TEXT:  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2006 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  COR6-07 
   
   
   
  FROM THE DUST 
   
  A One-Round Dungeons & Dragons®  
  LIVING GREYHAWK™ Core Adventure 
  Version 1.0 
  by Donovan Hicks and Derek Schubert 
  Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland 
  Reviewer: Sam Weiss 
  Playtesters: Jennifer Hicks, Dimas Jimenez, David LaMacchia, Daniel Roisman, Brian Zatkow, and Shelton Yee 
   
  The dust has settled and a new Duke has placed his claim on Tenh. His lands are devastated. His shattered people—
  rebels-turned-supporters, old guard, or zealous faithful—squabble in their divided loyalties. With such infighting, 
  where will Duke Labahlah begin rebuilding his nation? A one-round Core adventure set in the Stonelands of Tenh for 
  characters level 4-15 (APLs 6-14). Part 1 of the “Legacy of Life” series. 
   
  Sources: Complete Adventurer [Jesse Decker] Complete Warrior [Andy Collins, David Noonan, Ed Stark], COR3-12 
  Endgame [David Christ], COR4-06 Duke of the Dust [Paul Looby], COR4-10 Riddle of the Dust [Paul Looby], COR4-15 
  War of the Dust  [Paul Looby], Fiend Folio [Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matt Sernett, Chris 
  Thomasson, James Wyatt], Greyhawk Adventures [James M. Ward], Iuz the Evil  [Carl Sargent], Libris Mortis [Andy 
  Collins and Bruce R. Cordell], Monster Manual III [Rich Burlew, Erc Cagle, Jesse Decker, Andrew J. Finch, Gwendolyn 
  F.M. Kestrel, Rich Redman, Matthew Sernett, Chris Thomasson, P. Nathan Toomey], PAL4-05 Possessions in the Dust 
  [Neil Harkins], PAL4M-03 Demons in the Dust [Glyn Dewey], and PAL4-05S Taking Tenh [Donovan Hicks]. The Triads 
  from the Bandit Kingdoms, Dyvers, and Perrenland also contributed to this adventure. 
   
   
   
  
  COR6-07 From the Dust 
   
  Page 1 
  RPGA ® SANCTIONED 
  PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 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 rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. 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. For your 
  convenience, that appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). 
   
  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, or 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. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3.  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up 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. 
  
  COR6-07 From the Dust 
   
  Page 2 
   
  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 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  Stonelands (the once and future Duchy of Tenh). All 
  characters pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep 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 adventure. 
   
  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 
  During the ten-year occupation of the Duchy of Tenh by 
  the armies of Iuz and Stonehold, and the later devastation 
  by hordes of ethereal creatures, Duke Ehyeh III lived in 
  exile in the County of Urnst. In 594 CY, the ether 
  creatures having been banished, Ehyeh returned to his 
  ruined nation, now called the Stonelands. His secret 
  journey took him from the County of Urnst up the 
  Artonsamay River and back to the city of Redspan, which 
  had escaped the worst of the damage from the years of 
  war largely thanks to Nystul, a Tenha wizard in the Circle 
  of Eight. Here, Ehyeh and a group of Loyalists sworn to 
  help him began to reclaim his lands and rebuild from the 
  ashes. (These were the events of COR4-06 Duke of the 
  Dust.) 
   
  The duke soon learned, though, that his return was 
  not as welcome as it should have been. A group of 
  rebellious Tenhas had decided he was unworthy to lead 
  his people any longer. They favored Marshal Laba, a hero 
  of the Greyhawk Wars and a loyal servant of Ehyeh III, to 
  be the Duke of Tenh. (Laba himself, though, did not 
  know of their plans).  
  The rebels also had the 
  support of some of the Keepers of the Flan, sorcerers and 
  sages who preserved Tenh’s lore despite all its troubles. 
  The small rebel army gathered at one of Tenh’s Gleaming 
  Spire castles, Iarvaladhyr (“yar-VAH-lah-deer”). 
   
  Into all of this came adventurers and would-be 
  heroes. They were asked to explore some ancient Flan 
  ruins in the northern Phostwood to find a set of scrolls. 
  These scrolls described a holy stone known as the 
  Taladhcrioch (“tah-lah-CREE-okh”, or the Land’s Heart), 
  which was used in an ancient ritual of succession to 
  anoint the rightful ruler of Tenh. (The revelation of the 
  rebels and the mission to recover the scrolls took place in 
  COR4-10 Riddle of the Dust.) 
   
  These scrolls indicated that the Taladhcrioch could 
  be found in the long-lost city of Tostenhca, high in the 
  Griff Mountains. More study was required to locate 
  Tostenhca itself, and time was of the essence. The Tenhas’ 
  enemies were already planning to invade. The Faithful 
  Flan—zealot converts to Pholtus—had already been 
  encountered and their allies from the Pale would not be 
  far behind. 
   
  Soon after the recovery of the scrolls, the Theocracy 
  of the Pale, Duke Ehyeh III, and the rebels invited those 
  adventurers to support them once more, according to the 
  adventurers’ own loyalties. Tostenhca had been found, so 
  the adventurers were sent forth on griffons, flying most 
  of the way to the city. In Tostenhca (former domain of 
  the wicked archmage Keraptis and now home to a tribe of 
  kobolds), the heroes faced many dangers but recovered 
  the Taladhcrioch from an ancient temple of Beory, the 
  Oerth Mother. 
   
  These heroes returned to the hill of Nevondaer at the 
  center of Nevond Nevnend, Tenh’s ruined capital, to 
  present the Taladhcrioch for the ritual of succession. 
  Here the three competing factions gathered: Duke Ehyeh 
  III and the loyalists, Baron Turanalh and the rebels, and 
  Colonel Kiana Gunnhild and the Pale’s contingent. The 
  heroes gave the Taladhcrioch to Duke Ehyeh III, but he 
  failed the test of the Land’s Heart; he was not the rightful 
  ruler of Tenh. The rebels called for Marshal Laba, in 
  prison in Redspan for treason, but Ehyeh’s guards said 
  that Marshal Laba had killed himself out of shame. Many 
  others scrambled to take the test, including the leaders of 
  the other factions and some of their followers. All failed 
  until a haggard Tenha man came forth and removed his 
  hood to reveal Labahlah, the fugitive son of Marshal Laba. 
  Labahlah passed the test: the Taladhcrioch absorbed the 
  drop of blood that he placed upon it. The rightful duke 
  now chosen, an eerie wail began to emanate from the 
  
  COR6-07 From the Dust 
   
  Page 3 
  stone and a wound opened on Labahlah’s chest. Duke 
  Labahlah bears the pain of the land as his own. As his 
  wound heals, so too will the land of Tenh, according to 
  the Keepers of the Flan. (The expedition to Tostenhca 
  and the rite of succession took place in COR4-15 War of 
  the Dust.) 
   
  The three groups then departed Nevond Nevnend in 
  peace: the rebels to the Gleaming Spire, Iarvaladhyr; the 
  Loyalists to Redspan; and the Faithful Flan to Atherstone. 
   
  Some months later, late in 594 CY, the Faithful Flan 
  returned to the Stonelands to liberate their land from 
  chaos and evil and even from the pagan religion that they 
  believed had failed to protect Tenh from her enemies. 
  Backed by the armies of the Theocracy of the Pale, the 
  Faithful Flan drove forward to take control of the eastern 
  half of the Stonelands, from the Phostwood to the Griff 
  Mountains at Calbut. Even now, the Faithful Flan and the 
  Pale are consolidating their power in Tenh. (The Pale 
  Interactive PAL4-05S Taking Tenh dealt with this 
  military campaign.) 
   
  In Calbut, the ruined Temple of Pelor has been 
  restored and consecrated as the first Temple of Pholtus in 
  the birthing Theocracy of Tenh. For now, the territory is 
  called the Tenth Prelacy of the Pale, and many wonder 
  whether the Pale ever intends to relinquish eastern Tenh 
  or, instead, to push farther west and eventually bring all 
  of Tenh under the flag of the Theocracy. 
   
  With the advance of the Faithful Flan and the Pale’s 
  army into eastern Tenh, Duke Labahlah and his forces 
  found themselves under siege in Iarvaladhyr. The new 
  Duke realized he could not go to war with the Pale at this 
  time. In order to avoid this, he ordered a retreat to 
  Redspan. Duke Labahlah has avoided war for now, but he 
  realizes he must show those previously loyal to Duke 
  Ehyeh III that he is suitable to lead the Duchy of Tenh 
  into a new era of greatness. 
   
  The armies of the Pale and the Tenhas were not the 
  only people in Tenh, for a small warband of Wegwiur 
  (Wolf Nomads) and Arapahi (Rovers of the Barrens) had 
  been exploring the desolate nation and been trapped far 
  from home by the Ether Threat. Led by Lekkol, son of 
  Bargru Khan of the Wolf Nomads, the warband 
  scavenged in ruined Tenha villages to survive. In one 
  village, a warrior unknowingly freed a bound jahi (a 
  devious undead spirit), which took control of Lekkol’s 
  mind and drove him to acts of cruelty. Scouts from the 
  Pale found Lekkol’s camp and freed him from the jahi’s 
  influence. The grateful Lekkol agreed to sign a treaty with 
  the people of the Pale and help them in their liberation of 
  Tenh. (This occurred in the Pale Regional Scenario PAL4-
  05 Possessions in the Dust.) Now that the initial advance 
  has ended, the warband has begun to chafe under the 
  absolute law and order of the Pale. Lekkol is now moving 
  his people across the Stonelands back toward home and 
  whatever battles await him there. 
   
  In the meantime, new threats and challenges stand 
  in the path of the Duchy of Tenh trying to rise from the 
  dust of the Ether Threat. A glabrezu demon, accidentally 
  released by adventurers shortly before the Palish forces 
  invaded (in the Pale minimission PAL4M-03 Demons in 
  the Dust), is now loose in Tenh. He has found the 
  abandoned city of Nevond Nevnend much to his liking. 
  He has gathered to his cause a motley band of people 
  stranded in the Stonelands, including a priestess of Iuz 
  and other warriors of Iuz and of Stonehold. Stoneholders 
  normally hold no love for the Iuzians, but desperate times 
  have forced them to band together for their own survival. 
  The demon, named Markazrak’Nash’Fin, has turned 
  Nevond Nevnend into a city of death. His priestly 
  follower commands all to pay homage to this new dark 
  master. Those refugees and survivors in the city who 
  refuse to submit are slaughtered—or worse, for fresh 
  meat is not allowed to go to waste, no matter its origin. A 
  few other scavengers that survived the Ether Threat roam 
  the city, as do the undead remains of people or animals 
  killed there. 
   
  Lastly, the resolution of the Ether Threat drew the 
  attention of powers beyond the Material Plane. The quest 
  to recover the Codex of the Infinite Planes (in COR3-12 
  Endgame) pitted adventurers against some guardians on 
  the Elemental Plane of Fire, near the City of Brass. The 
  master of these guardians, one of the amirs of the efreet, 
  has sent some servants into Tenh to avenge the affront to 
  his authority. Although these servants might not find the 
  perpetrators, they eagerly visit their vengeance on any 
  people they meet. 
   
  ADVENTURE SUMMARY 
  The adventure begins in Redspan where the party meets 
  with Duke Labahlah, the new Duke of Tenh. Make sure 
  to obtain the appropriate information from all players to 
  give them the appropriate introduction. There is a general 
  introduction to read for all players, as well as handouts for 
  loyal citizens of the Pale (who insist on a place for Pholtus 
  in the Duchy of Tenh), as well as for Heroes, Saighdens 
  (“SIGH-dens”), and Lords of Tenh (who are honored 
  guests in the Duke’s court). The introduction shows the 
  rebuilding of Tenh beginning around Redspan, and 
  possibly other information depending on the PCs’ status 
  in the Duke’s court or in the Pale. 
   
  In Encounter 1, Duke Labahlah himself addresses 
  the PCs before the Court of Tenh. He wants to 
  consolidate his western border before turning north to 
  retake Nevond Nevnend. Thus he asks the PCs to scout 
  the lands around the former capital and then the city 
  itself, especially the former Ducal Palace. The PCs are to 
  act as his official agents. His chief priority is the 
  restoration of the land, so he is grateful for help, no 
  matter the PCs’ usual allegiances. He is not yet convinced 
  in his heart that he must go to war with the Pale, 
  regardless of the current situation. He believes his people 
  can still be brought together again and the Pale can be 
  convinced to peacefully withdraw from his lands. 
   
  Along the way to Nevond Nevnend, the party meets 
  a group of efreet, upset over the invasion of their territory 
  in COR3-12 Endgame. 
   
  After the efreet, the party meets a group of Wolf 
  Nomads and Rovers of the Barrens heading home from 
  their own adventures in the Stonelands. The group 
  speaks with the party as long as the party seems 
  honorable. 
  
  COR6-07 From the Dust 
   
  Page 4 
   
  The party reaches Nevond Nevnend. There they 
  experience the effect of rain on the Stonelands. Rain was 
  once a blessing to the fertile Duchy of Tenh, but in the 
  Stonelands, it can be a brutal opponent. 
   
  The next few encounters occur as the party explores 
  Nevond Nevnend. Two of the encounters can occur at 
  any time and at any location, although each encounter 
  has a suggested time and location with it. The first is a 
  group of Faithful Flan (Pholtus-worshippers) and their 
  priestess, though one of the warriors is actually a 
  succubus in disguise, trying to gauge the strength and 
  abilities of the PCs. The second encounter is a fight 
  against one or more undead creatures. The third 
  encounter occurs when the party explores the Ducal 
  Palace, where the self-proclaimed rulers of Nevond 
  Nevnend have set up their base. 
   
  Finally, the party returns to Redspan to report on 
  their findings at Nevond Nevnend. Some party members 
  may also give a report to Palish authorities about the 
  intentions of Duke Labahlah. 
   
  PREPARATION FOR PLAY 
  Before beginning play, the judge should get the following 
  information from the players: 
   
  Did they play COR3-12 Endgame, COR4-06 
  Duke of the Dust, COR4-10 Riddle of the Dust, 
  COR4-15 War of the Dust, the Pale Regional 
  Scenario PAL4-05 Possessions in the Dust, or 
  the Pale Mini-Mission PAL4M-03 Demons in 
  the Dust with this character? 
   
  Do any of the PCs hold the title(s) Hero of Tenh, 
  Saighden of Tenh, or Lord of Tenh? 
   
  Are any of the PCs loyal Palites or Faithful Flan 
  who side with the Pale in the Liberation of 
  Tenh? (No PC can be both a Hero, Saighden, or 
  Lord of Tenh and a loyal Palite or Faithful Flan. 
  The two nations are effectively at war, though 
  no formal declarations have been made by 
  either nation. This political situation precludes a 
  PC being loyal to the Pale and minor nobility 
  within Tenh.) 
   
  You should also ask the players to preroll several Spot and 
  Sense Motive checks. You can use these checks when the 
  PCs are interacting with the succubus in Encounter 6, so 
  the players do not get suspicious. 
   
  THE COURT OF TENH 
  Refer to these descriptions when describing or portraying 
  the new duke and his court in the Introduction or 
  Encounter 1. 
   
  k Duke Labahlah (“lah-BAH-lah”) – Duke of 
  Tenh: Labahlah, son of Laba, is a short but powerfully 
  built man in his mid-thirties. His skin is a deep coppery 
  bronze, while his wavy hair and deep-set eyes are black as 
  ebony. Labahlah looks like a man who has walked 
  through the Abyss and come out stronger for it. He wears 
  simple clothing beneath his red cloak of the Tenha host. 
  The wound on his chest continually oozes blood so he 
  wears a crimson shirt as a practical measure. His 
  ceremonial kukri hangs from his belt. Noticeably absent 
  is the diadem marking him as the Duke of Tenh. 
   
  Personality/Motive: Labahlah is loyal to Tenh and 
  the Tenhas; he seeks to rebuild his land and reunite his 
  people. The land itself chose him in the ancient traditions 
  of his people, but he feels he must earn his people’s trust 
  and loyalty as well. He is a respected commander from 
  service during the Fall of Tenh to the time of the War of 
  the Dust. He has not smiled in a very long time and many 
  say he will not smile again until Tenh stands strong once 
  more. He is willing to accept aid even from citizens of the 
  Pale, despite that nation’s arrogance and ambition, as he 
  believes that a renewed land will give him strength to 
  oppose them if he must do so. He also believes in his 
  heart that a lawful land like the Pale can be convinced to 
  do the honorable thing in the end. 
   
  k Ehyeh – Tenha Host officer and former Duke 
  of Tenh: Ehyeh is a short, middle-aged man with 
  graying black hair and almost coppery-bronze skin. He is 
  clad in the typical red cloak and uniform of the Tenha 
  Host with his ceremonial kukri at his belt. 
   
  Personality/Motive: Ehyeh is in the midst of 
  rediscovering his purpose. Son of Ehyeh II, he became 
  duke as a young man after his father’s death in battle in 
  577 CY. He realizes he failed as the Duke of Tenh but still 
  wishes to help his people and the land. To this end, he has 
  sworn fealty to Duke Labahlah and seeks to redeem 
  himself by fighting in the Tenha Host, something he now 
  wishes he had done to prevent the Fall of Tenh. 
   
  k Ceannalah (“kyah-NAH-lah”) – Captain of the 
  Tenha Host: Ceannalah is a tall, well-built man in his 
  early thirties. The very epitome of Tenha manhood, 
  Ceannalah has a bronze complexion, broad shoulders, 
  and dark eyes. 
   
  Personality/Motive: 
  Ceannalah 
  was 
  once 
  the 
  premier knight of Tenh and Duke Ehyeh III’s personal 
  bodyguard. He remains loyal to Ehyeh even after Ehyeh’s 
  fall from power and appointment as an officer in the 
  Tenha Host. He possesses the haughty pride for which 
  the Flan of Tenh are notorious. He treats all non-Tenhas 
  with contempt, but respects skill at arms and valor. He 
  also has great pride in seeing the Tenhas returned to their 
  former glory. 
   
  k Baron Turanalh – Marshall of Tenh: Turanalh is 
  a dashing Tenha noble in his mid-thirties. His handsome 
  bronze features are framed by flowing brown locks, 
  flecked with golden highlights. He dresses in a fine set of 
  banded mail and the red cloak of the Tenha Host. Like all 
  Tenha nobles, Turanalh wears an ornately decorated 
  kukri at his hip. 
   
  Personality/Motive: Turanalh is something of a 
  cavalier – charismatic, enthusiastic, and brave to a fault. 
  He is a very forceful character, rarely speaking below a 
  parade-ground bawl, despite a jovial nature. He wants to 
  see the Tenhas return to dominion over Tenh, but led the 
  rebels in the betrayal of Ehyeh in favor of Marshal Laba 
  
  COR6-07 From the Dust 
   
  Page 5 
  until the marshal’s death. He is absolutely loyal to Duke 
  Labahlah despite his previous disloyalty to Ehyeh. 
   
  k Kereledh – Member of the Keepers of the 
  Flan and Annalist of Duke Labahlah: Kereledh is 
  an elderly Tenha man. His narrow face and slight squint 
  gives him an eternally suspicious appearance. He wears 
  fine doublets and pants rather than wizardly robes, and 
  refuses to carry a staff. Kereledh does possess a number of 
  magical rings, though, as well as many other magical 
  items secreted about his person. 
   
  Personality/Motive: Kereledh is quiet, but very 
  shrewd and observant. Like many of his fellows, he has 
  delved deep into the history and lore of Tenh and the 
  Flan. Nonetheless, he is not a foolish sage, being a 
  perceptive and shrewd judge of character. He seeks to 
  lead Duke Labahlah in the rebuilding of Tenh and 
  ensuring the Flan culture remains intact in this 
  devastated land. 
   
  INTRODUCTION 
  This adventure has three introductions. Two of these 
  introductions are composed in Handout 1: “Loyal Palites, 
  Faithful Flan, and All Who Support the Palish Liberation 
  of Tenh” and Handout 2: “Heroes, Saighdens, and Lords 
  of Tenh”. Give the handouts to the appropriate players.  
   
  The introduction that follows below is for all PCs. 
  This introduction takes place after the scene described in 
  Handout 1 (loyal Palites) but before the meeting with 
  Duke Labahlah described in Handout 2. 
   
