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  MALFICIUS EX MALFICIUS
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  by Jeffrey W. Kahrs & Thomas B. Hill
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  In which the characters attempt to discover the source of a mysterious storm plaguing the Barony of Shiboleth.
  Characters should be suitable for extended operations in inhospitable terrain. An adventure for characters levels 1 - 10.
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  Malficius ex Malficius 
  Round 1 
  Page 1 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. Most sanctioned events delegate a four-
  hour time block for each round of this scenario, with the 
  actual playing time being around three hours. The rest of 
  the time is spent in preparation before game play, reward 
  distribution and scoring after the game. The following 
  guidelines are here to help you with both the preparation 
  and voting segment of the game. Read this page carefully 
  so that you know and can communicate to your players 
  the special aspects of playing an RPGA scenario.  
   
  Preparation 
  First, print this scenario. This scenario was created to 
  support double-sided printing, but printing it single sided 
  will work as well. There is enough room along the inside 
  margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you 
  running the event. Take time to review any special rules, 
  spells, or equipment presented in the adventure. It may 
  help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the DUNGEON MASTER’S Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It’s also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session to be 
  a sanctioned RPGA event. You cannot have more than six 
  players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players and the DM to keep track of who 
  is playing what character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. But, as the DM, can bar the use of even Core 
  Rulebooks during certain times of play. For example, the 
  players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Text that appears in bold italics is player 
  information, which you may read aloud or paraphrase as 
  appropriate.  Text in appendixes contains important DM 
  notes for you, offering insight to issues particular to the 
  adventure.  Monster and non-player character (NPC) 
  statistics are provided with each encounter in abbreviated 
  form.  Full monster statistics for standard monsters are 
  provided in the Monster Manual, while statistics for 
  unusual monsters and unique individuals are profiled in 
  the Appendix at the end of the adventure.  You should 
  review all of these statistics before the game starts to 
  refresh your memory of the creature’s abilities. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill in 
  the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for 
  fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other 
  players. The game master rates the scenario and 
  completes personal and event information, but does 
  not rate the players as a team or vote for players. This 
  method is used when there is no competition, but the 
  event coordinator wants information on how the 
  game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes. 
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
   
  After voting, give the Scoring Packet to your 
  event coordinator. 
  
  Malficius ex Malficius 
  Round 1 
  Page 2 
  This is a LIVING GREYHAWK Adventure. As a Living™ 
  adventure, it is expected that players will bring their 
  own characters with them. If players do not have a 
  LIVING GREYHAWK character generated, get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation 
  guidelines, and a character sheet from your convention 
  coordinator 
  or 
  the 
  RPGA 
  Website 
  (www.wizards.com/rpga), and then have any players 
  without a character create one. Once all players have a 
  LIVING GREYHAWK character, play can begin.  
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer.  
   
  LIVING GREYHAWK LEVELS OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK campaigns, this adventure’s challenges are 
  proportioned to the average character level of the 
  character participating in the adventure. To determine 
  the Average Party Level (APL):  
   
  1) Determine the character level for each character 
  participating in the adventure. 
   
  2) If characters bring animals that have been 
  trained for combat (usually war horses and riding 
  dogs), other than those brought by virtue of a class 
  ability (such as animal companions, familiars, a 
  paladin’s mount, and so forth) use the following chart 
  to determine that number of levels you add to the sum 
  above.  Add each character’s animals separately.  A 
  single character may only bring four or fewer animals of 
  this type, and animals with different CRs are added 
  separately. 
   
       CR 
           1 
   
  2 
     3 
      4 
   
  ¼ and 1/6 
  0 
  0 
  0 
  1  
  1/3 and ½ 
  0 
  0 
  1 
  1 
         1  
  1 
  1 
  2 
  3 
         2  
  2 
  3 
  4 
  5 
         3  
  3 
  4 
  5 
  6 
         4  
  4 
  5 
  6 
  7 
   
   
  3) Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure – round 
  up. 
   
  4) If you are running a table of six characters, add 
  one to that average. 
   
  By following these four steps, you have determined the 
  modified APL.  Throughout this adventure, APLs 
  categorize the level of challenge that the characters face. 
   APLs are given in even-numbered increments.  If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like to 
  play a harder or easier adventure.  Based on their 
  choice, use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of an adventure.  If your character is 
  three character levels or more either higher or lower 
  than the APL that this adventure is being played at, that 
  character receives only half of the experience points 
  awarded for the adventure.  This simulates the fact that 
  either that your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher.  Three or four, or sometimes even 
  five 1st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure.  If 
  your group is APL 1 there are three things that you can 
  do to help even the score. 
   
  1) Attempt to create a table of six 1st level 
  characters, or try to enlist higher-level characters to play 
  at that table. 
   
  2) Advise characters to buy riding dogs to help 
  protect them, and fight for them.  All riding dogs are 
  considered trained to attack.  Characters who want their 
  dog to attack they must succeed at a Handle Animal or 
  Charisma check (DC 10).  Failure indicates that the 
  animal will not attack that round.  This is usually a free 
  action (see DUNGEON MASTER’S Guide Chapter 2: 
  Characters) that may be attempted each round.  If an 
  animal loses half or more hp in a single round it flees, 
  unless another check is successful. 
   
  3) A group of APL 1 adventurers who desire an 
  extra hand can “enlist an iconic.”  The stats for the 1st-
  level versions of Tordek, Mialee, Lidda and Jozan are 
  given at the end of each adventure.  The group may 
  pick one of these characters to join them on this 
  adventure.  The DM controls that NPC. 
   
  TIME UNITS AND UPKEEP 
  This is a standard two-round Regional adventure set in 
  Gran March.  This module counts as military time for 
  members in the Gran March military.  In-region 
  characters pay one Time Unit to participate in the 
  adventure.  Adventures’ Standard Upkeep costs 12 gp.  
  Rich Upkeep costs 50gp, and Luxury Upkeep costs 
  100gp.  Out-of-region characters pay double these 
  amounts. 
   
  Note:  In Gran March adventures, any active member of 
  the military or reactivated veteran receives Adventurer’s 
  Standard upkeep at no charge.  They also collect their 
  military pay for each time unit of the adventure, which 
  like profession checks is not limited by the adventure 
  treasure cap. 
   
  Adventure Summary and 
  Background 
   
  Malficus ex Malficus (literally From Evil, Evil) concerns 
  two mysteries.  The first (comprising round one of the 
  module) involves the plan of a Vecna cultist to use a 
  mass sacrifice to re-empower an old set of standing 
  stones and to use that power to bring destruction on the 
  March. 
  
  Malficius ex Malficius 
  Round 1 
  Page 3 
   
  The Cult leader, Mazneral, has gathered a group of 
  bandits around him and persuaded them to follow 
  Vecna.  He has promised them great reward for their 
  sacrifice and almost all of them have bought into it.  The 
  sacrifice occurred and the rains began to fall.  They will 
  not stop until the party intervenes. 
   
  The adventure begins in a small cross roads tavern in 
  Barony Shiboleth south of Ft. Tribulation and the 
  Rushmoors.  A local elector who has information on the 
  storms meets the party and asks them to investigate. 
   
  Traveling towards the Rushmoors, the party has a 
  possible stroke of luck.  They happen upon a group of 
  bandits who fled before Mazneral revealed his plan.  
  However, they still possess some information that 
  makes things easier on the party. 
   
  After this, the party enters the swamp and must 
  overcome the natural hazards of such a place, including 
  a crocodile attack.  
   
  Mazneral has been granted the service of a black dragon 
  and this servant attempts to waylay the party before 
  they come across the campsite. 
   
  If the party dispatches these, they come upon a scene of 
  complete horror.  The recruited cultists have sacrificed 
  themselves by plunging a dagger into their left eye.  
  This act of suicide has powered the stones.  
   
  Should the PCs try to stop the stones, Mazneral reveals 
  himself and attempts to kill the party. Following this, 
  the party must destroy the trapped obelisk in the 
  middle of the stones in order to end the storms. 
   
  Once that is done, the party finds, to their detriment, 
  that the enemy of my enemy is not always my friend. 
    
  DM’s Note: Until the stones are disabled, the rest of the 
  encounters occur in heavy rain. One consequence is that 
  all ranged attacks from greater than 5 feet have a – 4 
  penalty. Apply a –4 penalty to spot and listen checks 
  also.  
   
  Introduction 
   
  The rain has been pouring for days and shows no 
  sign of letting up.  Even the military roads are 
  beginning to flood and you have sought shelter in 
  the Wounded Owlbear, a well-kept crossroads 
  tavern in the Barony of Shiboleth near the 
  Rushmarch.  Other travelers have gathered around 
  the roaring fire. 
   
  Have the players describe themselves to each other in 
  character and allow time for general roleplaying. When 
  that dies down, or after a suitable period, have the 
  following happen. 
   
  As the door to the tavern is swung open your 
  conversations are drowned out by the howl of the 
  wind.  A lone woman traveler enters the tavern 
  escorted by a well-armed man. The woman is 
  wearing a heavy oiled cloak whose cowl conceals 
  her features.  The man is clad in chainmail, a long 
  sword carried on a baldric swings at his side.  As he 
  holds the door aside for the woman you note that 
  the large shield slung across his back bears some 
  sort of heraldic device. 
   
  If the characters ask, allow them a Knowledge (Gran 
  March, or Nobility & Royalty, or other relevant) roll at 
  DC 10 to recognize it as the symbol of Larinta Cindor, 
  one of the Electors of Shiboleth.  
   
  The man approaches the tavern owner, has a brief 
  conversation with him, and then the owner escorts the 
  woman to a back room. The man looks around the 
  tavern and his eyes light upon the party. He approaches 
  them and asks if they will join him and the lady in the 
  back room. 
   
  • 
  He introduces himself as Gravoc Frem, a 
  retired soldier. 
  • 
  He does not reveal the identity of the woman, 
  but confirms it if the characters offer it. 
  • 
  He only states that the woman has business of 
  grave import and asks the characters’ help. 
   
  He escorts those characters that agree to help into the 
  back room. 
   
  In the room, the woman stands looking out through 
  the cracks in the shuttered window. Her cloak hangs 
  dripping over one chair and she holds a metal cup 
  in her right hand, the contents a liquid that sends 
  steam into the air for a short space above its 
  surface before joining with the cloying humidity of 
  the air.  
   
  “Please, sit,” she says, not turning from her regard 
  of the window. “I am Elector Larinta Cindor and am 
  in need of your help.” 
   
  She reveals the following in the course of her 
  conversation with the party.  She never turns away from 
  the window. 
   
  • 
  The storms plaguing the region are not natural.  
  • 
  Divination spells done by the local clergy have 
  determined that a set of standing stones in the 
  Rushmoors is somehow causing the effect. 
  However, it is not possible to precisely locate 
  these stones. 
  • 
  She can give a rough search area.  
  • 
  All local files have been assigned to flood duty. 
  Evacuation, sand bagging and such. 
  
  Malficius ex Malficius 
  Round 1 
  Page 4 
  • 
  She needs the party to go into the swamp and 
  find out what is going on and, if possible, to 
  stop it.  
  • 
  Time is urgent. Perhaps only a few days are 
  left before the flooding becomes a true disaster. 
  • 
  Military and veteran PCs will be activated for 
  this purpose. Other PCs will receive the 
  promise of future favors. 
   
  Assuming the party accepts, she will give them a rough 
  map on oiled paper that shows the approximate 
  location of the stones. She will insist that the party leave 
  tonight to make the best time towards the swamp. Time, 
  she again stresses, is urgent. 
   
  Encounter 1: Unexpected 
  Fortune 
   
  As you travel north toward the swamp the rain 
  continues to pound down upon you, soaking 
  everything on your body.  You have traveled for 
  nearly eight bleak hours when you spy a bit of light 
  through the storm ahead.  The broad outline of a 
  farmhouse then slowly resolves itself through the 
  sheets of rain, the lights twinkling a welcome of 
  warmth through it’s shuttered windows.  Soaked 
  and sodden as you are rest would be welcome and a 
  warm fire even more so. 
   
  As the party approaches the farmhouse, it is obvious 
  that it has been abandoned for some time.  The lights 
  are torches from a group of bandits that have taken 
  refuge from the storm also.  As fate would have it, these 
  bandits are deserters from the cult that controls the 
  standing stones and have a few pieces of information 
  that can help the party, if they can get them. 
   
  Allow the party to discover the bandits’ identity 
  through roleplaying.  The bandits have recently looted a 
  farmhouse down the road and have the swag with 
  them.  They claim to be penniless refugees however.  
  Allow the party to make Sense Motive roles against the 
  bandits’ Bluff checks if they so desire. If they succeed, 
  they see some holes in this story and are able to 
  determine that these people are more than they appear.  
   
  Alternatively, the party could state their purpose and 
  the bandits would be grateful to offer information that 
  would help them.  The fact that they know this should 
  make the party suspicious.  
   
  All the bandits want is safe passage.  At the very least, 
  they will demand limited immunity for their recent 
  crimes and a promise that they will not be executed.  
  Roleplay Intimidation and Bluff checks and such, but 
  the bandits refuse to turn over the information without 
  the above promises unless things have gone very badly 
  for them.  The bandits do not want to fight but will 
  defend themselves if attacked. 
   
