or her Diplomacy modifier may not use the 
  Diplomacy skill. 
  At APL 6: 
  • 
  All above effects. 
  • 
  Every time a spell with a visual manifestation is cast, roll percentile dice. On 5% or below, the spell gains the fear 
  descriptor (gaining any appropriate modifications), and every character who can see the effect (including the 
  caster, if applicable) must make a DC 17 Will save or become shaken for 1d4 rounds. The save DC for this effect 
  increases to DC 20 at APL 8. 
  At APL 8: 
  • 
  All above effects. 
  • 
  Individuals who are normally immune to fear (including paladins) may now be affected by fear. 
  • 
  Any time an affected character succeeds a saving throw against a fear effect, that effect is immediately targeted at its 
  source, unless that source is the Dread Witch.  
   
  Timeline of events 
  All times are approximate.  All days noted are consecutive. 
  Godsday, 9:00 PM: Pallis goes on his “fact-finding mission”. 
  Waterday, 10:00 PM: PCs arrive at the gates of Crockport. 
  Earthday, 7:00 AM: PCs are attacked by grues/necromentals. 
  Earthday, 12:00 PM: PCs leave Crockport for Gullkeep. 
  Freeday: Nothing of note occurs. 
  Starday, 7:00 PM: The Dread Witch departs Gullkeep. 
  The Dread Witch Project 
   
  Page 53 
  
  DM Map 1 (Encounter Two): The Outskirts of Crockport 
   
  This map assumes that the PCs approach the city from the west.  If they approach from a different direction, rotate the 
  map accordingly. 
   
  The Dread Witch Project 
   
  Page 54 
  
  DM Map 2 (Encounter Four): Pallis’s Campsite 
   
  The monster indicated on the map is the living spell.  Pallis is hiding in the tree near the road.  The PCs approach from 
  the south. 
   
  The Dread Witch Project 
   
  Page 55 
  
  DM Map 3 (Encounter Seven): Dread Witch’s Hiding Place 
  The Dread Witch is hiding in the upper right corner of the map.  The other monsters (if present) are on the left-hand 
  side. The S indicated next to the Dread Witch’s position is a hole in the collapsed wall through which she casts spells. 
   
  The floors and walls are made of stone (hardness 8).  The black walls on the map (the actual walls of the keep) are 
  fifteen feet high, require a DC 20 Climb check to scale, and require a DC 15 Balance check to stand atop. The grey walls 
  on the map (representing rubble and collapsed walls) are ten feet high, require a DC 15 Climb check to climb and a DC 
  17 Balance check to move across. They cannot be run upon or charged across. The thinnest portion of the rubble behind 
  which the Dread Witch is hiding is in the southeastern corner of the grey area. It is a one-foot thick stone wall, 
  possessing hardness 8 and 180 hit points. 
  The Dread Witch Project 
   