  A 
  large 
  encampment 
  surrounds 
  Redspan, 
  showing a variety of allies from across the 
  Flanaess have rallied to the support of Tenh’s 
  new ruler. Clearly, Duke Labahlah has been 
  busy in the year and a half since the moot at 
  Nevondaer that proclaimed him rightful ruler.  
   
  The towers of the city bear Tenh’s heraldry 
  of a red rune on a gold field, but over these 
  tents fly other flags. The white swan of the 
  County of Urnst, the home-in-exile of former 
  Duke Ehyeh III, flaps alongside symbols from 
  several 
  other 
  nations, 
  including 
  distant 
  Perrenland, glad to aid their Flan kin in need. 
   
  Redspan’s people are beginning to return to 
  the lives they once knew. The city’s namesake 
  is almost whole again, with humans and 
  dwarves toiling to finish rebuilding the bridge 
  of red stone. The city itself is now surrounded 
  by lush green grass, a strange sight in the 
  Stonelands. There are even a few crops and new 
  fruit orchards growing in the distance. Within 
  the city, many structures have been rebuilt 
  from the ruins of war, while others have risen 
  completely new.  
   
  Pause here to ask the players how their PCs came to 
  Redspan and what prior experience they have in Tenh, if 
  they are willing to share it. 
   
  You are met in the city commons by a 
  contingent of red-cloaked Tenhas led by two 
  officers. The older and shorter of the two is 
  none other than Ehyeh III, former Duke of 
  Tenh, now a colonel in the army of Duke 
  Labahlah. The captain standing just behind him 
  and nearly a head taller is his bodyguard, proud 
  Ceannalah, once the Duke’s Champion.  
   
  Sun glinting off the golden border of his 
  cloak and the silver in his dark hair, Ehyeh 
  welcomes you to his homeland in the name of 
  Duke Labahlah.  
   
  The players may introduce their PCs to Ehyeh and to 
  each other now.  
   
  “The Duke will meet with you on the morrow,” 
  he says, “but for now we have arranged for beds 
  and food for you to refresh yourselves.” 
   
  If there are Heroes, Saighdens, or Lords of Tenh in the 
  party, continue with the following: 
   
  After pausing for a moment to look over your 
  party, Colonel Ehyeh continues, “Welcome 
  also, nobles of Tenh. The Duke wishes to honor 
  you with a repast for your services in our 
  nation’s difficult days, as well as celebrate your 
  return to your adopted homeland. Please, 
  follow me.” 
   
  If you have not yet done so, give Handout 2 to anyone 
  who meets the requirements for that handout. 
   
  ENCOUNTER 1: MEETING 
  THE COURT 
  This encounter takes place the morning after the party 
  arrives in Redspan. They are led into the temporary 
  residence of Duke Labahlah, where they meet the Duke 
  and his court. Read or paraphrase the following: 
   
  After a night of rest in a city guarded by an 
  entire army, you have been brought to the 
  court of Duke Labahlah of Tenh. You heard 
  many of the soldiers and townspeople last night 
  speak of the mobility of the Duke’s court. 
  Labahlah wants to be able to be ready to move 
  at a moment’s notice, whether to meet with his 
  people and give them hope, or to meet the 
  enemies of his people. 
   
  Pause here to ask whether the PCs have taken any special 
  measures for their audience with the duke—such as finer 
  clothing, jewelry or polished armor (or no armor). 
   
  You are led through the halls of a large 
  structure, perhaps once the manse of some 
  wealthy family. Fifty people are gathered in a 
  room with bare walls and whose only seat is a 
  
  COR6-07 From the Dust 
   
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  cushioned wooden chair raised slightly above 
  the main floor. 
   
  The crowd includes Ehyeh and Ceannalah, 
  as well as young noblemen such as Baron 
  Turanalh, who first led the rebel faction 
  opposing Ehyeh’s rule two years ago. The 
  courtiers and guards here are distinctively 
  young and exuberant. Though Tenh is proud in 
  its traditions, youth must lead its tumultuous 
  rebirth. 
   
  A teenaged herald enters and announces, 
  “All hail, His Radiance, Labahlah, Duke of 
  Tenh, Father of the Tenhearanadh (“ten-HAR-
  an-ad”), Chosen of the Oerth Mother.” 
   
  The duke enters, while the court falls to its 
  knees and proclaims together, “Hail, Labahlah, 
  Father and Chosen!” 
   
  Ask the PCs what they do at this point. Many of the 
  Tenhas will take great offense if the PCs do not kneel 
  before Duke Labahlah. 
   
  Duke Labahlah raises his hand for silence; he 
  bids the court rise. The elderly sage Kereledh 
  enters and sits at a portable writing desk 
  behind the duke. His face grave as ever, but his 
  tone resolutely hopeful, Duke Labahlah then 
  speaks, “The ancient ways have chosen me to 
  lead the Tenhas, so I honor the traditions of 
  our people, but the native children of Tenh can 
  no longer believe that we alone can rebuild our 
  land. Our Flan brethren across the continent, 
  few as we are in this age, have come to our 
  assistance. But we shall not refuse aid from 
  other neighbors, despite differences in origin. 
  Our ancestors learned from the western tribes 
  many centuries ago and tempered the Tenha 
  culture to greater strength. Tenh will be a Flan 
  homeland again, golden standards waving over 
  a green land. By Allitur, I so swear.” 
   
  Pause for emphasis. Allitur is the lawful good Flan deity 
  of tradition, ethics, and propriety (It takes a DC 12 
  Knowledge [religion] check to know this). 
   
  “These heroes [or honored kinsmen, lesser 
  nobles, and so on.] I have called here to help 
  us. I have decided it is time for us to return to 
  Nevond Nevnend, but the Tenha Host must 
  drive out the remaining forces of Old Wicked 
  that lurk at Tolran Hill.” Cheers erupt from the 
  crowd. Duke Labahlah holds his hands up for 
  quiet once more before continuing, “So, I ask 
  these heroes who have come to the aid of Tenh 
  to journey to Nevond Nevnend and to learn 
  what evil might still exist there.”   
   
  The duke stops speaking and looks to you 
  expectantly. The court’s gaze follows their 
  duke’s. 
   
  The PCs may have questions at this point, so the 
  following is given as a guide to help DMs answer these 
  questions. Duke Labahlah is unflappable even if the PCs 
  mock him; in his eyes and the eyes of those assembled, 
  the PCs would be bringing dishonor only on themselves. 
  Refer to Map #1 for an overview of Tenh. 
   
  The Tenhas do not know what forces, if any, still 
  exist in Nevond Nevnend. Based on the 
  previous gathering at the Hill of Nevondaer 
  (COR4-15 War of the Dust), they are aware that 
  there are people and other living creatures in 
  the city now, but they have no details. 
   
  Duke Labahlah especially wants to know the 
  condition of the Ducal Palace, which lies in the 
  northern part of the city. Its dome and stained-
  glass windows distinguish it. 
   
  Duke Labahlah does not ask the PCs to fight any 
  enemies they see in the city, unless the PCs 
  believe they can defeat those enemies. 
   
  Duke Labahlah could use scouts from his own 
  army to do this, but believes seasoned heroes 
  and adventurers would be more capable of 
  exploring the city in small groups. 
   
  Labahlah is asking the PCs to serve as official 
  agents of the Tenha Court for this mission. If 
  they are already Heroes, Saighdens, or Lords of 
  Tenh, then he expects that they will represent 
  him with honor in all dealings with other 
  people. If they do not have one of those titles, 
  then Labahlah is willing to accept the risk of 
  putting his trust in them. PCs from the Pale 
  should go along with this request, since the Pale 
  wants them to gauge the duke’s character, not 
  provoke further conflict. 
   
  Tolran Hill is important because it is the last 
  bastion of strength for the forces of Iuz east of 
  the Zumker River. The troops of Iuz’s priestess 
  Xavendra occasionally clash with the returned 
  Tenhas, and Tadurinal of Rookroost has also 
  been sending scouts into Tenh for some reason.  
   
  Duke Labahlah believes it is important to show 
  his people that he is willing to drive the last of 
  Iuz’s troops from Tenh to prove he is willing to 
  stay and fight. (He is careful to avoid accusing 
  Duke Ehyeh outright of failing Tenh by not 
  staying.) 
   
  He believes returning to Nevond Nevnend, the 
  former capital of Tenh and a city so close to Pale-
  occupied territory, will prove to all of the 
  Tenhas his commitment to rebuild Tenh. 
   
  The banks of the Zumker River are not secure, 
  so he advises the PCs to travel overland through 
  Watton and Stroun. Nevond Nevnend is about 
  250 miles from Redspan by this route. (Fighting 
  the forces of Iuz or other enemies in western 
  Tenh is not in the scope of this adventure.) 
   
  He is willing to provide the party with three 
  weeks of food (and a few scrolls of create water) 
  for their journey to Nevond Nevnend and 
  horses or ponies if they require them. The 
  
  COR6-07 From the Dust 
   
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  quartermaster can supply this and any other 
  required supplies to the party. He can also 
  provide a flag of Tenh, for the PCs to fly over 
  Nevond Nevnend if it is safe for the Tenha 
  Host.  
   
  He cannot afford to pay the party in gold, as all 
  the gold he can raise is paying for the rebuilding 
  of Tenh. He is the Duke of Tenh though, and he 
  will not forget those who assist his people in 
  this time of need any more than he will forget 
  the enemies of his people. 
   
  If anyone asks about the moistness of his shirt, 
  the Duke will say, “I carry the injury of Tenh as 
  my own. When the land is healed, so too will my 
  wounds fade.” 
   
  If anyone asks why he does not wear the diadem 
  of the Duke of Tenh, he will say, “The Oerth 
  Mother has chosen me to lead Tenh and she 
  needs no such symbol. When the people have 
  united with me, I shall wear their symbol.” 
   
   
  Development: Should the PCs choose to assist the 
  Duke, he provides any supplies they require. His 
  quartermaster provides them with mounts, food, and 
  water, as mentioned above. He can also provide any 
  reasonable equipment on Table 7—8 of the Player’s 
  Handbook, but nothing over 15 gp in cost and no more 
  than 50 gp in total gear above the cost of the mounts and 
  food. The PCs are expected to return any equipment that 
  is not used during the adventure. 
   
  If the PCs choose to not accept the Duke’s offer, the 
  adventure is not necessarily over. They may still journey 
  home through the Stonelands and face the efreet 
  encounter in the wilds, as well as speak with the nomads. 
  They may also choose to go to Nevond Nevnend on their 
  own as free agents. They will not gain the Favor of the 
  Court of Tenh, listed on the AR. 
   
  The PCs may interact with any of the members of 
  the court, since they may be acquaintances from previous 
  scenarios. Refer to the guidelines above (“The Court of 
  Tenh”, before the Introduction) on roleplaying these 
  NPCs. The PCs can explore their own attitudes toward 
  Tenh and why they choose to be adventurers. 
   
  As long as the PCs choose to leave Redspan, proceed 
  to Encounter 2. 
   
  ENCOUNTER 2: FIRE AND 
  DUST 
  This encounter occurs as the party journeys across the 
  Stonelands to Nevond Nevnend, or possibly on their way 
  home. If the party uses magical means of transport or are 
  not on their way to Nevond Nevnend, you should modify 
  the read aloud text to account for that. Read or paraphrase 
  the following: 
   
  You have been on the road for a few days now 
  travelling steadily toward Nevond Nevnend. 
  The loose soil that is constantly blown across 
  the land makes it hard to see more than a few 
  feet when the wind blows strong enough. The 
  dry air is cooler than normal for the season, 
  perhaps due to the Troll Winter taking place in 
  the Pale. They say the entire Theocracy is 
  covered in ice and snow even now as spring 
  nears its end.  
   
  Here in Tenh, the view is not one of snow 
  but one of drab grey and brown, broken rarely 
  by a haze of green: the sprouts of tough wiry 
  grasses or other plants normally considered 
  weeds, now the first life to return after the 
  despoliation of the Ether Threat. 
   
  At several points in their journey the PCs come across 
  evidence of Tenh’s slow regeneration. When appropriate 
  read or paraphrase the following text: 
   
   
  During your journey, you have noticed a few 
  settlements of Tenhas, beginning the arduous 
  task of rebuilding their homes and their lives. 
  The husks of Watton and Stroun are slowly 
  being revived, and many of the intermittent 
  settlements have taken to using low stone walls 
  to block in the loose soil where they are 
  planting small gardens or larger fields of crops. 
  You have heard the Pale has been using this 
  tactic extensively in eastern Tenh. You have 
  also seen a few copses of planted trees 
  beginning the slow growth towards becoming 
  forests. Each seems to have had its own 
  caretakers camped nearby.  
   
  Pause to let the PCs offer supplies, advice, or 
  encouragement to the settlers if they wish. The typical 
  settler is resolute and determined, but concerned about 
  enemies in both the west (Iuz) and the east (Pale). They 
  are glad to hear the PCs tell them of Labahlah’s 
  commitment to restoring the land. 
   
  Around noon of this day of travel if the party is 
  travelling by conventional means, one or two efreet 
  (genies), and possibly an efreeti’s lesser servants, intercept 
  the party via plane shift. One efreeti appears fifty feet 
  from the nearest PC, and any other creatures are adjacent 
  to him but farther from the PCs. 
   
  The air nearby shimmers momentarily as if 
  with great heat. 
   
  Describe the creatures that appear, based on the 
  descriptions in the Monster Manual. 
   
  One of the efreet begins by formally greeting and 
  challenging the party. If any of the PCs have played 
  COR3-12 Endgame, this efreeti addresses those PCs 
  directly. The efreeti does not issue its challenge if it is 
  attacked first, but will scream about how dishonorable 
  the PCs are. Read or paraphrase the following and adjust 
  if there is only one efreeti: 
   
  One of the red-skinned giants looks surprised 
  to see you, but quickly collects himself and 
  
  COR6-07 From the Dust 
   
  Page 8 
  speaks formally in a resounding voice: “You do 
  not know us, but we know you and your kind. 
  You trespassed into the lands of the City of 
  Brass 
  and 
  killed 
  the 
  noble 
  salamanders 
  guarding the iron door. Our master demands 
  restitution. Therefore, by order of His Lordly 
  Grace, Amir Fawzan, we have been sent here to 
  punish you for 
  your transgressions. Tiny 
  mortals should not tamper with the laws of the 
  planes! Now face your trial by fire with honor.”  
   
  The efreet do not care if the PCs didn’t participate in 
  COR3-12 Endgame. They have been sent here to punish 
  the mortals who invaded and they are overjoyed by the 
  chance to avenge their lands. 
   
  APL 6 (EL 6) 
   
  d Flamebrother Salamander: hp 32; Monster 
  Manual 218. 
   
  d Large Fire Elemental: hp 72; Monster 
  Manual 99. 
   
  APL 8 (EL 8) 
   
  d Efreeti: hp 80; Monster Manual 115 (Genie). 
   
  APL 10 (EL 10) 
   
  d Efreet (2): hp 80, 80; Monster Manual 115 
  (Genie). 
   
  APL 12 (EL 12) 
   
  d Advanced Efreet (2): hp 112, 112; Appendix 1. 
   
  APL 14 (EL 14) 
   
  d Advanced Efreet (2): hp 160, 160; Appendix 1. 
   
   
  Tactics: At APL 6, the efreet orders his two minions 
  to attack. (In Ignan he says: “These mortals are clearly too 
  weak to have killed those nobles. But you might find 
  them a challenge, flamebrother….”) He then becomes 
  invisible and leaves to find more hapless victims to seek 
  retribution on. The elemental and flamebrother attack as 
  described in the Monster Manual. 
   
  The efreet at APLs 8 to 14 start by casting a 
  quickened scorching ray on a heavily armored PC, 
  moving if necessary to get within range, and putting up a 
  wall of fire to divide the PCs to the efreeti’s advantage. 
  They then use their invisibility and move close to any 
  obvious spellcasters. The efreet believe the spellcasters to 
  be the greatest threat as they can negate their powers of 
  invisibility and use cold attacks against them. Loyal to 
  their master, they do not flee combat. An efreeti may 
  polymorph (self) into a behir (Monster Manual 25) or an 
  elephant (Monster Manual 272)—both red instead of 
  their normal color—for quick healing or to eat or trample 
  some PCs.  
   
  Adjust tactics as necessary if it would be obvious to 
  the efreet that the above tactics would not work to their 
  advantage. 
   
  Talking Your Way Out of It: The PCs may be 
  able to use Diplomacy to change the attitude of the efreet 
  or use Bluff to convince them to go somewhere else (such 
  as blaming the forces of Iuz, which are now at Tolran 
  Hill). If this is done, you may wish to remind the party 
  that the efreet will still be seeking vengeance on the 
  Material Plane, specifically throughout Tenh.  
   
  Treasure: The flamebrother and efreet wear fine, 
  but gaudy, jewelry.  
   
  APL 6: Coin: 300 gp. 
   
  APL 8: Coin: 450 gp.  
   
  APL 10: Coin: 450 gp.  
   
  APL 12: Coin: 500 gp.  
   
  APL 14: Coin: 600 gp.  
   
  .Troubleshooting: At higher APLs, the party may 
  be travelling by magical means. If this is the case, this 
  encounter occurs the first time the party appears and is 
  solid again in Tenh. This may be outside the city of 
  Nevond Nevnend; if so, Encounter 4 should occur as 
  soon as the fight with the efreet has ended. This may 
  leave the party in a wounded state to deal with the events 
  of that encounter, but such is the consequence of 
  travelling using magic. 
   
   
  ENCOUNTER 3: COUSINS 
  OF THE TENHAS 
  This encounter occurs a day or two after the battle with 
  the efreet. If the PCs are travelling straight to Nevond 
  Nevnend by magical means, they miss this encounter. If 
  they are flying, they may see the indications of the group 
  in this encounter below them, but may not actually 
  encounter them depending on their own decisions; you 
  should adjust the description below accordingly if the 
  party is not using conventional means of travel.  
   
  As you cross the dusty Stonelands, you notice 
  an encampment of two distinct types of tents: 
  some dome-shaped, some conical. Spears driven 
  into the ground around the tents are topped 
  with colored pennants, waving in the wind. 
  Scores of people move about an equal or greater 
  number of horses and ponies. The tents are 
  being quickly disassembled and loaded onto 
  pack animals. 
   
  Four riders break off in front of the rest of 
  the group and sit in their saddles, watching 
  you, while the activity continues behind them. 
   
  What the party does next will determine how the rest of 
  this encounter proceeds. The four riders are Lekkol 
  Khan, 
  Yantu, 
  Mantotohpa 
  (man-toh-TOH-pah) 
  Shadowhunter, and Amadahy (ay-mah-DAH-hee) Silver 
  Rain. The two groups behind them are made up of Flan 
  (Rover) and Baklunish (Wolf Nomad) peoples, almost of 
  equal numbers. Both groups are dressed in light armor 
  with furs, silks, jewelry studded with jade-like etherstone, 
  and even black insectoid plates made from Ether creature 
  carapaces. These warriors appear ready to chase to its 
  death anything that challenges their strength.  
  
  COR6-07 From the Dust 
   
  Page 9 
   
  If the party approaches peacefully, Lekkol Khan asks 
  them to halt at a distance of approximately ten feet. If the 
  party approaches in a hostile manner, Lekkol Khan says 
  to his companions loud enough for the party to hear, “So, 
  they do not know fear, but surely they will know death if 
  they seek to challenge a combined host of Wegwiur and 
  Arapahi!” (Wegwiur and Arapahi are the formal names for 
  the Wolf Nomads and Rovers of the Barrens, 
  respectively.) 
   
  Lekkol Khan has met adventurers before, as has his 
  shaman, Yantu. Mantotohpa has had few dealings with 
  adventurers though and his shaman, Amadahy, is wary of 
  any non-Flan. They have also met and are friendly with 
  centaurs that live in the northern Phostwood and eastern 
  Fellreev Forest. All of them are expert riders and prefer to 
  remain in the saddle as they speak. They pity dwarves and 
  others who appear ill at ease riding. 
   
  Use the following descriptions and notes to roleplay 
  this encounter between the party and these groups.  
   