  What the bandits know: 
   
  • 
  The precise path to the camp.  This information 
  gives the characters bonuses to avoid the 
  wilderness encounters, as they do not just 
  wander about.  
  • 
  They know that the leader of the cult keeps a 
  “pet.”  A black dragon.  This should help the 
  party prepare for that encounter. 
  • 
  They hung around until they realized that the 
  cult was dedicated to the Whispered One (they 
  will not say Vecna) and then they bolted.  
  • 
  They 
  will 
  not 
  go 
  back 
  under 
  any 
  circumstances, as they are terrified of the cult.  
   
  APL 2 (EL 1) 
  Bandits (2): Male human Com 1; hp 4 each; see 
  Appendix I.  
   
  APL 4 (EL 2) 
  Bandits (2): Male human Rog 1; hp 6 each; see 
  Appendix I. 
   
  APL 6 (EL 4) 
  Bandits (4): Male human Rog 1; hp 7 each; see 
  Appendix I. 
   
  APL 8 (EL 6) 
  Bandits (4): Male human Rog 2; hp 12 each; see 
  Appendix I. 
   
  APL 10 (EL 8) 
  Bandits (6): Male human Rog 3; hp 17 each; see 
  Appendix I. 
   
  Tactics:  The bandits if forced to fight understand gang 
  tactics. They are by far not that skilled of fighters. Play 
  them as such with gang tactics. 
   
  Treasure: Recover the bandit’s gear (if they really want 
  to). 
   
   
  APL 2 – L: 2.8gp; C: 0gp; M: 0. 
   
  APL 4 – L: 2.8gp; C: 0 gp; M: 0. 
   
  APL 6 – L: 5.6gp; C: 0 gp; M: 0. 
   
  APL 8 – L: 5.6gp; C: 0 gp; M: 0. 
   
  APL 10 – L: 8.4 gp; C: 0 gp; M: 0. 
   
  Development:  At this point the characters may rest 
  until morning.  Armed with a bit more information 
  about what they face, the characters may proceed 
  onward into the swamp. 
   
  Encounter 2: Enter the Swamp 
   
  The Rushmoors, like all true swamps, is the penultimate 
  example of the cycle of life.  Birth, reproduction, and 
  
  Malficius ex Malficius 
  Round 1 
  Page 5 
  death occur at a frenetic pace. Stress this in your 
  descriptions to the players. Flowers bloom in vibrant, 
  radiant colors, but contain razor sharp thorns and 
  virulent poisons.  Mating calls of insects, amphibians 
  and birds echo from tree to tree, creating a never-ending 
  cacophony.  The pungent smell of rot is contrasted with 
  the sweetness of the blooming fungi.  Life is happening 
  and the characters have stumbled into it. 
   
  Unfortunately for the party, the route they take leads 
  directly through a crocodile nest. These are animals, 
  intent on defending their territory but not suicidal and 
  controllable through normal or magical means. Allow 
  the party Spot checks to notice the crocodiles lying in 
  wait. Apply the –4 penalty.  The DC varies by APL as 
  follows: APL 2 – DC 29; APL 4 – DC 29 (crocodile), DC 
  22 (giant crocodile); APL 6, 8 & 10 – DC 22. 
   
  The crocodiles first attack any small animals with the 
  party first. They do not ignore anyone attacking them 
  however and turn to attack anyone who does them 
  harm. 
   
  APL 2 (EL 2) 
  Crocodile: hp 22; see Monster Manual p. 195.  
   
  APL 4 (EL 5) 
  Crocodile: hp 22; see Monster Manual p. 195. 
   
  Crocodile, Giant: hp 59; see Monster Manual p. 195. 
   
  APL 6 (EL 6) 
  Crocodiles, Giant (2): hp 59 each; see Monster Manual 
  p. 195. 
   
  APL 8 (EL 8) 
  Crocodiles, Giant advanced (2): hp 119 each; see 
  Appendix I. 
   
  APL 10 (EL 10) 
  Crocodiles, Giant advanced (2): hp 119 each; see 
  Appendix I. 
   
  Encounter 3: The Wilderness 
   
  The hazards of the swamp are not to be underestimated. 
   Choose one, but try not to run counter to a party’s 
  strengths.  If the party got the direct route from the 
  bandits, they get a +2 bonus to any rolls that need to be 
  made as they are spending less time wandering around.  
   
  1. 
  Infected bugs: The characters are attacked by 
  infected mosquitoes and have a chance to 
  contract Swamp Fever.        
   
  Swamp Fever: This is a malarial disease borne by 
  the numerous mosquitoes of the swamp although 
  this is unknown at the present time.  A Fortitude 
  saving throw (DC 14) avoids contracting it.  If it is 
  contracted, the infected person suffers one point of 
  temporary Constitution damage per day until they 
  make their saving throw, at which point the 
  episode stops. They then recover one point of 
  ability damage per day (or more as outlined under 
  the Heal skill).  A Heal check by another character 
  may replace the character’s saving throw if needed. 
  If a character’s Constitution drops to zero, he dies. 
  The disease is permanent unless cure disease is used. 
   Episodes will reoccur throughout an infected 
  person’s life. 
   
  2. 
  Quicksand: The lead character must make a 
  Reflex saving throw (DC 15) or be stuck in 
  quicksand.  Anyone caught in it will become 
  completely submerged under in (600/weight 
  in pounds of person and all equipment) rounds 
  unless they make a Swim check at DC 20 or are 
  pulled out by friends.  Pulling someone out 
  requires enough strength to lift the character 
  and equipment to the knees and then a 
  Strength check at DC 14.  Each roll may be 
  retried each round.  Note that small characters 
  sink in half the time. Be generous and give 
  bonuses to the rolls for character creativity.  
   
  3. Bog Hole: One of the characters, determined at 
  random, must make a reflex save at DC 15 or 
  fall into a bog hole and be immersed in water 
  over their head. The character must make a 
  Swim check at DC 10.  Any character 
  possessing 
  the 
  Swim 
  skill 
  automatically 
  succeeds or may automatically save the 
  character in question.  If no one possesses the 
  skill or cannot make the roll, the Character 
  suffers 1d3 points of subdual damage but the 
  character does not drown.  
   
  Encounter 4: Black as Night 
   
  The land rises out of the swamp as you come upon 
  one of the many elevated hillocks that dot the 
  sunken land.  Short thorny bushes cover the island 
  and, consulting your maps, you realize you must be 
  near the standing stones. 
   
  The black dragon that acts as guardian of the camp is 
  preparing to attack.  Allow the party Spot and Listen 
  checks (apply the –4 penalty) opposed by the dragon’s 
  Hide and Move Silently checks to avoid being 
  surprised.  The dragon takes 10 on its checks.  Anyone 
  who succeeds in their Spot or Listen checks is 
  unsurprised may act in normal initiative order during 
  the surprise round. On the dragon’s initiative, it uses its 
  breath weapon.  
   
  Before you can decide what your next move should 
  be, the bushes explode with black death.   
   
  
  Malficius ex Malficius 
  Round 1 
  Page 6 
  APL 2 (EL 2) 
  Nox (Wyrmling Black Dragon): hp 30; see Appendix I. 
   
  APL 4 (EL 4) 
  Nox (Young Black Dragon): hp 85; see Appendix I. 
   
  APL 6 (EL 6) 
  Nox (Juvenile Black Dragon): hp 110; see Appendix I. 
   
  APL 8 (EL 10) 
  Nox (Young Adult Black Dragon): Male black dragon 
  Rog 2; hp 168; see Appendix I. 
   
  APL 10 (EL 12) 
  Nox (Adult Black Dragon): Male black dragon Rog 2; 
  hp 215; see Appendix I. 
   
  Tactics: The black dragon uses its breath weapon 
  immediately.  If it possesses the ability to create magical 
  darkness, it will do so upon a small object it has 
  concealed on its body.  Using it’s blindsight the dragon 
  will be unaffected by the darkness, however when PCs 
  are in the area they will be affected (unless they have 
  blindsight or a similar ability that allows them to see 
  through magical darkness).  The dragon takes full 
  advantage of the darkness to close with the strongest 
  looking warrior and attack it (gaining sneak attack 
  damage if the character is denied his Dexterity bonus to 
  AC).  The dragon is naturally cunning and moderately 
  intelligent, however like all evil dragons it is also 
  arrogant.  It attempts to fight the toughest foes one on 
  one, except when using it’s breath weapon.  If it feels 
  that it is going to lose the fight then it will retreat into 
  the swamp, abandoning Mazneral.  If the characters 
  drive off the dragon then they have successfully 
  defeated it. 
   
  Development: Following the fight with the dragon, the 
  party may continue over the hill and onward to their 
  final destination.  
   
  Encounter 5: The Horror of 
  Faith 
   
  As you crest the hill you notice a campsite laid out 
  in perfect order.  The camp is built around a large 
  circle of stones that lies at its center.  Lightening 
  crackles between the stones and a massive obelisk 
  that stands in its center.  Surrounding the circle, 
  again in as perfect order as the ground will allow, is 
  a circle of people that lay on their backs. 
   
  When the party approaches the bodies: 
   
  As you approach the forms of the dead men become 
  clearer.  Each lies transfixed by a dagger or knife 
  that has been run through its left eye.  Many of the 
  blades are still caught in the death-grip of the men 
  who plunged them into their own eye.  The mouths 
  of each of the men are quirked in a small smile.  
   
  This is a mass ritual suicide.  The bodies represent 
  a true cross section of the population of Gran 
  March.  All ages and races are present.  This 
  should be a scene of evil and revulsion.  What has 
  happened here is blasphemy of the highest order.  
  Play this up. The PCs will expect the bodies to 
  animate, play to this fear but allow the horror that 
  even that will not occur to sink in.  All that is here 
  is death; meaningless, vile death to appease an 
  uncaring god.  This is loss on a tremendous scale. 
   
  The cult leader Mazneral is hidden in his tent near 
  the standing stones.  He will not attack unless the 
  party moves to enter the stone circle.  Then he 
  (and possibly his allies) explode onto the scene.  
   
  APL 2 (EL 4) 
  Mazneral: Male human Ftr2/Rog2; hp 30; see Appendix 
  I. 
   
  APL 4 (EL 7) 
  Mazneral: Male human Ftr4/Rog3; hp 52; see Appendix 
  I. 
   
  APL 6 (EL 9) 
  Mazneral: Male human Ftr4/Rog3/Blackguard2; hp 68; 
  see Appendix I. 
   
  APL 8 (EL 10) 
  Mazneral: Male human Ftr4/Rog3/Blackguard2; hp 
  68(86); see Appendix I. 
   
  Cizzerin: Male human Clr7(Vecna); hp 52(66); see 
  Appendix I. 
   
  APL 10 (EL 12) 
  Mazneral: Male human Ftr4/Rog3/Blackguard2; hp 
  68(86); see Appendix I. 
   
  Cizzerin: Male human Clr9(Vecna); hp 66(84+13 temp 
  hp); see Appendix I. 
   
  Sylus: Male human Wiz(Div)6/Loremaster3; hp 51(71); 
  see Appendix I. 
   
  Tactics: At all APLs Mazneral begins his combat (with a 
  surprise round due to his invisibility if he is able) by 
  attempting to sunder the most imposing looking 
  warrior’s weapon.  He may attempt to sunder another 
  character’s weapon, but it is not a priority. He focuses 
  on one target until that target is defeated, but if he is 
  consistently unable to land blows against that target, he 
  selects a new target. After defeating his primary target 
  Mazneral then attacks any obvious healers/clerics by 
  first sundering any visible holy symbol (using the rules 
  
  Malficius ex Malficius 
  Round 1 
  Page 7 
  for Attacking an Object on page 135 of the Player’s 
  Handbook) and then attempting to slay them with his 
  weapon.  On APL 8 and 10 when Cizzern is present, 
  Mazneral attempts to flank his target with him. 
  Remember, since Mazneral has Improved Sunder he 
  does double damage when he sunders. Also note that 
  Mazneral 
  cannot 
  sunder 
  a 
  weapon 
  with 
  an 
  enhancement bonus greater than his own weapon’s (a 
  temporary enhancement bonus from a greater magic 
  weapon spell does allow him to sunder a more powerful 
  weapon).   
   
  Cizzern begins by casting unholy blight to weaken the 
  group, and then casts hold person on a heavy fighter or 
  roguish looking character.  Once he has cast those two 
  spells he readies his weapon and engages in melee, 
  attempting to flank an opponent with Mazneral.  
  Cizzern casts his memorized healing spells when 
  needed (he cannot spontaneously convert memorized 
  spells for healing spells, and in order to cast a spell he 
  must have one hand free for the somatic component).  
  Do not forget that Cizzern is under the effect of a 
  necklace of prayer beads, bead of karma and so has a caster 
  level four higher than normal.  If he notices someone 
  who seems to have several magical effects (be a good 
  judge of this) he attempts a targeted dispel magic to get 
  rid of them. 
   
  Sylus begins by casting slow on as many members of the 
  opposing party as he can manage.  His next action is to 
  cast feeblemind on an obvious arcane spellcaster.  He 
  then casts an empowered fireball for maximum effect and 
  then reads the scroll of empowered lightning bolt.  He 
  expects Mazneral to make his save and take no damage 
  due to his Evasion class ability, and expects Cizzerin to 
  resist the spell because of his spell resistance.  Next he 
  casts magic missile on as many opponents as he is able 
  (testing for shield spells) and then drops a confusion 
  spell. He then just hammers away with magic missiles, 
  blindness, flaming sphere, glitterdust, and dispel magic at 
  those who aren’t confused.  Sylus does not engage in 
  melee unless he has no other alternative. 
   