  Page 56 
  
  Player Handout 1 
  You had the following dream last night: 
  As you approach the city of Crockport, two individuals suddenly appear, flanking your path. One, a demon of some 
  kind, fails to attract your attention. However, you get a good view of the other as he charges toward you on his 
  nightmare mount. Light gleams off his pitch black armor as he approaches, and the two emblems on his armor are clear. 
  One is a holy symbol portraying a gauntlet clutching barbed arrows, and the other is a coat of arms displaying a crown, 
  battleaxe, and dragon on a blood-red field.  As he bears down on you, you can see through his visor and note his pallid 
  skin, glowing red eyes, and fanged grin as he cries, “You will be the first of Ferrond’s children to fall before my power, 
  but soon all you see will belong to the last true scion of Thrommel’s line!”  As he says this, you see a bird’s eye view 
  perspective of the kingdom of Furyondy. When the armor-clad knight grabs you, you feel the life sapped from your 
  body, you understand – this is King Belvor’s long-dead son, and he has come for your soul.  You cry out to your 
  companions, but they are already dead, apparently slain by the demon. Just as you feel the last ounce of vitality drained 
  from your lifeless husk, you awaken. 
  Player Handout 2 
  You had the following dream last night: 
  As you approach the city of Crockport, two individuals who suddenly appear, flanking your path. One, a knight of some 
  kind, fails to attract your attention. However, you get a good view of the other as he turns toward you and grins. The 
  maroon, green-eyed cambion demon is only seven feet tall but covers your entire field of vision as he moves toward you. 
  One of your allies moves to block his path, but the demon drives one of his powerful clawed arms through him, armor 
  and all. With each step, his expression reminds you more and more of a grinning skull, and you panic, dropping all you 
  carry as you attempt to flee. When you start to run, you hear the demon’s voice mocking you. “Scurry, little rats! It will 
  be but a simple task to cleave your heads from your bodies. After I crush Furyondy, nothing will stop me from 
  overrunning all the Flanaess!” You then hear a sickening flap of wings, and within seconds, you are in the demon’s 
  grasp. “Your soul will taste so sweet as the first in my ascension to greater godhood.” It is at this moment that you realize 
  that you are not being attacked by a normal demon. This is Old Wicked himself.  As he cracks your spine, you look to 
  your friends for aid, but they have already fallen to Iuz and the knight. You were the last bastion against them. Just as 
  you feel the last of your hope and vitality slip away, you awaken. 
  Player Handout 3 
  You had the following dream last night: 
  As you approach the city of Crockport, two individuals suddenly appear, flanking your path. Both are equally 
  horrifying. One is a knight wearing black armor decorated by two emblems: a holy symbol portraying a gauntlet 
  clutching barbed arrows, and a coat of arms displaying a crown, battleaxe, and dragon on a blood-red field. The other is a 
  seven-foot tall, maroon, green-eyed cambion demon whose expression closely resembles a grinning skull. Upon looking 
  at the demon, you become paralyzed with fright; all you can do is stand and watch as they tear your companions limb 
  from limb. The demon makes it a point to rend your allies’ limbs off in the cruelest possible fashion, while the knight 
  simply reaches down and drains the life from their bodies. They laugh to each other, commenting on how delicious 
  your friends’ souls taste and how amusing it was to watch them scurry like rats away from powers they had no chance to 
  defeat. After they each tear through one of your allies, they focus their attention on you. As they approach, the dead 
  bodies of your friends reanimate into vampires and wights, and you realize that you are not just fighting a knight and a 
  demon. You are fighting the undead Prince Thrommel and the demi-god Iuz. As the dark prince, Old Wicked, and your 
  former companions close in on you, you realize that fighting against such overpowering might is futile. Then, you wake 
  up. 
  The Dread Witch Project 
   
  Page 57 
  
  Player Handout 4 
  You had the following dream last night: 
  As you approach the city of Crockport, two individuals suddenly appear, flanking your path. Both are equally 
  horrifying. One is a knight wearing black armor decorated by two emblems: a holy symbol portraying a gauntlet 
  clutching barbed arrows, and a coat of arms displaying a crown, battleaxe, and dragon on a blood-red field. The other is a 
  seven-foot tall, maroon, green-eyed demon whose expression closely resembles a grinning skull. Paralyzed with fright, 
  all you can do is stand and watch as they tear your companions limb from limb. The demon makes it a point to rend 
  your allies’ limbs off in the cruelest possible fashion, while the knight simply reaches down and drains the life from 
  their bodies. They laugh to each other, commenting on how delicious your friends’ souls taste and how amusing it was 
  to watch them scurry like rats away from powers they had no chance to defeat. After they each tear through one of your 
  allies, they focus their attention on you. As they approach, the dead bodies of your friends reanimate into vampires and 
  wights, and you realize that you are not just fighting a knight and a demon. You are fighting the undead Prince 
  Thrommel and the demi-god Iuz. As the dark prince, Old Wicked, and your former companions close in on you, you 
  realize that fighting against such overpowering might is futile. Then, you wake up.  
  Player Handout 5 
  You had the following dream last night:   
  As you approach the city of Crockport, two individuals who suddenly appear, flanking your path. Both are equally 
  horrifying. One is a knight wearing black armor decorated by two emblems: a holy symbol portraying a gauntlet 
  clutching barbed arrows, and a coat of arms displaying a crown, battleaxe, and dragon on a blood-red field. The other is a 
  seven-foot tall, maroon, green-eyed demon whose expression closely resembles a grinning skull. Paralyzed with fright, 
  all you can do is stand and watch as they tear your companions limb from limb. The demon makes it a point to rend 
  your allies’ limbs off in the cruelest possible fashion, while the knight simply reaches down and drains the life from 
  their bodies. They laugh to each other, commenting on how delicious your friends’ souls taste and how amusing it was 
  to watch them scurry like rats away from powers they had no chance to defeat. After they each tear through one of your 
  allies, they focus their attention on you. As they approach, the dead bodies of your friends reanimate into vampires and 
  wights, and you realize that you are not just fighting a knight and a demon. You are fighting the undead Prince 
  Thrommel and the demi-god Iuz. As the dark prince, Old Wicked, and your former companions close in on you, you 
  realize that fighting against such overpowering might is futile. Then, you wake up.  
  Player Handout 6 
  You had the following dream last night:  As you approach the city of Crockport, two individuals who suddenly appear, 
  flanking your path. Both are equally horrifying. One is a knight wearing black armor decorated by two emblems: a holy 
  symbol portraying a gauntlet clutching barbed arrows, and a coat of arms displaying a crown, battleaxe, and dragon on a 
  blood-red field. The other is a seven-foot tall, maroon, green-eyed demon whose expression closely resembles a grinning 
  skull. Paralyzed with fright, all you can do is stand and watch as they tear your companions limb from limb. The demon 
  makes it a point to rend your allies’ limbs off in the cruelest possible fashion, while the knight simply reaches down and 
  drains the life from their bodies. They laugh to each other, commenting on how delicious your friends’ souls taste and 
  how amusing it was to watch them scurry like rats away from powers they had no chance to defeat. After they each tear 
  through one of your allies, they focus their attention on you. As they approach, the dead bodies of your friends 
  reanimate into vampires and wights, and you realize that you are not just fighting a knight and a demon. You are 
  fighting the undead Prince Thrommel and the demi-god Iuz. As the dark prince, Old Wicked, and your former 
  companions close in on you, you realize that fighting against such overpowering might is futile. Then, you wake up.  
  The Dread Witch Project 
   