  Common is not the first language for any of the 
  riders 
  , though the two factions speak it to each other. The Wolf 
  Nomads prefer speaking Ordai (the language of Wolf and 
  Tiger Nomads) or Ancient Baklunish, while the Rovers 
  speak a dialect of Flan. You might have them 
  misunderstand certain words or phrases if the PCs talk to 
  them in Common. 
   
  k Lekkol Khan, Khan of the Wegwiur: N male 
  human (Baklunish) fighter-type. 
   
  Description: Lekkol Khan is a tall, wiry man, twenty-
  eight years old. He stands six feet tall; his straight black 
  hair hangs past his shoulders and complements the 
  golden tone of his skin. His green eyes peer at all around 
  him as if he is searching for some weakness in their 
  defenses. He wears heavy leather trousers and gloves, but 
  his chest remains bare and there is a strange scar on his 
  neck. He rides a fine black horse. 
   
  Personality/Motives: Seventh son of the Wolf 
  Nomad tarkhan, Lekkol Khan is ambitious and 
  charismatic. He was recently controlled by a jahi (a snake-
  shaped undead spirit that rests around its victim’s neck), 
  which is where the scar around his neck comes from. He 
  hates all who are enemies of the Wegwiur, but deals 
  honorably with those he believes to be honorable. He 
  does not reveal the shame of his encounter with the jahi 
  and cautions any PCs who mention it to mind their own 
  business. At this time, Lekkol Khan only wishes to return 
  home—to see his father and family once more and fight 
  at their side against the forces of Old Wicked. Because of 
  the jahi attack, he distrusts anyone who covers their neck 
  in any way. 
   
  He leads this group of Wolf Nomads which was 
  trapped on the eastern side of Tenh when the 
  Ether Threat began. 
   
  He and his warriors have met with adventurers 
  of the Pale-land to the east. They proved 
  honorable, as did their masters in the Oeridian 
  church that rules them. 
   
  The Wolf Nomads were given land in Pale-
  occupied Tenh for helping drive out the 
  Stoneholders and Iuz. 
   
  The Wolf Nomads are returning home as 
  neither he nor his people could live with the 
  Pale’s strict laws any longer. 
   
  The Wolf Nomads met this group of Rovers 
  yesterday. 
   
  The Wolf Nomads were in Nevond Nevnend 
  last year. They saw strange creatures as well as 
  humans. Some of the humans attacked them 
  [these were the Stoneholders or Iuzians], but 
  others asked for help with honor but not with 
  pride [these were Tenhas]. Yantu knows more of 
  the strange creatures they saw than he does. He 
  only knew that they were evil and should be 
  slain. 
   
  k Yantu, Shaman of the Wegwiur: N male human 
  (Baklunish) cleric of Geshtai. 
   
  Description: Yantu is an elderly man of almost fifty 
  summers. His hair and his long drooping moustache have 
  faded to grey, but his wizened gray-green eyes still seem 
  to hold much life. He is dressed in simple dusty blue 
  clothing and carries a staff. A small silver medallion in 
  the shape of a waterspout (the symbol of Geshtai) hangs 
  around his neck. He rides a dun-colored horse. 
   
  Personality/Motives: Yantu is a thoughtful and 
  patient person. He is respectful of all he meets as possible 
  tools in the service of his Khan. He has had a recent 
  vision that speaks of a need for Lekkol Khan to return to 
  the lands of his people once more. 
   
  An omen told him that the Wegwiur under 
  Lekkol Khan must return home. 
   
  The creatures he saw were mostly undead, with 
  ghouls, ghasts, and zombies being in the 
  majority.  
   
  The dishonorable humans spoke of a fiend with 
  a long, harsh-sounding name. [This was the 
  glabrezu, Markazrak’Nash’Fin.] 
   
  k Mantotohpa Shadowhunter, Sachem (War-
  chief) of the Rovers: CN male human (Flan) fighter-
  type. 
   
  Description: Mantotohpa has deep brown skin from 
  long days in the sun. His amber eyes study all from 
  beneath his curly brown hair. He is dressed in light 
  hunting leathers with embroidered beadwork, and his 
  pouches are adorned with colorful feathers. He has broad 
  shoulders that make him look like once he set his short 
  frame, no man could move him. He rides a black-and-
  white pinto horse. 
   
  Personality/Motives: Mantotohpa is wary of all non-
  Flan in the Stonelands. He would not have spoken with 
  Lekkol Khan were it not for the Rovers of the Barrens 
  already within Lekkol’s group. He brought his warband 
  into the Stonelands to see if there were any surviving 
  Tenha who might be brought back to the west. Through 
  Lekkol Khan he is aware of the Pale’s invasion of Tenh 
  and is now returning to take word back to his own 
  
  COR6-07 From the Dust 
   
  Page 10 
  people. His nomadic people have little connection with 
  the so-called civilized Tenhas after centuries of 
  separation, feeling more in common with the Wolf 
  Nomads to the west. Perhaps now, though, relearning the 
  nomadic ways would serve the Tenhas better than 
  keeping the ways of the Oeridians who drove the Flan 
  from their ancient hunting lands farther east (the Pale). 
   
  He is the leader of the Arapahi (Rovers) here. 
   
  His group was exploring the Stonelands when 
  they encountered the Wegwiur. 
   
  He is torn between great sadness at the 
  suffering of the Tenha at the hands of Iuz and 
  others, but somewhat smug about the price 
  Tenh has finally paid for adopting a soft settled 
  lifestyle. (Emboldened by recent successes 
  under Nakanwa Daychaser, he is proud like the 
  Rovers of old, before Iuz struck.) 
   
  A few Tenhas who fled to the west, mostly 
  women and children, were adopted into tribes 
  of Rovers. (As precedent, according to the 
  Living Greyhawk Gazetteer, Rovers also adopted 
  women and children taken during their raid on 
  the Stonehold city of Vlekstaad a few years ago.) 
   
  If a PC suggests it, he is willing to take his group 
  of warriors to speak with Duke Labahlah. He 
  cannot speak on behalf of all the Arapahi, but he 
  can take word back to Durishi Great Hound, 
  highest chief of the Rovers. 
   
  They have not been to Nevond Nevnend, but 
  other scouts of his people went to the Griff 
  foothills to see if any of the Tenha had sought 
  refuge there. The scouts that returned said a few 
  survived in the hills but they reported great evil 
  in the mountains, near the high water. (They 
  refer to Lake Abanfyl: DC 15 Knowledge 
  [geography]). 
   
  The rains that come to the Stonelands are almost 
  as great a threat as the strange creatures they 
  have encountered. His shaman, Amadahy, can 
  identify the creatures they have seen. (Heavy 
  rains will come tomorrow, as in Encounter 4. A 
  DC 20 Survival check predicts this, a higher DC 
  than usual because of the capricious weather.) 
   
  k Amadahy Silver Rain, Shaman of the Rovers: 
  N female human (Flan) cleric of Beory.  
   
  Description: Amadahy wears her long black hair tied 
  back to keep it out of her coal-black eyes. She wears a soft 
  doeskin robe and a heavy cloak against the winds of the 
  Stonelands. She is lighter-skinned than most of her 
  people, and around her neck she wears a disk of green 
  stone with a circle raised on it in silver (symbol of Beory). 
  She rides a bay mare (reddish with a black mane and tail). 
   
  Personality/Motives: Amadahy is wary of all non-
  Flan like the sachem she serves, but hers is not just 
  reserved for those in the Stonelands. She believes that the 
  Oerth Mother gave the lands of the Flanaess to her 
  people, and the people who have come after—Oeridian, 
  Suloise, Baklunish, or humanoids—have stolen her 
  people’s lands. She has recently heard how Duke 
  Labahlah was chosen by the Oerth Mother and would 
  like to meet the chosen of her goddess to see for herself if 
  he is worthy to rule over the Tenha people. 
   
  She has recognized fire, earth, and air 
  elementals here in the Stonelands. 
   
  Beory has told her there is a great fiend moving 
  about the land gathering survivors of Old 
  Wicked and the Stonehold to him. 
   
  She supports the PCs in any suggestion to her 
  chieftain to journey to speak with Duke 
  Labahlah. 
   
  Development: As long as the party does not attack the 
  people in this encounter, they probably gain some 
  valuable information for their scouting mission into 
  Nevond Nevnend. You can give the party descriptions of 
  the undead they might face in Nevond Nevnend in 
  Encounter 5 if they ask for descriptions, as well as 
  descriptions of some of the fiends they might face in 
  Encounter 6. The descriptions for Encounter 5 should 
  come from Yantu, while the descriptions for Encounter 6 
  should come from Amadahy. 
   
  If the party is foolish enough to attack any of these 
  people, you should remind them first that an unprovoked 
  attack is an evil act, and that almost 150 mounted warriors 
  of the Wolf Nomads and Rovers of the Barrens would 
  surely strike back. In addition to the two shamans listed, 
  there are also five other clerics or spellcasters within the 
  war bands. If the PCs still want to attack, do not run the 
  combat but simply ask for their plan for battle. The 
  warrior nomads are not interested in fighting the PCs; 
  rather they wish to return home. With their superior 
  movement it is highly likely that they will simply avoid 
  the PCs. If combat does ensure the riders’ superior 
  numbers eventually tell and the PCs are forced to flee. 
   
  Escaping PCs may continue with this adventure but 
  they get an evil act recorded on their ARs and lose any 
  favors with the Court of Tenh because word gets back to 
  Duke Labahlah of their violent actions.  
   
   
  ENCOUNTER 4: TEARS OF 
  BEORY 
  The rain in this encounter occurs when the party is about 
  300 feet from Nevond Nevnend. If the PCs used magic to 
  reach Nevond Nevnend, you can spring the fight with 
  the efreet (Encounter 2) on them before the rainstorm, 
  possibly drawing them farther from the city. They should 
  be at least 100 feet from the gate when the rain starts in 
  any case.  
   
  Read or paraphrase the following when the PCs first 
  see the city from a few miles away, adjusting for magical 
  travel: 
   
  Tall, dark clouds have been scudding in out of 
  the west. From far off, you saw the city of 
  Nevond Nevnend, or at least what remains of 
  this once-proud city. The sacred Hill of 
  
  COR6-07 From the Dust 
   
  Page 11 
  Nevondaer rises at the center, and the round-
  towered walls still stand, but the city lies quiet. 
  The barbarians from Stonehold and the fiends 
  of Iuz had beaten much of the life out of it, 
  even before the Ether creatures arrived three 
  years ago. The gates gape open, revealing the 
  husks of stone buildings beyond.  
   
  A DC 20 Knowledge (nature), Survival, or Profession 
  (farmer) check forewarns a PC about how heavy rain 
  affects this soil and grant a +2 bonus on any checks called 
  for in the “Mud Pits” challenge. Some players might 
  recognize the hazard anyway and have their PCs take off 
  flying or running. The city is the only high or hard 
  ground nearby. 
   
  When the rain starts, read or paraphrase the 
  following: 
   
  With a rumble overhead, rain suddenly begins 
  to fall in big drops.  
   
  What might be a welcome sight in this dry 
  and desolate land is instead an agent of peril on 
  the loose soil around Nevond Nevnend. The 
  ground quickly begins to turn from solid 
  surface to dangerous mud, where each step 
  tests the strength of the walker against that of 
  the mud. 
   
  The rain falling has made the last few hundred feet of the 
  journey to Nevond Nevnend into a hazard that could kill 
  a man or beast walking through it. The loose soil is 
  quickly turning into the consistency of quicksand, but it 
  is heavier than that typically encountered in a desert, for 
  Tenh though desolate is not a land of granular sand, but 
  of thick, once-fertile dirt. Note that the fast change from 
  dust to mud is an abstraction, which keeps you from 
  going through too many rounds of actions. Track how 
  close each PC is to the city, but keep it fast and exciting 
  overall. 
   
  MUD PITS (EL 1) 
  Round 1: No ill effects. Rain is rapidly moistening the 
  top layer of soil. 
   
  Round 2: The soil softens and begins to grip at 
  everyone trying to move through it. The ground counts as 
  shallow bog (Dungeon Master’s Guide 88), which 
  effectively reduces movement by half. A DC 10 Balance 
  check or DC 5 Ride check is required by anyone trying to 
  ride a mount through the area to keep from being 
  thrown. Anyone thrown from the saddle takes 1d6 non-
  lethal damage from the fall unless they make a DC 15 
  Tumble or Ride check for a soft fall. Casting a spell 
  requires a DC 10 Concentration check. 
   
  Rounds 3-4: Ground continues to behave as 
  shallow bog. Spooked by the rain, thunder, and mud, 
  mounts with an Intelligence of 1 or 2 become panicked 
  and try to throw their riders. A DC 15 Handle Animal or 
  Ride check keeps the mount moving rather than 
  bucking. On a failure, a DC 20 Ride check is required to 
  stay in the saddle.  Anyone thrown from the saddle takes 
  1d6 non-lethal damage from the fall unless they make a 
  DC 15 Tumble or Ride check for a soft fall. Casting a spell 
  requires a DC 15 Concentration check. 
   
  Rounds 5-7: Thick mud counts as deep bog 
  (Dungeon Master’s Guide 88), which effectively reduces 
  movement to one-quarter normal. It takes a DC 15 
  Strength check with each move action to go anywhere; 
  up to two others can help a PC move. All mounts of Int 1 
  or 2 refuse to move unless the rider succeeds at a DC 20 
  Handle Animal or Ride check. They may try to throw 
  their riders as described above. Intelligent mounts try to 
  convince their riders of the unsafe nature for both of 
  them to remain mounted. Casting a spell requires a DC 15 
  Concentration check. 
   
  Round 8: A flash flood pours through the city gate. 
  If the PCs did not get to higher ground (such as at the 
  base of the walls) or into the structures of Nevond 
  Nevnend, they risk being swept away by the flood waters. 
  A DC 15 Swim check is required to keep from being 
  swept away. Anyone failing the check is swept 10 feet 
  away for each point by which they fail the Swim check 
  and takes 1d6 points of bludgeoning damage for each 10 
  feet they are moved, to a maximum of 5d6. A DC 15 
  Reflex saving throw reduces this damage by half. Anyone 
  being swept away by the flash flood drops anything they 
  have in their hands due to the severity of the sudden rush 
  of water. 
   
  Rounds 9+ (to 20 minutes): The flash flood 
  passes and the downpour abates to a lighter rain. The PCs 
  should be able to reach the safety of the city without any 
  further problems unless they are mounted. It just takes 
  time to work their way through the deep mud. 
   
  Once the safety of Nevond Nevnend is reached, the 
  party can take shelter in one of the buildings. 
   
  ENCOUNTER 5: NEVOND 
  NEVNEND 
  Nevond Nevnend contains a few encounters for the PCs. 
  No map is provided, since it would take too long for the 
  PCs 
  to 
  explore 
  exhaustively. 
  Likewise, 
  Nevond 
  Nevnend’s 
  renowned 
  network 
  of 
  sewers 
  and 
  underground vaults (mentioned in Iuz the Evil) are not 
  covered. This adventure describes the mood and gives an 
  overall description of the city. If you have more than four 
  hours to play and want to give your imagination free rein, 
  you can invent details for the city. The general intent is 
  one of harrowing emptiness, with the few survivors 
  living in squalor and fear.  
   
  A roleplaying encounter and one challenging 
  combat encounter await the PCs as they explore. The PCs 
  face other fights against individual mindless undead, but 
  they give no experience or treasure. The climactic fight 
  against the new masters of the city is presented as 
  Encounter 6. 
   
   
  Read or paraphrase the following: 
   
  The rain has passed, but it has done little to 
  bring a feeling of renewal or cleanliness.  
  
  COR6-07 From the Dust 
   
  Page 12 
   
  In the portion of Nevond Nevnend south of 
  the Hill of Nevondaer, the estates of nobles 
  escaped the worst of the destruction, and some 
  of them even still have roofs. Their spacious 
  grounds, though, are now bare. Fine stone walls 
  that may once have contained lush gardens and 
  exotic menageries now surround barren patches 
  of mud with toppled statues. A few tough weeds 
  have started to sprout through cracks in stone-
  paved courtyards. 
   
  Elsewhere in the city, several large civic 
  buildings have been reduced to charred shells. 
  Farther north, beyond Nevondaer, stands a 
  large domed building of fire-blackened stone. 
   
  The Stonehold barbarians razed most buildings that 
  symbolized Tenha ‘culture’. The large domed building in 
  the distance is the former Ducal Palace, which is dealt 
  with in Encounter 6. 
   
  ENCOUNTER 5A: THERE 
  ARE FLAN AND THEN 
  THERE ARE FLAN 
  This encounter occurs when the party is exploring the 
  southern nobles’ district.  
   
  The PCs should be allowed to interact nonviolently 
  with members of the Faithful Flan. Pholtus is a lawful 
  good deity, and the murderous Pholtans depicted in past 
  Core adventures are not typical of his followers. The 
  Faithful Flan priestess is not the PCs’ enemy, but the 
  disguised succubus in the group is.  
   
  Read or paraphrase the following: 
   
  You hear the sounds of metal clashing against 
  metal from around a nearby corner. The ring of 
  steel is soon followed by a female voice calling 
  upon the light of Pholtus to destroy her 
  enemies. 
   
  Allow the party to react, but the fight should be over 
  before they arrive. When the first PC can see the combat 
  around the corner (80 feet away from the combatants), 
  read or paraphrase the following: 
   
  Around the corner, you see the closing seconds 
  of a battle: three Flan warriors stand over three 
  other men lying bloodied on the ground. One 
  other man is just now being struck down by a 
  ray of brilliant light, directed by a young Flan 
  woman in a beige cloak. She holds up a silver 
  medallion of a full moon being eclipsed by a 
  smaller crescent, ending the fight as you arrive. 
   
  This small group of Tenha warriors is actually a group of 
  Faithful Flan. (It takes a DC 10 Knowledge (religion) to 
  recognize the symbol of Pholtus.) They have come from 
  Calbut and were trying to go to Redspan unrecognized, 
  for their own safety. The priestess’s name is Dhariel and 
  the three warriors are her escort through the Stonelands. 
  One of the Flan warriors is actually a succubus, who 
  killed the real warrior last night and has replaced him. 
   
  Two Tenha survivors have been watching the fight 
  from the shell of a building 40 feet away, too. A DC 18 
  Spot check notices them peeking out of a hole in a wall, 
  or a DC 19 Listen check overhears their whispered 
  conversation. They are fearful and do not come out of 
  hiding if not spotted. If the PCs do not convince the two 
  to come out (which requires a DC 15 Diplomacy check), 
  Sister Dhariel can easily do so, showing the PCs her kind 
  demeanor and way with words in the process. 
   
   
   
  k Sister Dhariel: LG female human (Flan) cleric 6 
  (Pholtus); hp 42; Diplomacy +16, Listen +3, Spot +3. 
   
  k Berin and Peraba, Faithful Flan Warriors 
  (2): LG and LN male human (Flan) warrior 3; hp 18 each 
  (currently 11 and 14). Listen +1, Spot +1. 
   
  k Keph and Athrah (2): NG male and female 
  human (Flan) commoner 1; hp 5 each (currently 3). Con 
  10 (currently 8). 
   
  d 
  “Zamyeh” 
  (Jershanna): 
  polymorphed 
  succubus (APL 6-12) or polymorphed succubus sorcerer 6 
  (APL 14); hp 42 or 84; Monster Manual 47 or Appendix 1 - 
  APL 14. 
   
  Sister Dhariel 
   
  Description: Dhariel is a short, light-skinned Flan 
  woman with brown eyes and wavy brown hair. She is 
  twenty-six. She wears a chain shirt under her stout 
  woolen clothing and light-colored cloak. 
   
  Personality/Motives: Dhariel is a devout convert to 
  the Pholtan faith but she knows that this is not the 
  traditional Tenha way. She speaks politely and ardently 
  with most people, but should anyone question or insult 
  her beliefs, she asks them to confront their reasons for 
  their intolerance. She believes that the Tenha people 
  must be reunited under the will of Pholtus, but she 
  believes it will take time and peaceful discussion to make 
  the rest of the Tenhas see the power of Pholtus. This sets 
  her apart from the more zealous Faithful Flan, such as 
  Pholtarin from COR4-15 War of the Dust.  
   
  Berin, Peraba, and “Zamyeh”: These three are 
  young, nondescript Tenha men wearing dusty brown 
  cloaks over their chain shirts. They carry longswords, 
  light wooden shields, shortbows, and Pale-issue field 
  packs. They leave most of the talking to Dhariel, but see 
  below. 
   