  Note that at APL 10 Mazneral, Cizzern and Sylus 
  coordinate their battle tactics through a Rary’s telepathic 
  bond that Sylus established earlier. 
   
  Treasure: The treasure in this Encounter is from the 
  bodies of Mazneral, Cizzern and Sylus..  Treasure is per 
  PC. 
   
   
  APL 2 – L: 0gp; C: 0gp; M: 1 +1 greatsword (Value 
  352 gp per character), 1 +1 chain shirt (Value 187 gp per 
  character), 1 cloak of resistance +1 (Value 150gp per 
  character). 
   
  APL 4 – L: 0gp; C: 300 gp; M: 1 +1 greatsword (Value 
  352 gp per character), 1 +1 chain shirt (Value 187 gp per 
  character), 1 cloak of resistance +1 (Value 150gp per 
  character), 1 brooch of shielding (Value 225 gp per 
  character). 
   
  APL 6 – L: 0gp; C: 800 gp; M: 1 +1 greatsword (Value 
  352 gp per character), 1 +1 chain shirt (Value 187 gp per 
  character), 1 amulet of natural armor +1 (Value 300gp per 
  character), 1 cloak of resistance +1 (Value 150gp per 
  character), 1 brooch of shielding (Value 225 gp per 
  character). 
   
  APL 8 – L: 87gp; C: 1,100 gp; M: 1 +1 greatsword 
  (Value 352 gp per character), 1 +1 chain shirt (Value 187 
  gp per character), 1 amulet of natural armor +1 (Value 
  300gp per character), 1 ring of protection +1 (Value 300gp 
  per character), 1 cloak of resistance +1 (Value 150gp per 
  character), 1 brooch of shielding (Value 225 gp per 
  character), 1 necklace of prayer beads, bead of karma (Value 
  750 gp per character). 
   
  APL 10 – L: 87 gp; C: 1,200 gp; M: 1 +1 greatsword 
  (Value 352 gp per character), 1 +1 mithral breastplate 
  (Value 780 gp per character), 2 amulet of natural armor +1 
  (Value 600 gp per character), 2 ring of protection +1 (Value 
  600 gp per character), 2 cloak of resistance +1 (Value 300gp 
  per character), 1 brooch of shielding (Value 225 gp per 
  character), 1 ring of counterspells (Value 600 gp per 
  character), 1 necklace of prayer beads, bead of karma (Value 
  750 gp per character), 1 scroll of flamestrike (Value 168 gp 
  per character), 1 scroll of empowered lighting bolt 9th caster 
  level (Value 202 gp per character), 1 scroll of meteor swarm 
  17th caster level (Value 573 gp per character). 
   
  Development:  With the guardians of the Obelisk now 
  dealt with the characters are able to turn their attention 
  to the source of the foul weather threatening to drown 
  the March. 
   
  Encounter 6: The Obelisk 
   
  Once the cult leader is defeated the party must destroy 
  the obelisk to stop the storms.  If they seem to be 
  stumped, allow them Intelligence checks (DC 10) to 
  understand that the obelisk is the focal point of the 
  magics working amongst the stone circle. 
   
  The obelisk is, of course, trapped. The trap only 
  activates when the stone is struck or attacked.  Once 
  discharged the trap resets after one minute.  Note that 
  the trap spell affects an area.  The spell is always 
  centered on the character that struck or attacked the 
  obelisk (except for acid hands, that spell is centered on 
  the obelisk and will affect an area as described on page 
  181 of the Player’s Handbook).  Remember that ranged 
  attacks deal ½ damage to objects before hardness is 
  applied.  The obelisk has a hardness of 8 and 150hp.  It 
  must be destroyed in order to stop the rain. 
    
  APL 2 (EL 2) 
  �Acid Hands Trap: CR2; magical device; touch trigger; 
  automatic reset (one minute); 1d4 acid damage (acid 
  hands spell, Reflex save [DC 11]); Search (DC 26), 
  Disable Device (DC 26). 
   
  APL 4 (EL 2) 
  
  Malficius ex Malficius 
  Round 1 
  Page 8 
  �Acid Hands Trap: CR2; magical device; touch trigger; 
  automatic reset (one minute); 1d4 acid damage (acid 
  hands spell, Reflex save [DC 11]); Search (DC 26), 
  Disable Device (DC 26). 
   
  APL 6 (EL 4) 
  �Acidball Trap: CR4; magical device; touch trigger; 
  automatic reset (one minute); 3d6 acid damage (acidball 
  spell, Reflex save [DC 14]); Search (DC 28), Disable 
  Device (DC 28). 
   
  APL 8 (EL 6) 
  �Cone of Acid Trap: CR6; magical device; touch 
  trigger; automatic reset (one minute); 9d6 acid damage 
  (cone of acid spell, Reflex save [DC 17]); Search (DC 30), 
  Disable Device (DC 30). 
   
  APL 10 (EL 8) 
  �Prismatic Spray Trap: CR8; magical device; touch 
  trigger; automatic reset (one minute); Damage varies, 
  see spell description (prismatic spray spell, Various saves 
  [DC 20], see spell description); Search (DC 32), Disable 
  Device (DC 32). 
   
  Development: If the characters succeed in destroying 
  the obelisk, read or paraphrase the following text: 
   
  As you strike the obelisk one final blow, the spidery 
  cracks playing across it’s surface spread outward to 
  encompass the obelisk’s entire surface.  The oerth 
  underneath your feet shakes violently as fire erupts 
  from the nearby swampy water in gouts that sizzle 
  and burn the rain sleeting down.  The obelisk seems 
  to groan for an agonizing second stretched across 
  your ears like sharp claws drawn across slate.  Your 
  very being vibrates until you feel as though you may 
  be shaken to pieces if it does not halt.  The obelisk 
  shatters into thousands of fragments that fall to the 
  oerth like hail amid the rain and dead bodies that 
  litter this place.  With a tremendous roar the magical 
  energies contained within the obelisk pour in a 
  raging torrent into cloud cover above.  As the 
  energies strike the clouds it is as though a stone 
  has struck the surface of a still pond.  The clouds 
  break and roll away in unnatural ripples, leaving 
  behind only patches of their former cover.  Through 
  the fitful rain the sudden influx of sunlight causes 
  you to blink back tears, either from pain or joy you 
  cannot say. 
   
  Your rest is short-lived.  A new sort of precipitation 
  shatters your moment of reverie.  A hail of arrows 
  from the surrounding trees thunk and splash into 
  the muddy ground and bodies around you, some 
  bouncing off shattered stone and careening wildly 
  to an unknown destination.  
   
  If the party cannot destroy the obelisk, they must retreat 
  to Shiboleth. The Elector sends someone to handle the 
  problem. However, the never ceasing rain causes a 
  major dam on the Sheldomar to burst resulting in major 
  damage and tremendous loss of life. The party may not 
  continue onward and the judge should sign adventure 
  certificates and score the round.  The adventure is over. 
   
  Encounter 7: Against the Flan 
   
  A party of anti-Vecna Flan has been dispatched to wipe 
  out the cultist camp. Unfortunately, they have shown 
  up just as the party has solved the problem. Their 
  orders are to wipe out everything there and they are 
  going to try to do it. 
   
  As you bask in the glory of the sun, you are 
  suddenly attacked without warning by a storm of 
  arrows.  
   
  APL 2 (EL 2) 
  Flan Archers (4): Male human War1; hp 11 each; see 
  Appendix I. 
   
  APL 4 (EL 4) 
  Flan Archers (9): Male human War1; hp 11 each; see 
  Appendix I. 
   
  APL 6 (EL 6) 
  Flan Archers (9): Male human Ftr1; hp 11 each; see 
  Appendix I. 
   
  APL 8 (EL 8) 
  Flan Archers (9): Male human Ftr2; hp 18 each; see 
  Appendix I. 
   
  APL 10 (EL 10) 
  Flan Archers (9): Male human Ftr4; hp 32 each; see 
  Appendix I. 
   
  Tactics: The Flan attack with their bows until the party 
  approaches, then they flee.   
   
  Development: It is very likely that the party will kill or 
  capture one of the Flan.  They have their left hand dyed 
  black and a circle of black henna around their left eye. 
  They speak only Flan. 
   
  The Flan do not know much about the dead cultists, 
  only that they were sent to slay everyone at the camp, 
  however they were afraid of the cult leaders.  The Flan 
  attacked when the party appeared weak. 
   
  From here, the party can either track one of the 
  runaways back to the camp, try to convince a captive to 
  reveal the camps location, or head back out of the 
  swamps.  
   
  Encounter 8: The Ambush 
   
  Whatever option the characters choose, night soon falls 
  and they have an opportunity to rest. The next morning, 
  
  Malficius ex Malficius 
  Round 1 
  Page 9 
  immediately after regaining their spells, the party is 
  attacked by a stronger group of Flan who have been 
  sent to capture them and take them back to their leader. 
   
  Note that the EL has been lowered because the Flan are 
  only trying to subdue the party and will flee if the battle 
  goes against them.  
   
  APL 2 (EL 2) 
  Flan Raiders (6): Male human War1; hp 14 each; see 
  Appendix I. 
   
  APL 4 (EL 4) 
  Flan Raiders (12): Male human War1; hp 14 each; see 
  Appendix I. 
   
  APL 6 (EL 6) 
  Flan Raiders (12): Male human Ftr1; hp 14 each; see 
  Appendix I. 
   
  APL 8 (EL 8) 
  Flan Raiders (12): Male human Ftr3; hp 24 each; see 
  Appendix I. 
   
  APL 10 (EL 10) 
  Flan Raiders (12): Male human Ftr4; hp 45 each; see 
  Appendix I. 
   
  Encounter 9: The Trap 
   
  Should the party (or a portion thereof) escape capture 
  and attempt to follow the Flan back to their camp they 
  run into a trap set to capture them. 
   
  APL 2 (EL 2) 
  �Knockout Gas Trap: CR2; mechanical; location 
  trigger; manual reset; gas; multiple targets; never miss; 
  poison (somnus dust, Fortitude save [DC 15] resists, 
  unconsciousness/--); Search (DC 15), Disable Device 
  (DC 15). 
   
  APL 4 (EL 4) 
  �Knockout Gas Trap: CR4; mechanical; location 
  trigger; manual reset; gas; multiple targets; never miss; 
  poison (somnus dust, Fortitude save [DC 17] resists, 
  unconsciousness/--); Search (DC 21), Disable Device 
  (DC 21). 
   
  APL 6 (EL 6) 
  �Knockout Gas Trap: CR6; mechanical; location 
  trigger; manual reset; gas; multiple targets; never miss; 
  poison (somnus dust, Fortitude save [DC 20] resists, 
  unconsciousness/--); Search (DC 24), Disable Device 
  (DC 24). 
   
  APL 8 (EL 8) 
  �Knockout Gas Trap: CR8; mechanical; location 
  trigger; manual reset; gas; multiple targets; never miss; 
  poison (somnus dust, Fortitude save [DC 25] resists, 
  unconsciousness/--); Search (DC 28), Disable Device 
  (DC 28). 
   
  APL 10 (EL 10) 
  �Knockout Gas Trap: CR10; mechanical; location 
  trigger; manual reset; gas; multiple targets; never miss; 
  poison (somnus dust, Fortitude save [DC 30] resists, 
  unconsciousness/--); Search (DC 32), Disable Device 
  (DC 32). 
   
  Development: If every member of the party is 
  unconscious go to Encounter 10a. If some stay conscious 
  go to encounter 10b. 
   
  Encounter 10A: Guardian 
  Dominant 
   
  You awake to the smell of vegetables cooking over 
  an open fire.  Looking around you see your 
  companions, most of whom are in the process of 
  waking as well.  Your equipment seems not to have 
  been tampered with.  A figure is seated before the 
  fire, an ancient Flan wrapped in vines from the 
  swamp.  You notice that he also has the blackened 
  left hand and the henna circle around his left eye.  
  Laying at his feet is a crocodile. 
   
  “Greetings, I am sorry you were treated so roughly, 
  but there was no choice.  I will have food ready for 
  you soon.” 
   
  The old man possesses the following information, and 
  gives it freely in response to questions put to him by the 
  characters. 
   
  • 
  His name is Tar’a’mon and he is a druid. His 
  companion’s name is Grashnor. 
  • 
  He has a message for the characters to take 
  back to the rulers of Gran March. 
  • 
  The message is “The incursions have gone on 
  too long. Things that should remain buried are 
  in danger of being revealed.  This cannot be 
  allowed.  No further incursions will be 
  tolerated and the March has one year to 
  abandon Fort Tribulation.” 
  • 
  He is not interested in negotiation.  
  • 
  Threats are met with indifference.  Death is 
  part of the circle of the swamp and he is not 
  afraid to die.  His death does not change the 
  message he bears. 
  • 
  He refuses to reveal whom he works for or 
  why the March needs to abandon the swamp. 
  • 
  If the party is respectful, he uses his healing 
  spells to help them. 
  • 
  If the party promises to give the message, he 
  gives them a sealed document to take to the 
  Warden. 
  