  Page 58 
  
  Player Handout #7 – Church of Trithereon 
  You find the following note in your belongings when you get ready to leave Crockport: 
  “I apologize for the indirect communication, but I could not say this plainly in front of the stuffy cudgel-user. Pallis 
  asked a lot of questions when he was in Crockport, and learned much of the city’s newer defenses against the Old One. I 
  recommend shooting first and asking questions later, but of course try to keep him alive. Also, take precautions when 
  bringing him back. Keeping the bard unconscious will rob him of the opportunity to free himself. Please keep this to 
  yourself.  C.” 
   
   
  ------------------------------------------------------------------------------------------------------------------------------------------- 
   
  Player Handout #7 – Church of Trithereon 
  You find the following note in your belongings after lunch when you get ready to leave Crockport: 
  “I apologize for the indirect communication, but I could not say this plainly in front of the stuffy cudgel-user. Pallis 
  asked a lot of questions when he was in Crockport, and learned much of the city’s newer defenses against the Old One. I 
  recommend shooting first and asking questions later, but of course try to keep him alive. Also, take precautions when 
  bringing him back. Keeping the bard unconscious will rob him of the opportunity to free himself. Please keep this to 
  yourself.  C.” 
   
   
  ------------------------------------------------------------------------------------------------------------------------------------------- 
   
  Player Handout #7 – Church of Trithereon 
  You find the following note in your belongings after lunch when you get ready to leave Crockport: 
  “I apologize for the indirect communication, but I could not say this plainly in front of the stuffy cudgel-user. Pallis 
  asked a lot of questions when he was in Crockport, and learned much of the city’s newer defenses against the Old One. I 
  recommend shooting first and asking questions later, but of course try to keep him alive. Also, take precautions when 
  bringing him back. Keeping the bard unconscious will rob him of the opportunity to free himself. Please keep this to 
  yourself.  C.” 
   
  The Dread Witch Project 
   
  Page 59 
  
  Player Handout #8 – Church of St. Cuthbert 
  During a particularly heated discussion between Lady DeCrainte and Cataryna, Overseer Desmart passes you the 
  following note: 
  Loyal bearer of the Cudgel: 
  I trust neither Lady DeCrainte nor the fiery vigilante of Trithereon to do what is just. Remain stalwart in your duty to 
  the law; bring Pallis back alive, and bring him bound but conscious. He must have a fair trial, and retain his dignity until 
  proven guilty. Excellent performance in this mission may lead to further endorsements in service of the Church. 
  Yours in faith, 
  ORD 
  ------------------------------------------------------------------------------------------------------------------------------------------- 
   