  Keph and Athrah: Brother and sister, aged 21 and 19, 
  these two were slaves during the Stoneholder occupation, 
  escaped when the Ethers attacked, and have been 
  scraping by in the city ever since. They are dirty, hungry, 
  and skittish. They were hiding in the nearby building and 
  heard the Faithful Flan getting attacked. After avoiding 
  bandits, rats, and mindless undead, they are very happy to 
  be treated with kindness. They beg to be taken away from 
  the city and ask for any hopeful news about the Court of 
  Tenh. They do not know that Ehyeh is no longer the 
  duke. 
  
  COR6-07 From the Dust 
   
  Page 13 
   
  The Four Attackers: All are dead. Two were from 
  Stonehold (freckled skin, red to brown hair) and two 
  were bandits from the lands of Iuz (tan skin, dark hair). 
  All were malnourished (a DC 10 Heal check reveals this). 
  They have crude leather armor, handaxes, and daggers. 
  Speak with dead (Will save -1) reveals little: they have 
  been in Nevond Nevnend for several months; they avoid 
  the undead that roamed the streets; they served a 
  powerful priestess who dwelled in the duke’s palace and 
  provided food for her subjects. (This was Alazenya, 
  serving human flesh. These men may have guessed they 
  had become cannibals, but they convinced themselves 
  otherwise.)  
   
  The Succubus’s Deception 
  Last night, the succubus Jershanna killed and took the 
  form of the third warrior, Zamyeh. She wears Zamyeh’s 
  equipment; her own equipment is melded into the new 
  form, aside from her eyes of the eagle at APL14. She 
  dismembered the corpse and scattered the pieces with 
  repeated teleport spells. (There is no need to describe this 
  to children or sensitive players. The point is that she did 
  not leave a body to be found and that she is utterly 
  despicable.) 
   
  She intended to kill the other three slowly and 
  sadistically over the day, sowing dissension and doubt 
  before dealing the killing blows, but she changes her 
  plans on seeing the PCs. She wants to learn what 
  weapons, spells, and tactics they have, so she and her 
  allies can be prepared if these wandering heroes enter the 
  Ducal Palace. Some PCs try to look like members of other 
  classes (wizards pretending to be monks, for example), so 
  she tries to figure out their true abilities. She does not 
  risk using detect thoughts but simply tries to assess the 
  PCs through conversation and Sense Motive. 
   
  Her Disguise check in this form (-4 for different race 
  and gender but +10 for polymorph) is +25 (APL 6-12) or 
  +28 (APL 14). The three Faithful Flan will not pierce it, 
  even with their +6 bonus to Spot for being friends or 
  associates. The PCs are likely fooled, too, unless they use 
  true seeing or other powerful magic. You can use the PCs’ 
  prerolled Spot checks against her disguise.  
   
  She drank a potion of undetectable alignment 
  several hours ago, so she does not radiate evil but she does 
  radiate faint Abjuration, as well as the moderate 
  Transmutation from the polymorph. She acts surprised if 
  the PCs detect and ask about these auras, blaming the 
  auras on “chaos and evil in this city, Pholtus protect me”. 
  This is a Bluff check at +19 (APL 6-12) or +28 (APL 14).  
   
  She refuses any offers by the PCs of dispel magic or 
  other magic, and she is wary of attempts to make her 
  drink holy water or touch a holy weapon. If a PC is too 
  pushy, she tries to turn the Faithful Flan’s sentiments 
  against that PC. They have been taught to distrust arcane 
  magic and pagan priests, so they would defend “Zamyeh” 
  in most cases. 
   
  Fight? 
  Against the Pholtans: Dhariel and the warriors give 
  the PCs no cause for a fight. The Pale and Tenh may be 
  enemies, but these are individuals who seek to stand on 
  their own merits. PCs who attack them merely for being 
  Pholtans are committing an evil act. PCs loyal to Tenh 
  who attack them as enemies of the state are still not 
  acting with honor. Nevertheless, if the PCs attack, 
  Dhariel flees while the two warriors fight with 
  withdrawing tactics to guard her retreat. The PCs could 
  easily beat them at any APL, so their combat stats are not 
  given. Jershanna briefly pretends to defend the others, 
  but tries to flee out of sight, activate ethereal jaunt, 
  observe the PCs awhile, and then return to the Ducal 
  Palace. Dhariel and the others are left puzzled over where 
  “Zamyeh” went. 
   
  Against the Succubus: If the PCs detect 
  Jershanna’s ruse and attack her, she tries to teleport away 
  immediately. Killing her here, however, keeps her out of 
  the fight in Encounter 6. 
   
  Parley?  
  If the PCs approach in peace, they can speak with Sister 
  Dhariel, who does most of the talking for this group.  
   
  The following points are information she is willing 
  to share and will help you role-play this encounter. 
   
  The four men attacked the Faithful Flan when 
  the latter were moving along this street.  
   
  They are journeying to Redspan to speak with 
  Duke Labahlah. They started in Calbut several 
  days ago, and left the Pale’s western border-road 
  to see Nevond Nevnend. Dhariel’s family fled 
  their home here when she was twelve, and she 
  wanted to see the city again. She barely 
  recognizes the place. She saw the Ducal Palace 
  from far off and it gave her a feeling of dread. 
  They are all depressed and want to leave. 
   
  They reached the city yesterday and had camped 
  here for the night. They were lucky to be under 
  a roof when that fierce rainstorm hit. 
   
  They saw other humans in the city, but did not 
  seek to make contact. 
   
  Sister Dhariel hopes to convince Duke Labahlah 
  that there should be a place for all Tenhas in 
  Tenh, no matter what their beliefs. 
   
  The Church of the One True Path is aware of 
  her mission, and though they believe it is futile, 
  they are willing to let her try and reach a 
  peaceful solution with Duke Labahlah before 
  civil war erupts in Tenh. 
   
  She believes that Pholtus is the greatest god. He 
  is kind and merciful, having rescued her and 
  other Faithful Flan from a life of misery. She 
  tries not to offend the PCs or engage them in 
  long theological debate. 
   
  They heard the screams of humans and other 
  creatures during the night from across the city. 
  Some sounded like they were being savagely 
  murdered. (Some of this was a sacrifice being 
  performed at the Ducal Palace last night.)  
  
  COR6-07 From the Dust 
   
  Page 14 
   
  Do the PCs have ways to fight murderous 
  humans, undead, or even fiends? If they chase 
  you, could the PCs fly or escape through walls? 
  (“Zamyeh” gently prods the PCs about this. The 
  others quickly add their own questions, so the 
  PCs shouldn’t be suspicious of ”Zamyeh” in 
  particular.)  
   
  The two Tenha siblings are too afraid to say much, but 
  they have seen other armed men (of Iuz or Stonehold) 
  seizing Tenha stragglers from the streets and dragging 
  them away to the north (to their master at the Ducal 
  Palace). 
   
  Development: These Faithful Flan fear they would 
  be a liability to the party in their mission, so they would 
  prefer to leave the city. They are willing to wait one day 
  in a nearby building if the party offers to take them to see 
  Duke Labahlah when they are done in Nevond Nevnend. 
   
  The two Tenha survivors go wherever the Faithful 
  Flan go. Sister Dhariel looks after them with care and 
  compassion. 
   
  If Jershanna’s ruse was not detected, she leaves the 
  Faithful Flan after a few minutes to report back to the 
  Ducal Palace. 
   
  When the PCs have spent enough time talking (or 
  fighting), go on to Encounter 5b. 
   
   
  ENCOUNTER 5B: TOO 
  MANY DEAD, NOT 
  ENOUGH GRAVES 
  This encounter should occur while the party explores 
  Nevond Nevnend but before they reach the former 
  palace. The encounter involves some undead who are 
  scavenging on the dead of Tenh.  
   
  Read or paraphrase the following: 
   
  Your explorations have taken you throughout 
  the city and into many buildings. The sewers 
  are clogged with rubble. Nevond Nevnend’s 
  libraries and other places of learning lie in 
  shambles, razed by the barbaric Fists from 
  Stonehold over a decade ago. Other buildings 
  built mainly of wood appear to have collapsed 
  more recently. The city is almost totally vacant, 
  since the Ether creatures took away the bodies 
  of the dead. A few skeletons or zombies have 
  been roaming the streets of the former workers’ 
  district, but they were easily destroyed. Any 
  survivors here must be hidden away. The 
  former capital is more like a tomb now than a 
  city, from all that you have seen. 
   
  Continue with the appropriate section, by APL. 
   
  APL 6 (EL 8) 
   
  d Corpse Rat Swarm (4): hp 52 each; see 
  Appendix 1. 
   
  From the ragged stone buildings to either side, 
  squirming masses of rats boil out into the 
  street. They leave a stinking trail of blood and 
  rot.  
   
  These are the remains of rats that perished en masse in 
  the sewers of the city and were animated by the unholy 
  forces now present. 
   
  APL 8 (EL 10) 
   
  d Corpse Rat Swarm (4): hp 52 each; Appendix 
  1. 
   
  d Ephemeral Swarm (Rats) (1): hp 90; 
  Appendix 1. 
   
  From the ragged stone buildings to either side, 
  squirming masses of rats boil out into the 
  street. They leave a stinking trail of blood and 
  rot. Joining them is a cloud of ghostly rats, 
  flying with uncanny silence.  
   
  These are the remains of rats that perished en masse in 
  the sewers of the city and were animated by the unholy 
  forces now present. 
   
  APL 10 (EL 12) 
   
  d Abyssal Ghouls (2): hp 104 each; Appendix 1. 
   
  Ahead, a half-devoured corpse lies in the street. 
  It looks like it has been freshly slain as blood 
  still gushes out onto the gutter. 
   
  Two abyssal ghouls are hiding nearby. They are the 
  undead remnants of men who resorted to cannibalism to 
  survive, but died, and they have been charged with 
  Abyssal power by the new lord of the city. 
   
  APL 12 (EL 15) 
   
  d Deathshrieker (1): hp 135; Appendix 1. 
   
  APL 14 (EL 16) 
   
  d Advanced 22 HD Deathshrieker (1): hp 
  167; Appendix 1. 
   
  You hear a strange cacophony of screams 
  approaching you as if hundreds of people were 
  dying all at once—men, women, children, many 
  of them uttering desperate but futile oaths in 
  Flan. The screams grow louder and closer.  
   
  This horrid undead creature embodies the agonized 
  screams of the Tenhas and Stoneholders that perished in 
  Nevond Nevnend during the Ether invasion. 
   
  Setup/Tactics: Consult the starting places for all 
  monsters on Map 2. 
   
  At APL 6 and 8, the swarms begin inside buildings 30 
  feet from the nearest PC and emerge from holes near the 
  floor (or float through the wall, for the ephemeral swarm 
  at APL 8). Normal Spot and Listen checks apply to notice 
  the swarm before it attacks. The swarms are not 
  
  COR6-07 From the Dust 
   
  Page 15 
  intelligent enough to actually be hiding, but concealment 
  works to their advantage, so they are considered to be 
  taking 10 on their checks (corpse rat swarm Hide 19 and 
  Move Silently 13, ephemeral swarm Hide 22 and 
  automatically move silently). 
   
  At APL 10, the abyssal ghouls have probably heard 
  the approach of the party (roll Listen against the PCs’ 
  Move Silently) and moved into doorways on opposite 
  sides of the street to hide from the party. They try to 
  attack from surprise—a tactic they have used many times 
  to great effect with straggling creatures in the ruined city. 
  The abyssal ghouls are taking 10 on their Hide and Move 
  Silently checks, which gives them a 30 in both cases. The 
  two ghouls charge the first PC they detect, and flank the 
  victim using Tumble checks if necessary to avoid attacks 
  of opportunity. If the PCs choose not to investigate the 
  corpse and simply continue on, the ghouls move up to 
  attack the rear of party. (Note: A full attack with sneak-
  attack damage can take down most PCs. The players must 
  be careful (and perhaps lucky on initiative) to avoid a PC 
  death, but they should already know that if they are 
  playing at APL10.) 
   
  At APL 12 to 14, the deathshrieker is wandering the 
  streets and approaching the party, passing through the 
  walls of buildings as it goes. Its constant vocalizing gives 
  it away so the party is not surprise. The party could still 
  use stealth and try to surprise the deathshrieker though. 
  Maximum encounter distance is 30 feet due to the urban 
  terrain. Remember the deathshrieker still gets a Spot and 
  Listen check to notice the party. Once the deathshrieker 
  is aware of the party, it uses its despair special ability on 
  the first round, followed by its scream of the dying with 
  the intent of catching any recognizable spellcasters inside 
  the area of effect. If it is close to being destroyed, it 
  remains in the fray to give a death rattle as a retributive 
  strike. 
   
  Development: The PCs keep exploring and 
  eventually examine the Ducal Palace. Continue to 
  Encounter 6. 
   
  ENCOUNTER 6: THE 
  DUCAL PALACE 
  This encounter occurs in the former palace of the Duke 
  of Tenh, which sits on a hill on the north side of the city. 
  This encounter occurs whenever the party enters the 
  palace for the first time. At all APLs, Jershanna perches 
  atop the dome and looks out for the PCs’ approach, then 
  teleports inside when she sees them or comes under 
  attack; at APL 14, she also casts some silent alarm spells 
  each day for early warning (at the front steps, in front of 
  the three doors to the rotunda, and above the dome). If 
  the PCs killed her in Encounter 5a, then she cannot look 
  out and her alarms are irrelevant. 
   
  When the PCs reach the interior of the palace, read 
  or paraphrase the following: 
   
  The rotunda at the center of the ducal palace 
  must once have been a sight of magnificence, a 
  testament to the glory of Tenha artistry and 
  craft. Simple but elegant details of carved stone 
  run from the domed ceiling down the walls. 
  The floor is set with flagstones and small 
  mosaics in patterns of knotwork and other Flan 
  motifs. A balustraded gallery runs around the 
  room about fifteen feet above the level of the 
  floor, and windows of stained glass line this 
  balcony. 
   
  The current condition, however, reflects 
  Tenh’s wretched state. The floor is covered 
  with dirt and detritus, some of it organic and 
  rotten. Chains from the ceiling that should 
  hold lamps are now suspending rusted and 
  stained—though apparently empty—suits of 
  ceremonial Tenha armor, impaled on hooks 
  through shoulders or midsections. And on the 
  windows, where glass remains at all, panes of 
  gold and green and blue have been painted dull 
  red in cruel sigils and skull motifs. The 
  decoration of the windows gives the whole 
  room a ruddy cast. 
   
  According to Iuz the Evil, the servants of Iuz used to 
  hang the bodies of Tenha generals from the ceilings of 
  the palace. Their armor still hangs here, though any 
  organic remains were carried off by the Ether creatures. 
   
  The minions of Markazrak’Nesh’Fin intend to stop 
  the PCs from challenging their claim over the city. 
  Describe them as the PCs see them. 
   
  All APLs (additional combatants and innocents, 
  EL +0) 
   
  d Human Warrior Skeletons (6): hp 9 each; 
  Monster Manual 226. 
   
  k Prisoners (6): LG/NG/N (2 each) male or 
  female human Com1s; hp 2 each. 
   
  APL 6 (EL 9) 
   
  d Alazenya: female human cleric 7: hp 56; 
  Appendix 1. 
   
  d Howler (1): hp 48; Monster Manual 154. 
   
  d Jershanna: succubus; hp 42; Monster Manual 
  47. 
   
  APL 8 (EL 11) 
   
  d Alazenya: female human cleric 9: hp 70; 
  Appendix 1. 
   
  d Howlers (4): hp 48 each; Monster Manual 154. 
   
  d Jershanna: succubus; hp 42; Monster Manual 
  47. 
   
  APL 10 (EL 13) 
   
  d Alazenya: female human cleric 11: hp 84; 
  Appendix 1. 
   
  d Hezrou (1): hp 138; Monster Manual 44. 
   
  d Jershanna: succubus; hp 42; Monster Manual 
  47. 
   
  APL 12 (EL 15) 
   
  d Alazenya: female human cleric 11: hp 84; 
  Appendix 1. 
  
  COR6-07 From the Dust 
   
  Page 16 
   
  d Temple Defenders (2): male human fighter 
  11: hp 103 each; Appendix 1. 
   
  d Hezrou (1): hp 153; Monster Manual 44. 
   
  d Jershanna: succubus; hp 42; Monster Manual 
  47. 
   
  APL 14 (EL 17) 
   
  d Alazenya: female human cleric 13:  hp 98; 
  Appendix 1. 
   
  d Temple Defenders (2): male human fighter 
  11 (2): hp 103 each; Appendix 1. 
   
  d Hezrous (2): hp 153 each; Monster Manual 44. 
   
  d Jershanna: succubus sorcerer 6: hp 84; 
  Appendix 1. 
   
  Setup: Refer to Map 3 for the layout of the room and the 
  suggested starting places of the NPCs. The stone altar is 3 
  feet tall. Alazenya has surrounded herself with innocent 
  prisoners to prevent the PCs from blasting her with area-
  effect spells. Jershanna the succubus is dressed in the 
  robes of an acolyte, with her wings folded over her 
  shoulders like a dark leathery cloak. 
   
  At APLs 8 and above, an unhallow spell is in effect, 
  centered on the center of the floor. The caster level equals 
  Alazenya’s level, +1 because of her Evil domain. A dispel 
  magic effect is tied to the unhallow; the dispel check uses 
  Alazenya’s caster level. Any creature that is not chaotic 
  evil is treated as if hit by an area dispel (see the D&D 
  FAQ for more information), so one spell effect at most 
  may be dispelled. A PC is subject to the dispelling each 
  time he leaves and reenters the area of effect. 
   
  At APL 14, Jershanna has precast a rope trick on a 20-
  foot rope just behind the altar. The NPCs climb inside, 
  pull up the rope, and can cast one or two rounds of short-
  term buffs while watching the PCs through the invisible 
  window. Jershanna dismisses the spell, everyone falls out 
  but Jershanna casts feather fall so they all land on their 
  feet, and combat begins. This tactic should not allow the 
  villains to kill the PCs instantly—that wouldn’t be fun—
  but should simply allow the villains to start the fight on 
  their terms. 
   
  Of course, if the PCs do something unexpected, then 
  the villains are not able to prepare as much as they would 
  like. Adjust accordingly.  
   
  Tactics: At all APLs, the skeleton warriors should 
  be virtually useless on the offensive, but they should be 
  able to block the PCs’ charges or provide cover for the 
  leaders for a round or two. 
   
  The prisoners are bound and crawl 5 ft. in a round if 
  they don’t think the villains are watching. 
   
  Alazenya should have several long-term buffs up, 
  based on Jershanna’s reconnaissance in Encounter 5a. 
  Her magic circle against good will keep most summoned 
  creatures from touching her. She enjoys close combat 
  with her greatsword or touch spells, but she relies on her 
  allies to keep the PCs from ganging up on her. She fights 
  to the death, all the while proclaiming the might of her 
  demonic superior Markazrak’Nash’Fin. 
   
  Jershanna tries to stay out of melee, flying to the 
  balcony and nullifying PCs with suggestions. (Examples: 
  “It would be more satisfying to defeat that nasty cleric 
  bare-handed instead of with your sword,” “Let me give 
  you a good-luck kiss before you take on that hezrou,” or 
  “Go out and find your Faithful Flan allies to help you.”) At 
  APL 14, she should be protected with mirror image and 
  shield, and uses ray of exhaustion or even a simple grease 
  if her suggestions fail. She teleports away if reduced to 10 
  hp or lower: either close by to drink a potion and return 
  (APL 14), or far away to flee for good. She brags about her 
  deception in Encounter 5a, so the players should 
  understand what was going on if they did not already 
  know. If the PCs killed Jershanna in Encounter 5a, then 
  remove her from this fight. 
   
  The howler(s) or temple-guardian fighters provide 
  melee support and flanking for Alazenya. They fight to 
  the death. 
   
  The hezrous also enjoy melee.  
   
  At APLs 10 and 12 the hezrou have used their 
  blasphemys for the day. At APL 14 they use blasphemy 
  only if the PCs are cluttering the battlefield with 
  summoned creatures, which are likely to have fewer HD 
  than the PCs and therefore be more vulnerable to 
  blasphemy. Note that the prisoners will certainly die 
  from a blasphemy, so give the PCs a chance to protect 
  them first. 
   