  Malficius ex Malficius 
  Round 1 
  Page 10 
  • 
  If the party is respectful, he gifts each of the 
  characters with a wooden charm.  This, he 
  claims, may aid them in their dealings with the 
  Flan in the future.  
  • 
  If he is attacked, he fights back without mercy. 
   He is truly unafraid to die.  
  • 
  He imparts the quickest way out of the swamp. 
   If the party has been respectful he informs 
  them that there is still danger. 
   
  Encounter 10B: Guardian 
  Supplicant 
   
  Having survived the various ambushes and traps, 
  you continue through the swamp. Up ahead you 
  notice a very old Flan wrapped in vines from the 
  swamp. You notice that he also has the blackened 
  left hand and the henna circle around his left eye.  
  Laying at his feet is a crocodile. 
   
  He holds his hands out in a gesture of peace. 
  “Please allow me to apologize. We felt we had no 
  choice.  I have a message of great importance for 
  your leader.” 
   
  • 
  His demeanor throughout will be very 
  submissive but he still will not negotiate on the 
  points below.  
  • 
  His name is Tar’a’mon and he is a druid. His 
  companions name is Grashnor. 
  • 
  He has a message for the characters to take 
  back to the rulers of Gran March. 
  • 
  The message is “The incursions have gone on 
  too long. Things that should remain buried are 
  in danger of being revealed.  This cannot be 
  allowed. 
  No 
  further 
  incursions 
  will 
  be 
  tolerated and the March has one year to 
  abandon Fort Tribulation.” 
  • 
  He is not interested in negotiation.  
  • 
  Threats are met with indifference.  Death is 
  part of the circle of the swamp and he is not 
  afraid to die.  His death does not change the 
  message he bears. 
  • 
  He refuses to reveal who he works for or why 
  the March needs to abandon the swamp. 
  • 
  If the party is respectful, he uses his healing 
  spells to help them. 
  • 
  If the party promises to give the message, he 
  gives them a sealed document to take to the 
  Warden. 
  • 
  If the party is respectful, he gifts each of the 
  characters with a wooden charm.  This, he 
  claims, may aid them in their dealings with the 
  Flan in the future. 
  • 
  If he is attacked, he fights back without mercy. 
   He is truly unafraid to die.  
  • 
  He imparts the quickest way out of the swamp. 
   If the party has been respectful he informs 
  them that there is still danger. 
   
  APL 2 (EL 3) 
  Tar’a’mon: Male human Drd3; hp 24; see Appendix I. 
   
  APL 4 (EL 3) 
  Tar’a’mon: Male human Drd3; hp 24; see Appendix I. 
   
  Grashnoor, crocodile: hp 22; see Monster Manual page 
  195. 
   
  APL 6 (EL 5) 
  Tar’a’mon: Male human Drd5; hp 36; see Appendix I. 
   
  Grashnoor, crocodile: hp 37; see Appendix I. 
   
  APL 6 (EL 5) 
  Tar’a’mon: Male human Drd5; hp 36; see Appendix I. 
   
  Grashnoor, crocodile: hp 37; see Appendix I. 
   
  APL 8 (EL 7) 
  Tar’a’mon: Male human Drd7; hp 48; see Appendix I. 
   
  Grashnoor, giant crocodile: hp 59; see Appendix I. 
   
  APL 10 (EL 9) 
  Tar’a’mon: Male human Drd9; hp 60; see Appendix I. 
   
  Grashnoor, advanced giant crocodile: hp 77; see 
  Appendix I. 
   
  Encounter 11: Evil strikes Back 
   
  Though the Whispered One is often indifferent to his 
  followers, he reserves special wrath for those who 
  defeat his plans. The party is be traveling back out of 
  the swamp as night falls. When it does, Vecna has an 
  undead surprise in store for them. 
   
  APL 2 (EL 4) 
  Flan Zombies (9): 16 hp each; see Monster Manual page 
  191.  
   
  APL 4 (EL 6) 
  Flan Zombies (9): 16 hp each; see Monster Manual page 
  191. 
   
  Flan Mummy: hp 42; see Monster Manual page 138. 
   
  APL 6 (EL 8) 
  Flan Ghouls (9): 13 hp each; see Monster Manual page 
  97. 
   
  Flan Ghasts (2): 26 hp each; see Monster Manual page 
  97. 
  
  Malficius ex Malficius 
  Round 1 
  Page 11 
   
  APL 8 (EL 10) 
  Tatana: Female flan vampire, Ftr7; 54hp; see Appendix 
  I. 
   
  Flan Wights (4): 26 hp each; see Monster Manual page 
  183. 
   
  APL 10 (EL 12) 
  Tatana: Female flan vampire, Ftr7; 54hp; see Appendix 
  I. 
   
  Mibbandin: Male flan vampire, Clr9(Vecna); 68hp; see 
  Appendix I. 
   
  Flan Wights (2): 26 hp each; see Monster Manual page 
  183. 
   
  Treasure: Recover the gear (if any) from the undead. 
   
   
  APL 2 – L: 0gp; C: 0gp; M: 0. 
   
  APL 4 – L: 0gp; C: 0 gp; M: 0. 
   
  APL 6 – L: 0gp; C: 0 gp; M: 0. 
   
  APL 8 – L: 82.2gp; C: 0 gp; M: 0. 
   
  APL 10 – L: 164.1 gp; C: 0 gp; M: 0. 
   
  Development: The characters are able to exit the swamp 
  without further incident. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter 1: Unexpected Fortune 
  Defeating the bandits 
   
  APL 2 
  30 xp 
   
  APL 4 
  60 xp 
   
  APL 6 
  120 xp 
   
  APL 8 
  180 xp 
   
  APL 8 
  240 xp 
   
  Encounter 2: Enter the Swamp 
  Defeating the crocodiles 
   
  APL 2 
  60 xp 
   
  APL 4 
  150 xp 
   
  APL 6 
  180 xp 
   
  APL 8 
  240 xp 
   
  APL 10 
  300 xp 
   
  Encounter 4: Black as Night 
  Defeating Nox 
   
  APL 2  
  60 xp 
   
  APL 4 
  120 xp 
   
  APL 6 
  180 xp 
   
  APL 8 
  300 xp 
   
  APL 10 
  360 xp 
   
  Encounter 5: The Horror of Faith 
  Defeating Mazneral and his allies 
   
   
  APL 2 
  120 xp 
   
  APL 4 
  210 xp 
   
  APL 6 
  270 xp 
   
  APL 8 
  300 xp 
   
  APL 10 
  360 xp 
   
  Encounter 6: The Obelisk 
  Defeating the trap 
   
  APL 2 
  60 xp 
   
  APL 4 
  60 xp 
   
  APL 6 
  120 xp 
   
  APL 8 
  180 xp 
   
  APL 10 
  240 xp 
   
  Destroying the Obelisk 
   
  APL 2 
  30 xp 
   
  APL 4 
  60 xp 
   
  APL 6 
  90 xp 
   
  APL 8 
  120 xp 
   
  APL 10 
  150 xp 
   
  Encounter 7: Against the Flan 
  Defeating the Flan 
   
  APL 2 
  60 xp 
   
  APL 4 
  120 xp 
   
  APL 6 
  180 xp 
   
  APL 8 
  240 xp 
   
  APL 10 
  300 xp 
   
  Encounter 8: The Ambush 
  Defeating the Flan 
   
  APL 2 
  60 xp 
   
  APL 4 
  120 xp 
   
  APL 6 
  180 xp 
   
  APL 8 
  240 xp 
   
  APL 10 
  300 xp 
   
  Encounter 9: The Trap 
  Defeating the trap 
   
  APL 2 
  60 xp 
   
  APL 4 
  120 xp 
   
  APL 6 
  180 xp 
   
  APL 8 
  240 xp 
   
  APL 10 
  300 xp 
   
  Encounter 11: Evil Strikes Back 
  Defeating the undead 
   
  APL 2 
  120 xp 
  
  Malficius ex Malficius 
  Round 1 
  Page 12 
   
  APL 4 
  180 xp 
   
  APL 6 
  240 xp 
   
  APL 8 
  300 xp 
   
  APL 10 
  360 xp 
   
  Role-Playing Award 
   
  APL 2 
  60 xp 
   
  APL 4 
  120 xp 
   
  APL 6 
  180 xp 
   
  APL 8 
  240 xp 
   
  APL 10 
  300 xp 
   
  Total possible experience 
   
   
  APL 2 
  600 xp 
   
  APL 4 
  1,200 xp 
   
  APL 6 
  1,800 xp 
   
  APL 8 
  2,400 xp 
   
  APL 10 
  3,000 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 spells 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 
  treasures from each encounter add it up and that is the 
  number of gold pieces a character's total and coin value 
  increases at the end of the adventure.  Write the total in 
  the GP Gained field of the Adventure Certificate. 
   
  No matter what they actually recover from the module, 
  they may only keep piles of gold pieces.  Note that it is 
  possible (though unlikely, due to time pressure in the 
  module) that the PCs could recover more than the 
  allowed value from the module.  In this case, the excess 
  is confiscated by the Office of Strategic Resource 
  Management. 
   
  Note: Any pay collected by active members of the Gran 
  March military is not affected by the maximum treasure 
  cap of the adventure and may be collected even if it 
  would place the character over the treasure cap for the 
  adventure. 
   
  Encounter 1: Unexpected Fortune 
  Recover the bandit’s gear (if they really want to). 
   
   
  APL 2 – L: 2.8gp; C: 0gp; M: 0. 
   
  APL 4 – L: 2.8gp; C: 0 gp; M: 0. 
   
  APL 6 – L: 5.6gp; C: 0 gp; M: 0. 
   
  APL 8 – L: 5.6gp; C: 0 gp; M: 0. 
   
  APL 10 – L: 8.4 gp; C: 0 gp; M: 0. 
   
  Encounter 5: The Horror of Faith 
  Recover the arms, armor and equipment of Mazneral 
  and his allies. 
   
   
  APL 2 – L: 0gp; C: 0gp; M: 1 +1 greatsword (Value 
  352 gp per character), 1 +1 chain shirt (Value 187 gp per 
  character), 1 cloak of resistance +1 (Value 150gp per 
  character). 
   
  APL 4 – L: 0gp; C: 300 gp; M: 1 +1 greatsword (Value 
  352 gp per character), 1 +1 chain shirt (Value 187 gp per 
  character), 1 cloak of resistance +1 (Value 150gp per 
  character), 1 brooch of shielding (Value 225 gp per 
  character). 
   
  APL 6 – L: 0gp; C: 800 gp; M: 1 +1 greatsword (Value 
  352 gp per character), 1 +1 chain shirt (Value 187 gp per 
  character), 1 amulet of natural armor +1 (Value 300gp per 
  character), 1 cloak of resistance +1 (Value 150gp per 
  character), 1 brooch of shielding (Value 225 gp per 
  character). 
   
  APL 8 – L: 87gp; C: 1,100 gp; M: 1 +1 greatsword 
  (Value 352 gp per character), 1 +1 chain shirt (Value 187 
  gp per character), 1 amulet of natural armor +1 (Value 
  300gp per character), 1 ring of protection +1 (Value 300gp 
  per character), 1 cloak of resistance +1 (Value 150gp per 
  character), 1 brooch of shielding (Value 225 gp per 
  character), 1 necklace of prayer beads, bead of karma (Value 
  750 gp per character). 
   
  APL 10 – L: 87 gp; C: 1,200 gp; M: 1 +1 greatsword 
  (Value 352 gp per character), 1 +1 mithral breastplate 
  (Value 780 gp per character), 2 amulet of natural armor +1 
  
  Malficius ex Malficius 
  Round 1 
  Page 13 
  (Value 600 gp per character), 2 ring of protection +1 
  (Value 600 gp per character), 2 cloak of resistance +1 
  (Value 300gp per character), 1 brooch of shielding (Value 
  225 gp per character), 1 ring of counterspells (Value 600 
  gp per character), 1 necklace of prayer beads, bead of karma 
  (Value 750 gp per character), 1 scroll of flamestrike 
  (Value 168 gp per character), 1 scroll of empowered 
  lighting bolt 9th caster level (Value 202 gp per character), 
  1 scroll of meteor swarm 17th caster level (Value 573 gp 
  per character). 
   
  Encounter 11: Evil Strikes Back 
  Recover the gear (if any) from the undead. 
   
   
  APL 2 – L: 0gp; C: 0gp; M: 0. 
   
  APL 4 – L: 0gp; C: 0 gp; M: 0. 
   
  APL 6 – L: 0gp; C: 0 gp; M: 0. 
   
  APL 8 – L: 82.2gp; C: 0 gp; M: 0. 
   
  APL 10 – L: 164.1 gp; C: 0 gp; M: 0. 
   
  Adventure Maximums 
   
  APL 2: 600gp 
   
  APL 4: 1,200gp 
   
  APL 6: 2,000gp 
   
  APL 8: 3,400gp  
   
  APL 10: 5,800gp 
   
  Special (appears on Adventure Certificate) 
   
  Influence Point: Elector Larinta Cindor.  For 
  aiding the Elector in her time of need you have received 
  this influence point.  This may be used as an influence 
  point with the College of Electors, the Rush Warden, or 
  the Herdmaster’s Guild (organizations with which the 
  Elector has some sway).  It may also potentially be used 
  for other purposes.  Submit unique proposals to the 
  Gran March triad. 
   