  Player Handout #8 – Church of St. Cuthbert 
  During a particularly heated discussion between Lady DeCrainte and Cataryna, Overseer Desmart passes you the 
  following note: 
  Loyal bearer of the Cudgel: 
  I trust neither Lady DeCrainte nor the fiery vigilante of Trithereon to do what is just. Remain stalwart in your duty to 
  the law; bring Pallis back alive, and bring him bound but conscious. He must have a fair trial, and retain his dignity until 
  proven guilty. Excellent performance in this mission may lead to further endorsements in service of the Church. 
  Yours in faith, 
  ORD 
   
  ------------------------------------------------------------------------------------------------------------------------------------------- 
   
  Player Handout #8 – Church of St. Cuthbert 
  During a particularly heated discussion between Lady DeCrainte and Cataryna, Overseer Desmart passes you the 
  following note: 
  Loyal bearer of the Cudgel: 
  I trust neither Lady DeCrainte nor the fiery vigilante of Trithereon to do what is just. Remain stalwart in your duty to 
  the law; bring Pallis back alive, and bring him bound but conscious. He must have a fair trial, and retain his dignity until 
  proven guilty. Excellent performance in this mission may lead to further endorsements in service of the Church. 
  Yours in faith, 
  ORD 
  The Dread Witch Project 
   
  Page 60 
  
  Player Handout #9 – Furyondy Players 
  You telepathically receive the following information when you leave the city of Crockport: 
  “Pallis Strandor framed by Dark Prince, beset by undead. Find him; ask what happened. Do not reply; safer that way.  
  Good travels.  Silver Strings.” 
  You know that “Silver Strings” is one of the higher-ups in the Furyondy Players’ College of Performance Arts, although 
  you’ve never actually seen him perform anything.  Plus, he’s always seemed a little shifty to you... 
  If you are a member of the Twilight Hunters, mention this to your DM now. 
   
   
  Player Handout #9 – Furyondy Players 
  You telepathically receive the following information when you leave the city of Crockport: 
  “Pallis Strandor framed by Dark Prince, beset by undead.  Find him; ask what happened.  Do not reply; safer that way.  
  Good travels.  Silver Strings.” 
  You know that “Silver Strings” is one of the higher-ups in the Furyondy Players’ College of Performance Arts, although 
  you’ve never actually seen him perform anything.  Plus, he’s always seemed a little shifty to you... 
  If you are a member of the Twilight Hunters, mention this to your DM now. 
   
   
  Player Handout #9 – Furyondy Players 
  You telepathically receive the following information when you leave the city of Crockport: 
  “Pallis Strandor framed by Dark Prince, beset by undead.  Find him; ask what happened.  Do not reply; safer that way.  
  Good travels.  Silver Strings.” 
  You know that “Silver Strings” is one of the higher-ups in the Furyondy Players’ College of Performance Arts, although 
  you’ve never actually seen him perform anything.  Plus, he’s always seemed a little shifty to you... 
  If you are a member of the Twilight Hunters, mention this to your DM now. 
  The Dread Witch Project 
   
  Page 61 
  
     Critical Event Summary 
  FUR6−08 – The Dread Witch Project 
  (Return to Michelle Sharp if this is the premiere) 
  Please be sure to answer all questions.  Thanks. 
   
  1. 
  How many members of the Furyondy Players were at the table?  
   
   
   
   
   
  2. 
  How many members of the Church of St. Cuthbert were at the table? 
   
    
   
  3. 
  How many members of the Church of Trithereon were at the table? 
   
  4. 
  Did any PC kill Pallis? 
   
   
   
   
  Yes 
   
  No 
   
  5. 
  Circle all NPCs that survived the adventure.   
   
   
  Dread Witch 
   
  Lady DeCrainte 
   
   
  Brick 
   
  Pallis 
   
  6. 
  How many PCs failed a Will save against the Dread Witch’s fear effects? 
   
  7. 
  Which threat did the PCs eliminate? 
   
  Dread Witch 
   
  Lady DeCrainte 
   
   
  Both 
   
  Neither 
   
  8. 
  Were the PCs imprisoned?  
   
   
  Yes 
   
  No 
   
  9. 
  Did any PCs take Lady DeCrainte’s ring?  
   
  Yes 
   
  No 
   
  10. Did the PCs determine that Thrommel was involved? Yes 
   
  No 
   
  11. Comments (Optional).  Please explain any unusual circumstances 
   
   
   
  The Dread Witch Project 
   
  Page 62 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/596/Normal Scenarios/FUR6-08 - Dread Witch Project (APL 2-8)/FUR6-08 - Dread Witch Project.pdf