  Treasure:  
  APL 6: Loot – 43 gp, Magic – +1 full plate (221 gp each), 
  periapt of Wisdom +2 (333 gp each), and 2 potions of cure 
  light wounds (4 gp each). 
   
  APL 8: Loot – 30 gp, Magic – +1 full plate (221 gp 
  each), +1 greatsword (196 gp each), periapt of Wisdom +2 
  (333 gp each), cloak of resistance +1 (83 gp each), potion 
  of cure moderate wounds (25 gp each), and 2 potions of 
  cure light wounds (4 gp each). 
   
  APL 10: Loot – 22 gp, Magic – +1 full plate (221 gp 
  each), +1 greatsword (196 gp each), periapt of Wisdom +4 
  (1,333 gp each), cloak of resistance +2 (333 gp each), 
  gauntlets of ogre power +2 (333 gp each), 2 potions of 
  cure serious wounds (63 gp each). 
   
  APL 12: Loot – 43 gp, Magic – +1 full plate (221 gp 
  each), +1 greatsword (196 gp each), periapt of Wisdom +4 
  (1,333 gp each), cloak of resistance +2 (333 gp each), 3 sets 
  of gauntlets of ogre power +2 (333 gp each), 2 potions of 
  cure serious wounds (63 gp each), 2 sets of +2 full plate 
  (471 gp each), 2 +1 heavy steel shields (98 gp each), 2 
  rings of protection +1 (167 gp each), 2 +1 battleaxes (193 
  gp each), 2 +1 composite longbows (+4 Str) (233 gp each), 
  2 amulets of health +2 (333 gp each), 2 potions of cure 
  moderate wounds (25 gp each), and 4 potions of cure 
  light wounds (4 gp each). 
   
  APL 14: Loot – 151 gp, Magic – +1 full plate (221 gp 
  each), +1 greatsword (196 gp each), periapt of Wisdom +4 
  (1,333 gp each), cloak of resistance +2 (333 gp each), 3 sets 
  of gauntlets of ogre power +2 (333 gp each), 4 potions of 
  cure serious wounds (63 gp each), 2 sets of +2 full plate 
  (471 gp each), 2 +1 heavy steel shields (98 gp each), 2 
  rings of protection +1 (167 gp each), 2 +1 battleaxes (193 
  gp each), 2 +1 composite longbows (+4 Str) (233 gp each), 
  2 amulets of health +2 (333 gp each), 2 potions of cure 
  moderate wounds (25 gp each), 4 potions of cure light 
  wounds (4 gp each), bracers of armor +3 (750 gp each), 
  
  COR6-07 From the Dust 
   
  Page 17 
  amulet of natural armor +1 (167 gp each), eyes of the 
  eagle (208 gp each), gloves of Dexterity +2 (333 gp each), 
  and 3 potions of undetectable alignment (25 gp each). 
   
  Detect Magic Results: +1 full plate (faint 
  abjuration), +2 full plate (faint abjuration), +1 heavy steel 
  shield 
  (faint 
  abjuration), 
  +1 
  battleaxe 
  (faint 
  transmutation), +1 composite longbow (+4 Str) (faint 
  transmutation), +1 greatsword (faint transmutation), ring 
  of protection +1 (faint abjuration), potion of cure light 
  wounds (faint conjuration), potion of cure moderate 
  wounds (faint conjuration), potion of cure serious 
  wounds (faint conjuration), potion of undetectable 
  alignment (faint abjuration), amulet of health +2 
  (moderate transmutation), amulet of natural armor +1 
  (faint transmutation), bracers of armor +3 (moderate 
  conjuration), cloak of resistance +1 (faint abjuration), 
  cloak of resistance +2 (faint abjuration), eyes of the eagle 
  (faint divination), gauntlets of ogre power +2 (faint 
  transmutation), gloves of Dexterity +2 (moderate 
  transmutation), periapt of Wisdom +2 (moderate 
  transmutation), periapt of Wisdom +4 (moderate 
  transmutation). 
   
  Development: With Alazenya and her allies defeated, 
  the hold of Markazrak’Nash’Fin over Nevond Nevnend 
  has been broken. The former capital is still not a place of 
  ease or comfort, but it has been rendered safer for the 
  return of the Tenha Host. The demon himself remains at 
  large, but that is a story for another adventure.  
   
  If the PCs brought a Tenha flag with them, they can 
  fly it wherever they like: over the southern gatehouse, on 
  the Hill of Nevondaer, or from the Ducal Palace. 
   
  CONCLUSION 
  The PCs can return to Redspan to report their victory to 
  Duke Labahlah.  
   
  The PCs can take along any prisoners they rescued, 
  either leaving them in the nearest friendly village or 
  taking them all the way to Redspan. Do not worry about 
  the food or water supply. 
   
  Sister Dhariel and the two surviving Faithful Flan 
  warriors go to Redspan too, but the PCs do not have to 
  accompany them. Assuming the PCs heard Jershanna 
  brag of her deception, they now know that Zamyeh is 
  dead, so Dhariel says a funeral rite for him. 
   
  Duke Labahlah greets successful PCs with gratitude 
  and praise, and holds a banquet in their honor (albeit a 
  meager one, which is all that he can manage). Nevond 
  Nevnend should be back in the hand of the Tenhas 
  within mere months. 
   
  PCs loyal to Tenh are celebrated with joy throughout 
  the city, and even PCs loyal to the Pale are thanked for 
  helping the people of Tenh. Many citizens of Redspan 
  still resent Palish PCs as aggressors and opportunists, but 
  the duke and his court know not to alienate such PCs. 
   
  If the PCs took more than two weeks to complete 
  their mission, Duke Labahlah says that the Tenha Host 
  has already achieved some early successes at Tolran Hill 
  and he has hopes for a swift resolution.  
   
  If the PCs took less time on the mission, then the 
  Tenha Host may not have reached Tolran Hill yet but the 
  scouts have favorable intelligence on the Iuzian defenses. 
  The PCs might want to go help the battle at Tolran Hill, 
  but that is not a subject for this adventure. 
   
  Some or all of the PCs may also return to the Pale, to 
  tell their superiors in the Church what they have learned 
  of Duke Labahlah and his resurrected nation. The Church 
  grants its favor to the PCs and asks to call on them again if 
  the Pale’s interests in western Tenh demand it. 
   
   
  CRITICAL EVENTS 
  SUMMARY 
  Please tell the author how the scenario turned out, since 
  your results will affect future scenarios. Email your 
  response 
  to 
  Donovan 
  Hicks 
  at 
  RincewindTheWeary@yahoo.com. 
  1. 
  Did the PCs defeat the efreet (or elementals) or 
  convince them to seek revenge elsewhere? 
  2. 
  Did the PCs suggest that the Rovers of the Barrens 
  go talk with Duke Labahlah? 
  3. 
  Did any of the villains escape? 
  4. 
  Did the PCs kill Sister Dhariel or any of the real 
  Faithful Flan? 
  5. 
  Did the PCs help Sister Dhariel and her companions 
  reach Redspan? 
  6. 
  Do you have any other comments about this 
  adventure or suggestions to improve future 
  adventures?   
  
  COR6-07 From the Dust 
   
  Page 18 
  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 2 
  Defeat efreet or their minions 
   
  APL6  
  180 XP 
  APL8  
  240 XP 
  APL10  
  300 XP 
  APL12  
  360 XP 
  APL14  
  420 XP 
   
  Encounter 4 
  Endure the rainstorm 
  All APLs  
  30 XP 
   
  Encounter 6 
  Defeat the undead 
   
  APL6  
  240 XP 
  APL8  
  300 XP 
  APL10  
  360 XP 
  APL12  
  450 XP 
  APL14  
  480 XP 
   
  Encounter 7 
  Defeat Alazenya and her minions 
   
  APL6  
  270 XP 
  APL8  
  330 XP 
  APL10  
  390 XP 
  APL12  
  450 XP 
  APL14  
  510 XP 
   
  Story Award 
  Rescue prisoners from the palace 
  All APLs 5 XP per prisoner (max 30 XP) 
   
  Discretionary Roleplaying Award 
  (Including productive interaction with the nomads and 
  the Faithful Flan) 
   
  APL6  
  150 XP 
  APL8  
  195 XP 
  APL10  
  300 XP 
  APL12  
  240 XP 
  APL14  
  350 XP 
  Total Possible Experience 
  APL6  
  900 XP 
  APL8  
  1,125 XP 
  APL10  
  1,350 XP 
  APL12  
  1,575 XP 
  APL14  
  1,800 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 2: Fire and Dust 
  APL 6: Coin: 300 gp.  
   
  APL 8: Coin: 450 gp.  
   
  APL 10: Coin: 450 gp.  
   
  APL 12: Coin: 500 gp.  
   
  APL 14: Coin: 600 gp. 
    
  Encounter 6:  
  APL 6: Loot: 43 gp; Magic: 562 gp. 
   
  APL 8: Loot: 30 gp; Magic: 867 gp. 
   
  APL 10: Loot: 22 gp; Magic: 2,541 gp. 
   
  APL 12: Loot: 43 gp; Magic: 6,263 gp. 
   
  APL 14: Loot: 151 gp; Magic: 7,984 gp. 
   
  
  COR6-07 From the Dust 
   
  Page 19 
  Total Possible Treasure 
  APL 6: Loot: 43 gp; Coin: 300 gp; Magic: 562 gp - Total: 
  905 gp (cap 900 gp) 
   
  APL 8: Loot: 30 gp; Coin: 450 gp; Magic: 867 gp - 
  Total: 1,347 gp (cap 1,300 gp) 
   
  APL 10: Loot: 22 gp; Coin: 450 gp; Magic: 2,541 gp - 
  Total: 3,013 gp (cap 2,300 gp) 
   
  APL 12: Loot: 43 gp; Coin: 500 gp; Magic: 6,263 gp - 
  Total: 6,806 gp (cap 3,300 gp) 
   
  APL 14: Loot: 151 gp; Coin: 600 gp; Magic: 7,984 gp 
  - Total: 8,735 gp (cap 6,600 gp) 
   
  Special 
  s Eyepatch of Tenh: For slaying the succubus 
  Jershanna, the PC has been offerred by Duke Labahlah 
  the opportunity to buy one of these fabled eyepatches or 
  Tenh used by Tenha judges and priests in the time before 
  the Greyhawk Wars. 
   
  This black patch is often found in the possession of 
  clerics and judges because of its power to discover truth. 
  When it is worn over an undamaged eye, the wearer can 
  utilize true seeing as the spell of the same name (CL 9th). 
  This ability works once per day. 
   
  Moderate divination; Cannot be crafted. Price: 
  30,500 gp. Access: Adventure. 
   
  w Favor of the Court of Tenh: Each PC (except those 
  loyal to the Pale) receives this favor for completion of the 
  mission they were sent on by Duke Labahlah. 
   
  The Court of Tenh provides one-time access to one 
  of the following items of the PC’s choice at the time of 
  purchase: A +3 enchanted weapon, armor, or shield (no 
  special abilities) OR a ring of protection +3 OR two 
  immovable rods OR a staff of fire OR a bracelet of friends.  
   
  The PC may instead upgrade the enhancement 
  bonus of a suit of armor, weapon, or shield, or the 
  deflection bonus of a ring of protection, to a maximum 
  bonus of +3. 
   
  The PC must pay all costs associated with the item or 
  upgrade. This does not grant access to craft the item. 
  Once used, this favor must be crossed off. 
   
  w Favor of the Church of the One True Path: This 
  PC assisted the Church of the One True Path in gaining 
  information about Duke Labahlah. Each PC who reported 
  back to Sister Asiria about Duke Labahlah receives this 
  favor instead of the Favor of the Court of Tenh. 
   
  In return, the Church provides one-time access to 
  one of the following items of the PC’s choice at the time 
  of purchase: A +3 enchanted weapon, armor, or shield (no 
  special abilities) OR bracers of armor +4 OR a ring of 
  minor spell storing OR a rod of the viper OR a staff of 
  healing OR a periapt of wound closure.  
   
  The PC may instead upgrade the enhancement 
  bonus of a suit of armor, weapon, or shield to a maximum 
  bonus of +3, or upgrade existing bracers of armor to a 
  maximum of +4. 
   
  The PC must pay all costs associated with the item or 
  upgrade. This does not grant access to craft the item. 
  Once used, this favor must be crossed off. 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Item Access 
  APL 6: 
   
  Eyepatch of Tenh (Adventure; Special; 30,500 
  gp) 
   
   
  APL 8 (all of APL 6 plus the following): 
   
  Planar fork (Abyss) (Adventure; PHB; 200 gp) 
   
  Planar fork (Material) (Adventure; PHB; 200 gp) 
   
  APL 10 (all of APLs 6-8 plus the following): 
   
  Cloak of resistance +2 (Adventure; DMG; 4,000 
  gp) 
   
  Periapt of Wisdom +4 (Adventure; DMG; 16,000 
  gp) 
   
  APL 12 (all of APLs 6-10 plus the following): 
   
  +2 full plate (Adventure; DMG; 5,650 gp) 
   
   
  APL 14 (all of APLs 6-12 plus the following): 
   
  Bracers of armor +3 (Adventure; DMG; 9,000 gp) 
   
  Eyes of the eagle (Adventure; DMG; 2,500 gp) 
   
   
  
  COR6-07 From the Dust 
   
  Page 20 
  APPENDIX 1: APL 6
  ENCOUNTER 6 
   
   
   
   
  d Corpse Rat Swarm: CR 4; Tiny undead (swarm); 
  HD 8d12; hp 52; Init +1; Spd 15 ft., climb 15 ft.; AC 13 
  (+2 size, +1 Dex), touch 13, flat-footed 12; Base Atk +4; 
  Grp --; Atk swarm (1d6 plus disease); Full Atk swarm 
  (1d6 plus disease); Space/Reach: 10 ft./0 ft.; SA disease, 
  distraction; SQ DR 5/slashing, darkvision 60 ft., half 
  damage from slashing and piercing, swarm traits, 
  undead traits; AL NE; SV Fort +2, Ref +3, Will +6; Str 4, 
  Dex 13, Con --, Int --, Wis 10, Cha 1. 
   
  Skills and Feats: none. 
   
  Disease 
  (Ex): 
  Filth fever—swarm 
  attack, 
  Fortitude DC 16, incubation period 1d3 days, damage 
  1d3 Dex and 1d3 Con. The save DC is Constitution-
  based and includes a +2 racial bonus. 
   
  Distraction 
  (Ex): 
  Any 
  living 
  creature 
  vulnerable to a corpse rat’s swarm damage that begins 
  its turn with a swarm in its square is nauseated for 1 
  round; a DC 14 Fortitude save negates the effect. The 
  save DC is Constitution-based. Spellcasting or 
  concentrating on spells within the area of a swarm 
  requires a Concentration check (DC 20 + spell level). 
  Using skills requiring patience and concentration 
  requires a DC 20 Concentration check. 
   
  Appearance: Leaving a stinking trail of blood and 
  rotting entrails, the horde of tiny rat corpses squirms 
  and squeals towards its victims. 
   
  Source: Libris Mortis 92. 
   
  ENCOUNTER 7 
   
   
   
   
  d Alazenya: female human cleric 7; CR 7; Medium 
  humanoid (human); HD 7d8+14; hp 56; Init -1; Spd 30 
  ft. (20 ft. in full plate); AC 18 (-1 Dex, +9 armor), touch 
  9, flat-footed 18; Base Atk +5; Grp+6; Atk +7 melee 
  (2d6+1/19-20, masterwork greatsword) or +4 ranged 
  (1d10/19-20, heavy crossbow); Full Atk +7 melee 
  (2d6+1/19-20, masterwork greatsword) or +4 ranged 
  (1d10/19-20, heavy crossbow); SA divine spells, rebuke 
  undead 4/day (+3 check, 2d6+8 HD); SQ evil aura 
  (strong); AL CE; SV Fort +7, Ref +1, Will +9; Str 13, Dex 
  8, Con 14, Int 10, Wis 16 (18), Cha 12.  
   
  Skills and Feats: Concentration +15, Knowledge 
  (religion) +8, Knowledge (the planes) +10, Speak 
  Language (Abyssal); Blind-Fight, Martial Weapon 
  Proficiency (greatsword), Power Attack, Skill Focus 
  (Concentration). 
   
  Languages: Abyssal, Common. 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/ 2+1; base 
  DC = 14 + spell level): 0—detect magic (x2), guidance 
  (x2), resistance, virtue; 1st—command*C, baneC, divine 
  favor, entropic shield, shield of faith, sanctuary; 2nd—
  enthrall*, bear’s endurance, calm emotionsC, death 
  knell, silence; 3rd—magic circle against good*, bestow 
  curse, dispel magic, protection from energy, 4th—
  fear*C, divine power, freedom of movement. 
   
  *Domain spell. Deity: Iuz. Domains: Evil (cast evil 
  spells at +1 caster level), Tyranny (add +1 to the save 
  DC of any compulsion spell cast). 
   
  C: Compulsion spell (base DC = 15 + spell level). 
   
  Possessions: +1 full plate, masterwork greatsword 
  (in locked gauntlet), heavy crossbow, 10 bolts, dagger, 
  periapt of Wisdom +2, 2 tanglefoot bags, cleric’s robes, 
  unholy symbol, and 2 potions of cure light wounds. 
   
  Power-Up Suite (prepared – magic circle 
  against good (CL 8th), freedom of movement, 
  invisibility purge, protection from energy, 
  bear’s endurance, entropic shield, shield of 
  faith): HD 7d8+28; hp 70; AC 21 (-1 Dex, +9 armor, +3 
  deflection), touch 12, flat-footed 21; SV Fort +9 (+11 vs. 
  good), Ref +1 (+3 vs. good), Will +9 (+11 vs. good); Con 
  14 (18). Concentration +17. Other effects: freedom of 
  movement, invisibility purge, protection from energy 
  (one type, 84 points), entropic shield. 
   
  Description: Alazenya wears a blood-spattered 
  white tabard over her armor. Her tan skin, brown eyes, 
  and aquiline features indicate mixed ancestry. She has 
  shaved off her hair and eyebrows. Her helmet is topped 
  with a long tail of dark braided hair, cut from a Tenha 
  warrior.   
   
  
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   APL 8
  ENCOUNTER 2 
   
   
   
   
  d Efreeti Power-Up Suite (polymorphed into 
  behir): Huge magical beast; Spd 40 ft., climb 15 ft.; AC 
  20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19; 
  Base Attack +10; Grp +26; Atk or Full Atk +16 melee 
  (2d4+12, bite); Space/Reach: 15 ft./10 ft.; SA Change 
  size (as efreeti), constrict 2d8+8, improved grab, rake 
  1d4+4, spell-like abilities (as efreeti), swallow whole; 
  SQ Can’t be tripped, darkvision 60 ft. (as efreeti), plane 
  shift (as efreeti), telepathy 100 ft. (as efreeti); SV Fort 
  +12, Ref +8, Will +9; Str 26, Dex 13, Con 21, Int 12, Wis 
  15, Cha 15. Concentration +18 (+22 defensive). 
  Scorching ray at +9 ranged touch. Constrict, Improved 
  Grab, and Swallow Whole as in the Monster Manual. 
  Rake as in the Monster Manual, but attack bonus +16 
  melee. 
   
  ENCOUNTER 6 
   
   
   
   
  d Corpse Rat Swarm: CR 4; Tiny undead (Swarm); 
  HD 8d12; hp 52; Init +1; Spd 15 ft., climb 15 ft.; AC 13 
  (+2 size, +1 Dex), touch 13, flat-footed 12; Base Atk +4; 
  Grp--; Atk swarm (1d6 plus disease); Full Atk swarm 
  (1d6 plus disease); Space/Reach: 10 ft./0 ft.; SA disease, 
  distraction; SQ DR 5/slashing, darkvision 60 ft., half 
  damage from slashing and piercing, swarm traits, 
  undead traits; AL NE; SV Fort +2, Ref +3, Will +6; Str 4, 
  Dex 13, Con --, Int --, Wis 10, Cha 1. 
   
  Skills and Feats: none. 
   
  Disease 
  (Ex): 
  Filth fever—swarm 
  attack, 
  Fortitude DC 16, incubation period 1d3 days, damage 
  1d3 Dex and 1d3 Con. The save DC is Constitution-
  based and includes a +2 racial bonus. 
   