  Swamp Fever.  The hero whose name appears on this 
  Adventure Certificate has contracted Swamp Fever 
  during an adventure into the Rushmoors.  Once during 
  each game session, the GM must ask the hero to roll 
  1d20.  If the roll is a 1, the character has suffered a 
  relapse of the disease.  The infected hero loses one 
  temporary point of Constitution per day, until the 
  victim makes a Fortitude saving throw (DC 14), at 
  which point the episode stops.  The hero then recovers 
  the Constitution damage at the normal rate.  A 
  successful Heal check (DC 15) allows the infected hero a 
  second saving throw each day to attempt to recover 
  from the disease.  The disease is permanent until a 
  remove disease spell is sued on the hero (at that time 
  cross this effect off of the character’s Adventure 
  Certificate). 
  
  Malficius ex Malficius 
  Round 1 
  Page 14 
   
  Appendix I: Enemies & Monsters 
  Encounter 1: Unexpected Fortune 
   
  APL 2 (EL 1) 
  Bandits (2): Male human Com1; CR ½; Medium-size 
  humanoid (human); HD 1d4; hp 4 each; Init +7; Spd 
  30ft.; AC 15 (13 touch, 12 flatfooted); Atk +0 melee 
  (1d4/19-20, dagger); AL N; SV Fort +0 Ref +3 Will +0; 
  Str 10, Dex 16, Con 11, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Bluff +2, Hide +5, Listen +2, Spot 
  +6; Alertness, Improved Initiative. 
   
  Possessions: Dagger, leather armor, two days 
  rations, waterskin, traveler’s outfit. 
   
  APL 4 (EL 2) 
  Bandits (2): Male human Rog1; CR 1; Medium-size 
  humanoid (human); HD 1d6; hp 6 each; Init +7; Spd 
  30ft.; AC 15 (13 touch, 12 flatfooted); Atk +0 melee 
  (1d4/19-20, dagger); SA Sneak Attack +1d6; AL N; SV 
  Fort +0 Ref +5 Will +0; Str 10, Dex 16, Con 11, Int 10, 
  Wis 10, Cha 10. 
   
  Skills & Feats: Bluff +4, Hide +7, Intimidate +4, 
  Listen +6, Move Silently +7, Open Lock +4, Search +4, 
  Spot +6, Tumble +7; Alertness, Improved Initiative. 
   
  Possessions: Dagger, leather armor, two days 
  rations, waterskin, traveler’s outfit. 
   
  APL 6 (EL 4) 
  Bandits (4): Male human Rog1; CR 1; Medium-size 
  humanoid (human); HD 1d6+1; hp 7 each; Init +7; 
  Spd 30ft.; AC 15 (13 touch, 12 flatfooted); Atk +0 
  melee (1d4+1/19-20, dagger); SA Sneak Attack +1d6; 
  AL N; SV Fort +1 Ref +6 Will +0; Str 12, Dex 16, Con 
  12, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Bluff +4, Hide +7, Intimidate +4, 
  Listen +6, Move Silently +7, Open Lock +4, Search +4, 
  Spot +6, Tumble +7; Alertness, Improved Initiative. 
   
  Possessions: Dagger, leather armor, two days 
  rations, waterskin, traveler’s outfit. 
   
  APL 8 (EL 6) 
  Bandits (4): Male human Rog2; CR 2; Medium-size 
  humanoid (human); HD 2d6+2; hp 12 each; Init +7; 
  Spd 30ft.; AC 15 (13 touch, 12 flatfooted); Atk +1 
  melee (1d4+1/19-20, dagger); SA Sneak Attack +1d6; 
  SQ Evasion; AL N; SV Fort +1 Ref +5 Will +0; Str 12, 
  Dex 16, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Bluff +5, Hide +8, Intimidate +5, 
  Listen +7, Move Silently +8, Open Lock +5, Search +5, 
  Spot +7, Tumble +8; Alertness, Improved Initiative. 
   
  Possessions: Dagger, leather armor, two days 
  rations, waterskin, traveler’s outfit. 
   
  APL 10 (EL 8) 
  Bandits (6): Male human Rog3; CR 3; Medium-size 
  humanoid (human); HD 3d6+3; hp 17 each; Init +7; 
  Spd 30ft.; AC 15 (13 touch, 12 flatfooted); Atk +3 
  melee (1d4+1/19-20, dagger); SA Sneak Attack +2d6; 
  SQ Evasion, Uncanny Dodge; AL N; SV Fort +2 Ref 
  +6 Will +2; Str 12, Dex 16, Con 12, Int 10, Wis 12, Cha 
  10. 
   
  Skills & Feats: Bluff +6, Hide +9, Intimidate +6, 
  Listen +9, Move Silently +9, Open Lock +6, Search +6, 
  Spot +9, Tumble +9; Alertness, Improved Initiative, 
  Weapon Finesse (dagger). 
   
  Possessions: Dagger, leather armor, two days 
  rations, waterskin, traveler’s outfit. 
   
  Encounter 2: Enter the Swamp 
   
  APL 8 (EL 8) 
  Crocodile, Giant advanced:  CR6; Huge animal; HD 
  14d8+56; hp 119; Init +1; Spd 20ft, swim 30ft; AC 16 
  (touch 8, flatfooted 14); Atk +15 melee (2d8+12, bite) 
  or +15 melee (1d12+12, tail slap); Face/Reach 10ft. by 
  20ft. / 10ft.; SA Improved Grab; AL N; SV Fort +13, 
  Ref +10, Will +5; Str 27, Dex 12, Con 19, Int 1, Wis 12, 
  Cha 2. 
   
  Skills and Feats: Listen +5, Spot +5. 
   
  APL 10 (EL 10) 
  Crocodile, Giant advanced:  CR8; Huge animal; HD 
  21d8+84; hp 178; Init +1; Spd 20ft, swim 30ft; AC 16 
  (touch 8, flatfooted 14); Atk +21 melee (2d8+12, bite) 
  or +21 melee (1d12+12, tail slap); Face/Reach 10ft. by 
  20ft. / 10ft.; SA Improved Grab; AL N; SV Fort +16, 
  Ref +13, Will +7; Str 27, Dex 12, Con 19, Int 1, Wis 12, 
  Cha 2. 
   
  Skills and Feats: Listen +5, Spot +5. 
   
  Encounter 4: Black as Night 
   
  APL 2 (EL 4) 
  Nox (Wyrmling Black Dragon): CR2; Tiny dragon; 
  HD 4d12+4; hp 30; Init +0; Spd 60ft., fly 100ft. 
  (average), swim 60 ft.; AC 15 (touch 12, flatfooted 13); 
  Atk +6 melee (1d4, bite), +2 melee (1d3, 2 claws); 
  Face/Reach 2 ½ ft. by 2 ½ ft. / 5ft.; SA Line of acid; 
  SQ Blindsight, keen senses, immune to sleep and 
  paralysis, immune to acid, waterbreathing; AL CE; SV 
  Fort +5, Ref +4, Will +4; Str 11, Dex 10, Con 13, Int 8, 
  Wis 11, Cha 8. 
   
  Skills and Feats: Bluff +3, Escape Artist +4, Hide 
  +2, Move Silently +2, Spot +4; Flyby Attack. 
  
  Malficius ex Malficius 
  Round 1 
  Page 15 
   
  Blindsight (Ex): Nox can ascertain creatures by non-
  visual means (mostly hearing and scent, but also by 
  noticing vibration and other environmental clues) 
  with a range of 30 ft. 
   
  Breath Weapon (Su): Nox has one type of breath 
  weapon, a line of acid 5’ wide and 30’ long, which 
  inflicts 2d4 points of damage with a Reflex save DC 
  13 for half. 
   
  Keen Senses (Ex): Nox sees four times as well as a 
  human in low-light conditions and twice as well in 
  normal light.  It also has darkvision with a range of 
  100 ft. 
   
  APL 4 (EL 4) 
  Nox (Young Black Dragon): CR4; Medium dragon; 
  HD 10d12+20; hp 85; Init +0; Spd 60ft., fly 150ft. 
  (poor), swim 60 ft.; AC 19 (touch 10, flatfooted 19); 
  Atk +12 melee (1d8+2, bite), +1 melee (1d6+1, 2 
  claws), +12 melee (1d4+1, 2 wings); Face/Reach 5ft. 
  by 5ft. / 5ft.; SA Line of acid; SQ Blindsight, keen 
  senses, immune to sleep and paralysis, immune to 
  acid, waterbreathing; AL CE; SV Fort +9, Ref +7, Will 
  +7; Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Bluff +10, Escape Artist +10, Hide 
  +5, Listen +10, Move Silently +5, Spot +10; Cleave, 
  Power Attack. 
   
  Blindsight (Ex): Nox can ascertain creatures by non-
  visual means (mostly hearing and scent, but also by 
  noticing vibration and other environmental clues) 
  with a range of 90 ft. 
   
  Breath Weapon (Su): Nox has one type of breath 
  weapon, a line of acid 5’ wide and 60’ long, which 
  inflicts 6d4 points of damage with a Reflex save DC 
  17 for half. 
   
  Keen Senses (Ex): Nox sees four times as well as a 
  human in low-light conditions and twice as well in 
  normal light.  It also has darkvision with a range of 
  300 ft. 
   
  APL 6 (EL 6) 
  Nox (Juvenile Black Dragon): CR6; Medium dragon; 
  HD 13d12+26; hp 110; Init +4; Spd 60ft., fly 150ft. 
  (poor), swim 60 ft.; AC 19 (touch 10, flatfooted 19); 
  Atk +16 melee (1d8+3, bite), +11 melee (1d6+1, 2 
  claws), +11 melee (1d4+1, 2 wings); Face/Reach 5ft. 
  by 5ft. / 5ft.; SA Line of acid, spell-like abilities; SQ 
  Blindsight, keen senses, immune to sleep and 
  paralysis, immune to acid, waterbreathing; AL CE; SV 
  Fort +10, Ref +8, Will +8; Str 17, Dex 10, Con 15, Int 
  10, Wis 11, Cha 10. 
   
  Skills and Feats: Bluff +13, Escape Artist +13, Hide 
  +6, Listen +13, Move Silently +6, Spot +13; Cleave, 
  Improved Initiative, Power Attack. 
   
  Blindsight (Ex): Nox can ascertain creatures by non-
  visual means (mostly hearing and scent, but also by 
  noticing vibration and other environmental clues) 
  with a range of 120 ft. 
   
  Breath Weapon (Su): Nox has one type of breath 
  weapon, a line of acid 5’ wide and 60’ long, which 
  inflicts 8d4 points of damage with a Reflex save DC 
  18 for half. 
   
  Keen Senses (Ex): Nox sees four times as well as a 
  human in low-light conditions and twice as well in 
  normal light.  It also has darkvision with a range of 
  400 ft. 
   
  Spell-like Abilities (Sp): 3/day darkness (30’ radius) 
   
  APL 8 (EL 10) 
  Nox (Young Adult Black Dragon): Male black 
  dragon Rog 2; CR10; Large dragon; HD 16d12+48, 
  2d6+6; hp 168; Init +4; Spd 60ft., fly 150ft. (poor), 
  swim 60 ft.; AC 28 [includes mage armor] (touch 9, 
  flatfooted 28); Atk +19 melee (2d6+4, bite), +14 melee 
  (1d8+2, 2 claws), +14 melee (1d6+2, 2 wings), +14 
  melee (1d8+2, tail slap); Face/Reach 5ft. by 10ft. / 
  10ft.; SA Frightful presence, line of acid, spells, sneak 
  attack +1d6, spell-like abilities; SQ Blindsight, DR 
  5/+1, evasion, keen senses, immune to sleep and 
  paralysis, immune to acid, SR 17, waterbreathing; AL 
  CE; SV Fort +13, Ref +13, Will +11; Str 19, Dex 10, Con 
  17, Int 12, Wis 13, Cha 12. 
   
  Skills and Feats: Bluff +17, Concentration +19, 
  Escape Artist +16, Hide +17, Listen +19, Move 
  Silently +17, Spot +19; Alertness, Cleave, Improved 
  Initiative, Power Attack. 
   
  Blindsight (Ex): Nox can ascertain creatures by non-
  visual means (mostly hearing and scent, but also by 
  noticing vibration and other environmental clues) 
  with a range of 150 ft. 
   
  Breath Weapon (Su): Nox has one type of breath 
  weapon, a line of acid 5’ wide and 80’ long, which 
  inflicts 10d4 points of damage with a Reflex save DC 
  22 for half. 
   
  Frightful Presence (Ex): Nox can unsettle foes with its 
  mere presence.  This ability takes effect automatically 
  whenever the dragon attacks, charges, or flies 
  overhead.  Creatures within a 150ft radius are subject 
  to the effect if they have less than 18HD.  A 
  potentially affected creature that succeeds at a Will 
  save DC 19 remains immune to that dragon’s frightful 
  presence for one day.  On a failure creatures with 4 or 
  
  Malficius ex Malficius 
  Round 1 
  Page 16 
  fewer HD become panicked for 4d6 rounds and those 
  with 5 or more HD become shaken for 4d6 rounds.  
  Dragons ignore the frightful presence of other 
  dragons. 
   
  Keen Senses (Ex): Nox sees four times as well as a 
  human in low-light conditions and twice as well in 
  normal light.  It also has darkvision with a range of 
  500 ft. 
   
  Spells: Nox knows and casts arcane spells as a 1st 
  level sorcerer. 
   
  Spells available (5/3 2, DC = 12 + spell level):  0—
  [detect magic, detect poison, ghost sound, mage hand, 
  prestidigitation]; 1st—[mage armor, shield].  This black 
  dragon has pre-cast a mage armor spell. 
   
  Spell-like Abilities (Sp): 3/day darkness (30’ radius). 
   
  APL 10 (EL 12) 
  Nox (Adult Black Dragon): CR12; Large dragon; HD 
  19d12+76, 2d6+6; hp 215; Init +4; Spd 60ft., fly 150ft. 
  (poor), swim 60 ft.; AC 31 [includes mage armor] 
  (touch 9, flatfooted 31); Atk +24 melee (2d6+4, bite), 
  +19 melee (1d8+2, 2 claws), +19 melee (1d6+2, 2 
  wings), +19 melee (1d8+2, tail slap); Face/Reach 5ft. 
  by 10ft. / 10ft.; SA Corrupt water, frightful presence, 
  line of acid, sneak attack +1d6, spells, spell-like 
  abilities; SQ Blindsight, DR 5/+1, evasion, keen 
  senses, immune to sleep and paralysis, immune to 
  acid, SR 18, waterbreathing; AL CE; SV Fort +15, Ref 
  +14, Will +12; Str 23, Dex 10, Con 19, Int 12, Wis 13, 
  Cha 12. 
   
  Skills and Feats: Bluff +21, Concentration +21, 
  Escape Artist +19, Hide +19, Listen +22, Move 
  Silently +18, Spot +22; Alertness, Cleave, Improved 
  Initiative, Power Attack. 
   
  Blindsight (Ex): Nox can ascertain creatures by non-
  visual means (mostly hearing and scent, but also by 
  noticing vibration and other environmental clues) 
  with a range of 180 ft. 
   
  Breath Weapon (Su): Nox has one type of breath 
  weapon, a line of acid 5’ wide and 80’ long, which 
  inflicts 12d4 points of damage with a Reflex save DC 
  23 for half. 
   
  Corrupt Water (Sp): Once per day Nox can stagnate 
  10 cubic feet of water, making it become still, foul, 
  and unable to support animal life.  The ability spoils 
  liquids containing water.  Magic items (such as 
  potions) and items in a creature’s possession must 
  succeed at a Will save DC 10 or become fouled. 
   
  Frightful Presence (Ex): Nox can unsettle foes with its 
  mere presence.  This ability takes effect automatically 
  whenever Nox attacks, charges, or flies overhead.  
  Creatures within a 180ft radius are subject to the 
  effect if they have less than 21HD.  A potentially 
  affected creature that succeeds at a Will save DC 20 
  remains immune to Nox’s frightful presence for one 
  day.  On a failure creatures with 4 or fewer HD 
  become panicked for 4d6 rounds and those with 5 or 
  more HD become shaken for 4d6 rounds.  Dragons 
  ignore the frightful presence of other dragons. 
   
  Keen Senses (Ex): Nox sees four times as well as a 
  human in low-light conditions and twice as well in 
  normal light.  It also has darkvision with a range of 
  600 ft. 
   
  Spells: Nox knows and casts arcane spells as a 3st 
  level sorcerer. 
   
  Spells available (6/5 4, DC = 12 + spell level):  0—
  [detect magic, detect poison, ghost sound, mage hand, 
  prestidigitation]; 1st—[mage armor, protection from good, 
  shield].  This black dragon has pre-cast a mage armor 
  spell. 
   
  Spell-like Abilities (Sp): 3/day darkness (30’ radius). 
   
  Encounter 5: The Horror of Faith 
   
  APL 2 (EL 4) 
  Mazneral: Male human Ftr2/Rog2; CR 4; Medium-
  size humanoid (human); HD 2d10+4, 2d6+4; hp 30; 
  Init +3; Spd 30ft.; AC 18 (13 touch, 15 flatfooted); Atk 
  +8 melee (2d6+6/19-20, +1 greatsword); SA Sneak 
  attack +1d6; SQ Evasion; AL LE; SV Fort +6, Ref +7, 
  Will +2; Str 16, Dex 16, Con 14, Int 12, Wis 13, Cha 12. 
   
  Skills & Feats: Balance +4, Bluff +7, Diplomacy 
  +11, Escape Artist +7, Hide +7, Intimidate +8, Jump 
  +11, Listen +6, Sense Motive +6, Spot +6, Tumble +11; 
  Cleave, Improved Sunder, Power Attack, Sunder, 
  Weapon Focus (greatsword). 
  Possessions: +1 greatsword, +1 chain shirt, cloak 
  of resistance +1, potion of blur. 
  Active 
  Spell 
  Effects 
  (and 
  durations 
  at 
  beginning of combat): blur (3rd; 27 rounds). 
   
  APL 4 (EL 7) 
  Mazneral: Male human Ftr4/Rog3; CR 7; Medium-
  size humanoid (human); HD 4d10+6, 3d6+6; hp 52; 
  Init +3; Spd 30ft.; AC 22 (17 touch, 19 flatfooted); Atk 
  +11/+6 melee (2d6+8/19-20, +1 greatsword); SA Sneak 
  attack +2d6; SQ Evasion, uncanny dodge; AL LE; SV 
  Fort +8, Ref +8, Will +5; Str 17, Dex 16, Con 14, Int 13, 
  Wis 14, Cha 12. 
   
  Skills & Feats: Balance +4, Bluff +11, Climb +3, 
  Diplomacy +11, Escape Artist +12, Hide +7, 
  Intimidate +8, Jump +14, Listen +7, Sense Motive +7, 
  Spot +7, Tumble +14; Cleave, Expertise, Improved 
  
  Malficius ex Malficius 
  Round 1 
  Page 17 
  Sunder, Power Attack, Sunder, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword). 
   
  Possessions: +1 greatsword, +1 chain shirt, cloak of 
  resistance +1, brooch of shielding,  potion of blur, potion 
  of haste, potion of invisibility. 
   
  Active Spell Effects (caster level and duration): blur 
  (3rd; 27 rounds), haste (5th; 4 rounds), invisibility (3rd; 
  until attacks or revealed). 
   
  APL 6 (EL 9) 
  Mazneral: Male human Ftr4/Rog3/Blackguard2; CR 
  9; Medium-size humanoid (human); HD 6d10+12, 
  3d6+6; hp 68; Init +3; Spd 30ft.; AC 24 (14 touch, 17 
  flatfooted); Atk +14/+9 melee (2d6+9/17-20, +1 
  greatsword); SA Poison use, smite good, sneak attack 
  +2d6; SQ Dark blessing, detect good, evasion, 
  uncanny dodge; AL LE; SV Fort +12, Ref +9, Will +6; 
  Str 18, Dex 16, Con 14, Int 13, Wis 14, Cha 12. 
   
  Skills & Feats: Balance +4, Bluff +11, Climb +3, 
  Diplomacy +11, Escape Artist +12, Hide +7, 
  Intimidate +12, Jump +14, Knowledge (religion) +5, 
  Listen +7, Sense Motive +7, Spot +7, Tumble +14; 
  Cleave, Expertise, Improved Critical (greatsword), 
  Improved Sunder, Power Attack, Sunder, Weapon 
  Focus 
  (greatsword), 
  Weapon 
  Specialization 
  (greatsword). 
   
  Possessions: +1 greatsword, +1 chain shirt, cloak of 
  resistance +1, ring of protection +1, amulet of natural 
  armor +1, brooch of shielding, potion of blur, potion of 
  haste, potion of invisibility, scroll of freedom of 
  movement. 
   
  Spells Prepared (2; save DC = 12 + spell level): 1st – 
  cause fear, doom. 
   
  Active Spell Effects (caster level and duration): blur 
  (3rd; 27 rounds), freedom of movement (7th; 70 minutes), 
  haste (5th; 4 rounds), invisibility (3rd; until attacks or 
  revealed). 
   
  APL 8 (EL 10) 
  Mazneral: Male human Ftr4/Rog3/Blackguard2; CR 
  9; 
  Medium-size 
  humanoid 
  (human); 
  HD 
  6d10+12(+24), 3d6+6(+12); hp 68(86); Init +3; Spd 
  30ft.; AC 26 (18 touch, 23 flatfooted); Atk +17/+12 
  melee (2d6+14/17-20, +1[+3] greatsword); SA Poison 
  use, smite good, sneak attack +2d6; SQ Dark blessing, 
  detect good, evasion, uncanny dodge; AL LE; SV Fort 
  +12(+14), Ref +9, Will +6, (+1 vs. fear effects); Str 
  18(22), Dex 16, Con 14(18), Int 13, Wis 14, Cha 12. 
   
  Skills & Feats: Balance +4, Bluff +11, Climb 
  +3(+5), Diplomacy +11, Escape Artist +12, Hide +7, 
  Intimidate +12, Jump +14(+16), Knowledge (religion) 
  +5, Listen +7, Sense Motive +7, Spot +7, Tumble +14; 
  Cleave, Expertise, Improved Critical (greatsword), 
  Improved Sunder, Power Attack, Sunder, Weapon 
  Focus 
  (greatsword), 
  Weapon 
  Specialization 
  (greatsword). 
   
  Possessions: +1(+3) greatsword, +1(+3) chain shirt, 
  cloak of resistance +1, ring of protection +1, amulet of 
  natural armor +1, brooch of shielding, potion of blur, 
  potion of haste, potion of invisibility, scroll of freedom of 
  movement. 
   
  Spells Prepared (2; save DC = 12 + spell level): 1st – 
  cause fear, doom. 
   
  Active Spell Effects (caster level and duration): bless 
  (11th; 11 minutes), blur (3rd; 27 rounds) bull’s strength 
  (11th; 11 hours), endurance (11th; 11 hours), freedom of 
  movement (7th; 66 minutes), greater magic weapon (11th; 
  11 hours), haste (5th; 4 rounds), invisibility (3rd; until 
  attacks or revealed), magic vestment (11th; 11 hours). 
   
  Cizzerin: Male human Clr7(Vecna); CR 7; Medium-
  size humanoid (human); HD 7d8+14(+28); hp 52(66); 
  Init +1; Spd 30ft.; AC 25 (18 touch, 24 flatfooted); Atk 
  +11 melee (1d8+4, masterwork heavy mace); SA 
  Command undead, spells, spontaneous cast inflict 
  spells; SQ Evil domain, Magic domain; AL LE; SV 
  Fort +9(+11), Ref +5, Will +10 (+1 vs. fear effects, +2 
  vs. good spells or casters); Str 12, Dex 12, Con 14(18), 
  Int 10, Wis 17, Cha 10. 
   
  Skills & Feats: Concentration +12(+14), Heal +13, 
  Knowledge (religion) +10; Combat Casting, Great 
  Fortitude, Iron Will, Lightning Reflexes. 
   
  Possessions: Masterwork heavy mace, silver holy 
  symbol (2), (+3) masterwork chain shirt, darkwood 
  shield, necklace of prayer beads (bead of karma), 
  potion of blur, potion of haste, potion of invisibility, 
  potion of protection from fire. 
   
  Spells Prepared (6/5+1/4+1/3+1/1+1); save DC = 
  13 + spell level): 0 - create water, cure minor wounds (2), 
  detect magic, light, read magic; 1st – bless, cure light 
  wounds (2), divine favor, protection from good*, shield of 
  faith; 2nd – bull’s strength, endurance (2), hold person, 
  identify*; 3rd – cure serious wounds, dispel magic, magic 
  vestment (2); 4th – greater magic weapon, unholy blight*.  
  Spells marked with an * are domain spells. 
   
  Active Spell Effects (caster level and duration): bless 
  (11th; 11 minutes), blur (3rd; 27 rounds) bull’s strength 
  (11th; 11 hours), divine favor (11th; 11 minutes), 
  endurance (11th; 11 hours), haste (5th; 4 rounds), 
  invisibility (3rd; until attacks or revealed), magic 
  vestment (11th; 11 hours), protection from good (11th; 11 
  minutes), protection from fire (5th; 50 minutes or 50 
  points of damage), shield of faith (11th; 11 minutes). 
   
  APL 10 (EL 12) 
  Mazneral: Male human Ftr4/Rog3/Blackguard2; CR 
  9; 
  Medium-size 
  humanoid 
  (human); 
  HD 
  6d10+12(+24), 3d6+6(+12); hp 68(86); Init +3; Spd 
  30ft.; AC 28 (18 touch, 25 flatfooted); Atk +18/+13 
  melee (2d6+15/17-20, +1[+4] greatsword); SA Poison 
  use, smite good, sneak attack +2d6; SQ Dark blessing, 
  detect good, evasion, uncanny dodge; AL LE; SV Fort 
  +12(+14), Ref +9, Will +6, (+1 vs. fear effects); Str 
  18(22), Dex 16, Con 14(18), Int 13, Wis 14, Cha 12. 
   
  Skills & Feats: Balance +4, Bluff +11, Climb 
  +3(+5), Diplomacy +11, Escape Artist +12, Hide +7, 
  
  Malficius ex Malficius 
  Round 1 
  Page 18 
  Intimidate +12, Jump +14(+16), Knowledge (religion) 
  +5, Listen +7, Sense Motive +7, Spot +7, Tumble +14; 
  Cleave, Expertise, Improved Critical (greatsword), 
  Improved Sunder, Power Attack, Sunder, Weapon 
  Focus 
  (greatsword), 
  Weapon 
  Specialization 
  (greatsword). 
   