  Distraction 
  (Ex): 
  Any 
  living 
  creature 
  vulnerable to a corpse rat swarm’s damage that begins 
  its turn with a swarm in its square is nauseated for 1 
  round; a DC 14 Fortitude save negates the effect. The 
  save DC is Constitution-based. Spellcasting or 
  concentrating on spells within the area of a swarm 
  requires a Concentration check (DC 20 + spell level). 
  Using skills requiring patience and concentration 
  requires a DC 20 Concentration check. 
   
  Appearance: Leaving a stinking trail of blood and 
  rotting entrails, the horde of tiny rat corpses squirms 
  and squeals towards its victims. 
   
  Source: Libris Mortis 92. 
   
  d 
  Ephemeral Swarm: CR 8; Tiny undead 
  (incorporeal, swarm); HD 12d12+12; hp 90; Init +4; Spd 
  fly 30 ft. (good); AC 20 (+2 size, +4 Dex, +4 deflection), 
  touch 20, flat-footed 16; Base Atk +6; Grp--; Atk swarm 
  (1d6 Strength damage); Full Atk swarm (1d6 Strength 
  damage); Space/Reach: 10 ft./0 ft.; SA distraction, 
  Strength damage; SQ darkvision 60 ft., half damage 
  from slashing and piercing, incorporeal traits, swarm 
  traits, undead traits; AL CE; SV Fort +4, Ref +8, Will +8; 
  Str --, Dex 18, Con --, Int 2, Wis 11, Cha 18. 
   
  Skills and Feats: Listen +9, Spot +10; Alertness, 
  Toughness (4). 
   
  Distraction 
  (Ex): 
  Any 
  living 
  creature 
  vulnerable to an ephemeral swarm’s damage that 
  begins its turn with a swarm in its square is nauseated 
  for 1 round; a DC 20 Fortitude save negates the effect. 
  Even 
  after 
  a 
  successful 
  save, 
  spellcasting 
  or 
  concentrating on spells within the area of a swarm 
  requires a Concentration check (DC 20 + spell level). 
  Using skills requiring patience and concentration 
  requires a DC 20 Concentration check. The save DC is 
  Charisma-based. 
   
  Strength Damage (Su): The swarm attack of 
  an ephemeral swarm deals 1d6 points of Strength 
  damage to any living creature whose space it occupies 
  at the end of its move. A creature reduced to Strength 0 
  by an ephemeral swarm dies. This is a negative energy 
  effect. 
   
  Appearance: A ghostly swarm of rats floats silently 
  and eerily along the ground, creeping closer. 
   
  Source: Monster Manual III 50. 
   
  ENCOUNTER 7 
   
   
   
   
  d Alazenya: female human cleric 9; CR 9; Medium 
  humanoid (human); HD 9d8+18; hp 70; Init -1; Spd 30 
  ft. (20 ft. in full plate); AC 18 (-1 Dex, +9 armor), touch 
  9, flat-footed 18; Base Atk +6; Grp +7; Atk +8 melee 
  (2d6+2/19-20, +1 greatsword) or +5 ranged (1d10/19-20, 
  heavy crossbow); Full Atk +8/+3 melee (2d6+2/19-20, 
  +1 greatsword) or +5 ranged (1d10/19-20, heavy 
  crossbow); SA Divine spells, rebuke undead 4/day (+3 
  check, 2d6+10 HD); SQ Evil aura (strong); AL CE; SV 
  Fort +9, Ref +3, Will +11; Str 13, Dex 8, Con 14, Int 10, 
  Wis 17 (19), Cha 12.  
   
  Skills and Feats: Concentration +17, Knowledge 
  (religion) +10, Knowledge (the planes) +12; Blind-
  Fight, 
  Cleave, 
  Martial 
  Weapon 
  Proficiency 
  (greatsword), 
  Power 
  Attack, 
  Skill 
  Focus 
  (Concentration). 
   
  Languages: Abyssal, Common. 
   
  Cleric Spells Prepared (6/5+1/5+1/4+1/ 3+1/2+1; 
  base DC = 14 + spell level): 0—detect magic (2), 
  guidance (2), resistance, virtue; 1st—command*C, 
  baneC, deathwatch, entropic shield, shield of faith, 
  sanctuary; 2nd—enthrall*, bear’s endurance, calm 
  emotions,C death knell, hold person, silence; 3rd—
  magic circle against good*, bestow curse, dispel magic, 
  invisibility purge, protection from energy; 4th—divine 
  power, fear*C, freedom of movement, spell immunity; 
  5th—greater command*C, flame strike, slay living . 
   
  *Domain spell. Deity: Iuz. Domains: Evil (cast evil 
  spells at +1 caster level), Tyranny (add +1 to the save 
  DC of any compulsion spell cast). 
   
  C: Compulsion spell (base DC = 15 + spell level). 
   
  Possessions: +1 full plate, +1 greatsword (in locked 
  gauntlet), heavy crossbow, 10 bolts, dagger, cloak of 
  resistance +1, periapt of Wisdom +2, cleric’s robes, 
  unholy symbol, planar forks (Material Plane, Abyss), 2 
  tanglefoot bags, potion of cure moderate wounds, and 2 
  potions of cure light wounds. 
  
  COR6-07 From the Dust 
   
  Page 22 
   
  Power-Up Suite (prepared – magic circle 
  against good (CL 10th), deathwatch (CL 
  10th), freedom of movement, spell immunity, 
  invisibility purge, protection from energy, 
  bear’s endurance, entropic shield, shield of 
  faith): HD 9d8+36; hp 88; AC 21 (-1 Dex, +9 armor, +3 
  deflection), touch 12, flat-footed 21; SV Fort +11 (+12 
  vs. good), Ref +3 (+4 vs. good), Will +11 (+12 vs. good); 
  Con 14 (18). Concentration +19. Other effects: freedom 
  of movement, spell immunity (2 spells: magic missile 
  plus fireball or another based on Jershanna’s 
  reconnaissance), invisibility purge, protection from 
  energy (one type, 108 points), deathwatch, entropic 
  shield. 
   
  Description: Alazenya wears a blood-spattered 
  white tabard over her armor. Her tan skin, brown eyes, 
  and aquiline features indicate mixed ancestry. She has 
  shaved off her hair and eyebrows. Her helmet is topped 
  with a long tail of dark braided hair, cut from a Tenha 
  warrior. 
   
  
  COR6-07 From the Dust 
   
  Page 23 
   APL 10
  ENCOUNTER 2 
   
   
   
   
  d Efreeti Power-Up Suite (polymorphed into 
  behir): Huge magical beast; Spd 40 ft., climb 15 ft.; AC 
  20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19; 
  Base Attack +10; Grp +26; Atk or Full Atk +16 melee 
  (2d4+12, bite); Space/Reach: 15 ft./10 ft.; SA Change 
  size (as efreeti), constrict 2d8+8, improved grab, rake 
  1d4+4, spell-like abilities (as efreeti), swallow whole; 
  SQ Can’t be tripped, darkvision 60 ft. (as efreeti), plane 
  shift (as efreeti), telepathy 100 ft. (as efreeti); SV Fort 
  +12, Ref +8, Will +9; Str 26, Dex 13, Con 21, Int 12, Wis 
  15, Cha 15. Concentration +18 (+22 defensive). 
  Scorching ray at +9 ranged touch. Constrict, Improved 
  Grab, and Swallow Whole as in the Monster Manual. 
  Rake as in the Monster Manual, but attack bonus +16 
  melee. 
   
  ENCOUNTER 6 
   
   
   
   
  d Abyssal Ghoul: CR 10; Medium undead 
  (extraplanar); HD 16d12; hp 104; Init +7; Spd 40 ft.; AC 
  27 +3 Dex, +14 natural), touch 13, flat-footed 27; Base 
  Atk +8; +8; Grp +15; Atk +15 melee (1d4+7 plus disease, 
  front claw); Full Atk +15/+15 melee (1d4+7 plus 
  disease, front claws) and +13/+13 (2d4+3 plus disease, 
  rear claws); SA disease, improved grab, sneak attack 
  +5d6, Wisdom drain 1d6; SQ acid resistance 20, 
  blindsight 90 ft., cold resistance 20, deathwatch, 
  electricity immunity, fire resistance 20, SR 20, uncanny 
  dodge, undead traits; AL CE; SV Fort +5, Ref +10, Will 
  +12; Str 25, Dex 16, Con --, Int 14, Wis 15, Cha 18. 
   
  Skills and Feats: Balance +20, Climb +20, Hide +20, 
  Jump +23, Move Silently +20, Tumble +20; Dodge, 
  Improved Initiative, Lightning Reflexes, Mobility, 
  Multiattack, Spring Attack. 
   
  Languages: Abyssal. 
   
  Disease (Ex): Any creature hit by an abyssal 
  ghoul’s front claw or rear claw attacks must succeed on 
  a DC 18 Fortitude save or contract demon fever. After 
  an incubation period of 1 day, the disease deals 1d6 
  points of Constitution damage. Each day after 
  contracting demon fever, the creature must succeed on 
  another DC 18 Fortitude save or take the same damage. 
  Each time it is damaged by the disease, the creature 
  must immediately succeed on another DC 18 Fortitude 
  save or 1 point of the Constitution damage taken 
  becomes Constitution drain instead. After making a 
  successful Fortitude save against the Constitution 
  damage on each of two consecutive days, the creature 
  recovers. 
   
  Improved Grab (Ex): If an abyssal ghoul hits 
  an opponent its own size or smaller with both front 
  claws, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack of 
  opportunity (grapple bonus +15). If it gets a hold, it can 
  attempt to pin and use its Wisdom drain ability on its 
  next grapple check. Alternatively, the abyssal ghoul has 
  the option to conduct the grapple normally, or simply 
  use its front claws to hold the opponent (-20 penalty on 
  grapple check, but the ghoul is not considered 
  grappled). In either case, each successful grapple check 
  it makes during successive rounds automatically deals 
  damage from both front claws. 
   
  Sneak Attack (Ex): Anytime an abyssal ghoul’s 
  target is denied a Dexterity bonus, or when a target is 
  flanked by an abyssal ghoul, the ghoul deals an 
  additional 5d6 points of damage on a successful melee 
  attack. 
   
  Wisdom Drain (Su): If an abyssal ghoul 
  successfully pins a living opponent, it can drain 1d6 
  points of Wisdom with its smoky tongue on the same 
  action. Each round thereafter that the pin is 
  maintained, the ghoul automatically drains an 
  additional 1d6 points of Wisdom. A creature reduced to 
  0 Wisdom by an abyssal ghoul becomes unconscious 
  until at least 1 point of Wisdom is restored. 
   
  Blindsight (Ex): An abyssal ghoul is blind, but 
  it maneuvers and fights as well as a sighted creature by 
  using scent and vibration to ascertain its surroundings. 
  This ability enables it to discern objects and creatures 
  within 90 feet. An abyssal ghoul usually does not need 
  to make Spot or Listen checks to notice creatures 
  within range of its blindsight. 
   
  Deathwatch (Sp): This ability functions like the 
  deathwatch spell, except that it is always active and an 
  abyssal ghoul always knows how near death all 
  creatures within 90 feet of it are. Because of this 
  knowledge, it often pauses to kill creatures near death 
  (those with 3 or fewer hit points remaining) before 
  moving on to attack healthier foes. 
   
  Uncanny Dodge (Ex): An abyssal ghoul retains 
  its Dexterity bonus to Armor Class even when flat-
  footed or struck by an invisible attacker. In addition, it 
  cannot be flanked except by a rogue of 20th level or 
  higher. 
   
  Appearance: An abyssal ghoul looks similar to a 
  common ghoul in that it is a warped humanoid figure 
  with bestial features. Its skin is scaly and tough, and its 
  fingers and toes end in fearsome claws several inches 
  in length. Its teeth are equally fearsome, and a foot-
  long tongue dangles from its mouth, trailing into 
  smoky incorporeality at its tip. Though an abyssal 
  ghoul is blind, its other senses allow it to perceive prey 
  around it. 
   
  Source: Fiend Folio 12. 
   
  ENCOUNTER 7 
   
   
   
   
  d Alazenya: female human cleric 11; CR 11; 
  Medium humanoid (human); HD 11d8+22; hp 84; Init -
  1; Spd 30 ft. (20 ft. in full plate); AC 18 (-1 Dex, +9 
  armor), touch 9, flat-footed 18; Base Atk +8; Grp +10; 
  Atk +11 melee (2d6+4/19-20, +1 greatsword) or +7 
  ranged (1d10/19-20, heavy crossbow); Full Atk +11/+6 
  melee (2d6+4/19-20, +1 greatsword) or +7 ranged 
  (1d10/19-20, heavy crossbow); SA divine spells, rebuke 
  undead 4/day (+3 check, 2d6+12 HD); SQ evil aura 
  
  COR6-07 From the Dust 
   
  Page 24 
  (strong); AL CE; SV Fort +11, Ref +4, Will +14; Str 13 
  (15), Dex 8, Con 14, Int 10, Wis 17 (21), Cha 12.  
   
  Skills and Feats: Concentration +19, Knowledge 
  (religion) +12, Knowledge (the planes) +14, Speak 
  Language (Abyssal); Blind-Fight, Cleave, Martial 
  Weapon Proficiency (greatsword), Power Attack, Skill 
  Focus (Concentration). 
   
  Languages: Abyssal, Common. 
   
  Cleric 
  Spells 
  Prepared 
  (6/7+1/5+1/5+1/4+1/ 
  3+1/2+1; base DC = 15 + spell level): 0—detect magic 
  (x2), guidance (x2), resistance, virtue; 1st—command*, 
  baneC, commandC, deathwatch, doom, entropic shield, 
  shield of faith, sanctuary; 2nd—enthrall*, calm 
  emotions C, death knell (x2), hold person, silence; 
  3rd—magic circle against good*, bestow curse, dispel 
  magic, invisibility purge, protection from energy; 
  4th—unholy blight*, divine power, freedom of 
  movement 
  (x2), 
  spell 
  immunity; 
  5th—greater 
  command*C, flame strike, slay living, wall of stone; 
  6th—create undead*, mass bear’s endurance, harm . 
   
  *Domain spell. Deity: Iuz. Domains: Evil (cast evil 
  spells at +1 caster level), Tyranny (add +1 to the save 
  DC of any compulsion spell cast). 
   
  C: Compulsion spell (base DC = 16 + spell level). 
   
  Possessions: +1 full plate, +1 greatsword (in locked 
  gauntlet), heavy crossbow, 10 bolts, dagger, cloak of 
  resistance +2, gauntlets of ogre power +2, periapt of 
  Wisdom +4, cleric’s robes, unholy symbol, planar forks 
  (Material Plane, Abyss), 2 potions of cure serious 
  wounds. 
   
  Power-Up Suite (prepared – magic circle 
  against good (CL 12th), deathwatch (CL 
  12th), mass bear’s endurance, freedom of 
  movement, 
  spell 
  immunity, 
  invisibility 
  purge, 
  protection 
  from 
  energy, 
  entropic 
  shield, shield of faith): HD 11d8+44; hp 106; AC 
  21 (-1 Dex, +9 armor, +3 deflection), touch 12, flat-
  footed 21; SV Fort +13; Con 14 (18). Concentration +21. 
  Other effects: freedom of movement, spell immunity (2 
  spells: magic missile plus fireball or another based on 
  Jershanna’s 
  reconnaissance), 
  invisibility 
  purge, 
  protection from energy (one type, 120 points), 
  deathwatch, entropic shield. Also casts freedom of 
  movement on Jershanna. Jershanna and the hezrou 
  receive mass bear’s endurance. 
   
  Description: Alazenya wears a blood-spattered 
  white tabard over her armor. Her tan skin, brown eyes, 
  and aquiline features indicate mixed ancestry. She has 
  shaved off her hair and eyebrows. Her helmet is topped 
  with a long tail of dark braided hair, cut from a Tenha 
  warrior. 
   
  
  COR6-07 From the Dust 
   
  Page 25 
   APL 12
  ENCOUNTER 2 
   
   
   
   
  d Large Advanced 14 HD Efreeti: CR 10; Large 
  outsider (extraplanar, fire); HD 14d8+28; hp 112; Init 
  +7; Spd 20 ft., fly 40 ft. (perfect); AC 18 (-1 size, +3 Dex, 
  +6 natural), touch 12, flat-footed 15; Base Atk +14; Grp 
  +25; Atk +20 melee (2d6+7 plus 1d6 fire, slam); Full Atk 
  +20/+20 melee (2d6+7 plus 1d6 fire, 2 slams); 
  Space/Reach: 10 ft./10 ft.; SA change size, heat, spell-
  like abilities; SQ darkvision 60 ft., immunity to fire, 
  plane shift, telepathy 100 ft., vulnerability to cold; AL 
  LE; SV Fort +11, Ref +12, Will +11; Str 24, Dex 17, Con 
  14, Int 12, Wis 15, Cha 15. 
   
  Skills and Feats: Bluff +19, Craft (weaponmaking) 
  +18, Concentration +19 (+23 defensive), Diplomacy +6, 
  Disguise +2 (+4 acting), Intimidate +21, Listen +19, 
  Move Silently +20, Sense Motive +19, Spellcraft +18, 
  Spot +19; Combat Casting, Combat Reflexes, Dodge, 
  Improved Initiative, Improved Natural Attack (slam), 
  Quicken Spell-Like Ability (scorching ray). 
   
  Languages: Auran, Common, Infernal, Ignan. 
   
  Change Size (Sp): Twice per day, an efreeti can 
  magically change a creature’s size. This works just like 
  an enlarge person or reduce person spell (the efreeti 
  chooses when using this ability), except that the ability 
  can work on the efreeti. A DC 13 Fortitude save negates 
  the effect. The save DC is Charisma-based. This is the 
  equivalent of a 2nd-level spell. 
   
  Heat (Ex): An efreeti’s red-hot body deals 1d6 
  points of extra fire damage whenever it hits in melee, 
  or in each round it maintains a hold when grappling. 
   
  Spell-Like Abilities: At will—detect magic, 
  produce flame, pyrotechnics (DC 14), scorching ray (1 
  ray only, +16 ranged touch); 3/day—invisibility, wall of 
  fire (DC 16); 1/day—grant up to three wishes (to 
  nongenies only), gaseous form, permanent image (DC 
  18), polymorph (self only). Caster level 12th. The save 
  DCs are Charisma-based. 
   
  Power-Up Suite (enlarged): Huge Outsider 
  (Extraplanar, Fire); Init +6; AC 16 (-2 size, +2 Dex, +6 
  natural), touch 10, flat-footed 14; Grp +30; Atk +20 
  melee (3d6+8 plus 1d6 fire, slam)or 14 ranged touch 
  (scorching ray); .Full Atk +20/+20 melee (3d6+8 plus 
  1d6 fire, 2 slams) Space/Reach: 15 ft./15 ft.; SV Ref +11; 
  Str 26, Dex 15. 
   
  Power-Up 
  Suite 
  (polymorphed 
  into 
  behir): Huge magical beast; Spd 40 ft., climb 15 ft.; AC 
  20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19; 
  Base Attack +14; Grp +30; Atk or Full Atk +20 melee 
  (2d4+12, bite); Space/Reach: 15 ft./10 ft.; SA Change 
  size (as efreeti), constrict 2d8+8, improved grab, rake 
  1d4+4, spell-like abilities (as efreeti), swallow whole; 
  SQ Can’t be tripped, darkvision 60 ft. (as efreeti), plane 
  shift (as efreeti), telepathy 100 ft. (as efreeti); SV Fort 
  +14, Ref +10, Will +11; Str 26, Dex 13, Con 21, Int 12, 
  Wis 15, Cha 15. Concentration +22 (+26 defensive). 
  Scorching ray at +13 ranged touch. Constrict, 
  Improved Grab, and Swallow Whole as in the Monster 
  Manual. Rake as in the Monster Manual, but attack 
  bonus +20 melee. 
   