  Possessions: +1(+4) greatsword, +1(+4) mithral 
  breastplate, cloak of resistance +1, ring of protection +1, 
  amulet of natural armor +1, brooch of shielding, potion of 
  blur, potion of haste, potion of invisibility, scroll of 
  freedom of movement. 
   
  Spells Prepared (2; save DC = 12 + spell level): 1st – 
  cause fear, doom. 
   
  Active Spell Effects (caster level and duration): bless 
  (13th; 13 minutes), blur (3rd; 27 rounds) bull’s strength 
  (13th; 13 hours), endurance (13th; 13 hours), freedom of 
  movement (7th; 66 minutes), greater magic weapon (13th; 
  13 hours), haste (5th; 4 rounds), invisibility (3rd; until 
  attacks/revealed), magic vestment (13th; 13 hours), 
  Rary’s telepathic bond (13th; 130 minutes), stoneskin (9th; 
  90 minutes or 90 points of damage). 
   
  Cizzerin: Male human Clr9(Vecna); CR 9; Medium-
  size humanoid (human); HD 9d8+18(+36); hp 
  66(84+13 temp hp); Init +1; Spd 30ft.; AC 32 (18 touch, 
  31 flatfooted); Atk +24/+19 melee (2d6+14, [+4] 
  masterwork heavy mace); SA Command undead, 
  spells, spontaneous cast inflict spells; SQ Evil domain, 
  Magic domain, SR 25; AL LE; SV Fort +10(+12), Ref 
  +6, Will +11 (+1 vs. fear effects, +2 vs. good spells or 
  casters); Str 12(22), Dex 12, Con 14(18), Int 10, Wis 18, 
  Cha 10. 
   
  Skills & Feats: Concentration +14(+16), Heal +15, 
  Knowledge (religion) +12; Combat Casting, Great 
  Fortitude, Iron Will, Lightning Reflexes, Weapon 
  Focus (heavy mace). 
   
  Possessions: (+4) Masterwork heavy mace, silver 
  holy symbol (2), (+4) masterwork chain shirt, (+4) 
  darkwood shield, necklace of prayer beads (bead of 
  karma), potion of blur, potion of haste, potion of 
  invisibility, potion of protection from fire, ring of 
  counterspells (slow), scroll of flamestrike. 
   
  Spells Prepared (6/5+1/5+1/5+1/3+1/1+1); save 
  DC = 14 + spell level): 0 - create water, cure minor 
  wounds (2), detect magic, light, read magic; 1st – bless, 
  cure light wounds (2), divine favor, protection from good*, 
  shield of faith; 2nd – bull’s strength, endurance (3), hold 
  person, identify*; 3rd – cure serious wounds, dispel magic, 
  magic vestment (3); 4th – divine power, greater magic 
  weapon (2), unholy blight*; 5th – righteous might, spell 
  resistance*.  Spells marked with an * are domain spells. 
   
  Active Spell Effects (caster level and duration): bless 
  (13th; 13 minutes), blur (3rd; 27 rounds) bull’s strength 
  (13th; 13 hours), divine favor (13th; 13 minutes), divine 
  power (13th; 11 rounds), endurance (13th; 13 hours), haste 
  (5th; 4 rounds), invisibility (3rd; until he attacks), magic 
  vestment (13th; 13 hours), protection from good (13th; 13 
  minutes), protection from fire (5th; 50 minutes or 50 
  points of damage), Rary’s telepathic bond (13th; 130 
  minutes), righteous might (13th; 10 rounds), shield of 
  faith (13th; 13 minutes), spell resistance (13th; 13 
  minutes), stoneskin (9th; 90 minutes or 90 points of 
  damage). 
   
  Sylus: Male human Wiz(Div)7/Loremaster 3; CR 10 
  Medium-size humanoid (human); HD 10d4+20(+40); 
  hp 51(71); Init +2(+4); Spd 30ft.; AC 14(20) (13[15] 
  touch, 12[16] flatfooted) +2 vs. good opponents, +7 
  from 
  shield; 
  Atk 
  +6 
  melee 
  (1d6, 
  masterwork 
  quarterstaff); SA Spells; SQ  Applicable knowledge, 
  lore, lore of true stamina, school specialty - 
  divination, school opposition -evocation; AL LE; SV 
  Fort +7(+9), Ref +6(+8), Will +9, +2 vs. good spells 
  and casters; Str 10, Dex 14(18), Con 14(18), Int 20, Wis 
  10, Cha 10. 
   
  Skills & Feats: Concentration +15(+17), Decipher 
  Script +11, Knowledge (arcana) +15, Knowledge 
  (architecture 
  & 
  engineering) 
  +6, 
  Knowledge 
  (geography) +6, Knowledge (history - Gran March) 
  +14, Knowledge (local - rushmoors) +15, Knowledge 
  (nature) +6, Knowledge (the planes) +6, Knowledge 
  (religion) +15, Knowledge (Vecna lore) +15, Scry +18, 
  Speak Language (Abyssal, Ancient Suloise, Aquan, 
  Auran, Celestial, Common, Draconic, Dwarven, 
  Elven, Flan, Giant, Gnoll, Gnome, Goblin, Halfling, 
  Ignan, Infernal, Orc, Sylvan, Terran), Spellcraft +18; 
  Empower Spell, Extend Spell, Scribe Scroll, Skill 
  Focus (knowledge [history - Gran March]), Spell 
  Focus (Enchantment), Spell Focus (Evocation), Spell 
  Focus (Transmutation). 
   
  Possessions: amulet of natural armor +1, cloak of 
  resistance +1, ring of protection +1, scroll of meteor 
  swarm (17th caster level, DC 19), scroll of empowered 
  lighting bolt (9th caster level, DC 15), scroll of stoneskin, 
  scroll of displacement, scroll of improved invisibility, 
  scroll of mage armor. 
   
  Spells prepared (5/7/6/5/4/3, base DC = 15 + 
  spell level; 17 + spell level for Enchantment, 
  Evocation and Transmutation spells):  0—detect magic, 
  detect poison, flare, mage hand, ray of frost, read magic; 
  1st—charm person, magic missile (4), protection from good, 
  true strike; 2nd—blindness, cat’s grace, flaming sphere, 
  glitterdust, see invisibility, shield (extended); 3rd— 
  clairaudience/clairvoyance, dispel magic, haste, hold 
  person, slow; 4th—confusion, detect scrying, stoneskin (2); 
  5th—feeblemind, fireball (empowered), Rary’s telepathic 
  bond. Spells with a line through them have been 
  precast. 
   
  Active Spell Effects (caster level and duration): bless 
  (13th; 13 minutes), cat’s grace (13th; 13 hours), detect 
  scrying (13th; 24 hours), endurance (13th; 13 hours), haste 
  (13th; 12 rounds), improved invisibility (7th; 7 minutes), 
  protection from good (13th; 13 minutes), Rary’s telepathic 
  bond (13th; 130 minutes), see invisibility (13th; 13 hours), 
  shield [extended] (13th; 26 minutes), stoneskin (9th; 90 
  minutes or 90 points of damage). 
  
  Malficius ex Malficius 
  Round 1 
  Page 19 
   
  Encounter 7: Against the Flan 
   
  APL 2 (EL 2) 
  Flan Archers: Male human War1; CR ½; Medium-size 
  humanoid (human); HD 1d10+1; hp 11; Init +1; Spd 
  30ft.; AC 14 (11 touch, 13 flatfooted); Atk +3 ranged 
  (1d8/x3, longbow); AL NG; SV Fort +3, Ref +1, Will 
  +0; Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +5, Craft (bowmaking) +4, 
  Swim +5; Run, Weapon Focus (longbow). 
   
  Possessions: Studded leather, longbow, 20 arrows. 
   
  APL 4 (EL 4) 
  Flan Archers: Male human War1; CR ½; Medium-size 
  humanoid (human); HD 1d10+1; hp 11; Init +1; Spd 
  30ft.; AC 14 (11 touch, 13 flatfooted); Atk +3 ranged 
  (1d8/x3, longbow); AL NG; SV Fort +3, Ref +1, Will 
  +0; Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +5, Craft (bowmaking) +4, 
  Swim +5; Run, Weapon Focus (longbow). 
   
  Possessions: Studded leather, longbow, 20 arrows. 
   
  APL 6 (EL 6) 
  Flan Archers: Male human Ftr1; CR 1; Medium-size 
  humanoid (human); HD 1d10+1; hp 11; Init +1; Spd 
  30ft.; AC 14 (11 touch, 13 flatfooted); Atk +3 ranged 
  (1d8/x3, longbow); AL NG; SV Fort +3, Ref +1, Will 
  +0; Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +5, Craft (bowmaking) +4, 
  Swim +5; Point Blank Shot, Run, Weapon Focus 
  (longbow). 
   
  Possessions: Studded leather, longbow, 20 arrows. 
   
  APL 8 (EL 8) 
  Flan Archers: Male human Ftr2; CR 2; Medium-size 
  humanoid (human); HD 2d10+2; hp 18; Init +1; Spd 
  30ft.; AC 14 (11 touch, 13 flatfooted); Atk +4 ranged 
  (1d8/x3, longbow); AL NG; SV Fort +4, Ref +1, Will 
  +0; Str 12, Dex 13, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +6, Craft (bowmaking) +5, 
  Swim +6; Point Blank Shot, Precise Shot, Run, 
  Weapon Focus (longbow). 
   
  Possessions: Studded leather, longbow, 20 arrows. 
   
  APL 10 (EL 10) 
  Flan Archers: Male human Ftr4; CR 4; Medium-size 
  humanoid (human); HD 4d10+4; hp 32; Init +1; Spd 
  30ft.; AC 15 (12 touch, 13 flatfooted); Atk +7 ranged 
  (1d8/x3, longbow); AL NG; SV Fort +5, Ref +3, Will 
  +1; Str 12, Dex 14, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +8, Craft (bowmaking) +7, 
  Swim +8; Point Blank Shot, Precise Shot, Rapid Shot, 
  Run, 
  Weapon 
  Focus 
  (longbow), 
  Weapon 
  Specialization (longbow). 
   
  Possessions: Studded leather, longbow, 20 arrows. 
   
  Encounter 8: The Ambush 
   
  APL 2 (EL 2) 
  Flan Raiders: Male human War1; CR ½; Medium-size 
  humanoid (human); HD 1d10+4; hp 14; Init +1; Spd 
  30ft.; AC 16 (11 touch, 15 flatfooted); Atk +3 melee 
  (1d6+2S, sap); AL NG; SV Fort +3, Ref +1, Will +0; Str 
  14, Dex 12, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +6, Craft (weaponsmithing) 
  +4, Swim +6; Run, Toughness. 
   
  Possessions: Studded leather, large wooden 
  shield, sap. 
   
  APL 4 (EL 4) 
  Flan Raiders: Male human War1; CR ½; Medium-size 
  humanoid (human); HD 1d10+4; hp 14; Init +1; Spd 
  30ft.; AC 16 (11 touch, 15 flatfooted); Atk +3 melee 
  (1d6+2S, sap); AL NG; SV Fort +3, Ref +1, Will +0; Str 
  14, Dex 12, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +6, Craft (weaponsmithing) 
  +4, Swim +6; Run, Toughness. 
   
  Possessions: Studded leather, large wooden 
  shield, sap. 
   
  APL 6 (EL 6) 
  Flan Raiders: Male human Ftr1; CR 1; Medium-size 
  humanoid (human); HD 1d10+4; hp 11; Init +5; Spd 
  30ft.; AC 16 (11 touch, 15 flatfooted); Atk +3 melee 
  (1d6+2S, sap); AL NG; SV Fort +3, Ref +1, Will +0; Str 
  14, Dex 12, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +6, Craft (weaponsmithing) 
  +4, Swim +6; Improved Initiative, Run, Toughness. 
   
  Possessions: Studded leather, large wooden 
  shield, sap. 
   
  APL 8 (EL 8) 
  Flan Raiders: Male human Ftr2; CR 2; Medium-size 
  humanoid (human); HD 2d10+8; hp 24; Init +5; Spd 
  30ft.; AC 16 (11 touch, 15 flatfooted); Atk +4 melee 
  (1d6+2S, sap); AL NG; SV Fort +4, Ref +1, Will +0; Str 
  15, Dex 12, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +7, Craft (weaponsmithing) 
  +5, Swim +7; Improved Initiative, Run, Toughness x2. 
   
  Possessions: Studded leather, large wooden 
  shield, sap. 
   
  APL 10 (EL 10) 
  Flan Raiders: Male human Ftr5; CR 4; Medium-size 
  humanoid (human); HD 5d10+11; hp 45; Init +1; Spd 
  30ft.; AC 16 (11 touch, 15 flatfooted); Atk +8 melee 
  (1d6+3S, sap); AL NG; SV Fort +5, Ref +3, Will +1; Str 
  16, Dex 14, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +11, Craft (weaponsmithing) 
  +8, Swim +11; Cleave, Improved Initiative, Power 
  Attack, Run, Toughness x2. 
   
  Possessions: Studded leather, large wooden 
  shield, sap. 
  