  Power-Up 
  Suite 
  (polymorphed 
  into 
  elephant): Huge animal; Spd 40 ft.; AC 15 (-2 size, +7 
  natural), touch 8, flat-footed 15; Base Attack +14; Grp 
  +32; Atk +22 melee (2d8+15, gore); Full Atk +22 melee 
  (2d6+10, slam) and +17/+17 melee (2d6+5, 2 stamps), or 
  +22 melee (2d8+15, gore); Space/Reach: 15 ft./10 ft.; SA 
  Change size (as efreeti), spell-like abilities (as efreeti), 
  trample 2d8+15; SQ Darkvision 60 ft. (as efreeti), plane 
  shift (as efreeti), telepathy 100 ft. (as efreeti); SV Fort 
  +14, Ref +9, Will +11; Str 30, Dex 10, Con 21, Int 12, 
  Wis 15, Cha 15. Concentration +22 (+26 defensive). 
  Scorching ray at +12 ranged touch. Trample as in the 
  Monster Manual, but DC 27. 
   
  ENCOUNTER 6 
   
   
   
   
  d 
  Deathshrieker: 
  CR 15; Medium undead 
  (incorporeal); HD 18d12 plus 18; hp 135; Init +11; Spd 
  fly 40 ft. (good); AC 28 (+7 Dex, +5 deflection, +6 
  profane), touch 28, flat-footed 21; Base Atk +9; Grp --; 
  Atk +16 melee (1d4 Charisma drain, Incorporeal 
  touch); Full Atk +16/+11 melee (1d4 Charisma drain, 
  Incorporeal touch); SA Death rattle, despair, scream of 
  the dying; SQ +4 turn resistance, darkvision 60 ft., 
  death’s grace, incorporeal traits, silence vulnerability, 
  undead traits; AL CE; SV Fort +8, Ref +13, Will +15; Str 
  --, Dex 25, Con --, Int 8, Wis 14, Cha 20.  
   
  Skills and Feats: Hide +17, Intimidate +19, Listen 
  +17, Search +12, Spot +17; Ability Focus (scream of the 
  dying), Alertness, Combat Reflexes, Great Fortitude, 
  Improved 
  Initiative, 
  Improved 
  Toughness 
  (see 
  Appendix 2), Iron Will. 
   
  Languages: Common, Flan. 
   
  Charisma Drain (Su): An individual struck by 
  a deathshrieker must make a DC 24 Fortitude save or 
  permanently lose 1d4 points of Charisma (2d4 points 
  on a critical hit). The deathshrieker heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Charisma, gaining any excess as temporary hit points. 
  The save DC is Charisma-based. 
   
  Death Rattle (Su): When a deathshrieker is 
  reduced to 0 hit points, it releases a final, devastating 
  shriek. All living creatures within a 300-foot spread 
  must succeed on a DC 24 Will save or gain 1d4 
  negative levels. Creatures that cannot hear or are under 
  the effect of a silence spell gain a +4 bonus on the save 
  to resist this effect. The save DC is Charisma-based. 
   
  Despair 
  (Su): At the mere sight of a 
  deathshrieker, the viewer must succeed on a DC 24 
  Will save or be paralyzed with fear for 1d4 rounds. 
  Whether or not the save is successful, that creature 
  cannot be affected again by the same deathshrieker’s 
  despair ability for 24 hours. The save DC is Charisma-
  based. 
   
  Scream of the Dying (Su): Once per day, as a 
  full-round action, a deathshrieker can release a soul-
  numbing scream that lasts for up to 3 rounds. After this 
  
  COR6-07 From the Dust 
   
  Page 26 
  first round, a deathshrieker can use a standard action to 
  sustain the scream. This attack effects all living 
  creatures within a 30-foot spread centered on the 
  deathshrieker, or within a 60-foot cone extending from 
  the deathshrieker, at the creature’s option. Once the 
  deathshrieker chooses the shape of this effect, it must 
  maintain that effect for all three rounds. In the case of a 
  cone, it can aim in a single direction during its turn. 
  Creatures caught in this area must make a DC 26 Will 
  save or suffer the effects described below. The save DC 
  is Charisma-based. Creatures that cannot hear or are 
  under the effect of a silence spell gain a +4 bonus on 
  their Will saves. The effects are cumulative and 
  concurrent: 
   
  Round 1: The creature is deafened for 1d4 rounds. 
   
  Round 2: The creature is stunned for 1d3 rounds. 
   
  Round 3: The creature suffers the effects of 
  insanity, as the spell cast by an 18th-level sorcerer. 
  This effect is so loud that normal conversation is 
  impossible. Spellcasters who attempt to cast spells with 
  a verbal component must make a DC 26 Concentration 
  check or the spell is negated. 
   
  Death’s Grace (Ex): A deathshrieker gains a +1 
  profane bonus to AC for every 3 Hit Dice it possesses. 
   
  Silence Vulnerability (Ex): Deathshriekers 
  cannot abide silence and are harmed by it. To even 
  enter into the radius of a silence spell, a deathshrieker 
  must make a Will save (DC 12 + caster level). Each 
  round that a deathshrieker remains within the area of a 
  silence spell, it takes 1d10 points of damage (Will save 
  for half). 
   
  Appearance: This horrible apparition floats above 
  the ground, its skeletal face twisted in horrible pain 
  while it screams in a terrifying cacophony that sounds 
  like the last shrieks of the dying. 
   
  Source: Monster Manual III 32. 
   
  ENCOUNTER 7 
   
   
   
   
  d Alazenya: Female human cleric 11; CR 11; 
  Medium humanoid (human); HD 11d8+22; hp 84; Init -
  1; Spd 30 ft. (20 ft. in full plate); AC 18 (-1 Dex, +9 
  armor) , touch 9, flat-footed 18; Base Atk +8; Grp +10; 
  Atk +11 melee (2d6+4/19-20, +1 greatsword)or +7 
  ranged (1d10/19-20, heavy crossbow); Full Atk +11/+6 
  melee (2d6+4/19-20, +1 greatsword) or +7 ranged 
  (1d10/19-20, heavy crossbow); SA divine spells, rebuke 
  undead 4/day (+3 check, 2d6+12 HD); SQ evil aura 
  (strong); AL CE; SV Fort +11, Ref +4, Will +14; Str 13 
  (15), Dex 8, Con 14, Int 10, Wis 17 (21), Cha 12.  
   
  Skills and Feats: Concentration +19, Knowledge 
  (religion) +12, Knowledge (the planes) +14, Speak 
  Language (Abyssal); Blind-Fight, Cleave, Martial 
  Weapon Proficiency (greatsword), Power Attack, Skill 
  Focus (Concentration). 
   
  Languages: Abyssal, Common. 
   
  Cleric 
  Spells 
  Prepared 
  (6/7+1/5+1/5+1/4+1/ 
  3+1/2+1; base DC = 15 + spell level): 0—detect magic 
  (x2), guidance (x2), resistance, virtue; 1st—command*, 
  bane, commandC, deathwatch, doom, entropic shield, 
  shield of faith, sanctuary; 2nd—enthrall*, calm 
  emotions C, death knell (x2), hold person, silence; 
  3rd—magic circle against good*, bestow curse, dispel 
  magic, invisibility purge, protection from energy; 
  4th—divine power, freedom of movement (x2), spell 
  immunity unholy blight*; 5th—greater command*C, 
  flame strike, slay living, wall of stone; 6th—create 
  undead*, mass bear’s endurance, harm. 
   
  *Domain spell. Deity: Iuz. Domains: Evil (cast evil 
  spells at +1 caster level), Tyranny (add +1 to the save 
  DC of any compulsion spell cast). 
   
  C: Compulsion spell (base DC = 16 + spell level). 
  Possessions: +1 full plate, +1 greatsword (in locked 
  gauntlet), heavy crossbow, 10 bolts, dagger, cloak of 
  resistance +2, gauntlets of ogre power +2, periapt of 
  Wisdom +4, cleric’s robes, unholy symbol, planar forks 
  (Material Plane, Abyss), 2 potions of cure serious 
  wounds. 
   
  Power-Up Suite (prepared – magic circle 
  against good (CL 12th), deathwatch (CL 
  12th), mass bear’s endurance, freedom of 
  movement, 
  spell 
  immunity, 
  invisibility 
  purge, 
  protection 
  from 
  energy, 
  entropic 
  shield, shield of faith): HD 11d8+44; hp 106; AC 
  21 (-1 Dex, +9 armor, +3 deflection), touch 12, flat-
  footed 21; SV Fort +13; Con 14 (18). Concentration +21. 
  Other effects: freedom of movement, spell immunity (2 
  spells: magic missile plus fireball or another based on 
  Jershanna’s 
  reconnaissance), 
  invisibility 
  purge, 
  protection from energy (one type, 120 points), 
  deathwatch, entropic shield. Also casts freedom of 
  movement on Jershanna. All allies receive mass bear’s 
  endurance. 
   
  Description: Alazenya wears a blood-spattered 
  white tabard over her armor. Her tan skin, brown eyes, 
  and aquiline features indicate mixed ancestry. She has 
  shaved off her hair and eyebrows. Her helmet is topped 
  with a long tail of dark braided hair, cut from a Tenha 
  warrior. 
   
  d Temple Defender: male human fighter 11; CR 
  11; Medium humanoid (human); HD 11d10+33; hp 
  103; Init +5; Spd 30 ft. (20 ft. in full plate); AC 25 (+1 
  Dex, +10 armor, +3 shield, +1 deflection), touch 12, flat-
  footed 24; Base Atk +11; Grp +15; Atk +17 melee 
  (1d8+7/x3, +1 battleaxe) or +13 ranged [1d8+5/x3, +1 
  composite longbow (Str +4)]; Full Atk: +17/+12/+7 
  melee (1d8+7/x3, +1 battleaxe) or +13/+8/+3 ranged 
  [1d8+5/x3, +1 composite longbow (Str +4)]; SA —; SQ 
  —; AL CE; SV Fort +10, Ref +6, Will +6; Str 17 (19), Dex 
  13, Con 14 (16), Int 10, Wis 12, Cha 8.  
   
  Skills and Feats: Handle Animal +13, Intimidate 
  +13, Jump +12; Blind-Fight, Dodge, Greater Weapon 
  Focus (battleaxe), Improved Initiative, Iron Will, 
  Lightning Reflexes, Mobility, Power Attack, Spring 
  Attack, 
  Weapon 
  Focus 
  (battleaxe), 
  Weapon 
  Specialization (battleaxe). 
   
  Languages: Common. 
   
  Possessions: +2 full plate, +1 heavy steel shield, +1 
  battleaxe, +1 composite longbow (+4 Str), 40 arrows (20 
  steel, 10 silver, 10 cold iron), 2 daggers, ring of 
  protection +1, amulet of health +2, gauntlets of ogre 
  
  COR6-07 From the Dust 
   
  Page 27 
  power +2, 2 tanglefoot bags, potion of cure moderate 
  wounds, and 2 potions of cure light wounds. 
   
  Power-Up Suite (from Alazenya – mass 
  bear’s endurance): HD 11d10+44; hp 114 (add 11); 
  SV Fort +11; Con 14 (18). 
   
   
  
  COR6-07 From the Dust 
   
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   APL 14
  ENCOUNTER 2 
   
   
   
   
  d Huge Advanced 16 HD Efreeti: CR 12; Huge 
  outsider (extraplanar, fire); HD 16d8+64; hp 160; Init 
  +6; Spd 20 ft., fly 40 ft. (perfect); AC 19 (-2 size, +2 Dex, 
  +9 natural), touch 10, flat-footed 19; Base Atk + 16; Grp 
  +35; Atk +25 melee (2d8+11 plus 1d8 fire, slam); Full 
  Atk +25/+25 melee (2d8+11 plus 1d8 fire, 2 slams); 
  Space/Reach: 15 ft./15 ft.; SA change size, heat, spell-
  like abilities; SQ darkvision 60 ft., immunity to fire, 
  plane shift, telepathy 100 ft., vulnerability to cold; AL 
  LE; SV Fort +14, Ref +12, Will +12; Str 33, Dex 15, Con 
  18, Int 12, Wis 15, Cha 15.  
   
  Skills and Feats: Bluff +21, Craft (weaponmaking) 
  +20, Concentration +23 (+27 defensive), Diplomacy +6, 
  Disguise +2 (+4 acting), Intimidate +23, Listen +21, 
  Move Silently +21, Sense Motive +20, Spellcraft +20, 
  Spot +21; Combat Casting, Combat Reflexes, Dodge, 
  Flyby Attack, Improved Initiative, Improved Natural 
  Attack (slam), Quicken Spell-Like Ability (scorching 
  ray). 
   
  Languages: Auran, Common, Infernal, Ignan. 
   
  Change Size (Sp): Twice per day, an efreeti can 
  magically change a creature’s size. This works just like 
  an enlarge person or reduce person spell (the efreeti 
  chooses when using this ability), except that the ability 
  can work on the efreeti. A DC 13 Fortitude save negates 
  the effect. The save DC is Charisma-based. This is the 
  equivalent of a 2nd-level spell. 
   
  Heat (Ex): An efreeti’s red-hot body deals 1d8 
  points of extra fire damage whenever it hits in melee, 
  or in each round it maintains a hold when grappling. 
   
  Spell-Like Abilities: At will—detect magic, 
  produce flame, pyrotechnics (DC 14), scorching ray (1 
  ray only, +16 ranged touch); 3/day—invisibility, wall of 
  fire (DC 16); 1/day—grant up to three wishes (to 
  nongenies only), gaseous form, permanent image (DC 
  18), polymorph (self only). Caster level 12th. The save 
  DCs are Charisma-based. 
   
  Power-Up 
  Suite 
  (enlarged): Gargantuan 
  Outsider (Extraplanar, Fire); Init +5; AC 13 (-4 size, +1 
  Dex, +6 natural), touch 17, flat-footed 12; Grp +40; Atk 
  +24 melee (3d8+13 plus 1d8 fire, slam); Full Atk 
  +24/+24 melee (3d8+12 plus 1d8 fire, 2 slams); 
  Space/Reach: 20 ft./20 ft.; SV Ref +11; Str 35, Dex 13. 
  Scorching ray at +13 ranged touch. 
   
  Power-Up 
  Suite 
  (polymorphed 
  into 
  behir): Huge magical beast; Spd 40 ft., climb 15 ft.; AC 
  20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19; 
  Base Attack +16; Grp +32; Atk or Full Atk +22 melee 
  (2d4+12, bite); Space/Reach: 15 ft./10 ft.; SA Change 
  size (as efreeti), constrict 2d8+8, improved grab, rake 
  1d4+4, spell-like abilities (as efreeti), swallow whole; 
  SQ Can’t be tripped, darkvision 60 ft. (as efreeti), plane 
  shift (as efreeti), telepathy 100 ft. (as efreeti); SV Fort 
  +15, Ref +11, Will +12; Str 26, Dex 13, Con 21, Int 12, 
  Wis 15, Cha 15. Concentration +24 (+28 defensive). 
  Scorching ray at +15 ranged touch. Constrict, 
  Improved Grab, and Swallow Whole as in the Monster 
  Manual. Rake as in the Monster Manual, but attack 
  bonus +22 melee. 
   
  Power-Up 
  Suite 
  (polymorphed 
  into 
  elephant): Huge animal; Spd 40 ft.; AC 15 (-2 size, +7 
  natural), touch 8, flat-footed 15; Base Attack +16; Grp 
  +34; Atk +24 melee (2d8+15, gore); Full Atk +24 melee 
  (2d6+10, slam) and +19/+19 melee (2d6+5, 2 stamps), or 
  +24 melee (2d8+15, gore); Space/Reach: 15 ft./10 ft.; SA 
  Change size (as efreeti), spell-like abilities (as efreeti), 
  trample 2d8+15; SQ Darkvision 60 ft. (as efreeti), plane 
  shift (as efreeti), telepathy 100 ft. (as efreeti); SV Fort 
  +15, Ref +10, Will +12; Str 30, Dex 10, Con 21, Int 12, 
  Wis 15, Cha 15. Concentration +24 (+28 defensive). 
  Scorching ray at +14 ranged touch. Trample functions 
  as in the Monster Manual, but DC 28. 
   
  ENCOUNTER 6 
   
   
   
   
  d Advanced 22 HD Deathshrieker: CR 16; 
  Medium undead (incorporeal); HD 22d12 plus 22; hp 
  167; Init +11; Spd fly 40 ft. (good); AC 30 (+8 Dex, +5 
  deflection, +7 profane), touch 30, flat-footed 22; Base 
  Atk +11; Grp --; Atk +19 melee (1d4 Charisma drain, 
  Incorporeal touch); Full Atk +19/+14 melee (1d4 
  Charisma drain, Incorporeal touch); SA Death rattle, 
  despair, scream of the dying; SQ +4 turn resistance, 
  darkvision 60 ft., death’s grace, incorporeal traits, 
  positive energy resistance 10, silence vulnerability, 
  undead traits; AL CE; SV Fort +9, Ref +15, Will +17; Str 
  --, Dex 26, Con --, Int 8, Wis 14, Cha 20.  
   
  Skills and Feats: Hide +20, Intimidate +21, Listen 
  +20, Search +14, Spot +20; Ability Focus (scream of the 
  dying), Alertness, Combat Reflexes, Great Fortitude, 
  Improved 
  Initiative, 
  Improved 
  Toughness 
  (see 
  Appendix 2), Iron Will, Positive Energy Resistance (see 
  Appendix 2). 
   
  Languages: Common, Flan. 
   
  Charisma Drain (Su): An individual struck by 
  a deathshrieker must make a DC 26 Fortitude save or 
  permanently lose 1d4 points of Charisma (2d4 points 
  on a critical hit). The deathshrieker heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Charisma, gaining any excess as temporary hit points. 
  The save DC is Charisma-based. 
   
  Death Rattle (Su): When a deathshrieker is 
  reduced to 0 hit points, it releases a final, devastating 
  shriek. All living creatures within a 300-foot spread 
  must succeed on a DC 26 Will save or gain 1d4 
  negative levels. Creatures that cannot hear or are under 
  the effect of a silence spell gain a +4 bonus on the save 
  to resist this effect. The save DC is Charisma-based. 
   
  Despair 
  (Su): At the mere sight of a 
  deathshrieker, the viewer must succeed on a DC 26 
  Will save or be paralyzed with fear for 1d4 rounds. 
  Whether or not the save is successful, that creature 
  cannot be affected again by the same deathshrieker’s 
  despair ability for 24 hours. The save DC is Charisma-
  based. 
  
  COR6-07 From the Dust 
   
  Page 29 
   
  Scream of the Dying (Su): Once per day, as a 
  full-round action, a deathshrieker can release a soul-
  numbing scream that lasts for up to 3 rounds. After this 
  first round, a deathshrieker can use a standard action to 
  sustain the scream. This attack effects all living 
  creatures within a 30-foot spread centered on the 
  deathshrieker, or within a 60-foot cone extending from 
  the deathshrieker, at the creature’s option. Once the 
  deathshrieker chooses the shape off this effect, it must 
  maintain that effect for all three rounds. In the case of a 
  cone, it can aim in a single direction during its turn. 
  Creatures caught in this area must make a DC 28 Will 
  save or suffer the effects described below. The save DC 
  is Charisma-based. Creatures that cannot hear or are 
  under the effect of a silence spell gain a +4 bonus on 
  their Will saves. The effects are cumulative and 
  concurrent: 
   
  Round 1: The creature is deafened for 1d4 rounds. 
   
  Round 2: The creature is stunned for 1d3 rounds. 
   
  Round 3: The creature suffers the effects of 
  insanity, as the spell cast by an 18th-level sorcerer. 
  This effect is so loud that normal conversation is 
  impossible. Spellcasters who attempt to cast spells with 
  a verbal component must make a DC 28 Concentration 
  check or the spell is negated. 
   
  Death’s Grace (Ex): A deathshrieker gains a +1 
  profane bonus to AC for every 3 Hit Dice it possesses. 
   
  Silence Vulnerability (Ex): Deathshriekers 
  cannot abide silence and are harmed by it. To even 
  enter into the radius of a silence spell, a deathshrieker 
  must make a Will save (DC 12 + caster level). Each 
  round that a deathshrieker remains within the area of a 
  silence spell, it takes 1d10 points of damage (Will save 
  for half). 
   
  Appearance: This horrible apparition floats above 
  the ground, its skeletal face twisted in horrible pain 
  while it screams in a terrifying cacophony that sounds 
  like the last shrieks of the dying. 
   
  Source: Monster Manual III 32. 
   