  Malficius ex Malficius 
  Round 1 
  Page 20 
   
  Encounter 10A&B: Guardian Dominant 
  & Supplicant 
   
  APL 2 & 4 (EL 3) 
  Tar’a’mon: Male human Drd3; CR 3; Medium-size 
  humanoid (human); HD 3d8+6; hp 24; Init +6; Spd 
  20ft.; AC 20 (12 touch, 18 flatfooted); Atk +2 melee 
  (1d8/18-20, scimitar); SQ: Animal companion, nature 
  sense, trackless step, woodland stride; AL NG; SV 
  Fort +5, Ref +3, Will +6; Str 10, Dex 14, Con 14, Int 10, 
  Wis 16, Cha 12. 
   
  Skills & Feats: Animal Empathy +4, Concentration 
  +10, Handle Animal +4, Heal +9, Knowledge (Vecna) 
  +3, Wilderness Lore +9; Combat Casting, Improved 
  Initiative, Skill Focus (Concentration). 
   
  Possessions: Scimitar, hide armor, large 
  wooden shield. 
   
  Spells prepared (4/3/2, DC = 13 + spell level): 
   0—[create water, cure minor wounds, detect magic, light]; 
  1st—[cure light wounds x2, entangle]; 2nd—[barkskin, 
  flameblade]; Spells that have been marked through 
  have been precast. 
   
  Active Spell Effects (caster level and duration): 
  barkskin (3rd; 30 minutes). 
   
  APL 6 (EL 5) 
  Tar’a’mon: Male human Drd5; CR 5; Medium-size 
  humanoid (human); HD 5d8+10; hp 36; Init +6; Spd 
  20ft.; AC 20 (12 touch, 18 flatfooted); Atk +3 melee 
  (1d8/18-20, scimitar); SQ: Animal companion, nature 
  sense, resist nature’s lure, trackless step, wildshape 
  1/day, woodland stride; AL NG; SV Fort +6, Ref +3, 
  Will +7; Str 10, Dex 14, Con 14, Int 10, Wis 17, Cha 12. 
   
  Skills & Feats: Animal Empathy +5, Concentration 
  +12, Handle Animal +5, Heal +11, Knowledge 
  (Vecna) +4, Wilderness Lore +11; Combat Casting, 
  Improved Initiative, Skill Focus (Concentration). 
   
  Possessions: Scimitar, hide armor, large 
  wooden shield. 
   
   
  Spells prepared (5/4/3/2, DC = 13 + spell 
  level):  0—[create water, cure minor wounds, detect 
  magic, flare, light]; 1st—[cure light wounds x2, entangle, 
  faerie fire]; 2nd—[barkskin, flameblade, hold animal]; 3rd—
  [cure moderate wounds, summon nature’s ally III]; Spells 
  that have been marked through have been precast. 
   
  Active Spell Effects (caster level and duration): 
  barkskin (5th; 50 minutes). 
   
  Grashnoor, advanced crocodile:  CR2; Medium-size 
  animal; HD 5d8+15; hp 37; Init +1; Spd 20ft, swim 
  30ft; AC 15 (touch 11, flatfooted 14); Atk +7 melee 
  (1d8+6, bite) or +7 melee (1d12+6, tail slap); 
  Face/Reach 5ft. by 5ft. / 5ft.; SA Improved Grab; AL 
  N; SV Fort +7, Ref +5, Will +2; Str 19, Dex 12, Con 17, 
  Int 2, Wis 12, Cha 2. 
   
  Skills and Feats: Hide +0, Listen +5, Spot +5. 
   
  APL 8 (EL 7) 
  Tar’a’mon: Male human Drd7; CR 7; Medium-size 
  humanoid (human); HD 7d8+14; hp 48; Init +6; Spd 
  20ft.; AC 20 (12 touch, 18 flatfooted); Atk +5 melee 
  (1d8/18-20, scimitar); SQ: Animal companion, nature 
  sense, resist nature’s lure, trackless step, wildshape 
  3/day, woodland stride; AL NG; SV Fort +7, Ref +6, 
  Will +8; Str 10, Dex 14, Con 14, Int 10, Wis 17, Cha 12. 
   
  Skills & Feats: Animal Empathy +6, Concentration 
  +14, Handle Animal +6, Heal +13, Knowledge 
  (Vecna) +5, Wilderness Lore +13; Combat Casting, 
  Improved Initiative, Lightning Reflexes, Skill Focus 
  (Concentration). 
   
  Possessions: Scimitar, hide armor, large 
  wooden shield. 
   
  Spells prepared (6/5/4/3/1, DC = 13 + spell 
  level):  0—[create water, cure minor wounds x2, detect 
  magic, flare, light]; 1st—[calm animals, cure light wounds 
  x2, entangle, faerie fire]; 2nd—[barkskin, charm person or 
  animal, flameblade, hold animal]; 3rd—[cure moderate 
  wounds, greater magic fang, summon nature’s ally III]; 
  4th—[cure serious wounds]; Spells that have been 
  marked through have been precast. 
   
  Active Spell Effects (caster level and duration): 
  barkskin (7th; 70 minutes). 
   
  Grashnoor, giant crocodile:  CR4; Huge animal; HD 
  7d8+28; hp 59; Init +1; Spd 20ft, swim 30ft; AC 16 
  (touch 9, flatfooted 15); Atk +11 (+13) melee (2d8+12 
  [+14], bite) or +11 melee (1d12+12, tail slap); 
  Face/Reach 10ft. by 20ft. / 10ft.; SA Improved Grab; 
  AL N; SV Fort +9, Ref +6, Will +3; Str 27, Dex 12, Con 
  19, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Hide +0, Listen +5, Spot +5. 
   
  Active Spell Effects (caster level and duration): 
  greater magic fang (7th; 7 hours). 
   
  APL 10 (EL 9) 
  Tar’a’mon: Male human Drd9; CR 9; Medium-size 
  humanoid (human); HD 9d8+16; hp 60; Init +4; Spd 
  20ft.; AC 20 (12 touch, 18 flatfooted); Atk +6/+1 melee 
  (1d8/18-20, scimitar); SQ: Animal companion, nature 
  sense, resist nature’s lure, trackless step, venom 
  immunity, 
  wildshape 
  3/day, 
  wildshape 
  large, 
  woodland stride; AL NG; SV Fort +8, Ref +7, Will 
  +10; Str 10, Dex 14, Con 14, Int 10, Wis 18, Cha 12. 
   
  Skills & Feats: Animal Empathy +6, Concentration 
  +16, Handle Animal +6, Heal +16, Knowledge 
  (nature) +2, Knowledge (Vecna) +6, Wilderness Lore 
  +16; Combat Casting, Improved Initiative, Lightning 
  Reflexes, Skill Focus (Concentration). 
   
  Possessions: Scimitar, hide armor, large 
  wooden shield. 
   
  Spells prepared (6/5/5/4/3/1, DC = 14 + 
  spell level):  0—[create water, cure minor wounds x2, 
  detect magic, flare, light]; 1st—[calm animals, cure light 
  
  Malficius ex Malficius 
  Round 1 
  Page 21 
  wounds x2, entangle, faerie fire]; 2nd—[barkskin, charm 
  person or animal, flameblade, hold animal, summon 
  swarm]; 3rd—[cure moderate wounds, greater magic fang, 
  poison, summon nature’s ally III]; 4th—[cure serious 
  wounds x2, flamestrike]; 5th—[summon nature’s ally V]; 
  Spells that have been marked through have been 
  precast. 
   
  Active Spell Effects (caster level and duration): 
  barkskin (9th; 90 minutes). 
   
  Grashnoor, giant crocodile:  CR4; Huge animal; HD 
  9d8+36; hp 77; Init +1; Spd 20ft, swim 30ft; AC 16 
  (touch 9, flatfooted 15); Atk +12 (+14) melee (2d8+12 
  [+14], bite) or +12 melee (1d12+12, tail slap); 
  Face/Reach 10ft. by 20ft. / 10ft.; SA Improved Grab; 
  AL N; SV Fort +10, Ref +7, Will +4; Str 27, Dex 12, 
  Con 19, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Hide +0, Listen +5, Spot +5. 
   
  Active Spell Effects (caster level and duration): 
  greater magic fang (7th; 7 hours). 
   
  Encounter 11: Evil Strikes Back 
   
  APL 8 (EL 10) 
  Tatana: Female flan vampire, Ftr7; CR 9; Medium-size 
  undead; HD 7d12; hp 54; Init +4; Spd 30ft.; AC 26 (14 
  touch, 22 flatfooted); Atk +15/+10 melee (1d8+8/19-
  20, masterwork longsword) or +13/+8 melee (d6+6 & 
  2 negative levels, slam); SA: Alternate form, blood 
  drain, 
  children 
  of 
  the 
  night, 
  create 
  spawn, 
  domination, SQ: cold & electricity resistance 20, 
  DR15/+1, fast healing 5, gaseous form, spider climb, 
  undead; AL LE; SV Fort +5, Ref +6, Will +5; Str 23, 
  Dex 18, Con –, Int 12, Wis 12, Cha 14. 
   
  Skills & Feats: Climb +13, Ride +14, Swim +9; 
  Blind-Fight, Cleave, Great Cleave, Iron Will, Power 
  Attack, Quick Draw, Weapon Focus (longsword), 
  Weapon Specialization (longsword). 
   
  Possessions: 
  masterwork 
  longsword, 
  masterwork chain shirt, masterwork large wooden 
  shield. 
   
  APL 10 (EL 12) 
  Tatana: Female flan vampire, Ftr7; CR 9; Medium-size 
  undead; HD 7d12; hp 54; Init +4; Spd 30ft.; AC 26 (32) 
  (14 touch, 22 [28] flatfooted); Atk +15/+10 (+18/+13) 
  melee (1d8+8 (+12)/19-20, masterwork longsword) or 
  +13/+8 (+14/+9) melee (d6+6[+7] & 2 negative levels, 
  slam); SA: Alternate form, blood drain, children of the 
  night, create spawn, domination; SQ: cold & 
  electricity resistance 20, DR15/+1, fast healing 5, 
  gaseous form, spider climb, undead; AL LE; SV Fort 
  +5, Ref +6, Will +5; Str 23 (25), Dex 18, Con –, Int 12, 
  Wis 12, Cha 14. 
   
  Skills & Feats: Climb +13 (+14), Ride +14, 
  Swim +9 (+10); Blind-Fight, Cleave, Great Cleave, 
  Iron Will, Power Attack, Quick Draw, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Possessions: masterwork longsword (+3), 
  masterwork chain shirt (+3), masterwork large 
  wooden shield (+3). 
   
  Active Spell Effects (caster level and duration): 
  bull’s strength (9th; 9 hours), greater magic weapon (9th, 9 
  hours), magic vestement x2 (9th, 9 hours). 
   
  Mibbandin: Male flan vampire, Clr9(Vecna); CR 11; 
  Medium-size undead; HD 9d12; hp 68; Init +4; Spd 
  30ft.; AC 26 [32] (14 touch, 22 [28] flatfooted); Atk 
  +10/+5 (+14/+9) melee (1d8+3[+8], masterwork 
  heavy mace) or +9/+4 (+11/+6) melee (d6+6[+8] & 2 
  negative levels, slam); SA: Alternate form, blood 
  drain, children of the night, command undead 5/day, 
  create spawn, domination, Evil & Magic domains, 
  spells, spontaneous cast inflict spells; SQ: cold & 
  electricity resistance 20, DR15/+1, fast healing 5, 
  gaseous form, spider climb, undead; AL LE; SV Fort 
  +8, Ref +7, Will +13; Str 16 (21), Dex 18, Con –,  Int 12, 
  Wis 20, Cha 14. 
   
  Skills & Feats: Concentration +9, Diplomacy 
  +11, Knowledge (religion) +10; Combat Casting, 
  Great Fortitude, Improved Initiative, Iron Will, 
  Lightning Reflexes. 
   
  Possessions: masterwork heavy mace (+3), 
  masterwork chain shirt (+3), masterwork large 
  wooden shield (+3). 
   
  Spells prepared (6/7/6/5/4/3, DC = 15 + 
  spell level):  0—[detect magic x3, read magic x2, 
  mending]; 1st—[bane, command, comprehend languages, 
  divine power, doom, protection from good*, shield of faith]; 
  2nd—[bull’s strength x2, darkness, hold person x2, 
  identify*, sound burst]; 3rd—[dispel magic*, magic 
  vestment x4]; 4th—[divine power, greater magic weapon 
  x2, unholy blight*]; 5th—[circle of doom, slay living, spell 
  resistance*]; Spells that have been marked through 
  have been precast. 
   
  Active Spell Effects (caster level and duration): 
  bull’s strength (9th; 9 hours), greater magic weapon (9th, 9 
  hours), magic vestement x2 (9th, 9 hours). 
  
  Malficius ex Malficius 
  Round 1 
  Page 22 
  Appendix III: New Rules 
   
  IMPROVED SUNDER AS PRESENTED IN SWORD AND FIST 
  You are adept at placing your attacks precisely where you want them to land. 
  Prerequisites:  Base attack bonus +2, Sunder. 
  Benefit: When you strike an opponent’s weapon, you inflict double damage. 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/592/Normal Scenarios/GRM2-07 - Malficius ex Malficius (APL 2-10)/GRM2-07 - Malficius ex Malficius.pdf