  ENCOUNTER 7 
   
   
   
   
  d Alazenya: female human cleric 13; CR 13; 
  Medium humanoid (human); HD 13d8+26; hp 98; Init -
  1; Spd 30 ft. (20 ft. in full plate); AC 18 (-1 Dex, +9 
  armor), touch 9, flat-footed 18; Base Atk +9; Grp +11; 
  Atk +12 melee (2d6+4/19-20, +1 greatsword) or +8 
  ranged (1d10/19-20, heavy crossbow); Full Atk +12/+7 
  melee (2d6+4/19-20, +1 greatsword) or +8 ranged 
  (1d10/19-20, heavy crossbow); SA divine spells, rebuke 
  undead 4/day (+3 check, 2d6+14 HD); SQ evil aura 
  (strong); AL CE; SV Fort +12, Ref +4, Will +16; Str 13 
  (15), Dex 8, Con 14, Int 10, Wis 18 (22), Cha 12.  
   
  Skills and Feats: Concentration +21, Knowledge 
  (religion) +14, Knowledge (the planes) +16, Speak 
  Language (Abyssal); Blind-Fight, Cleave, Martial 
  Weapon Proficiency (greatsword), Mobile Spellcasting 
  (see Appendix 2), 
  Power 
  Attack, Skill 
  Focus 
  (Concentration). 
   
  Languages: Abyssal, Common. 
   
  Cleric 
  Spells 
  Prepared 
  (6/7+1/7+1/5+1/5+1/ 
  4+1/3+1/2+1; base DC = 16 + spell level): 0—detect 
  magic (x2), guidance (x2), resistance, virtue; 1st—
  command*C, commandC, deathwatch, divine favor, 
  entropic shield, shield of faith (x2), sanctuary; 2nd—
  enthrall*, calm emotionsC, death knell (x2), hold 
  person (x2), shatter, silence; 3rd—magic circle against 
  good*, blindness/deafness, dispel magic, invisibility 
  purge, magic vestment, protection from energy; 4th—
  divine power, freedom of movement (x2), greater 
  magic weapon, spell immunity, unholy blight*; 5th—
  greater command*C, flame strike, plane shift, slay 
  living, wall of stone; 6th—create undead*, greater 
  dispel magic, harm, mass bear’s endurance; 7th—Iuz’s 
  (Bigby’s) grasping hand*, repulsion, word of chaos. 
   
  *Domain spell. Deity: Iuz. Domains: Evil (cast evil 
  spells at +1 caster level), Tyranny (add +1 to the save 
  DC of any compulsion spell cast). 
   
  C: Compulsion spell (base DC = 17 + spell level). 
   
  Possessions: +1 full plate, +1 greatsword (in locked 
  gauntlet), heavy crossbow, 10 bolts, dagger, cloak of 
  resistance +2, gauntlets of ogre power +2, periapt of 
  Wisdom +4, cleric’s robes, unholy symbol, planar forks 
  (Material Plane, Abyss), 2 potions of cure serious 
  wounds. 
   
  Power-Up Suite (prepared – magic circle 
  against good (CL 14th), deathwatch (CL 
  14th), mass bear’s endurance, freedom of 
  movement, 
  greater 
  magic 
  weapon 
  (greatsword), 
  spell 
  immunity, 
  invisibility 
  purge, magic vestment (armor), protection 
  from energy, entropic shield, shield of faith): 
  HD 13d8+52; hp 124; AC 24 (-1 Dex, +11 armor, +4 
  deflection), touch 13, flat-footed 24; Atk +14 melee 
  (2d6+6/19-20, +3 greatsword); Full Atk +14/+9 melee 
  (2d6+6/19-20, +3 greatsword); SV Fort +14; Con 14 (18). 
  Concentration 
  +23. 
  Other 
  effects: 
  freedom 
  of 
  movement, spell immunity (3 spells: magic missile, 
  fireball, 
  and 
  one 
  other 
  based 
  on 
  Jershanna’s 
  reconnaissance), invisibility purge, protection from 
  energy (one type, 120 points), deathwatch, entropic 
  shield. Also casts freedom of movement on Jershanna. 
  All allies receive mass bear’s endurance. 
   
  Description: Alazenya wears a blood-spattered 
  white tabard over her armor. Her tan skin, brown eyes, 
  and aquiline features indicate mixed ancestry. She has 
  shaved off her hair and eyebrows. Her helmet is topped 
  with a long tail of dark braided hair, cut from a Tenha 
  warrior. 
   
  d Temple Defender: male human fighter 11; CR 
  11; Medium humanoid (human); HD 11d10+33; hp 
  103; Init +5; Spd 30 ft. (20 ft. in full plate); AC 25 (+1 
  Dex, +10 armor, +3 shield, +1 deflection), touch 12, flat-
  footed 24; Base Atk +11; Grp +15; Atk +17 melee 
  (1d8+7/x3, +1 battleaxe) or +13 ranged [1d8+5/x3, +1 
  composite longbow (Str +4)]; Full Atk: +17/+12/+7 
  melee (1d8+7/x3, +1 battleaxe) or +13/+8/+3 ranged 
  [1d8+5/x3, +1 composite longbow (Str +4)]; SA —; SQ 
  —; AL CE; SV Fort +10, Ref +6, Will +6; Str 17 (19), Dex 
  13, Con 14 (16), Int 10, Wis 12, Cha 8.  
  
  COR6-07 From the Dust 
   
  Page 30 
   
  Skills and Feats: Handle Animal +13, Intimidate 
  +13, Jump +12; Blind-Fight, Dodge, Greater Weapon 
  Focus (battleaxe), Improved Initiative, Iron Will, 
  Lightning Reflexes, Mobility, Power Attack, Spring 
  Attack, 
  Weapon 
  Focus 
  (battleaxe), 
  Weapon 
  Specialization (battleaxe). 
   
  Languages: Common. 
   
  Possessions: +2 full plate, +1 heavy steel shield, +1 
  battleaxe, +1 composite longbow (+4 Str), 40 arrows (20 
  steel, 10 silver, 10 cold iron), 2 daggers, ring of 
  protection +1, amulet of health +2, gauntlets of ogre 
  power +2, 2 tanglefoot bags, potion of cure moderate 
  wounds, and 2 potions of cure light wounds. 
   
  Power-Up Suite (from Alazenya – mass 
  bear’s endurance): HD 11d10+44; hp 114 (add 11); 
  SV Fort +11; Con 14 (18). 
   
  Jershanna: female succubus sorcerer 6; CR 13; 
  Medium outsider (chaotic, evil, extraplanar, tanar’ri); 
  HD 6d8+18 plus 6d4+18; hp 84; Init +7; Spd 30 ft., fly 
  50 ft. (average); AC 26 (+3 Dex, +9 natural, +1 natural 
  bonus, +3 armor), touch 13, flat-footed 23; Base Atk +9; 
  Grp +9; Atk +9 melee (1d6, claw) or +10 melee (1d4-
  1/19-20, masterwork silver dagger); Full Atk +9/+9 
  melee (1d6, 2 claws) or +10/+5 melee (1d4-1/19-20, 
  masterwork silver dagger); SA energy drain, spells, 
  spell-like abilities, summon tanar’ri; SQ DR 10/cold 
  iron or good, darkvision 60 ft., immune to electricity 
  and poison, resist acid 10, cold 10, fire 10, SR 18, 
  telepathy 100 ft., tongues; AL CE; SV Fort +10, Ref +10, 
  Will +13; Str 10, Dex 15 (17), Con 17, Int 16, Wis 16, 
  Cha 32. 
   
  Skills and Feats: Bluff +28, Concentration +18, 
  Diplomacy +15, Disguise +20 (+22 acting, +30 or +32 
  when polymorphed), Escape Artist +12, Hide +12, 
  Intimidate +24, Knowledge (arcana) +12, Listen +20, 
  Move Silently +12, Search +12, Spellcraft +15, Spot +25, 
  Tumble +7; Dodge, Improved Initiative, Mobility, 
  Persuasive, Spell Penetration. 
   
  Languages: Abyssal, Celestial, Draconic; tongues 
  continuously active. 
   
  Energy drain (Su): As the ability in the 
  Monster Manual, 47-48, but at DC 24. 
   
  Spell-like Abilities: At will—charm monster 
  (DC 25), detect good, detect thoughts (DC 23), ethereal 
  jaunt (self plus 50 pounds of objects only), polymorph 
  (humanoid form only, no limit on duration), 
  suggestion (DC 24), greater teleport (self plus 50 
  pounds of objects only). Caster level 12th, +14 on 
  checks to overcome spell resistance. The save DCs are 
  Charisma-based. 
   
  Summon Tanar’ri (Sp): Once per day a 
  succubus can attempt to summon 1 vrock with a 30% 
  chance of success. This ability is the equivalent of a 3rd-
  level spell. 
   
  Tongues (Su): A succubus has a permanent 
  tongues ability (as the spell, caster level 12th). Succubi 
  usually use verbal communication with mortals. 
   
  Sorcerer Spells Known (CL 6th; 6/9/8/6; +8 on 
  checks to overcome spell resistance): 0—arcane mark, 
  detect magic, ghost sound (DC 21), mage hand, 
  message, prestidigitation, read magic; 1st—alarm, 
  feather fall, grease (DC 22), shield; 2nd—mirror image, 
  rope trick; 3rd—ray of exhaustion (+12 ranged touch, 
  DC 24). 
   
  Possessions: Bracers of armor +3, amulet of natural 
  armor +1, 4 masterwork silver daggers, eyes of the 
  eagle, gloves of Dexterity +2, 2 potions of cure serious 
  wounds, potion of remove blindness/deafness, 3 
  potions of undetectable alignment, short lengths of silk 
  rope (10 ft., 20 ft.), 2 spell component pouches. 
   
  Power-Up Suite: Spells: alarm (5 at palace: front 
  steps, 3 doors to rotunda, and outside above rotunda 
  dome; 12 hrs), rope trick (6 hrs) 
   
  Power-Up Suite (known – shield; from 
  Alazenya – mass bear’s endurance): HD 6d8+30 
  plus 6d4+30; hp 108 (add 24); AC 30 (+3 Dex, +9 
  natural, +1 natural bonus, +3 armor, +4 shield), touch 
  13, flat-footed 27; SV Fort +12; Con 17 (21). 
  Concentration +20 
   
  
  COR6-07 From the Dust 
   
  Page 31 
  APPENDIX 2: NEW RULES 
  NEW FEATS 
  Improved 
  Toughness 
  [General] 
  (from 
  Complete Warrior) 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
   
  Mobile 
  Spellcasting 
  [General] 
  (from 
  Complete Adventurer) 
  Your focused concentration allows you to move while 
  casting a spell. 
   
  Prerequisite: Concentration 8 ranks. 
   
  Benefit: You can make a special Concentration 
  check (Dc 20 + spell level) when casting a spell. If the 
  check succeeds, you can cast the spell and move up to 
  your speed as a single standard action. (You can’t use 
  this ability to cast a spell that takes longer than 1 
  standard action to cast.) If the check fails, you lose the 
  spell and fail to cast it, just as if you had failed a 
  Concentration check to cast the spell defensively. 
   
  You still provoke attacks of opportunity for casting 
  spells from any creatures who threaten you at any point 
  of your movement. You can cast defensively while 
  using 
  this 
  feat, 
  but 
  doing 
  so 
  increases 
  the 
  Concentration DC to 25 + spell level. 
   
  Positive 
  Energy 
  Resistance 
  [Monstrous] 
  (from Libris Mortis) 
  You are resistant to the damage dealt by positive energy 
  effects. 
   
  Prerequisite: Undead type. 
   
  Benefit: You gain resistance 10 against positive 
  energy effects, such as cure spells. 
   
  NEW DOMAIN 
  Tyranny 
  Domain 
  (from 
  Complete 
  Warrior) 
  Granted Power: Add +1 to the save DC of any 
  compulsion spell you cast.  
  Tyranny Domain Spells 
  1 
  Command: One subject obeys selected 
  command for 1 round. 
  2 
  Enthrall: Captivates all within 100 ft. + 10 
  ft./level. 
  3 
  Discern Lies: Reveals deliberate falsehoods. 
  4 
  Fear: Subjects within cone flee for 1 
  round/level. 
  5 
  Command, Greater: As command, but 
  affects one subject/level. 
  6 
  Geas/Quest: As lesser geas, plus it affects 
  any creature. 
  7 
  Bigby’s Grasping Hand: Hand provides 
  cover, pushes, or grapples. 
  8 
  Charm 
  Monster, 
  Mass: 
  As 
  charm 
  monster, but all within 30 ft. 
  9 
  Dominate Monster: As dominate person, 
  but any creature. 
   
  NEW MONSTERS 
  Relevant 
  rules 
  are 
  reprinted 
  in 
  the 
  Combat 
  Appendices. 
   
  Abyssal Ghoul (from Fiend Folio) 
   
  Corpse Rat Swarm (from Libris Mortis) 
   
  Deathshrieker (from Monster Manual III) 
   
  Ephemeral Swarm (from Monster Manual 
  III) 
   
  
  COR6-07 From the Dust 
   
  Page 32 
  MAP 1: OVERVIEW OF TENH 
  Adapted from a map by David Baker at www.theocracyofthepale.com. 
   
  
  COR6-07 From the Dust 
   
  Page 33 
  MAP 2: STREET IN NEVOND NEVNEND 
  Use for Encounter 5a. 
   
  
  COR6-07 From the Dust 
   
  Page 34 
  MAP 3: DUCAL PALACE 
  Use for Encounter 6. 
   
  
  COR6-07 From the Dust 
   
  Page 35 
   HANDOUT 1 
  LOYAL PALITES, FAITHFUL FLAN, AND OTHERS IN 
  SUPPORT OF THE PALE 
  Recently you received a summons to meet with Sister Asiria of the Church of the One True Path in Atherstone. Sister 
  Asiria, a gentle-faced Oeridian priestess, invited you into a small dining room in the back of the new Temple of Pholtus 
  constructed there. Since the liberation of Tenh from the Stoneholders and the few remaining minions of Iuz, the Pale 
  has made small but important strides in rebuilding eastern Tenh. The green that was protected from the Yol River 
  westward to Atherstone is slowly pushing out into the rest of the Stonelands. 
   
  Sister Asiria studies you up and down before speaking, “Yes, you will do splendidly. I belong to a group of clergy—
  the ‘diplomats’ of the Pale, you might say—who advise and guide the other priests in the nature of both our friends and 
  our enemies, to better understand what they seek to gain from us and how best we can leverage these wants to be 
  beneficial to the Pale. 
   
  “We now have a new player who we know very little about, the new ‘Duke’ of Tenh. We know how the unfaithful 
  Tenhas have chosen this new leader and we find the blasphemous fashion by which he was chosen to be insufficient 
  reason for us to recognize his rule. At the same time, this land and its people may have suffered enough from war and 
  perhaps there will be no reason for the Faithful Flan to fight their misguided cousins… But we do not know whether 
  this Labahlah will be friend or foe to the Pholtan efforts to rebuild this land. 
   
  “It is our hope that this Labahlah is an honorable man and can see the benefits in our two sides working together. 
  To that end, it is my hope that Loyal Palites and Faithful Flan like yourselves might answer Duke Labahlah’s call for 
  adventurers to help him rebuild western Tenh. We fully support the rebuilding of Tenh, as long as it is under the 
  auspices of Law and the acceptance of true Knowledge. We encourage you to journey to Redspan where Duke Labahlah 
  has called for adventurers who wish to aid Tenh. 
   
  “While there, listen to what he has to say and look for any indications of what type of man he is. In the meantime, 
  we will be speaking with leaders of the Faithful Flan to determine if they wish to send their own emissary to Duke 
  Labahlah and perhaps find a way for their faith to survive here in Tenh without bloodshed. Return here with your 
  insights on Labahlah, so we may approach this man with the appropriate knowledge to make the right decisions in the 
  future. 
   
  “As I’m sure you are all honorable as loyal Palites or Faithful Flan, I bid you to not be dishonest with this duke, but 
  do not wear your allegiance openly. Most Tenhas would kill you on sight if they knew you for a Pholtan. Should 
  Labahlah question your motives, then speak the truth, tell him you wish to help rebuild Tenh. You and your 
  countrymen also wish to know the man who hopes to lead the Tenhas. If he provokes violence against you, then that, 
  too, will show his character. 
   
  With that, Sister Asiria thanks you and leaves you to think about what she has asked you to do. 
   
   
  
  COR6-07 From the Dust 
   
  Page 36 
   HANDOUT 2 
  HEROES, SAIGHDENS, AND LORDS OF TENH 
  Heroes, Saighdens, and Lords of Tenh are invited on the night of their arrival to a private meeting with Duke Labahlah 
  inside his temporary residence with his officers and other associates. The home is barely furnished, and you notice the 
  Duke seems prepared to move on at a moment’s notice.  
   
  Among the officers you recognize many familiar faces: modest Ehyeh III, now an officer in Duke Labahlah’s army; 
  proud Ceannalah, Ehyeh’s former bodyguard; wise old Kereledh, Annalist of the new Duke; and the dashing Baron 
  Turanalh. You also note other visiting dignitaries in the tent, whom you do not know. 
   
  Once all are settled in to a comfortable position, Duke Labahlah shares with you his vision for returning the Duchy 
  of Tenh to glory from the dust of the Stonelands. “Already” he proclaims, “you have seen the land beginning to heal itself 
  around Redspan as I myself slowly recover from the wound of the Taladhcrioch.” 
   
  “It is not just the land that must recover though, but the people and the spirit of the Tenhas. To do this I must unite 
  them all once more under the banner of Tenh. At the moment, my people are divided into three groups: those who are 
  loyal to me, those who were once loyal to Ehyeh and wait to see if I can prove myself worthy, and the so-called ‘Faithful 
  Flan’—converts to Pholtus as the Theocracy of the Pale worships him—who must also be reunited with their brethren. 
   
  “I believe that those who are loyal to Tenh will be the easiest to unite under my banner, probably requiring only a 
  show of my ability to lead and my desire to rebuild Tenh into a nation we can be proud to call home once more. After 
  the Test of the Land’s Heart designated me as the new leader of this land, Ehyeh relinquished his title willingly. His 
  former supporters have no champion. At best, they will heed Ehyeh’s endorsement and embrace me as their duke; at 
  worst, they will deny these signs and oppose me while they look for another to raise in Ehyeh’s stead. To secure their 
  support, I have decided I must prove my wisdom, but I must also build allies in case war with the Pale is inevitable, 
  though I do not seek it. Soon others will answer my call for aid as well, but for now I thought the heroic nobles of my 
  land should be introduced to the allies of Tenh.” 
   
  Labahlah then turns to the dignitaries and introduces them one by one. “First is Ambassador Tillanor Dane of the 
  County of Urnst.” Tillanor is a tall man with dark hair and eyes. He is dressed in stout woolens with a fine jacket of a 
  practical nature. 
   
   “Next is Commander Hesten VanRydenVosser of the Pax Mercuri, military allies from Perrenland.” The 
  commander bows his head slightly to acknowledge you. His uniform is well-kept but practical. The weapons he wears 
  are positioned for ease of use and he stands ready to defend himself on a moment’s notice.  
   
  “Finally, Commodore Willadren Cassidae of the Free City of Dyvers.” Before you stands a man flamboyantly 
  dressed, as if he lived on the sea. He gives a wink and a smile as you look towards him, tilting his hat slightly to you all, “I 
  am a man of many talents who will help the good Duke to receive the necessary supplies, no matter what the hazards. I 
  have yet to see a supply line that I could not establish.” 
   
  With each dignitary introduced, the Duke continues, “Tomorrow I will share with you my immediate plans, but 
  tonight I thought you deserved to meet the allies Tenh has already gathered. While I pray the Pale will do the right 
  thing and withdraw from the Tenh when I am prepared to unite Eastern and Western Tenh once more, I am not naïve 
  and know that I must win the hearts of the Faithful Flan in order to assure this without bloodshed, else Tenh will go 
  from devastated land to a land embroiled in civil war. The Pale might seek any excuse to push westward to halt what 
  they would term ‘Chaos’ in their neighbor. 
   
  “For now, let us relax and enjoy this last night of peace before the Reunification of Tenh finally begins its slow 
  journey to fruition.” The Duke then leads the assembly to the banquet room for a meager repast. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/596/COR6-07 From the Dust (APL 6-14)/COR6-07 From the Dust.pdf